]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
fixed a typo in the numtriangles commit (should have been num_triangles)
[xonotic/darkplaces.git] / gl_rsurf.c
index 06dd1dfbf96e3444849718479c48407999722418..9e53d6933ccf3309d17e7044a6823dfa83302be8 100644 (file)
@@ -29,6 +29,10 @@ static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHav
 
 static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
 
+static mempool_t *r_surf_mempool = NULL;
+static int r_surf_surfacevisiblelimit = 0;
+static qbyte *r_surf_surfacevisible = NULL;
+
 cvar_t r_ambient = {0, "r_ambient", "0"};
 cvar_t r_drawportals = {0, "r_drawportals", "0"};
 cvar_t r_testvis = {0, "r_testvis", "0"};
@@ -58,6 +62,17 @@ int r_q3bsp_nummarksurfaces;
 q3msurface_t *r_q3bsp_maxsurfacelist[65536];
 */
 
+void R_Surf_ClearSurfaceVisible(int num)
+{
+       if (r_surf_surfacevisiblelimit < num)
+       {
+               Mem_Free(r_surf_surfacevisible);
+               r_surf_surfacevisiblelimit = num;
+               r_surf_surfacevisible = Mem_Alloc(r_surf_mempool, r_surf_surfacevisiblelimit);
+       }
+       memset(r_surf_surfacevisible, 0, num);
+}
+
 static int dlightdivtable[32768];
 
 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
@@ -722,8 +737,8 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture
        const msurface_t *surf;
        rmeshstate_t m;
 
-       // LordHavoc: HalfLife maps have freaky skypolys...
-       if (ent->model->brush.ishlbsp)
+       // sky rendering transparently would be too difficult
+       if (ent->flags & RENDER_TRANSPARENT)
                return;
 
        if (skyrendernow)
@@ -733,6 +748,9 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture
                        R_Sky();
        }
 
+       // LordHavoc: HalfLife maps have freaky skypolys...
+       if (ent->model->brush.ishlbsp)
+               return;
        R_Mesh_Matrix(&ent->matrix);
 
        GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
@@ -789,7 +807,7 @@ static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata
        if (surf->flags & SURF_WATERALPHA)
                currentalpha *= r_wateralpha.value;
 
-       GL_DepthTest(true);
+       GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
        if (ent->effects & EF_ADDITIVE)
        {
                rendertype = SURFRENDER_ADD;
@@ -806,7 +824,7 @@ static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata
        {
                rendertype = SURFRENDER_OPAQUE;
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthMask(true);
+               GL_DepthMask(!(ent->effects & EF_NODEPTHTEST));
        }
 
