]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
fixed GL_Scissor call in rtlight code (apparently I need to feed it a top to bottom...
[xonotic/darkplaces.git] / gl_rsurf.c
index b827c2edb8795f31042d09ad73962a4f4073b30d..75daf7108ceca04c8bec0af4b5b65bf6d720df96 100644 (file)
@@ -20,6 +20,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // r_surf.c: surface-related refresh code
 
 #include "quakedef.h"
+#include "r_shadow.h"
 
 #define MAX_LIGHTMAP_SIZE 256
 
@@ -29,21 +30,17 @@ static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHav
 static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
 
 cvar_t r_ambient = {0, "r_ambient", "0"};
-cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"};
-cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"};
 cvar_t r_drawportals = {0, "r_drawportals", "0"};
 cvar_t r_testvis = {0, "r_testvis", "0"};
 cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
 cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
-cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"};
+cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
+cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
+cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
+cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
 
 static int dlightdivtable[32768];
 
-// variables used by R_PVSUpdate
-int r_pvsframecount = 0;
-mleaf_t *r_pvsviewleaf = NULL;
-int r_pvsviewleafnovis = 0;
-
 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
 {
        int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
@@ -235,22 +232,16 @@ R_BuildLightMap
 Combine and scale multiple lightmaps into the 8.8 format in blocklights
 ===============
 */
-static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int dlightchanged)
+static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
 {
        if (!r_floatbuildlightmap.integer)
        {
-               int smax, tmax, i, j, size, size3, shift, maps, stride, l;
+               int smax, tmax, i, j, size, size3, maps, stride, l;
                unsigned int *bl, scale;
                qbyte *lightmap, *out, *stain;
 
                // update cached lighting info
                surf->cached_dlight = 0;
-               surf->cached_lightmapscalebit = r_lightmapscalebit;
-               surf->cached_ambient = r_ambient.value;
-               surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
-               surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
-               surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
-               surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
 
                smax = (surf->extents[0]>>4)+1;
                tmax = (surf->extents[1]>>4)+1;
@@ -260,7 +251,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d
 
        // set to full bright if no light data
                bl = intblocklights;
-               if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata)
+               if (!ent->model->brushq1.lightdata)
                {
                        for (i = 0;i < size3;i++)
                                bl[i] = 255*256;
@@ -277,13 +268,11 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d
                        else
                                memset(bl, 0, size*3*sizeof(unsigned int));
 
-                       if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+                       if (surf->dlightframe == r_framecount)
                        {
                                surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
                                if (surf->cached_dlight)
                                        c_light_polys++;
-                               else if (dlightchanged)
-                                       return; // don't upload if only updating dlights and none mattered
                        }
 
        // add all the lightmaps
@@ -299,18 +288,20 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d
                stain = surf->stainsamples;
                bl = intblocklights;
                out = templight;
-               // deal with lightmap brightness scale
-               shift = 7 + r_lightmapscalebit + 8;
-               if (ent->model->lightmaprgba)
+               // the >> 16 shift adjusts down 8 bits to account for the stainmap
+               // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
+               // be doubled during rendering to achieve 2x overbright
+               // (0 = 0.0, 128 = 1.0, 256 = 2.0)
+               if (ent->model->brushq1.lightmaprgba)
                {
                        stride = (surf->lightmaptexturestride - smax) * 4;
                        for (i = 0;i < tmax;i++, out += stride)
                        {
                                for (j = 0;j < smax;j++)
                                {
-                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
-                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
-                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
                                        *out++ = 255;
                                }
                        }
@@ -322,9 +313,9 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d
                        {
                                for (j = 0;j < smax;j++)
                                {
-                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
-                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
-                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
                                }
                        }
                }
@@ -339,12 +330,6 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d
 
                // update cached lighting info
                surf->cached_dlight = 0;
-               surf->cached_lightmapscalebit = r_lightmapscalebit;
-               surf->cached_ambient = r_ambient.value;
-               surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
-               surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
-               surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
-               surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
 
                smax = (surf->extents[0]>>4)+1;
                tmax = (surf->extents[1]>>4)+1;
@@ -354,7 +339,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d
 
        // set to full bright if no light data
                bl = floatblocklights;
-               if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata)
+               if (!ent->model->brushq1.lightdata)
                        j = 255*256;
                else
                        j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
@@ -368,13 +353,11 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d
                else
                        memset(bl, 0, size*3*sizeof(float));
 
-               if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+               if (surf->dlightframe == r_framecount)
                {
                        surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
                        if (surf->cached_dlight)
                                c_light_polys++;
-                       else if (dlightchanged)
-                               return; // don't upload if only updating dlights and none mattered
                }
 
                // add all the lightmaps
@@ -389,9 +372,12 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d
                stain = surf->stainsamples;
                bl = floatblocklights;
                out = templight;
-               // deal with lightmap brightness scale
-               scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8));
-               if (ent->model->lightmaprgba)
+               // this scaling adjusts down 8 bits to account for the stainmap
+               // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will
+               // be doubled during rendering to achieve 2x overbright
+               // (0 = 0.0, 128 = 1.0, 256 = 2.0)
+               scale = 1.0f / (1 << 16);
+               if (ent->model->brushq1.lightmaprgba)
                {
                        stride = (surf->lightmaptexturestride - smax) * 4;
                        for (i = 0;i < tmax;i++, out += stride)
@@ -423,7 +409,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d
        }
 }
 
-void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, float fcolor[8])
+void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
 {
        float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
        msurface_t *surf, *endsurf;
@@ -464,7 +450,7 @@ loc0:
                impact[2] = origin[2] - node->plane->normal[2] * ndist;
        }
 
-       for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
+       for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
        {
                if (surf->stainsamples)
                {
@@ -545,13 +531,15 @@ loc0:
        }
 }
 
-void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
+void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
 {
        int n;
        float fcolor[8];
        entity_render_t *ent;
        model_t *model;
        vec3_t org;
+       if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
+               return;
        fcolor[0] = cr1;
        fcolor[1] = cg1;
        fcolor[2] = cb1;
@@ -561,9 +549,7 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i
        fcolor[6] = cb2 - cb1;
        fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
 
-       model = cl.worldmodel;
-       if (model)
-               R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, fcolor);
+       R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
 
        // look for embedded bmodels
        for (n = 0;n < cl_num_brushmodel_entities;n++)
@@ -573,10 +559,10 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i
                if (model && model->name[0] == '*')
                {
                        Mod_CheckLoaded(model);
-                       if (model->type == mod_brush)
+                       if (model->brushq1.nodes)
                        {
                                Matrix4x4_Transform(&ent->inversematrix, origin, org);
-                               R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, fcolor);
+                               R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
                        }
                }
        }
@@ -591,7 +577,7 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i
 =============================================================
 */
 
-static void RSurf_AddLightmapToVertexColors(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
+static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
 {
        int i;
        float scale;
@@ -625,13 +611,13 @@ static void RSurf_AddLightmapToVertexColors(const int *lightmapoffsets, float *c
        }
 }
 
-static void RSurf_FogColors(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
+static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
 {
        int i;
        float diff[3], f;
        if (fogenabled)
        {
-               for (i = 0;i < numverts;i++, v += 4, c += 4)
+               for (i = 0;i < numverts;i++, v += 3, c += 4)
                {
                        VectorSubtract(v, modelorg, diff);
                        f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
@@ -643,7 +629,7 @@ static void RSurf_FogColors(const float *v, float *c, float colorscale, int numv
                        VectorScale(c, colorscale, c);
 }
 
-static void RSurf_FoggedColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
+static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
 {
        int i;
        float diff[3], f;
@@ -652,7 +638,7 @@ static void RSurf_FoggedColors(const float *v, float *c, float r, float g, float
        b *= colorscale;
        if (fogenabled)
        {
-               for (i = 0;i < numverts;i++, v += 4, c += 4)
+               for (i = 0;i < numverts;i++, v += 3, c += 4)
                {
                        VectorSubtract(v, modelorg, diff);
                        f = 1 - exp(fogdensity/DotProduct(diff, diff));
@@ -674,14 +660,14 @@ static void RSurf_FoggedColors(const float *v, float *c, float r, float g, float
        }
 }
 
-static void RSurf_FogPassColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
+static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
 {
        int i;
        float diff[3], f;
        r *= colorscale;
        g *= colorscale;
        b *= colorscale;
-       for (i = 0;i < numverts;i++, v += 4, c += 4)
+       for (i = 0;i < numverts;i++, v += 3, c += 4)
        {
                VectorSubtract(v, modelorg, diff);
                f = exp(fogdensity/DotProduct(diff, diff));
@@ -692,15 +678,7 @@ static void RSurf_FogPassColors(const float *v, float *c, float r, float g, floa
        }
 }
 
