]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
optimizations to surface rendering setup
[xonotic/darkplaces.git] / gl_rsurf.c
index f739601c0f88b5763bc1a47dfa5b76eb4eb532af..912b48f17997a4d5f229efa5e590e7615194f1ca 100644 (file)
@@ -25,23 +25,21 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #define MAX_LIGHTMAP_SIZE 256
 
-cvar_t r_ambient = {0, "r_ambient", "0"};
-cvar_t r_drawportals = {0, "r_drawportals", "0"};
-cvar_t r_testvis = {0, "r_testvis", "0"};
-cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
-cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"};
-cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
-cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
-cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"};
+cvar_t r_ambient = {0, "r_ambient", "0", "brighter world cheat (not allowed in multiplayer), value is 0-128"};
+cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
+cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
+cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
+cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"};
+cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
 
 // flag arrays used for visibility checking on world model
 // (all other entities have no per-surface/per-leaf visibility checks)
 // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters
-qbyte r_pvsbits[(32768+7)>>3];
+unsigned char r_pvsbits[(32768+7)>>3];
 // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs
-qbyte r_worldleafvisible[32768];
+unsigned char r_worldleafvisible[32768];
 // TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces
-qbyte r_worldsurfacevisible[262144];
+unsigned char r_worldsurfacevisible[262144];
 
 /*
 ===============
@@ -52,11 +50,12 @@ Combine and scale multiple lightmaps into the 8.8 format in blocklights
 */
 void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
 {
-       int smax, tmax, i, j, size, size3, maps, stride, l;
-       unsigned int *bl, scale;
-       qbyte *lightmap, *out, *stain;
-       static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
-       static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
+       int smax, tmax, i, size, size3, maps, l;
+       int *bl, scale;
+       unsigned char *lightmap, *out, *stain;
+       model_t *model = ent->model;
+       static int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+       static unsigned char templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
 
        // update cached lighting info
        surface->cached_dlight = 0;
@@ -69,7 +68,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
 
 // set to full bright if no light data
        bl = intblocklights;
-       if (!ent->model->brushq1.lightdata)
+       if (!model->brushq1.lightdata)
        {
                for (i = 0;i < size3;i++)
                        bl[i] = 255*256;
@@ -77,16 +76,13 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
        else
        {
 // clear to no light
-               memset(bl, 0, size*3*sizeof(unsigned int));
+               memset(bl, 0, size3*sizeof(*bl));
 
 // add all the lightmaps
                if (lightmap)
-               {
-                       bl = intblocklights;
                        for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
-                               for (scale = d_lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
+                               for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
                                        bl[i] += lightmap[i] * scale;
-               }
        }
 
        stain = surface->lightmapinfo->stainsamples;
@@ -96,35 +92,80 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
        // 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)
+       if (model->brushq1.lightmaprgba)
        {
-               stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 4;
-               for (i = 0;i < tmax;i++, out += stride)
+               for (i = 0;i < size;i++)
                {
-                       for (j = 0;j < smax;j++)
-                       {
-                               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;
-                       }
+                       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;
                }
        }
        else
        {
-               stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 3;
-               for (i = 0;i < tmax;i++, out += stride)
+               for (i = 0;i < size;i++)
+               {
+                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+               }
+       }
+
+       R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
+
+       // update the surface's deluxemap if it has one
+       if (surface->deluxemaptexture != r_texture_blanknormalmap)
+       {
+               vec3_t n;
+               unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
+               lightmap = surface->lightmapinfo->samples;
+               // clear to no normalmap
+               bl = intblocklights;
+               memset(bl, 0, size3*sizeof(*bl));
+               // add all the normalmaps
+               if (lightmap && normalmap)
+               {
+                       for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
+                       {
+                               for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
+                               {
+                                       // add the normalmap with weighting proportional to the style's lightmap intensity
+                                       l = (int)(VectorLength(lightmap + i*3) * scale);
+                                       bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
+                                       bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
+                                       bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
+                               }
+                       }
+               }
+               bl = intblocklights;
+               out = templight;
+               // we simply renormalize the weighted normals to get a valid deluxemap
+               if (model->brushq1.lightmaprgba)
+               {
+                       for (i = 0;i < size;i++, bl += 3)
+                       {
+                               VectorCopy(bl, n);
+                               VectorNormalize(n);
+                               l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
+                               l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
+                               l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
+                               *out++ = 255;
+                       }
+               }
+               else
                {
-                       for (j = 0;j < smax;j++)
+                       for (i = 0;i < size;i++, bl += 3)
                        {
-                               l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
-                               l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
-                               l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                               VectorCopy(bl, n);
+                               VectorNormalize(n);
+                               l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
+                               l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
+                               l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
                        }
                }
+               R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
        }
-
-       R_UpdateTexture(surface->lightmaptexture, templight);
 }
 