        turb = (surf->flags & SURF_DRAWTURB) && r_waterscroll.value;
@@ -814,7 +832,7 @@ static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata
        base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f);
        if (surf->flags & SURF_DRAWTURB)
                base *= 0.5f;
-       if ((surf->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled)
+       if ((surf->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled && fullbright)
        {
                // NVIDIA Geforce3 distortion texture shader on water
                GL_Color(1, 1, 1, currentalpha);
@@ -1039,7 +1057,10 @@ static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent,
        GL_DepthTest(true);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        m.tex[0] = R_GetTexture(texture->skin.base);
-       GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
+       if (ent->flags & RENDER_LIGHT)
+               GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
+       else
+               GL_Color(1, 1, 1, 1);
        while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
@@ -1357,7 +1378,7 @@ void R_DrawSurfaces(entity_render_t *ent, int flagsmask)
                                                if (surf->visframe == r_framecount)
                                                {
                                                        Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                                                       R_MeshQueue_AddTransparent(center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
+                                                       R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
                                                }
                                        }
                                }
@@ -1409,7 +1430,7 @@ void R_DrawSurfaces(entity_render_t *ent, int flagsmask)
                                                else
                                                {
                                                        Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                                                       R_MeshQueue_AddTransparent(center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
+                                                       R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
                                                }
                                        }
                                }
@@ -1814,9 +1835,7 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
        model_t *model = ent->model;
        vec3_t lightmins, lightmaxs;
        msurface_t *surface;
-       int surfacelistindex, j, t;
-       const int *e;
-       const float *v[3];
+       int surfacelistindex;
        if (r_drawcollisionbrushes.integer < 2)
        {
                lightmins[0] = relativelightorigin[0] - lightradius;
@@ -1830,14 +1849,7 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
                for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
                        surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
-                       for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->mesh.num_triangles;j++, t++, e += 3)
-                       {
-                               v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
-                               v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
-                               v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
-                               if (PointInfrontOfTriangle(relativelightorigin, 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])))
-                                       shadowmarklist[numshadowmark++] = t;
-                       }
+                       R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->poly_mins, surface->poly_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 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
        }
@@ -1874,7 +1886,8 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t
                        else if (ent != &cl_entities[0].render || surface->visframe == r_framecount)
                        {
                                t = surface->texinfo->texture->currentframe;
-                               if (t->flags & SURF_LIGHTMAP)
+                               // FIXME: transparent surfaces need to be lit later
+                               if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE)
                                        R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
                        }
                }
@@ -1888,7 +1901,7 @@ void R_DrawCollisionBrush(colbrushf_t *brush)
        memset(&m, 0, sizeof(m));
        m.pointer_vertex = brush->points->v;
        R_Mesh_State(&m);
-       i = ((int)brush) / sizeof(colbrushf_t);
+       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(brush->numpoints, brush->numtriangles, brush->elements);
@@ -1904,458 +1917,438 @@ void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3msurface_t *face)
        memset(&m, 0, sizeof(m));
        m.pointer_vertex = face->data_collisionvertex3f;
        R_Mesh_State(&m);
-       i = ((int)face) / sizeof(q3msurface_t);
+       i = (int)(((size_t)face) / sizeof(q3msurface_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, face->num_collisionvertices);
        R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i);
        GL_LockArrays(0, 0);
 }
 
-void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3msurface_t *face)
+void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
 {
+       const entity_render_t *ent = voident;
+       q3msurface_t *face = ent->model->brushq3.data_faces + facenumber;
        rmeshstate_t m;
-       if (!face->num_triangles)
-               return;
-       c_faces++;
-       if (skyrendernow)
-       {
-               skyrendernow = false;
-               if (skyrendermasked)
-                       R_Sky();
-       }
-       if (!r_q3bsp_renderskydepth.integer)
-               return;
-
        R_Mesh_Matrix(&ent->matrix);
-
-       GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
-       if (skyrendermasked)
-       {
-               // depth-only (masking)
-               GL_ColorMask(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));
-       m.pointer_vertex = face->data_vertex3f;
-       R_Mesh_State(&m);
-
-       GL_LockArrays(0, face->num_vertices);
-       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
-       GL_LockArrays(0, 0);
-       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
-}
-
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3msurface_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);
-       }
+       if (ent->effects & EF_ADDITIVE)
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        else
-               GL_Color(0, 0, 0, 1);
-       m.pointer_vertex = face->data_vertex3f;
-       R_Mesh_State(&m);
-       GL_LockArrays(0, face->num_vertices);
-       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
-       GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3msurface_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);
-       m.pointer_vertex = face->data_vertex3f;
-       R_Mesh_State(&m);
-       GL_LockArrays(0, face->num_vertices);
-       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
-       GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3msurface_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);
-       m.pointer_vertex = face->data_vertex3f;
-       R_Mesh_State(&m);
-       GL_LockArrays(0, face->num_vertices);
-       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
-       GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3msurface_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);
-       m.pointer_vertex = face->data_vertex3f;
-       R_Mesh_State(&m);
-       GL_LockArrays(0, face->num_vertices);
-       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
-       GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3msurface_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;
-       GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
-       m.pointer_vertex = face->data_vertex3f;
-       R_Mesh_State(&m);
-       GL_LockArrays(0, face->num_vertices);
-       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
-       GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3msurface_t *face)
-{
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        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);
-       m.pointer_vertex = face->data_vertex3f;
-       R_Mesh_State(&m);
-       GL_LockArrays(0, face->num_vertices);
-       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
-       GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3msurface_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);
+       GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
        m.tex[0] = R_GetTexture(face->texture->skin.base);
        m.pointer_texcoord[0] = face->data_texcoordtexture2f;
-       mul = 2.0f * r_lightmapintensity;
-       if (mul == 2 && gl_combine.integer)
+       // LordHavoc: quake3 was not able to do this; lit transparent surfaces
+       if (gl_combine.integer)
        {
                m.texrgbscale[0] = 2;
-               m.pointer_color = face->data_color4f;
-       }
-       else if (mul == 1)
-               m.pointer_color = face->data_color4f;
-       else
-       {
-               for (i = 0;i < face->num_vertices;i++)
+               if (r_textureunits.integer >= 2)
                {
-                       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];
+                       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)
+                               m.pointer_color = 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;
+                               }
+                               m.pointer_color = varray_color4f;
+                       }
                }
-               m.pointer_color = varray_color4f;
        }
-       m.pointer_vertex = face->data_vertex3f;
-       R_Mesh_State(&m);
-       GL_LockArrays(0, face->num_vertices);
-       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
-       GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3msurface_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);
-       mul = 2.0f * r_lightmapintensity;
-       if (mul == 1)
-               m.pointer_color = 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] * 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];
+                       varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
                }
                m.pointer_color = varray_color4f;
        }
        m.pointer_vertex = face->data_vertex3f;
        R_Mesh_State(&m);
+       qglDisable(GL_CULL_FACE);
        GL_LockArrays(0, face->num_vertices);
        R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
        GL_LockArrays(0, 0);
+       qglEnable(GL_CULL_FACE);
 }
 