-static void RSurf_ScaleColors(float *c, float scale, int numverts)
-{
-       int i;
-       if (scale != 1)
-               for (i = 0;i < numverts;i++, c += 4)
-                       VectorScale(c, scale, c);
-}
-
-static int RSurf_LightSeparate(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color)
+static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
 {
        float f;
        const float *v;
@@ -714,12 +692,12 @@ static int RSurf_LightSeparate(const matrix4x4_t *matrix, const int *dlightbits,
                {
                        rd = &r_dlight[l];
                        Matrix4x4_Transform(matrix, rd->origin, lightorigin);
-                       for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4)
+                       for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
                        {
                                f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
                                if (f < rd->cullradius2)
                                {
-                                       f = (1.0f / f) - rd->subtract;
+                                       f = ((1.0f / f) - rd->subtract) * scale;
                                        VectorMA(c, f, rd->light, c);
                                        lit = true;
                                }
@@ -729,36 +707,13 @@ static int RSurf_LightSeparate(const matrix4x4_t *matrix, const int *dlightbits,
        return lit;
 }
 
-// note: this untransforms lights to do the checking,
-// and takes surf->mesh->verts data
-static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh)
-{
-       int i, l;
-       const rdlight_t *rd;
-       vec3_t lightorigin;
-       const float *v;
-       for (l = 0;l < r_numdlights;l++)
-       {
-               if (dlightbits[l >> 5] & (1 << (l & 31)))
-               {
-                       rd = &r_dlight[l];
-                       Matrix4x4_Transform(matrix, rd->origin, lightorigin);
-                       for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
-                               if (VectorDistance2(v, lightorigin) < rd->cullradius2)
-                                       return true;
-               }
-       }
-       return false;
-}
-
-static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture)
+static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
 
        // LordHavoc: HalfLife maps have freaky skypolys...
-       if (ent->model->ishlbsp)
+       if (ent->model->brush.ishlbsp)
                return;
 
        if (skyrendernow)
@@ -770,641 +725,750 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture
 
        R_Mesh_Matrix(&ent->matrix);
 
-       // draw depth-only polys
-       memset(&m, 0, sizeof(m));
+       GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
        if (skyrendermasked)
        {
-               m.blendfunc1 = GL_ZERO;
-               m.blendfunc2 = GL_ONE;
+               // depth-only (masking)
+               qglColorMask(0,0,0,0);
+               // just to make sure that braindead drivers don't draw anything
+               // despite that colormask...
+               GL_BlendFunc(GL_ZERO, GL_ONE);
        }
        else
        {
                // fog sky
-               m.blendfunc1 = GL_ONE;
-               m.blendfunc2 = GL_ZERO;
+               GL_BlendFunc(GL_ONE, GL_ZERO);
        }
-       m.depthwrite = true;
-       R_Mesh_State(&m);
-       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+
+       memset(&m, 0, sizeof(m));
+       R_Mesh_State_Texture(&m);
+
+       while((surf = *surfchain++) != NULL)
        {
-               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+               if (surf->visframe == r_framecount)
                {
-                       R_Mesh_ResizeCheck(mesh->numverts);
-                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                       if (skyrendermasked)
-                               memset(varray_color, 0, mesh->numverts * sizeof(float[4]));
-                       else
-                               R_FillColors(varray_color, mesh->numverts, fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1);
-                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
+       qglColorMask(1,1,1,1);
 }
 
 static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
 {
        const entity_render_t *ent = calldata1;
-       const msurface_t *surf = ent->model->surfaces + calldata2;
-       float f, colorscale;
-       const surfmesh_t *mesh;
+       const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
        rmeshstate_t m;
-       float alpha = ent->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
+       float alpha;
        float modelorg[3];
-       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       texture_t *texture;
+       matrix4x4_t tempmatrix;
+       float   args[4] = {0.05f,0,0,0.04f};
+
+       if (gl_textureshader && r_watershader.value && !fogenabled)
+       {
+               Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+               R_Mesh_TextureMatrix(1, &tempmatrix);
+               Matrix4x4_CreateFromQuakeEntity(&tempmatrix, 0, 0, 0, 0, 0, 0, r_watershader.value);
+               R_Mesh_TextureMatrix(0, &tempmatrix);
+       }
+       else if (r_waterscroll.value)
+       {
+               // scrolling in texture matrix
+               Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+               R_Mesh_TextureMatrix(0, &tempmatrix);
+       }
 
        R_Mesh_Matrix(&ent->matrix);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
 
        memset(&m, 0, sizeof(m));
-       if (ent->effects & EF_ADDITIVE)
+       texture = surf->texinfo->texture->currentframe;
+       alpha = texture->currentalpha;
+       if (texture->rendertype == SURFRENDER_ADD)
        {
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE;
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
        }
-       else if (surf->currenttexture->fogtexture != NULL || alpha < 1)
+       else if (texture->rendertype == SURFRENDER_ALPHA)
        {
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_DepthMask(false);
        }
        else
        {
-               m.blendfunc1 = GL_ONE;
-               m.blendfunc2 = GL_ZERO;
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
        }
-       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-       colorscale = r_colorscale;
-       if (gl_combine.integer)
+       if (gl_textureshader && r_watershader.value && !fogenabled)
        {
-               m.texrgbscale[0] = 4;
-               colorscale *= 0.25f;
+               m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
+               m.tex[1] = R_GetTexture(texture->skin.base);
+       }
+       else
+               m.tex[0] = R_GetTexture(texture->skin.base);
+       GL_DepthTest(true);
+       if (fogenabled)
+               GL_ColorPointer(varray_color4f);
+       else
+               GL_Color(1, 1, 1, alpha);
+       if (gl_textureshader && r_watershader.value && !fogenabled)
+       {
+               GL_ActiveTexture (0);
+               qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+               GL_ActiveTexture (1);
+               qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+               qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
+               qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
+               qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
+               qglEnable (GL_TEXTURE_SHADER_NV);
+       }
+
+       GL_VertexPointer(surf->mesh.data_vertex3f);
+       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+       m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
+       m.texcombinergb[1] = GL_REPLACE;
+       R_Mesh_State_Texture(&m);
+       if (fogenabled)
+       {
+               R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha);
+               RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg);
        }
-       R_Mesh_State(&m);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+
+       if (gl_textureshader && r_watershader.value && !fogenabled)
        {
-               R_Mesh_ResizeCheck(mesh->numverts);
-               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-               memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
-               f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f);
-               R_FillColors(varray_color, mesh->numverts, f, f, f, alpha);
-               if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT))
-               {
-                       if (surf->dlightframe == r_framecount)
-                               RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color);
-                       if (surf->flags & SURF_LIGHTMAP)
-                               RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, varray_color, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
-               }
-               RSurf_FogColors(varray_vertex, varray_color, colorscale, mesh->numverts, modelorg);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+               qglDisable (GL_TEXTURE_SHADER_NV);
+               GL_ActiveTexture (0);
        }
 
        if (fogenabled)
        {
                memset(&m, 0, sizeof(m));
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE;
-               m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
-               R_Mesh_State(&m);
-               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-               {
-                       R_Mesh_ResizeCheck(mesh->numverts);
-                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                       if (m.tex[0])
-                               memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
-                       RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg);
-                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
-               }
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               GL_DepthTest(true);
+               m.tex[0] = R_GetTexture(texture->skin.fog);
+               GL_VertexPointer(surf->mesh.data_vertex3f);
+               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+               GL_ColorPointer(varray_color4f);
+               R_Mesh_State_Texture(&m);
+               RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg);
+               R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+       }
+
+       if ((gl_textureshader && r_watershader.value && !fogenabled) || r_waterscroll.value)
+       {
+               Matrix4x4_CreateIdentity(&tempmatrix);
+               R_Mesh_TextureMatrix(0, &tempmatrix);
+               R_Mesh_TextureMatrix(1, &tempmatrix);
        }
 }
 
-static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture)
+static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
+       msurface_t **chain;
        vec3_t center;
-       if ((r_wateralpha.value < 1 && !(texture->flags & SURF_DRAWNOALPHA)) || ent->effects & EF_ADDITIVE || texture->fogtexture)
+       if (texture->rendertype != SURFRENDER_OPAQUE)
        {
-               for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+               for (chain = surfchain;(surf = *chain) != NULL;chain++)
                {
-                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                       R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces);
+                       if (surf->visframe == r_framecount)
+                       {
+                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                               R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
+                       }
                }
        }
        else
-               for (surf = texture->surfacechain;surf;surf = surf->texturechain)
-                       RSurfShader_Water_Callback(ent, surf - ent->model->surfaces);
+               for (chain = surfchain;(surf = *chain) != NULL;chain++)
+                       if (surf->visframe == r_framecount)
+                               RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
 }
 