 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
@@ -132,7 +173,7 @@ void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radi
        float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
        msurface_t *surface, *endsurface;
        int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
-       qbyte *bl;
+       unsigned char *bl;
        vec3_t impact;
 
        maxdist = radius * radius;
@@ -210,9 +251,9 @@ loc0:
                                                        {
                                                                if (a > 1)
                                                                        a = 1;
-                                                               bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
-                                                               bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
-                                                               bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
+                                                               bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
+                                                               bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
+                                                               bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
                                                                stained = true;
                                                        }
                                                }
@@ -270,13 +311,12 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int
        R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
 
        // look for embedded bmodels
-       for (n = 0;n < cl_num_brushmodel_entities;n++)
+       for (n = 0;n < cl.num_brushmodel_entities;n++)
        {
-               ent = &cl_entities[cl_brushmodel_entities[n]].render;
+               ent = &cl.entities[cl.brushmodel_entities[n]].render;
                model = ent->model;
                if (model && model->name[0] == '*')
                {
-                       Mod_CheckLoaded(model);
                        if (model->brush.data_nodes)
                        {
                                Matrix4x4_Transform(&ent->inversematrix, origin, org);
@@ -295,43 +335,40 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int
 =============================================================
 */
 
-static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
+static void R_DrawPortal_Callback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
 {
-       int i;
+       const mportal_t *portal = (mportal_t *)ent;
+       int i, numpoints;
        float *v;
        rmeshstate_t m;
-       const mportal_t *portal = calldata1;
+       float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       R_Mesh_Matrix(&r_identitymatrix);
+       qglDisable(GL_CULL_FACE);
+       R_Mesh_Matrix(&identitymatrix);
+
+       numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
 
        memset(&m, 0, sizeof(m));
-       m.pointer_vertex = varray_vertex3f;
+       m.pointer_vertex = vertex3f;
        R_Mesh_State(&m);
 
-       i = calldata2;
+       i = surfacenumber;
        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_vertex3f;i < portal->numpoints;i++, v += 3)
-                       VectorCopy(portal->points[i].position, v);
-       GL_LockArrays(0, portal->numpoints);
-       R_Mesh_Draw(0, portal->numpoints, portal->numpoints - 2, polygonelements);
-       GL_LockArrays(0, 0);
+       for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
+               VectorCopy(portal->points[i].position, v);
+       R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements);
+       qglEnable(GL_CULL_FACE);
 }
 
 // LordHavoc: this is just a nice debugging tool, very slow
 static void R_DrawPortals(void)
 {
-       int i, leafnum;//, portalnum;
+       int i, leafnum;
        mportal_t *portal;
        float center[3], f;
        model_t *model = r_refdef.worldmodel;
@@ -352,44 +389,13 @@ static void R_DrawPortals(void)
                                                VectorAdd(center, portal->points[i].position, center);
                                        f = ixtable[portal->numpoints];
                                        VectorScale(center, f, center);
-                                       //R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum);
-                                       R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, leafnum);
+                                       R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, r_shadow_rtlight);
                                }
                        }
                }
        }
 }
 
-static void R_DrawCollisionBrush(colbrushf_t *brush)
-{
-       int i;
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = brush->points->v;
-       R_Mesh_State(&m);
-       i = (int)(((size_t)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_LockArrays(0, brush->numpoints);
-       R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
-       GL_LockArrays(0, 0);
-}
-
-static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
-{
-       int i;
-       rmeshstate_t m;
-       if (!surface->num_collisiontriangles)
-               return;
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = surface->data_collisionvertex3f;
-       R_Mesh_State(&m);
-       i = (int)(((size_t)surface) / sizeof(msurface_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_LockArrays(0, surface->num_collisionvertices);
-       R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
-       GL_LockArrays(0, 0);
-}
-
 void R_WorldVisibility(void)
 {
        int i, j, *mark;
@@ -403,66 +409,97 @@ void R_WorldVisibility(void)
        // if possible find the leaf the view origin is in
        viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL;
        // if possible fetch the visible cluster bits
-       if (model->brush.FatPVS)
+       if (!r_lockpvs.integer && model->brush.FatPVS)
                model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
 