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3msurface_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);
-       m.pointer_vertex = face->data_vertex3f;
-       R_Mesh_State(&m);
-       GL_LockArrays(0, face->num_vertices);
-       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
-       GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
+void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumfaces, q3msurface_t **texturefacelist)
 {
-       int i;
-       float colorscale;
-       const entity_render_t *ent = voident;
-       q3msurface_t *face = ent->model->brushq3.data_faces + facenumber;
+       int i, texturefaceindex;
        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;
-       colorscale = r_lightmapintensity;
-       if (gl_combine.integer)
-               m.texrgbscale[0] = 2;
-       else
-               colorscale *= 2.0f;
-       for (i = 0;i < face->num_vertices;i++)
+       if (!texturenumfaces)
+               return;
+       c_faces += texturenumfaces;
+       // transparent surfaces get sorted for later drawing
+       if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
        {
-               varray_color4f[i*4+0] = face->data_color4f[i*4+0] * colorscale;
-               varray_color4f[i*4+1] = face->data_color4f[i*4+1] * colorscale;
-               varray_color4f[i*4+2] = face->data_color4f[i*4+2] * colorscale;
-               varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
+               vec3_t facecenter, center;
+               // drawing sky transparently would be too difficult
+               if (t->surfaceparms & Q3SURFACEPARM_SKY)
+                       return;
+               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               {
+                       q3msurface_t *face = texturefacelist[texturefaceindex];
+                       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;
        }
-       m.pointer_color = varray_color4f;
-       m.pointer_vertex = face->data_vertex3f;
-       R_Mesh_State(&m);
-       qglDisable(GL_CULL_FACE);
-       GL_LockArrays(0, face->num_vertices);
-       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
-       GL_LockArrays(0, 0);
-       qglEnable(GL_CULL_FACE);
-}
+       // sky surfaces draw sky if needed and render themselves as a depth mask
+       if (t->surfaceparms & Q3SURFACEPARM_SKY)
+       {
+               if (skyrendernow)
+               {
+                       skyrendernow = false;
+                       if (skyrendermasked)
+                               R_Sky();
+               }
+               if (!r_q3bsp_renderskydepth.integer)
+                       return;
 