-static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
 {
        float base, colorscale;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        float modelorg[3];
-       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
        memset(&m, 0, sizeof(m));
-       if (ent->effects & EF_ADDITIVE)
+       if (rendertype == SURFRENDER_ADD)
        {
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE;
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
        }
-       else if (surf->currenttexture->fogtexture != NULL || ent->alpha < 1)
+       else if (rendertype == SURFRENDER_ALPHA)
        {
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_DepthMask(false);
        }
        else
        {
-               m.blendfunc1 = GL_ONE;
-               m.blendfunc2 = GL_ZERO;
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
        }
-       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-       colorscale = r_colorscale;
+       m.tex[0] = R_GetTexture(texture->skin.base);
+       colorscale = 1;
        if (gl_combine.integer)
        {
                m.texrgbscale[0] = 4;
                colorscale *= 0.25f;
        }
        base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
-       R_Mesh_State(&m);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-       {
-               R_Mesh_ResizeCheck(mesh->numverts);
-               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-               memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
-               R_FillColors(varray_color, mesh->numverts, base, base, base, ent->alpha);
-               if (!(ent->effects & EF_FULLBRIGHT))
-               {
-                       if (surf->dlightframe == r_framecount)
-                               RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color);
-                       if (surf->flags & SURF_LIGHTMAP)
-                               RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, varray_color, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
-               }
-               RSurf_FogColors(varray_vertex, varray_color, colorscale, mesh->numverts, modelorg);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+       GL_DepthTest(true);
+       GL_ColorPointer(varray_color4f);
+
+       GL_VertexPointer(surf->mesh.data_vertex3f);
+       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+       R_Mesh_State_Texture(&m);
+       R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
+       if (!(ent->effects & EF_FULLBRIGHT))
+       {
+               if (surf->dlightframe == r_framecount)
+                       RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
+               if (surf->flags & SURF_LIGHTMAP)
+                       RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
        }
+       RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
+       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
 }
 
-static void RSurfShader_Wall_Pass_BaseFullbright(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
 {
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        float modelorg[3];
-       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
        memset(&m, 0, sizeof(m));
-       if (ent->effects & EF_ADDITIVE)
-       {
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE;
-       }
-       else if (surf->currenttexture->fogtexture != NULL || ent->alpha < 1)
-       {
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       }
-       else
-       {
-               m.blendfunc1 = GL_ONE;
-               m.blendfunc2 = GL_ZERO;
-       }
-       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-       R_Mesh_State(&m);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-       {
-               R_Mesh_ResizeCheck(mesh->numverts);
-               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-               memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
-               RSurf_FoggedColors(varray_vertex, varray_color, 1, 1, 1, ent->alpha, r_colorscale, mesh->numverts, modelorg);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
-       }
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(texture->skin.glow);
+       GL_ColorPointer(varray_color4f);
+
+       GL_VertexPointer(surf->mesh.data_vertex3f);
+       if (m.tex[0])
+               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+       R_Mesh_State_Texture(&m);
+       RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
+       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
 }
 
-static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
 {
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        float modelorg[3];
-       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
        memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
-       R_Mesh_State(&m);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-       {
-               R_Mesh_ResizeCheck(mesh->numverts);
-               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-               memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
-               RSurf_FoggedColors(varray_vertex, varray_color, 1, 1, 1, ent->alpha, r_colorscale, mesh->numverts, modelorg);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
-       }
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(texture->skin.fog);
+       GL_ColorPointer(varray_color4f);
+
+       GL_VertexPointer(surf->mesh.data_vertex3f);
+       if (m.tex[0])
+               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+       R_Mesh_State_Texture(&m);
+       RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
+       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
 }
 
-static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
-       const surfmesh_t *mesh;
+       const msurface_t *surf;
        rmeshstate_t m;
-       float modelorg[3];
-       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       int lightmaptexturenum;
        memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
-       R_Mesh_State(&m);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(texture->skin.base);
+       m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
+       m.texrgbscale[1] = 2;
+       m.tex[2] = R_GetTexture(texture->skin.detail);
+       m.texrgbscale[2] = 2;
+       if (texture->skin.glow)
+       {
+               m.tex[3] = R_GetTexture(texture->skin.glow);
+               m.texcombinergb[3] = GL_ADD;
+       }
+       if (r_shadow_realtime_world.integer)
+               GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
+       else
+               GL_Color(1, 1, 1, 1);
+
+       while((surf = *surfchain++) != NULL)
        {
-               R_Mesh_ResizeCheck(mesh->numverts);
-               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-               if (m.tex[0])
-                       memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
-               RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha, r_colorscale, mesh->numverts, modelorg);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+               if (surf->visframe == r_framecount)
+               {
+                       lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+                       //if (m.tex[1] != lightmaptexturenum)
+                       //{
+                               m.tex[1] = lightmaptexturenum;
+                       //      R_Mesh_State_Texture(&m);
+                       //}
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
+                       m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
+                       m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+               }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture)
+static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        int lightmaptexturenum;
-       float cl;
        memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_ONE;
-       m.blendfunc2 = GL_ZERO;
-       m.tex[0] = R_GetTexture(texture->texture);
-       m.tex[1] = R_GetTexture(texture->surfacechain->lightmaptexture);
-       m.tex[2] = R_GetTexture(texture->detailtexture);
-       m.texrgbscale[0] = 1;
-       m.texrgbscale[1] = 4;
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(texture->skin.base);
+       m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
+       m.texrgbscale[1] = 2;
+       m.tex[2] = R_GetTexture(texture->skin.detail);
        m.texrgbscale[2] = 2;
-       R_Mesh_State(&m);
-       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+       if (r_shadow_realtime_world.integer)
+               GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
+       else
+               GL_Color(1, 1, 1, 1);
+
+       while((surf = *surfchain++) != NULL)
        {
-               lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
-               if (m.tex[1] != lightmaptexturenum)
-               {
-                       m.tex[1] = lightmaptexturenum;
-                       R_Mesh_State(&m);
-               }
-               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+               if (surf->visframe == r_framecount)
                {
-                       R_Mesh_ResizeCheck(mesh->numverts);
-                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                       memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
-                       memcpy(varray_texcoord[1], mesh->uv, mesh->numverts * sizeof(float[2]));
-                       memcpy(varray_texcoord[2], mesh->ab, mesh->numverts * sizeof(float[2]));
-                       cl = (float) (1 << r_lightmapscalebit) * r_colorscale;
-                       R_FillColors(varray_color, mesh->numverts, cl, cl, cl, 1);
-                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                       lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+                       //if (m.tex[1] != lightmaptexturenum)
+                       //{
+                               m.tex[1] = lightmaptexturenum;
+                       //      R_Mesh_State_Texture(&m);
+                       //}
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
+                       m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture)
+static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        int lightmaptexturenum;
        memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_ONE;
-       m.blendfunc2 = GL_ZERO;
-       m.tex[0] = R_GetTexture(texture->texture);
-       m.tex[1] = R_GetTexture(texture->surfacechain->lightmaptexture);
-       if (gl_combine.integer)
-               m.texrgbscale[1] = 4;
-       R_Mesh_State(&m);
-       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(texture->skin.base);
+       m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
+       m.texrgbscale[1] = 2;
+       if (r_shadow_realtime_world.integer)
+               GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
+       else
+               GL_Color(1, 1, 1, 1);
+       while((surf = *surfchain++) != NULL)
        {
-               lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
-               if (m.tex[1] != lightmaptexturenum)
-               {
-                       m.tex[1] = lightmaptexturenum;
-                       R_Mesh_State(&m);
-               }
-               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+               if (surf->visframe == r_framecount)
                {
-                       R_Mesh_ResizeCheck(mesh->numverts);
-                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                       memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
-                       memcpy(varray_texcoord[1], mesh->uv, mesh->numverts * sizeof(float[2]));
-                       R_FillColors(varray_color, mesh->numverts, r_colorscale, r_colorscale, r_colorscale, 1);
-                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                       lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+                       //if (m.tex[1] != lightmaptexturenum)
+                       //{
+                               m.tex[1] = lightmaptexturenum;
+                       //      R_Mesh_State_Texture(&m);
+                       //}
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture)
+static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_ONE;
-       m.blendfunc2 = GL_ZERO;
-       m.tex[0] = R_GetTexture(texture->texture);
-       R_Mesh_State(&m);
-       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       m.tex[0] = R_GetTexture(texture->skin.base);
+       if (r_shadow_realtime_world.integer)
+               GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
+       else
+               GL_Color(1, 1, 1, 1);
+       while((surf = *surfchain++) != NULL)
        {
-               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+               if (surf->visframe == r_framecount)
                {
-                       R_Mesh_ResizeCheck(mesh->numverts);
-                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                       memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
-                       R_FillColors(varray_color, mesh->numverts, 1, 1, 1, 1);
-                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture)
+static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        int lightmaptexturenum;
        memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_ZERO;
-       m.blendfunc2 = GL_SRC_COLOR;
-       m.tex[0] = R_GetTexture(texture->surfacechain->lightmaptexture);
-       if (gl_combine.integer)
-               m.texrgbscale[0] = 4;
-       R_Mesh_State(&m);
-       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
-       {
-               lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
-               if (m.tex[0] != lightmaptexturenum)
-               {
-                       m.tex[0] = lightmaptexturenum;
-                       R_Mesh_State(&m);
-               }
-               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
+       GL_Color(1, 1, 1, 1);
+       while((surf = *surfchain++) != NULL)
+       {
+               if (surf->visframe == r_framecount)
                {
-                       R_Mesh_ResizeCheck(mesh->numverts);
-                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                       memcpy(varray_texcoord[0], mesh->uv, mesh->numverts * sizeof(float[2]));
-                       R_FillColors(varray_color, mesh->numverts, r_colorscale, r_colorscale, r_colorscale, 1);
-                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                       lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+                       //if (m.tex[0] != lightmaptexturenum)
+                       //{
+                               m.tex[0] = lightmaptexturenum;
+                       //      R_Mesh_State_Texture(&m);
+                       //}
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture)
+static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
-       float colorscale;
        rmeshstate_t m;
-
+       float modelorg[3];
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
        memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.tex[0] = R_GetTexture(texture->texture);
-       colorscale = r_colorscale;
-       if (gl_combine.integer)
-       {
-               m.texrgbscale[0] = 4;
-               colorscale *= 0.25f;
-       }
-       R_Mesh_State(&m);
-       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       GL_ColorPointer(varray_color4f);
+       while((surf = *surfchain++) != NULL)
        {
-               if (surf->dlightframe == r_framecount)
+               if (surf->visframe == r_framecount)
                {
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
-                               {
-                                       R_Mesh_ResizeCheck(mesh->numverts);
-                                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                                       memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
-                                       R_FillColors(varray_color, mesh->numverts, 0, 0, 0, 1);
-                                       RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color);
-                                       RSurf_ScaleColors(varray_color, colorscale, mesh->numverts);
-                                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
-                               }
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       if (m.tex[0])
+                               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       R_Mesh_State_Texture(&m);
+                       RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture)
+static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
-       float modelorg[3];
-       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
        memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       R_Mesh_State(&m);
-       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
-       {
-               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(texture->skin.detail);
+       GL_Color(1, 1, 1, 1);
+       while((surf = *surfchain++) != NULL)
+       {
+               if (surf->visframe == r_framecount)
                {
-                       R_Mesh_ResizeCheck(mesh->numverts);
-                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                       if (m.tex[0])
-                               memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
-                       RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg);
-                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture)
+static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_DST_COLOR;
-       m.blendfunc2 = GL_SRC_COLOR;
-       m.tex[0] = R_GetTexture(texture->detailtexture);
-       R_Mesh_State(&m);
-       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
-       {
-               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(texture->skin.glow);
+       GL_Color(1, 1, 1, 1);
+       while((surf = *surfchain++) != NULL)
+       {
+               if (surf->visframe == r_framecount)
                {
-                       R_Mesh_ResizeCheck(mesh->numverts);
-                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                       memcpy(varray_texcoord[0], mesh->ab, mesh->numverts * sizeof(float[2]));
-                       R_FillColors(varray_color, mesh->numverts, 1, 1, 1, 1);
-                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture)
+/*
+static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.tex[0] = R_GetTexture(texture->glowtexture);
-       R_Mesh_State(&m);
-       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+       GL_DepthMask(true);
+       m.tex[0] = R_GetTexture(texture->skin.glow);
+       if (m.tex[0])
+               GL_Color(1, 1, 1, 1);
+       else
+               GL_Color(0, 0, 0, 1);
+       while((surf = *surfchain++) != NULL)
        {
-               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+               if (surf->visframe == r_framecount)
                {
-                       R_Mesh_ResizeCheck(mesh->numverts);
-                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                       memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
-                       R_FillColors(varray_color, mesh->numverts, r_colorscale, r_colorscale, r_colorscale, 1);
-                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
+*/
 