-       // clear the visible surface and leaf flags arrays
-       memset(r_worldsurfacevisible, 0, model->num_surfaces);
-       memset(r_worldleafvisible, 0, model->brush.num_leafs);
-
-       // if the user prefers surfaceworldnode (testing?) or the viewleaf could
-       // not be found, or the viewleaf is not part of the visible world
-       // (floating around in the void), use the pvs method
-       if (r_surfaceworldnode.integer || !viewleaf || viewleaf->clusterindex < 0)
+       if (!r_lockvisibility.integer)
        {
-               // pvs method:
-               // similar to quake's RecursiveWorldNode but without cache misses
-               for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
+               // clear the visible surface and leaf flags arrays
+               memset(r_worldsurfacevisible, 0, model->num_surfaces);
+               memset(r_worldleafvisible, 0, model->brush.num_leafs);
+
+               // if floating around in the void (no pvs data available, and no
+               // portals available), simply use all on-screen leafs.
+               if (!viewleaf || viewleaf->clusterindex < 0)
+               {
+                       // no visibility method: (used when floating around in the void)
+                       // simply cull each leaf to the frustum (view pyramid)
+                       // similar to quake's RecursiveWorldNode but without cache misses
+                       for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
+                       {
+                               // if leaf is in current pvs and on the screen, mark its surfaces
+                               if (!R_CullBox(leaf->mins, leaf->maxs))
+                               {
+                                       renderstats.world_leafs++;
+                                       r_worldleafvisible[j] = true;
+                                       if (leaf->numleafsurfaces)
+                                               for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+                                                       r_worldsurfacevisible[*mark] = true;
+                               }
+                       }
+               }
+               // if the user prefers to disable portal culling (testing?), simply
+               // use all on-screen leafs that are in the pvs.
+               else if (!r_useportalculling.integer)
+               {
+                       // pvs method:
+                       // simply check if each leaf is in the Potentially Visible Set,
+                       // and cull to frustum (view pyramid)
+                       // similar to quake's RecursiveWorldNode but without cache misses
+                       for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
+                       {
+                               // if leaf is in current pvs and on the screen, mark its surfaces
+                               if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
+                               {
+                                       renderstats.world_leafs++;
+                                       r_worldleafvisible[j] = true;
+                                       if (leaf->numleafsurfaces)
+                                               for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+                                                       r_worldsurfacevisible[*mark] = true;
+                               }
+                       }
+               }
+               // otherwise use a recursive portal flow, culling each portal to
+               // frustum and checking if the leaf the portal leads to is in the pvs
+               else
                {
-                       // if leaf is in current pvs and on the screen, mark its surfaces
-                       if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
+                       int leafstackpos;
+                       mportal_t *p;
+                       mleaf_t *leafstack[8192];
+                       // simple-frustum portal method:
+                       // follows portals leading outward from viewleaf, does not venture
+                       // offscreen or into leafs that are not visible, faster than
+                       // Quake's RecursiveWorldNode and vastly better in unvised maps,
+                       // often culls some surfaces that pvs alone would miss
+                       // (such as a room in pvs that is hidden behind a wall, but the
+                       //  passage leading to the room is off-screen)
+                       leafstack[0] = viewleaf;
+                       leafstackpos = 1;
+                       while (leafstackpos)
                        {
-                               c_leafs++;
-                               r_worldleafvisible[j] = true;
+                               renderstats.world_leafs++;
+                               leaf = leafstack[--leafstackpos];
+                               r_worldleafvisible[leaf - model->brush.data_leafs] = true;
+                               // mark any surfaces bounding this leaf
                                if (leaf->numleafsurfaces)
                                        for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
                                                r_worldsurfacevisible[*mark] = true;
+                               // follow portals into other leafs
+                               // the checks are:
+                               // if viewer is behind portal (portal faces outward into the scene)
+                               // and the portal polygon's bounding box is on the screen
+                               // and the leaf has not been visited yet
+                               // and the leaf is visible in the pvs
+                               // (the first two checks won't cause as many cache misses as the leaf checks)
+                               for (p = leaf->portals;p;p = p->next)
+                               {
+                                       renderstats.world_portals++;
+                                       if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex))
+                                               leafstack[leafstackpos++] = p->past;
+                               }
                        }
                }
        }
-       else
-       {
-               int leafstackpos;
-               mportal_t *p;
-               mleaf_t *leafstack[8192];
-               // portal method:
-               // follows portals leading outward from viewleaf, does not venture
-               // offscreen or into leafs that are not visible, faster than Quake's
-               // RecursiveWorldNode and vastly better in unvised maps, often culls a
-               // lot of surface that pvs alone would miss
-               leafstack[0] = viewleaf;
-               leafstackpos = 1;
-               while (leafstackpos)
-               {
-                       c_leafs++;
-                       leaf = leafstack[--leafstackpos];
-                       r_worldleafvisible[leaf - model->brush.data_leafs] = true;
-                       // mark any surfaces bounding this leaf
-                       if (leaf->numleafsurfaces)
-                               for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
-                                       r_worldsurfacevisible[*mark] = true;
-                       // follow portals into other leafs
-                       // the checks are:
-                       // if viewer is behind portal (portal faces outward into the scene)
-                       // and the portal polygon's bounding box is on the screen
-                       // and the leaf has not been visited yet
-                       // and the leaf is visible in the pvs
-                       // (the first two checks won't cause as many cache misses as the leaf checks)
-                       for (p = leaf->portals;p;p = p->next)
-                               if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex))
-                                       leafstack[leafstackpos++] = p->past;
-               }
-       }
 