-void R_Q3BSP_DrawFace(entity_render_t *ent, q3msurface_t *face)
-{
-       if (!face->num_triangles)
+               R_Mesh_Matrix(&ent->matrix);
+
+               GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+               if (skyrendermasked)
+               {
+                       // depth-only (masking)
+                       GL_ColorMask(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));
+               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               {
+                       q3msurface_t *face = texturefacelist[texturefaceindex];
+                       m.pointer_vertex = face->data_vertex3f;
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, face->num_vertices);
+                       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+                       GL_LockArrays(0, 0);
+               }
+               GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
                return;
-       if (face->texture->surfaceflags && (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)))
+       }
+       // gl_lightmaps debugging mode skips normal texturing
+       if (gl_lightmaps.integer)
+       {
+               GL_DepthMask(true);
+               GL_DepthTest(true);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               memset(&m, 0, sizeof(m));
+               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               {
+                       q3msurface_t *face = texturefacelist[texturefaceindex];
+                       m.tex[0] = R_GetTexture(face->lightmaptexture);
+                       m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
+                       if (face->lightmaptexture)
+                       {
+                               GL_Color(1, 1, 1, 1);
+                               m.pointer_color = NULL;
+                       }
+                       else
+                               m.pointer_color = face->data_color4f;
+                       m.pointer_vertex = face->data_vertex3f;
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, face->num_vertices);
+                       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+                       GL_LockArrays(0, 0);
+               }
                return;
-       c_faces++;
-       if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
+       }
+       // anything else is a typical wall, lightmap * texture + glow
+       if (!(ent->flags & RENDER_LIGHT))
        {
-               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);
+               GL_DepthMask(true);
+               GL_DepthTest(true);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_Color(1, 1, 1, 1);
+               memset(&m, 0, sizeof(m));
+               m.tex[0] = R_GetTexture(t->skin.base);
+               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               {
+                       q3msurface_t *face = texturefacelist[texturefaceindex];
+                       m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+                       m.pointer_vertex = face->data_vertex3f;
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, face->num_vertices);
+                       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+                       GL_LockArrays(0, 0);
+               }
+               if (t->skin.glow)
+               {
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       GL_DepthMask(false);
+                       m.tex[0] = R_GetTexture(t->skin.glow);
+                       for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+                       {
+                               q3msurface_t *face = texturefacelist[texturefaceindex];
+                               m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+                               m.pointer_vertex = face->data_vertex3f;
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, face->num_vertices);
+                               R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+                               GL_LockArrays(0, 0);
+                       }
+               }
                return;
        }
-       R_Mesh_Matrix(&ent->matrix);
        if (r_lightmapintensity <= 0)
-               R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
-       else if (!(ent->flags & RENDER_LIGHT))
        {
-               R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
-               if (face->texture->skin.glow)
-                       R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+               GL_DepthMask(true);
+               GL_DepthTest(true);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_Color(0, 0, 0, 1);
+               memset(&m, 0, sizeof(m));
+               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               {
+                       q3msurface_t *face = texturefacelist[texturefaceindex];
+                       m.pointer_vertex = face->data_vertex3f;
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, face->num_vertices);
+                       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+                       GL_LockArrays(0, 0);
+               }
        }
-       else if (face->lightmaptexture)
+       else if (r_textureunits.integer >= 2 && gl_combine.integer)
        {
-               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);
+               // dualtexture combine
+               GL_DepthMask(true);
+               GL_DepthTest(true);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               memset(&m, 0, sizeof(m));
+               m.tex[0] = R_GetTexture(t->skin.base);
+               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               {
+                       q3msurface_t *face = texturefacelist[texturefaceindex];
+                       m.tex[1] = R_GetTexture(face->lightmaptexture);
+                       m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+                       m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
+                       m.texrgbscale[1] = 2;
+                       if (face->lightmaptexture)
+                       {
+                               GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
+                               m.pointer_color = NULL;
+                       }