-static void RSurfShader_Wall_Fullbright_Callback(const void *calldata1, int calldata2)
-{
-       const entity_render_t *ent = calldata1;
-       const msurface_t *surf = ent->model->surfaces + calldata2;
-       R_Mesh_Matrix(&ent->matrix);
-       RSurfShader_Wall_Pass_BaseFullbright(ent, surf);
-       if (surf->currenttexture->glowtexture)
-               RSurfShader_Wall_Pass_Glow(ent, surf);
-       if (fogenabled)
-               RSurfShader_Wall_Pass_Fog(ent, surf);
-}
-
-static void RSurfShader_Wall_Fullbright(const entity_render_t *ent, const texture_t *texture)
+static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       vec3_t center;
-       if (ent->effects & EF_ADDITIVE || ent->alpha < 1 || texture->fogtexture != NULL)
+       rmeshstate_t m;
+       int lightmaptexturenum;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
+       if (r_shadow_realtime_world.integer)
+               GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
+       else
+               GL_Color(1, 1, 1, 1);
+       while((surf = *surfchain++) != NULL)
        {
-               for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+               if (surf->visframe == r_framecount)
                {
-                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                       R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces);
+                       lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+                       //if (m.tex[0] != lightmaptexturenum)
+                       //{
+                               m.tex[0] = lightmaptexturenum;
+                       //      R_Mesh_State_Texture(&m);
+                       //}
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
-       else
-       {
-               for (surf = texture->surfacechain;surf;surf = surf->texturechain)
-                       RSurfShader_Wall_Pass_BaseFullbright(ent, surf);
-               if (texture->glowtexture)
-                       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
-                               RSurfShader_Wall_Pass_Glow(ent, surf);
-               if (fogenabled)
-                       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
-                               RSurfShader_Wall_Pass_Fog(ent, surf);
-       }
 }
 
 static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
 {
        const entity_render_t *ent = calldata1;
-       const msurface_t *surf = ent->model->surfaces + calldata2;
+       const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
+       int rendertype;
+       float currentalpha;
+       texture_t *texture;
        R_Mesh_Matrix(&ent->matrix);
-       RSurfShader_Wall_Pass_BaseVertex(ent, surf);
-       if (surf->currenttexture->glowtexture)
-               RSurfShader_Wall_Pass_Glow(ent, surf);
+
+       texture = surf->texinfo->texture;
+       if (texture->animated)
+               texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
+
+       currentalpha = ent->alpha;
+       if (ent->effects & EF_ADDITIVE)
+               rendertype = SURFRENDER_ADD;
+       else if (currentalpha < 1 || texture->skin.fog != NULL)
+               rendertype = SURFRENDER_ALPHA;
+       else
+               rendertype = SURFRENDER_OPAQUE;
+
+       RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
+       if (texture->skin.glow)
+               RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
        if (fogenabled)
-               RSurfShader_Wall_Pass_Fog(ent, surf);
+               RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
 }
 
-static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture)
+static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
+       msurface_t **chain;
        vec3_t center;
-       if (ent->effects & EF_ADDITIVE || ent->alpha < 1 || texture->fogtexture != NULL)
+       if (texture->rendertype != SURFRENDER_OPAQUE)
        {
                // transparent vertex shaded from lightmap
-               for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+               for (chain = surfchain;(surf = *chain) != NULL;chain++)
                {
-                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                       R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
+                       if (surf->visframe == r_framecount)
+                       {
+                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                               R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
+                       }
                }
        }
-       else if (r_vertexsurfaces.integer)
+       else if (ent->effects & EF_FULLBRIGHT)
        {
-               // opaque vertex shaded from lightmap
-               for (surf = texture->surfacechain;surf;surf = surf->texturechain)
-                       RSurfShader_Wall_Pass_BaseVertex(ent, surf);
-               if (texture->glowtexture)
-                       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
-                               RSurfShader_Wall_Pass_Glow(ent, surf);
+               RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+               if (r_detailtextures.integer)
+                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+               if (texture->skin.glow)
+                       RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
                if (fogenabled)
-                       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
-                               RSurfShader_Wall_Pass_Fog(ent, surf);
+                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
        }
-       else
+       /*
+       // opaque base lighting
+       else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
        {
-               // opaque lightmapped
-               if (r_textureunits.integer >= 2)
+               if (r_ambient.value > 0)
                {
-                       if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
-                               RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture);
-                       else
-                       {
-                               RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture);
-                               if (r_detailtextures.integer)
-                                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture);
-                       }
                }
                else
-               {
-                       RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture);
-                       RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture);
-                       if (r_detailtextures.integer)
-                               RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture);
-               }
-               if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT))
-                       RSurfShader_OpaqueWall_Pass_Light(ent, texture);
-               if (texture->glowtexture)
-                       RSurfShader_OpaqueWall_Pass_Glow(ent, texture);
+                       RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
+               if (fogenabled)
+                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+       }
+       */
+       // opaque lightmapped
+       else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
+       {
+               RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
+               if (fogenabled)
+                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+       }
+       else if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
+       {
+               RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
+               if (texture->skin.glow)
+                       RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+               if (fogenabled)
+                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+       }
+       else if (r_textureunits.integer >= 2 && gl_combine.integer && !gl_lightmaps.integer)
+       {
+               RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
+               if (r_detailtextures.integer)
+                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+               if (texture->skin.glow)
+                       RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+               if (fogenabled)
+                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+       }
+       else if (!gl_lightmaps.integer)
+       {
+               RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+               RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
+               if (r_detailtextures.integer)
+                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+               if (texture->skin.glow)
+                       RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
                if (fogenabled)
-                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture);
+                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+       }
+       else
+       {
+               RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
+               if (fogenabled)
+                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
        }
 }
 
 Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
-Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright}, 0};
 Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
 Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
 
-int Cshader_count = 4;
-Cshader_t *Cshaders[4] =
+int Cshader_count = 3;
+Cshader_t *Cshaders[3] =
 {
        &Cshader_wall_lightmap,
-       &Cshader_wall_fullbright,
        &Cshader_water,
        &Cshader_sky
 };
 
-void R_DrawSurfaces(entity_render_t *ent, int sky, int normal)
+void R_UpdateTextureInfo(entity_render_t *ent)
 {
-       int i, alttextures, texframe, framecount, numtextures, numsurfaces, *surfacevisframes;
-       texture_t *t, *textures;
-       model_t *model;
-       msurface_t *surf, *surfaces;
-       vec3_t modelorg;
+       int i, texframe, alttextures;
+       texture_t *t;
 
        if (!ent->model)
                return;
 
-       // mark the surfaces touched by dynamic lights
-       if (normal && r_dynamic.integer)
-               R_MarkLights(ent);
+       alttextures = ent->frame != 0;
+       texframe = (int)(cl.time * 5.0f);
+       for (i = 0;i < ent->model->brushq1.numtextures;i++)
+       {
+               t = ent->model->brushq1.textures + i;
+               t->currentalpha = ent->alpha;
+               if (t->flags & SURF_WATERALPHA)
+                       t->currentalpha *= r_wateralpha.value;
+               if (ent->effects & EF_ADDITIVE)
+                       t->rendertype = SURFRENDER_ADD;
+               else if (t->currentalpha < 1 || t->skin.fog != NULL)
+                       t->rendertype = SURFRENDER_ALPHA;
+               else
+                       t->rendertype = SURFRENDER_OPAQUE;
+               // we don't need to set currentframe if t->animated is false because
+               // it was already set up by the texture loader for non-animating
+               if (t->animated)
+                       t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
+       }
+}
 
-       R_Mesh_Matrix(&ent->matrix);
+void R_PrepareSurfaces(entity_render_t *ent)
+{
+       int i, numsurfaces, *surfacevisframes;
+       model_t *model;
+       msurface_t *surf, *surfaces, **surfchain;
+       vec3_t modelorg;
+
+       if (!ent->model)
+               return;
 
        model = ent->model;
-       alttextures = ent->frame != 0;
-       texframe = (int)(cl.time * 5.0f);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+       numsurfaces = model->brushq1.nummodelsurfaces;
+       surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
+       surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
 
-       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       R_UpdateTextureInfo(ent);
 
-       numtextures = model->numtextures;
-       textures = model->textures;
-       numsurfaces = model->nummodelsurfaces;
-       surfaces = model->surfaces + model->firstmodelsurface;
-       surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
+       if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
+               R_MarkLights(ent);
 
-       for (i = 0;i < numtextures;i++)
-               textures[i].surfacechain = NULL;
+       if (model->brushq1.light_ambient != r_ambient.value)
+       {
+               model->brushq1.light_ambient = r_ambient.value;
+               for (i = 0;i < model->brushq1.nummodelsurfaces;i++)
+                       model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true;
+       }
+       else
+       {
+               for (i = 0;i < model->brushq1.light_styles;i++)
+               {
+                       if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
+                       {
+                               model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
+                               for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++)
+                                       (**surfchain).cached_dlight = true;
+                       }
+               }
+       }
 
        for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
        {
@@ -1426,48 +1490,24 @@ void R_DrawSurfaces(entity_render_t *ent, int sky, int normal)
 #endif
                        {
                                c_faces++;
-                               t = surf->texinfo->texture;
-                               if (t->animated)
-                               {
-                                       framecount = t->anim_total[alttextures];
-                                       if (framecount >= 2)
-                                               t = t->anim_frames[alttextures][texframe % framecount];
-                                       else
-                                               t = t->anim_frames[alttextures][0];
-                               }
-                               surf->currenttexture = t;
-                               surf->texturechain = t->surfacechain;
-                               t->surfacechain = surf;
-                               if (!r_vertexsurfaces.integer && surf->lightmaptexture != NULL)
-                               {
-                                       if (surf->cached_dlight
-                                       || surf->cached_ambient != r_ambient.value
-                                       || surf->cached_lightmapscalebit != r_lightmapscalebit)
-                                               R_BuildLightMap(ent, surf, false); // base lighting changed
-                                       else if (r_dynamic.integer)
-                                       {
-                                               if  (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0]
-                                               || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1]
-                                               || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2]
-                                               || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3]))))))))
-                                                       R_BuildLightMap(ent, surf, false); // base lighting changed
-                                               else if (surf->dlightframe == r_framecount && r_dlightmap.integer)
-                                                       R_BuildLightMap(ent, surf, true); // only dlights
-                                       }
-                               }
+                               surf->visframe = r_framecount;
+                               if (surf->cached_dlight && surf->lightmaptexture != NULL)
+                                       R_BuildLightMap(ent, surf);
                        }
                }
        }
+}
 
-       if (sky)
-               for (i = 0, t = textures;i < numtextures;i++, t++)
-                       if (t->surfacechain && t->shader->shaderfunc[SHADERSTAGE_SKY])
-                               t->shader->shaderfunc[SHADERSTAGE_SKY](ent, t);
-
-       if (normal)
-               for (i = 0, t = textures;i < numtextures;i++, t++)
-                       if (t->surfacechain && t->shader->shaderfunc[SHADERSTAGE_NORMAL])
-                               t->shader->shaderfunc[SHADERSTAGE_NORMAL](ent, t);
+void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
+{
+       int i;
+       texture_t *t;
+       if (ent->model == NULL)
+               return;
+       R_Mesh_Matrix(&ent->matrix);
+       for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++)
+               if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
+                       t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
 }
 
 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
@@ -1476,58 +1516,56 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
        float *v;
        rmeshstate_t m;
        const entity_render_t *ent = calldata1;
-       const mportal_t *portal = ent->model->portals + calldata2;
-       memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       const mportal_t *portal = ent->model->brushq1.portals + calldata2;
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
        R_Mesh_Matrix(&ent->matrix);
-       R_Mesh_State(&m);
-       R_Mesh_ResizeCheck(portal->numpoints);
-       i = portal - ent->model->portals;
-       R_FillColors(varray_color, portal->numpoints,
-               ((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_colorscale,
-               ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_colorscale,
-               ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_colorscale,
-               0.125f);
-       if (PlaneDiff(r_origin, (&portal->plane)) > 0)
-       {
-               for (i = portal->numpoints - 1, v = varray_vertex;i >= 0;i--, v += 4)
+       GL_VertexPointer(varray_vertex3f);
+
+       memset(&m, 0, sizeof(m));
+       R_Mesh_State_Texture(&m);
+
+       i = portal - ent->model->brushq1.portals;
+       GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
+                        ((i & 0x0038) >> 3) * (1.0f / 7.0f),
+                        ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
+                        0.125f);
+       if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
+       {
+               for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
                        VectorCopy(portal->points[i].position, v);
        }
        else
-               for (i = 0, v = varray_vertex;i < portal->numpoints;i++, v += 4)
+               for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
                        VectorCopy(portal->points[i].position, v);
        R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
 }
 
+// LordHavoc: this is just a nice debugging tool, very slow
 static void R_DrawPortals(entity_render_t *ent)
 {
        int i;
        mportal_t *portal, *endportal;
        float temp[3], center[3], f;
-
-       if (r_drawportals.integer < 1)
+       if (ent->model == NULL)
                return;
-
-       for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++)
+       for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
        {
-               if (portal->here->pvsframe == r_pvsframecount || portal->past->pvsframe == r_pvsframecount)
+               if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
                {
-                       if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
-                       {
-                               VectorClear(temp);
-                               for (i = 0;i < portal->numpoints;i++)
-                                       VectorAdd(temp, portal->points[i].position, temp);
-                               f = ixtable[portal->numpoints];
-                               VectorScale(temp, f, temp);
-                               Matrix4x4_Transform(&ent->matrix, temp, center);
-                               R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->portals);
-                       }
+                       VectorClear(temp);
+                       for (i = 0;i < portal->numpoints;i++)
+                               VectorAdd(temp, portal->points[i].position, temp);
+                       f = ixtable[portal->numpoints];
+                       VectorScale(temp, f, temp);
+                       Matrix4x4_Transform(&ent->matrix, temp, center);
+                       R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
                }
        }
 }
 