        if (r_drawportals.integer)
                R_DrawPortals();
@@ -472,35 +509,15 @@ void R_Q1BSP_DrawSky(entity_render_t *ent)
 {
        if (ent->model == NULL)
                return;
-       if (r_drawcollisionbrushes.integer < 2)
-               R_DrawSurfaces(ent, true);
+       R_DrawSurfaces(ent, true);
 }
 
 void R_Q1BSP_Draw(entity_render_t *ent)
 {
-       if (ent->model == NULL)
+       model_t *model = ent->model;
+       if (model == NULL)
                return;
-       c_bmodels++;
-       if (r_drawcollisionbrushes.integer < 2)
-               R_DrawSurfaces(ent, false);
-       if (r_drawcollisionbrushes.integer >= 1 && ent->model->brush.num_brushes)
-       {
-               int i;
-               model_t *model = ent->model;
-               msurface_t *surface;
-               q3mbrush_t *brush;
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_DepthMask(false);
-               GL_DepthTest(true);
-               qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
-               for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
-                       if (brush->colbrushf && brush->colbrushf->numtriangles)
-                               R_DrawCollisionBrush(brush->colbrushf);
-               for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
-                       if (surface->num_collisiontriangles)
-                               R_DrawCollisionSurface(ent, surface);
-               qglPolygonOffset(0, 0);
-       }
+       R_DrawSurfaces(ent, false);
 }
 
 typedef struct r_q1bsp_getlightinfo_s
@@ -509,16 +526,16 @@ typedef struct r_q1bsp_getlightinfo_s
        vec3_t relativelightorigin;
        float lightradius;
        int *outleaflist;
-       qbyte *outleafpvs;
+       unsigned char *outleafpvs;
        int outnumleafs;
        int *outsurfacelist;
-       qbyte *outsurfacepvs;
+       unsigned char *outsurfacepvs;
        int outnumsurfaces;
        vec3_t outmins;
        vec3_t outmaxs;
        vec3_t lightmins;
        vec3_t lightmaxs;
-       const qbyte *pvs;
+       const unsigned char *pvs;
 }
 r_q1bsp_getlightinfo_t;
 