+                       else if (r_lightmapintensity == 1)
+                               m.pointer_color = face->data_color4f;
                        else
                        {
-                               R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
-                               R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face);
+                               m.pointer_color = varray_color4f;
+                               for (i = 0;i < face->num_vertices;i++)
+                               {
+                                       varray_color4f[i*4+0] = face->data_color4f[i*4+0] * r_lightmapintensity;
+                                       varray_color4f[i*4+1] = face->data_color4f[i*4+1] * r_lightmapintensity;
+                                       varray_color4f[i*4+2] = face->data_color4f[i*4+2] * r_lightmapintensity;
+                                       varray_color4f[i*4+3] = face->data_color4f[i*4+3];
+                               }
                        }
-                       if (face->texture->skin.glow)
-                               R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+                       m.pointer_vertex = face->data_vertex3f;
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, face->num_vertices);
+                       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+                       GL_LockArrays(0, 0);
                }
        }
        else
        {
-               if (gl_lightmaps.integer)
-                       R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face);
-               else
+               // single texture
+               GL_DepthMask(true);
+               GL_DepthTest(true);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               memset(&m, 0, sizeof(m));
+               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               {
+                       q3msurface_t *face = texturefacelist[texturefaceindex];
+                       m.tex[0] = R_GetTexture(face->lightmaptexture);
+                       m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
+                       if (face->lightmaptexture)
+                               m.pointer_color = NULL;
+                       else
+                               m.pointer_color = face->data_color4f;
+                       m.pointer_vertex = face->data_vertex3f;
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, face->num_vertices);
+                       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+                       GL_LockArrays(0, 0);
+               }
+               GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+               GL_DepthMask(false);
+               GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
+               memset(&m, 0, sizeof(m));
+               m.tex[0] = R_GetTexture(t->skin.base);
+               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
                {
-                       R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face);
-                       if (face->texture->skin.glow)
-                               R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+                       q3msurface_t *face = texturefacelist[texturefaceindex];
+                       m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+                       m.pointer_vertex = face->data_vertex3f;
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, face->num_vertices);
+                       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+                       GL_LockArrays(0, 0);
                }
        }
        if (r_ambient.value)
-               R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face);
-}
-
-void R_Q3BSP_RecursiveWorldNode(q3mnode_t *node)
-{
-       int i;
-       q3mleaf_t *leaf;
-       for (;;)
        {
-               if (R_CullBox(node->mins, node->maxs))
-                       return;
-               if (!node->plane)
-                       break;
-               c_nodes++;
-               R_Q3BSP_RecursiveWorldNode(node->children[0]);
-               node = node->children[1];
+               GL_BlendFunc(GL_ONE, GL_ONE);
+               GL_DepthMask(false);
+               GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
+               memset(&m, 0, sizeof(m));
+               m.tex[0] = R_GetTexture(t->skin.base);
+               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               {
+                       q3msurface_t *face = texturefacelist[texturefaceindex];
+                       m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+                       m.pointer_vertex = face->data_vertex3f;
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, face->num_vertices);
+                       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+                       GL_LockArrays(0, 0);
+               }
        }
-       leaf = (q3mleaf_t *)node;
-       if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
+       if (t->skin.glow)
        {
-               c_leafs++;
-               for (i = 0;i < leaf->numleaffaces;i++)
-                       leaf->firstleafface[i]->visframe = r_framecount;
-       }
-}
-
-// 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(void)
-{
-       int i, j;
-       q3mleaf_t *leaf;
-       for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++)
-       {
-               if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               GL_Color(1, 1, 1, 1);
+               memset(&m, 0, sizeof(m));
+               m.tex[0] = R_GetTexture(t->skin.glow);
+               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
                {
-                       c_leafs++;
-                       for (i = 0;i < leaf->numleaffaces;i++)
-                               leaf->firstleafface[i]->visframe = r_framecount;
+                       q3msurface_t *face = texturefacelist[texturefaceindex];
+                       m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+                       m.pointer_vertex = face->data_vertex3f;
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, face->num_vertices);
+                       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+                       GL_LockArrays(0, 0);
                }
        }
 }
 