-void R_DrawBrushModel(entity_render_t *ent, int sky, int normal)
+void R_PrepareBrushModel(entity_render_t *ent)
 {
        int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
        msurface_t *surf;
@@ -1539,13 +1577,15 @@ void R_DrawBrushModel(entity_render_t *ent, int sky, int normal)
        // because bmodels can be reused, we have to decide which things to render
        // from scratch every time
        model = ent->model;
+       if (model == NULL)
+               return;
 #if WORLDNODECULLBACKFACES
-       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
 #endif
-       numsurfaces = model->nummodelsurfaces;
-       surf = model->surfaces + model->firstmodelsurface;
-       surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
-       surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface;
+       numsurfaces = model->brushq1.nummodelsurfaces;
+       surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
+       surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
+       surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
        for (i = 0;i < numsurfaces;i++, surf++)
        {
 #if WORLDNODECULLBACKFACES
@@ -1553,126 +1593,65 @@ void R_DrawBrushModel(entity_render_t *ent, int sky, int normal)
                if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
                {
                        if ((surf->flags & SURF_PLANEBACK))
-                       {
-                               surfacevisframes[i] = r_framecount;
-                               surfacepvsframes[i] = r_pvsframecount;
-                       }
-               }
-               else
-               {
-                       if (!(surf->flags & SURF_PLANEBACK))
-                       {
                                surfacevisframes[i] = r_framecount;
-                               surfacepvsframes[i] = r_pvsframecount;
-                       }
                }
+               else if (!(surf->flags & SURF_PLANEBACK))
+                       surfacevisframes[i] = r_framecount;
 #else
                surfacevisframes[i] = r_framecount;
-               surfacepvsframes[i] = r_pvsframecount;
 #endif
                surf->dlightframe = -1;
        }
-       R_DrawSurfaces(ent, sky, normal);
+       R_PrepareSurfaces(ent);
 }
 
 void R_SurfaceWorldNode (entity_render_t *ent)
 {
-       int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
-       msurface_t *surfaces, *surf;
+       int i, *surfacevisframes, *surfacepvsframes, surfnum;
+       msurface_t *surf;
+       mleaf_t *leaf;
        model_t *model;
        vec3_t modelorg;
 
+       // equivilant to quake's RecursiveWorldNode but faster and more effective
        model = ent->model;
-       numsurfaces = model->nummodelsurfaces;
-       surfaces = model->surfaces + model->firstmodelsurface;
-       surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
-       surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface;
-       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       if (model == NULL)
+               return;
+       surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
+       surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
 
-       for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
+       for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
        {
-               if (surfacepvsframes[i] == r_pvsframecount)
+               if (!R_CullBox (leaf->mins, leaf->maxs))
                {
+                       c_leafs++;
+                       leaf->visframe = r_framecount;
+               }
+       }
+
+       for (i = 0;i < model->brushq1.pvssurflistlength;i++)
+       {
+               surfnum = model->brushq1.pvssurflist[i];
+               surf = model->brushq1.surfaces + surfnum;
 #if WORLDNODECULLBACKFACES
-                       if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
-                       {
-                               if ((surf->flags & SURF_PLANEBACK) && R_NotCulledBox (surf->poly_mins, surf->poly_maxs))
-                                       surfacevisframes[i] = r_framecount;
-                       }
-                       else
-                       {
-                               if (!(surf->flags & SURF_PLANEBACK) && R_NotCulledBox (surf->poly_mins, surf->poly_maxs))
-                                       surfacevisframes[i] = r_framecount;
-                       }
+               if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+               {
+                       if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
+                               surfacevisframes[surfnum] = r_framecount;
+               }
+               else
+               {
+                       if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
+                               surfacevisframes[surfnum] = r_framecount;
+               }
 #else
-                       if (R_NotCulledBox (surf->poly_mins, surf->poly_maxs))
-                               surfacevisframes[i] = r_framecount;
+               if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
+                       surfacevisframes[surfnum] = r_framecount;
 #endif
-               }
        }
 }
 
-/*
-static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
-{
-       int portalstack, i;
-       mportal_t *p, *pstack[8192];
-       msurface_t *surf, **mark, **endmark;
-       mleaf_t *leaf;
-       // LordHavoc: portal-passage worldnode with PVS;
-       // follows portals leading outward from viewleaf, does not venture
-       // offscreen or into leafs that are not visible, faster than Quake's
-       // RecursiveWorldNode
-       leaf = viewleaf;
-       leaf->worldnodeframe = r_framecount;
-       portalstack = 0;
-loc0:
-       c_leafs++;
-       if (leaf->nummarksurfaces)
-       {
-               for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
-               {
-                       surf = *mark++;
-                       // make sure surfaces are only processed once
-                       if (surf->worldnodeframe != r_framecount)
-                       {
-                               surf->worldnodeframe = r_framecount;
-                               if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
-                               {
-                                       if (surf->flags & SURF_PLANEBACK)
-                                               surf->visframe = r_framecount;
-                               }
-                               else
-                               {
-                                       if (!(surf->flags & SURF_PLANEBACK))
-                                               surf->visframe = r_framecount;
-                               }
-                       }
-               }
-       }
-       // follow portals into other leafs
-       for (p = leaf->portals;p;p = p->next)
-       {
-               leaf = p->past;
-               if (leaf->worldnodeframe != r_framecount)
-               {
-                       leaf->worldnodeframe = r_framecount;
-                       // FIXME: R_NotCulledBox is absolute, should be done relative
-                       if (leaf->pvsframe == r_pvsframecount && R_NotCulledBox(leaf->mins, leaf->maxs))
-                       {
-                               p->visframe = r_framecount;
-                               pstack[portalstack++] = p;
-                               goto loc0;
-loc1:
-                               p = pstack[--portalstack];
-                       }
-               }
-       }
-       if (portalstack)
-               goto loc1;
-}
-*/
-
 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
 {
        int c, leafstackpos, *mark, *surfacevisframes;
@@ -1684,13 +1663,15 @@ static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
        mportal_t *p;
        vec3_t modelorg;
        msurface_t *surfaces;
+       if (ent->model == NULL)
+               return;
        // LordHavoc: portal-passage worldnode with PVS;
        // follows portals leading outward from viewleaf, does not venture
        // offscreen or into leafs that are not visible, faster than Quake's
        // RecursiveWorldNode
-       surfaces = ent->model->surfaces;
-       surfacevisframes = ent->model->surfacevisframes;
-       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       surfaces = ent->model->brushq1.surfaces;
+       surfacevisframes = ent->model->brushq1.surfacevisframes;
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
        viewleaf->worldnodeframe = r_framecount;
        leafstack[0] = viewleaf;
        leafstackpos = 1;
@@ -1698,6 +1679,7 @@ static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
        {
                c_leafs++;
                leaf = leafstack[--leafstackpos];
+               leaf->visframe = r_framecount;
                // draw any surfaces bounding this leaf
                if (leaf->nummarksurfaces)
                {
@@ -1735,91 +1717,716 @@ static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
                                if (leaf->worldnodeframe != r_framecount)
                                {
                                        leaf->worldnodeframe = r_framecount;
-                                       // FIXME: R_NotCulledBox is absolute, should be done relative
-                                       if (leaf->pvsframe == r_pvsframecount && R_NotCulledBox(leaf->mins, leaf->maxs))
+                                       // FIXME: R_CullBox is absolute, should be done relative
+                                       if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
                                                leafstack[leafstackpos++] = leaf;
                                }
                        }
                }
        }
-       if (r_drawportals.integer)
-               R_DrawPortals(ent);
 }
 
-void R_PVSUpdate (mleaf_t *viewleaf)
+void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
 {
-       int i, j, l, c, bits, *surfacepvsframes, *mark;
+       int j, c, *surfacepvsframes, *mark;
        mleaf_t *leaf;
-       qbyte *vis;
-
-       if (r_pvsviewleaf == viewleaf && r_pvsviewleafnovis == r_novis.integer)
-               return;
-
-       r_pvsframecount++;
-       r_pvsviewleaf = viewleaf;
-       r_pvsviewleafnovis = r_novis.integer;
+       model_t *model;
 
-       if (viewleaf)
-       {
-               surfacepvsframes = cl.worldmodel->surfacepvsframes;
-               vis = Mod_LeafPVS (viewleaf, cl.worldmodel);
-               for (j = 0;j < cl.worldmodel->numleafs;j += 8)
+       model = ent->model;
+       if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
+       {
+               model->brushq1.pvsframecount++;
+               model->brushq1.pvsviewleaf = viewleaf;
+               model->brushq1.pvsviewleafnovis = r_novis.integer;
+               model->brushq1.pvsleafchain = NULL;
+               model->brushq1.pvssurflistlength = 0;
+               if (viewleaf)
                {
-                       bits = *vis++;
-                       if (bits)
+                       surfacepvsframes = model->brushq1.surfacepvsframes;
+                       for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
                        {
-                               l = cl.worldmodel->numleafs - j;
-                               if (l > 8)
-                                       l = 8;
-                               for (i = 0;i < l;i++)
+                               if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
                                {
-                                       if (bits & (1 << i))
-                                       {
-                                               leaf = &cl.worldmodel->leafs[j + i + 1];
-                                               leaf->pvsframe = r_pvsframecount;
-                                               // mark surfaces bounding this leaf as visible
-                                               for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
-                                                       surfacepvsframes[*mark++] = r_pvsframecount;
-                                       }
+                                       leaf->pvsframe = model->brushq1.pvsframecount;
+                                       leaf->pvschain = model->brushq1.pvsleafchain;
+                                       model->brushq1.pvsleafchain = leaf;
+                                       // mark surfaces bounding this leaf as visible
+                                       for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
+                                               surfacepvsframes[*mark] = model->brushq1.pvsframecount;
                                }
                        }
+                       model->brushq1.BuildPVSTextureChains(model);
                }
        }
 }
 