@@ -528,18 +545,24 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
        mleaf_t *leaf;
        for (;;)
        {
-               if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
-                       return;
-               if (!node->plane)
+               mplane_t *plane = node->plane;
+               //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
+               //      return;
+               if (!plane)
                        break;
-               sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, node->plane) - 1;
-               if (sides == 2)
+               if (plane->type < 3)
+                       sides = ((info->lightmaxs[plane->type] >= plane->dist) | ((info->lightmins[plane->type] < plane->dist) << 1));
+               else
+                       sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
+               if (sides == 3)
                {
                        R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
                        node = node->children[1];
                }
+               else if (sides == 0)
+                       return; // ERROR: NAN bounding box!
                else
-                       node = node->children[sides];
+                       node = node->children[sides - 1];
        }
        leaf = (mleaf_t *)node;
        if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex))
@@ -569,7 +592,6 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
                                {
                                        msurface_t *surface = info->model->data_surfaces + surfaceindex;
                                        if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
-                                       if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
                                        {
                                                int triangleindex, t;
                                                const int *e;
@@ -593,7 +615,7 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
        }
 }
 
-void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, qbyte *outleafpvs, int *outnumleafspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
+void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer)
 {
        r_q1bsp_getlightinfo_t info;
        VectorCopy(relativelightorigin, info.relativelightorigin);
@@ -656,171 +678,234 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
        *outnumsurfacespointer = info.outnumsurfaces;
 }
 
-extern float *rsurface_vertex3f;
-extern float *rsurface_svector3f;
-extern float *rsurface_tvector3f;
-extern float *rsurface_normal3f;
-extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
+void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
+{
+       model_t *model = ent->model;
+       msurface_t *surface;
+       int surfacelistindex;
+       float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
+       texture_t *texture;
+       r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+       R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       {
+               surface = model->data_surfaces + surfacelist[surfacelistindex];
+               texture = surface->texture;
+               if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+                       continue;
+               if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
+                       continue;
+               R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
+       }
+       R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist);
+       r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
+}
 
 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
 {
        model_t *model = ent->model;
        msurface_t *surface;
        int surfacelistindex;
-       float projectdistance = lightradius + model->radius + r_shadow_projectdistance.value;
+       float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
        vec3_t modelorg;
-       texture_t *texture;
+       texture_t *texture, *currentexture = NULL;
        // check the box in modelspace, it was already checked in worldspace
-       if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs))
+       if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
                return;
-       if (r_drawcollisionbrushes.integer >= 2)
-               return;
-       if (!r_shadow_compilingrtlight)
-               R_UpdateAllTextureInfo(ent);
+       R_UpdateAllTextureInfo(ent);
        if (model->brush.shadowmesh)
        {
                R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
-               if (r_shadow_compilingrtlight)
-               {
-                       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
-                       {
-                               surface = model->data_surfaces + surfacelist[surfacelistindex];
-                               texture = surface->texture;
-                               if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
-                                       continue;
-                               if (texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
-                                       continue;
-                               R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
-                       }
-               }
-               else
+               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
-                       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
-                       {
-                               surface = model->data_surfaces + surfacelist[surfacelistindex];
-                               texture = surface->texture->currentframe;
-                               if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
-                                       continue;
-                               if (texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
-                                       continue;
-                               R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
-                       }
+                       surface = model->data_surfaces + surfacelist[surfacelistindex];
+                       texture = surface->texture->currentframe;
+                       if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+                               continue;
+                       if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
+                               continue;
+                       R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
                }
                R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist);
        }
        else
        {
-               projectdistance = lightradius + ent->model->radius;
+               projectdistance = lightradius + model->radius*2;
                Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
                for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
                        surface = model->data_surfaces + surfacelist[surfacelistindex];
-                       // FIXME: get current skin
-                       texture = surface->texture;//R_FetchAliasSkin(ent, surface->groupmesh);
+                       texture = surface->texture->currentframe;
                        if (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT) || !surface->num_triangles)
                                continue;
-                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+                       if (currentexture != texture)
+                       {
+                               currentexture = texture;
+                               RSurf_PrepareForBatch(ent, texture, modelorg);
+                               RSurf_SetPointersForPass(false, false);
+                       }
+                       if (rsurface_dynamicvertex)
+                               RSurf_PrepareDynamicSurfaceVertices(surface);
                        // identify lit faces within the bounding box
-                       R_Shadow_PrepareShadowMark(surface->groupmesh->num_triangles);
-                       R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
-                       R_Shadow_VolumeFromList(surface->groupmesh->num_vertices, surface->groupmesh->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, surface->groupmesh->data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
+                       R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
+                       R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+                       R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
                }
        }
 }
 