-/*
-=============
-R_DrawWorld
-=============
-*/
-void R_DrawWorld (entity_render_t *ent)
+void R_WorldVisibility(entity_render_t *ent)
 {
+       vec3_t modelorg;
        mleaf_t *viewleaf;
-       viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
-       R_PVSUpdate(viewleaf);
+
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+       viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
+       R_PVSUpdate(ent, viewleaf);
+
        if (!viewleaf)
                return;
+
        if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
                R_SurfaceWorldNode (ent);
        else
                R_PortalWorldNode (ent, viewleaf);
-       R_DrawSurfaces(ent, true, true);
 }
 
-/*
-=================
-R_DrawBrushModel
-=================
-*/
-void R_DrawBrushModelSky (entity_render_t *ent)
+void R_DrawWorld(entity_render_t *ent)
+{
+       if (ent->model == NULL)
+               return;
+       if (!ent->model->brushq1.num_leafs)
+       {
+               if (ent->model->DrawSky)
+                       ent->model->DrawSky(ent);
+               if (ent->model->Draw)
+                       ent->model->Draw(ent);
+       }
+       else
+       {
+               R_PrepareSurfaces(ent);
+               R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
+               R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
+               if (r_drawportals.integer)
+                       R_DrawPortals(ent);
+       }
+}
+
+void R_Model_Brush_DrawSky(entity_render_t *ent)
 {
-       R_DrawBrushModel(ent, true, false);
+       if (ent->model == NULL)
+               return;
+       if (ent != &cl_entities[0].render)
+               R_PrepareBrushModel(ent);
+       R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
 }
 