-void R_Q1BSP_DrawLight(entity_render_t *ent, float *lightcolor, int numsurfaces, const int *surfacelist)
+static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+{
+       msurface_t *surface = ent->model->data_surfaces + surfacenumber;
+       texture_t *texture = surface->texture;
+       R_UpdateTextureInfo(ent, texture);
+       texture = texture->currentframe;
+       R_Shadow_RenderMode_Begin();
+       R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
+       R_Shadow_RenderMode_Lighting(false, true);
+       R_Shadow_SetupEntityLight(ent);
+       R_Shadow_RenderSurfacesLighting(ent, texture, 1, &surface);
+       R_Shadow_RenderMode_End();
+}
+
+static void R_Q1BSP_DrawLight_TransparentBatch(const entity_render_t *ent, texture_t *texture, int batchnumsurfaces, msurface_t **batchsurfacelist)
+{
+       int batchsurfaceindex;
+       model_t *model = ent->model;
+       msurface_t *batchsurface;
+       vec3_t tempcenter, center;
+       for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++)
+       {
+               batchsurface = batchsurfacelist[batchsurfaceindex];
+               tempcenter[0] = (batchsurface->mins[0] + batchsurface->maxs[0]) * 0.5f;
+               tempcenter[1] = (batchsurface->mins[1] + batchsurface->maxs[1]) * 0.5f;
+               tempcenter[2] = (batchsurface->mins[2] + batchsurface->maxs[2]) * 0.5f;
+               Matrix4x4_Transform(&ent->matrix, tempcenter, center);
+               R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, batchsurface - model->data_surfaces, r_shadow_rtlight);
+       }
+}
+
+#define RSURF_MAX_BATCHSURFACES 1024
+
+void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist)
 {
        model_t *model = ent->model;
        msurface_t *surface;
        texture_t *texture;
-       int surfacelistindex;
+       int surfacelistindex, batchnumsurfaces;
+       msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
        vec3_t modelorg;
-       if (r_drawcollisionbrushes.integer >= 2)
-               return;
-       if (r_shadow_compilingrtlight)
+       texture_t *tex;
+       qboolean skip;
+       R_UpdateAllTextureInfo(ent);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+       tex = NULL;
+       texture = NULL;
+       skip = false;
+       batchnumsurfaces = 0;
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
-               // if compiling an rtlight, capture the meshes
-               int tri;
-               int *e;
-               float *lightmins, *lightmaxs, *v[3], *vertex3f;
-               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]]))
+                       continue;
+               surface = model->data_surfaces + surfacelist[surfacelistindex];
+               renderstats.lights_lighttriangles += surface->num_triangles;
+               if (tex != surface->texture)
                {
-                       surface = model->data_surfaces + surfacelist[surfacelistindex];
-                       texture = surface->texture;
-                       if ((texture->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL || !surface->num_triangles)
+                       if (batchnumsurfaces > 0)
+                       {
+                               if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+                                       R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+                               else
+                                       R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
+                               batchnumsurfaces = 0;
+                       }
+                       tex = surface->texture;
+                       texture = surface->texture->currentframe;
+                       skip = (texture->currentmaterialflags & MATERIALFLAG_SKY) != 0;
+                       if (skip)
                                continue;
-                       e = surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle;
-                       vertex3f = surface->groupmesh->data_vertex3f;
-                       lightmins = r_shadow_compilingrtlight->cullmins;
-                       lightmaxs = r_shadow_compilingrtlight->cullmaxs;
-                       for (tri = 0;tri < surface->num_triangles;tri++, e += 3)
+               }
+               if (!skip && surface->num_triangles)
+               {
+                       if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES)
                        {
-                               v[0] = vertex3f + e[0] * 3;
-                               v[1] = vertex3f + e[1] * 3;
-                               v[2] = vertex3f + e[2] * 3;
-                               if (PointInfrontOfTriangle(r_shadow_compilingrtlight->shadoworigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
-                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, 1, e);
+                               if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+                                       R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+                               else
+                                       R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
+                               batchnumsurfaces = 0;
                        }
+                       batchsurfacelist[batchnumsurfaces++] = surface;
                }
        }
-       else
+       if (batchnumsurfaces > 0)
        {
-               R_UpdateAllTextureInfo(ent);
-               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+                       R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+               else
+                       R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
+               batchnumsurfaces = 0;
+       }
+       qglEnable(GL_CULL_FACE);
+}
+
+//Made by [515]
+void R_ReplaceWorldTexture (void)
+{
+       model_t         *m;
+       texture_t       *t;
+       int                     i;
+       const char      *r, *newt;
+       m = r_refdef.worldmodel;
+
+       if(Cmd_Argc() < 2)
+       {
+               Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