-void R_DrawBrushModelNormal (entity_render_t *ent)
+void R_Model_Brush_Draw(entity_render_t *ent)
 {
+       if (ent->model == NULL)
+               return;
        c_bmodels++;
-       R_DrawBrushModel(ent, false, true);
+       if (ent != &cl_entities[0].render)
+               R_PrepareBrushModel(ent);
+       R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
+}
+
+void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+{
+       int i;
+       msurface_t *surf;
+       float projectdistance, f, temp[3], lightradius2;
+       if (ent->model == NULL)
+               return;
+       R_Mesh_Matrix(&ent->matrix);
+       lightradius2 = lightradius * lightradius;
+       R_UpdateTextureInfo(ent);
+       projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+       for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
+       {
+               if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
+               {
+                       f = PlaneDiff(relativelightorigin, surf->plane);
+                       if (surf->flags & SURF_PLANEBACK)
+                               f = -f;
+                       // draw shadows only for frontfaces and only if they are close
+                       if (f >= 0.1 && f < lightradius)
+                       {
+                               temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0];
+                               temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
+                               temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
+                               if (DotProduct(temp, temp) < lightradius2)
+                                       R_Shadow_Volume(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, lightradius, projectdistance);
+                       }
+               }
+       }
+}
+
+void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
+{
+       int surfnum;
+       msurface_t *surf;
+       texture_t *t;
+       float f, lightmins[3], lightmaxs[3];
+       if (ent->model == NULL)
+               return;
+       R_Mesh_Matrix(&ent->matrix);
+       lightmins[0] = relativelightorigin[0] - lightradius;
+       lightmins[1] = relativelightorigin[1] - lightradius;
+       lightmins[2] = relativelightorigin[2] - lightradius;
+       lightmaxs[0] = relativelightorigin[0] + lightradius;
+       lightmaxs[1] = relativelightorigin[1] + lightradius;
+       lightmaxs[2] = relativelightorigin[2] + lightradius;
+       R_UpdateTextureInfo(ent);
+       for (surfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;surfnum < ent->model->brushq1.nummodelsurfaces;surfnum++, surf++)
+       {
+               if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
+               {
+                       f = PlaneDiff(relativelightorigin, surf->plane);
+                       if (surf->flags & SURF_PLANEBACK)
+                               f = -f;
+                       if (f >= -0.1 && f < lightradius)
+                       {
+                               t = surf->texinfo->texture->currentframe;
+                               if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
+                               {
+                                       R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
+                                       R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
+                               }
+                       }
+               }
+       }
+}
+
+void R_DrawCollisionBrush(colbrushf_t *brush)
+{
+       int i;
+       i = ((int)brush) / sizeof(colbrushf_t);
+       GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+       GL_VertexPointer(brush->points->v);
+       R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
+}
+
+void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face)
+{
+       rmeshstate_t m;
+       if (!face->num_triangles)
+               return;
+       c_faces++;
+       if (skyrendernow)
+       {
+               skyrendernow = false;
+               if (skyrendermasked)
+                       R_Sky();
+       }
+
+       R_Mesh_Matrix(&ent->matrix);
+
+       GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+       if (skyrendermasked)
+       {
+               // depth-only (masking)
+               qglColorMask(0,0,0,0);
+               // just to make sure that braindead drivers don't draw anything
+               // despite that colormask...
+               GL_BlendFunc(GL_ZERO, GL_ONE);
+       }
+       else
+       {
+               // fog sky
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+       }
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+
+       memset(&m, 0, sizeof(m));
+       R_Mesh_State_Texture(&m);
+
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+       qglColorMask(1,1,1,1);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       if (face->texture->skin.glow)
+       {
+               m.tex[0] = R_GetTexture(face->texture->skin.glow);
+               m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+               GL_Color(1, 1, 1, 1);
+       }
+       else
+               GL_Color(0, 0, 0, 1);
+       R_Mesh_State_Texture(&m);
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(face->texture->skin.base);
+       m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+       m.tex[1] = R_GetTexture(face->lightmaptexture);
+       m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
+       m.texrgbscale[1] = 2;
+       GL_Color(1, 1, 1, 1);
+       R_Mesh_State_Texture(&m);
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(face->texture->skin.base);
+       m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+       GL_Color(1, 1, 1, 1);
+       R_Mesh_State_Texture(&m);
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(face->lightmaptexture);
+       m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
+       GL_Color(1, 1, 1, 1);
+       R_Mesh_State_Texture(&m);
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface_t *face)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(face->lightmaptexture);
+       m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
+       if (r_shadow_realtime_world.integer)
+               GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
+       else
+               GL_Color(1, 1, 1, 1);
+       R_Mesh_State_Texture(&m);
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       if (face->texture->skin.glow)
+       {
+               m.tex[0] = R_GetTexture(face->texture->skin.glow);
+               m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+               GL_Color(1, 1, 1, 1);
+       }
+       else
+               GL_Color(0, 0, 0, 1);
+       R_Mesh_State_Texture(&m);
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face)
+{
+       int i;
+       float mul;
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(face->texture->skin.base);
+       m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+       mul = 2.0f;
+       if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
+               mul *= r_shadow_realtime_world_lightmaps.value;
+       if (mul == 2 && gl_combine.integer)
+       {
+               m.texrgbscale[0] = 2;
+               GL_ColorPointer(face->data_color4f);
+       }
+       else if (mul == 1)
+               GL_ColorPointer(face->data_color4f);
+       else
+       {
+               for (i = 0;i < face->num_vertices;i++)
+               {
+                       varray_color4f[i*4+0] = face->data_color4f[i*4+0] * mul;
+                       varray_color4f[i*4+1] = face->data_color4f[i*4+1] * mul;
+                       varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul;
+                       varray_color4f[i*4+3] = face->data_color4f[i*4+3];
+               }
+               GL_ColorPointer(varray_color4f);
+       }
+       R_Mesh_State_Texture(&m);
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t *face)
+{
+       int i;
+       float mul;
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       R_Mesh_State_Texture(&m);
+       mul = 2.0f;
+       if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
+               mul *= r_shadow_realtime_world_lightmaps.value;
+       if (mul == 1)
+               GL_ColorPointer(face->data_color4f);
+       else
+       {
+               for (i = 0;i < face->num_vertices;i++)
+               {
+                       varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
+                       varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
+                       varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
+                       varray_color4f[i*4+3] = face->data_color4f[i*4+3];
+               }
+               GL_ColorPointer(varray_color4f);
+       }
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_ONE);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(face->texture->skin.base);
+       m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+       GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
+       R_Mesh_State_Texture(&m);
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
+{
+       const entity_render_t *ent = voident;
+       q3mface_t *face = ent->model->brushq3.data_faces + facenumber;
+       rmeshstate_t m;
+       R_Mesh_Matrix(&ent->matrix);
+       memset(&m, 0, sizeof(m));
+       if (ent->effects & EF_ADDITIVE)
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       else
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(face->texture->skin.base);
+       m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+       // LordHavoc: quake3 was not able to do this; lit transparent surfaces
+       if (gl_combine.integer)
+       {
+               m.texrgbscale[0] = 2;
+               if (r_textureunits.integer >= 2)
+               {
+                       m.tex[1] = R_GetTexture(face->lightmaptexture);
+                       m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
+                       GL_Color(1, 1, 1, ent->alpha);
+               }
+               else
+               {
+                       if (ent->alpha == 1)
+                               GL_ColorPointer(face->data_color4f);
+                       else
+                       {
+                               int i;
+                               for (i = 0;i < face->num_vertices;i++)
+                               {
+                                       varray_color4f[i*4+0] = face->data_color4f[i*4+0];
+                                       varray_color4f[i*4+1] = face->data_color4f[i*4+1];
+                                       varray_color4f[i*4+2] = face->data_color4f[i*4+2];
+                                       varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
+                               }
+                               GL_ColorPointer(varray_color4f);
+                       }
+               }
+       }
+       else
+       {
+               int i;
+               for (i = 0;i < face->num_vertices;i++)
+               {
+                       varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
+                       varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
+                       varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
+                       varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
+               }
+               GL_ColorPointer(varray_color4f);
+       }
+       R_Mesh_State_Texture(&m);
+       GL_VertexPointer(face->data_vertex3f);
+       qglDisable(GL_CULL_FACE);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+       qglEnable(GL_CULL_FACE);
+}
+
+void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
+{
+       if (!face->num_triangles)
+               return;
+       if (face->texture->surfaceparms)
+       {
+               if (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))
+                       return;
+       }
+       c_faces++;
+       face->visframe = r_framecount;
+       if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
+       {
+               vec3_t facecenter, center;
+               facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
+               facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
+               facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
+               Matrix4x4_Transform(&ent->matrix, facecenter, center);
+               R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
+               return;
+       }
+       R_Mesh_Matrix(&ent->matrix);
+       if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
+               R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
+       else if ((ent->effects & EF_FULLBRIGHT) || r_fullbright.integer)
+       {
+               R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
+               if (face->texture->skin.glow)
+                       R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+       }
+       else if (face->lightmaptexture)
+       {
+               if (gl_lightmaps.integer)
+                       R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face);
+               else
+               {
+                       if (r_textureunits.integer >= 2 && gl_combine.integer)
+                               R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face);
+                       else
+                       {
+                               R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
+                               R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face);
+                       }
+                       if (face->texture->skin.glow)
+                               R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+               }
+       }
+       else
+       {
+               if (gl_lightmaps.integer)
+                       R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face);
+               else
+               {
+                       R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face);
+                       if (face->texture->skin.glow)
+                               R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+               }
+       }
+       if (r_ambient.value)
+               R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face);
+}
+
+void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe)
+{
+       int i;
+       q3mleaf_t *leaf;
+       for (;;)
+       {
+               if (R_CullBox(node->mins, node->maxs))
+                       return;
+               if (!node->plane)
+                       break;
+               c_nodes++;
+               R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
+               node = node->children[1];
+       }
+       leaf = (q3mleaf_t *)node;
+       if (CHECKPVSBIT(pvs, leaf->clusterindex))
+       {
+               c_leafs++;
+               for (i = 0;i < leaf->numleaffaces;i++)
+                       leaf->firstleafface[i]->markframe = markframe;
+       }
+}
+
+// FIXME: num_leafs needs to be recalculated at load time to include only
+// node-referenced leafs, as some maps are incorrectly compiled with leafs for
+// the submodels (which would render the submodels occasionally, as part of
+// the world - not good)
+void R_Q3BSP_MarkLeafPVS(entity_render_t *ent, qbyte *pvs, int markframe)
+{
+       int i, j;
+       q3mleaf_t *leaf;
+       for (j = 0, leaf = ent->model->brushq3.data_leafs;j < ent->model->brushq3.num_leafs;j++, leaf++)
+       {
+               if (CHECKPVSBIT(pvs, leaf->clusterindex))
+               {
+                       c_leafs++;
+                       for (i = 0;i < leaf->numleaffaces;i++)
+                               leaf->firstleafface[i]->markframe = markframe;
+               }
+       }
+}
+
+static int r_q3bsp_framecount = -1;
+
+void R_Q3BSP_DrawSky(entity_render_t *ent)
+{
+       int i;
+       q3mface_t *face;
+       vec3_t modelorg;
+       model_t *model;
+       qbyte *pvs;
+       R_Mesh_Matrix(&ent->matrix);
+       model = ent->model;
+       if (r_drawcollisionbrushes.integer < 2)
+       {
+               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+               if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+               {
+                       if (r_q3bsp_framecount != r_framecount)
+                       {
+                               r_q3bsp_framecount = r_framecount;
+                               R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
+                               //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount);
+                       }
+                       for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+                               if (face->markframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs))
+                                       R_Q3BSP_DrawSkyFace(ent, face);
+               }
+               else
+                       for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+                               if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
+                                       R_Q3BSP_DrawSkyFace(ent, face);
+       }
+}
+
+void R_Q3BSP_Draw(entity_render_t *ent)
+{
+       int i;
+       q3mface_t *face;
+       vec3_t modelorg;
+       model_t *model;
+       qbyte *pvs;
+       R_Mesh_Matrix(&ent->matrix);
+       model = ent->model;
+       if (r_drawcollisionbrushes.integer < 2)
+       {
+               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+               if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+               {
+                       if (r_q3bsp_framecount != r_framecount)
+                       {
+                               r_q3bsp_framecount = r_framecount;
+                               R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
+                               //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount);
+                       }
+                       for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+                               if (face->markframe == r_framecount && !R_CullBox(face->mins, face->maxs))
+                                       R_Q3BSP_DrawFace(ent, face);
+               }
+               else
+                       for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+                               R_Q3BSP_DrawFace(ent, face);
+       }
+       if (r_drawcollisionbrushes.integer >= 1)
+       {
+               rmeshstate_t m;
+               memset(&m, 0, sizeof(m));
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               GL_DepthTest(true);
+               R_Mesh_State_Texture(&m);
+               qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
+               for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
+                       if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
+                               R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
+               qglPolygonOffset(0, 0);
+       }
+}
+
+void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+{
+       int i;
+       q3mface_t *face;
+       vec3_t modelorg, lightmins, lightmaxs;
+       model_t *model;
+       float projectdistance;
+       projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+       if (r_drawcollisionbrushes.integer < 2)
+       {
+               model = ent->model;
+               R_Mesh_Matrix(&ent->matrix);
+               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+               lightmins[0] = relativelightorigin[0] - lightradius;
+               lightmins[1] = relativelightorigin[1] - lightradius;
+               lightmins[2] = relativelightorigin[2] - lightradius;
+               lightmaxs[0] = relativelightorigin[0] + lightradius;
+               lightmaxs[1] = relativelightorigin[1] + lightradius;
+               lightmaxs[2] = relativelightorigin[2] + lightradius;
+               //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+               //      R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
+               //else
+                       for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+                               if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
+                                       R_Shadow_Volume(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
+       }
+}
+
+void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
+{
+       if ((face->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || !face->num_triangles)
+               return;
+       R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, lightcubemap);
+       R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, lightcubemap);
+}
+
+void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
+{
+       int i;
+       q3mface_t *face;
+       vec3_t modelorg, lightmins, lightmaxs;
+       model_t *model;
+       //qbyte *pvs;
+       //static int markframe = 0;
+       if (r_drawcollisionbrushes.integer < 2)
+       {
+               model = ent->model;
+               R_Mesh_Matrix(&ent->matrix);
+               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+               lightmins[0] = relativelightorigin[0] - lightradius;
+               lightmins[1] = relativelightorigin[1] - lightradius;
+               lightmins[2] = relativelightorigin[2] - lightradius;
+               lightmaxs[0] = relativelightorigin[0] + lightradius;
+               lightmaxs[1] = relativelightorigin[1] + lightradius;
+               lightmaxs[2] = relativelightorigin[2] + lightradius;
+               //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+               //      R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
+               //else
+                       for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+                               if ((ent != &cl_entities[0].render || face->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
+                                       R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
+       }
 }
 
 static void gl_surf_start(void)
@@ -1832,10 +2439,6 @@ static void gl_surf_shutdown(void)
 
 static void gl_surf_newmap(void)
 {
-       // reset pvs visibility variables so it will update on first frame
-       r_pvsframecount = 1;
-       r_pvsviewleaf = NULL;
-       r_pvsviewleafnovis = false;
 }
 
 void GL_Surf_Init(void)
@@ -1846,13 +2449,14 @@ void GL_Surf_Init(void)
                dlightdivtable[i] = 4194304 / (i << 7);
 
        Cvar_RegisterVariable(&r_ambient);
-       Cvar_RegisterVariable(&r_vertexsurfaces);
-       Cvar_RegisterVariable(&r_dlightmap);
        Cvar_RegisterVariable(&r_drawportals);
        Cvar_RegisterVariable(&r_testvis);
        Cvar_RegisterVariable(&r_floatbuildlightmap);
        Cvar_RegisterVariable(&r_detailtextures);
        Cvar_RegisterVariable(&r_surfaceworldnode);
+       Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
+       Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
+       Cvar_RegisterVariable(&gl_lightmaps);
 
        R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
 }