+               Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
+               return;
+       }
+       if(!cl.islocalgame || !cl.worldmodel)
+       {
+               Con_Print("This command works only in singleplayer\n");
+               return;
+       }
+       r = Cmd_Argv(1);
+       newt = Cmd_Argv(2);
+       if(!newt[0])
+               newt = r;
+       for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
+       {
+               if(t->width && !strcasecmp(t->name, r))
                {
-                       if (ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]])
-                               continue;
-                       surface = model->data_surfaces + surfacelist[surfacelistindex];
-                       texture = surface->texture->currentframe;
-                       // FIXME: transparent surfaces need to be lit later
-                       if ((texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL || !surface->num_triangles)
-                               continue;
-                       if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-                               qglDisable(GL_CULL_FACE);
-                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                       if (!rsurface_svector3f)
+                       if(Mod_LoadSkinFrame(&t->skin, (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer))
                        {
-                               rsurface_svector3f = varray_svector3f;
-                               rsurface_tvector3f = varray_tvector3f;
-                               rsurface_normal3f = varray_normal3f;
-                               Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f);
+                               Con_Printf("%s replaced with %s\n", r, newt);
+                               return;
                        }
-                       if (ent->colormap >= 0)
+                       else
                        {
-                               vec3_t lightcolorpants, lightcolorshirt;
-                               // 128-224 are backwards ranges
-                               int b = (ent->colormap & 0xF) << 4;b += (b >= 128 && b < 224) ? 4 : 12;
-                               if (texture->skin.pants && b >= 224)
-                               {
-                                       qbyte *bcolor = (qbyte *) (&palette_complete[b]);
-                                       lightcolorpants[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f);
-                                       lightcolorpants[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f);
-                                       lightcolorpants[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f);
-                               }
-                               else
-                                       VectorClear(lightcolorpants);
-                               // 128-224 are backwards ranges
-                               b = (ent->colormap & 0xF0);b += (b >= 128 && b < 224) ? 4 : 12;
-                               if (texture->skin.shirt && b >= 224)
-                               {
-                                       qbyte *bcolor = (qbyte *) (&palette_complete[b]);
-                                       lightcolorshirt[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f);
-                                       lightcolorshirt[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f);
-                                       lightcolorshirt[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f);
-                               }
-                               else
-                                       VectorClear(lightcolorshirt);
-                               R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), rsurface_vertex3f, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, surface->groupmesh->data_texcoordtexture2f, lightcolor, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->skin.gloss);
+                               Con_Printf("%s was not found\n", newt);
+                               Mod_LoadSkinFrame(&t->skin, (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default
+                               return;
                        }
-                       else
-                               R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), rsurface_vertex3f, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, surface->groupmesh->data_texcoordtexture2f, lightcolor, vec3_origin, vec3_origin, texture->skin.merged ? texture->skin.merged : texture->skin.base, NULL, NULL, texture->skin.nmap, texture->skin.gloss);
-                       if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-                               qglEnable(GL_CULL_FACE);
                }
        }
 }
 
+//Made by [515]
+void R_ListWorldTextures (void)
+{
+       model_t         *m;
+       texture_t       *t;
+       int                     i;
+       m = r_refdef.worldmodel;
+
+       Con_Print("Worldmodel textures :\n");
+       for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
+               if(t->skin.base != r_texture_notexture)
+                       Con_Printf("%s\n", t->name);
+}
+
 #if 0
 static void gl_surf_start(void)
 {
@@ -840,13 +925,14 @@ void GL_Surf_Init(void)
 
        Cvar_RegisterVariable(&r_ambient);
        Cvar_RegisterVariable(&r_drawportals);
-       Cvar_RegisterVariable(&r_testvis);
-       Cvar_RegisterVariable(&r_detailtextures);
-       Cvar_RegisterVariable(&r_surfaceworldnode);
-       Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
-       Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
+       Cvar_RegisterVariable(&r_lockpvs);
+       Cvar_RegisterVariable(&r_lockvisibility);
+       Cvar_RegisterVariable(&r_useportalculling);
        Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
 
+       Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");   // By [515]
+       Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); // By [515]
+
        //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
 }