-static int r_q3bsp_framecount = -1;
-
-void R_Q3BSP_DrawSky(entity_render_t *ent)
+void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces)
 {
-       int i;
+       int i, ti, flagsmask, flags;
        q3msurface_t *face;
-       vec3_t modelorg;
        model_t *model;
+       q3mtexture_t *t;
+       const int maxfaces = 1024;
+       int numfaces = 0;
+       q3msurface_t *facelist[1024];
        R_Mesh_Matrix(&ent->matrix);
        model = ent->model;
-       if (r_drawcollisionbrushes.integer < 2)
+       flagsmask = Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY;
+       if (skyfaces)
+               flags = Q3SURFACEFLAG_SKY;
+       else
+               flags = 0;
+       if (ent == &cl_entities[0].render)
        {
-               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-               if (ent == &cl_entities[0].render)
+               int j;
+               q3mleaf_t *leaf;
+               R_Surf_ClearSurfaceVisible(cl.worldmodel->brushq3.num_faces);
+               for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++)
                {
-                       if (r_q3bsp_framecount != r_framecount)
+                       if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
                        {
-                               r_q3bsp_framecount = r_framecount;
-                               R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes);
-                               //R_Q3BSP_MarkLeafPVS();
+                               c_leafs++;
+                               for (i = 0;i < leaf->numleaffaces;i++)
+                                       r_surf_surfacevisible[leaf->firstleaffacenum[i]] = 1;
+                       }
+               }
+               for (ti = 0, t = model->brushq3.data_textures;ti < model->brushq3.num_textures;ti++, t++)
+               {
+                       if ((t->surfaceflags & flagsmask) == flags)
+                       {
+                               numfaces = 0;
+                               for (i = 0;i < t->numfaces;i++)
+                               {
+                                       if (r_surf_surfacevisible[t->facenumlist[i]])
+                                       {
+                                               face = t->facelist[i];
+                                               if (!R_CullBox(face->mins, face->maxs) && face->num_triangles)
+                                               {
+                                                       if (numfaces >= maxfaces)
+                                                       {
+                                                               if (numfaces)
+                                                                       R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
+                                                               numfaces = 0;
+                                                       }
+                                                       facelist[numfaces++] = face;
+                                               }
+                                       }
+                               }
+                               if (numfaces)
+                                       R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
                        }
-                       for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
-                               if (face->visframe == 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;
-       q3msurface_t *face;
-       vec3_t modelorg;
-       model_t *model;
-       qbyte *pvs;
-       R_Mesh_Matrix(&ent->matrix);
-       model = ent->model;
-       if (r_drawcollisionbrushes.integer < 2)
+       else
        {
-               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-               if (ent == &cl_entities[0].render)
+               t = NULL;
+               numfaces = 0;
+               for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
                {
-                       if (model->brush.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(model->brushq3.data_nodes);
-                               //R_Q3BSP_MarkLeafPVS();
+                       if ((face->texture->surfaceflags & flagsmask) == flags && face->num_triangles)
+                       {                                                     
+                               if (t != face->texture || numfaces >= maxfaces)
+                               {
+                                       if (numfaces)
+                                               R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
+                                       numfaces = 0;
+                                       t = face->texture;
+                               }
+                               facelist[numfaces++] = face;
                        }
-                       for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
-                               if (face->visframe == 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 (numfaces)
+                       R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
        }
+}
+
+void R_Q3BSP_DrawSky(entity_render_t *ent)
+{
+       if (r_drawcollisionbrushes.integer < 2)
+               R_Q3BSP_DrawFaces(ent, true);
+}
+
+void R_Q3BSP_Draw(entity_render_t *ent)
+{
+       if (r_drawcollisionbrushes.integer < 2)
+               R_Q3BSP_DrawFaces(ent, false);
        if (r_drawcollisionbrushes.integer >= 1)
        {
+               int i;
+               model_t *model = ent->model;
+               q3msurface_t *face;
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                GL_DepthMask(false);
                GL_DepthTest(true);
@@ -2429,7 +2422,7 @@ void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
                                        surfaceindex = surface - model->brushq3.data_faces;
                                        if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
                                        {
-                                               if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)))
+                                               if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)) && surface->num_triangles)
                                                {
                                                        for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
                                                        {
@@ -2467,9 +2460,7 @@ void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
        model_t *model = ent->model;
        vec3_t lightmins, lightmaxs;
        q3msurface_t *surface;
-       int surfacelistindex, j, t;
-       const int *e;
-       const float *v[3];
+       int surfacelistindex;
        if (r_drawcollisionbrushes.integer < 2)
        {
                lightmins[0] = relativelightorigin[0] - lightradius;
@@ -2484,17 +2475,8 @@ void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
                {
                        surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
                        // FIXME: check some manner of face->rendermode here?
-                       if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles && !surface->texture->skin.fog)
-                       {
-                               for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->num_triangles;j++, t++, e += 3)
-                               {
-                                       v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
-                                       v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
-                                       v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
-                                       if (PointInfrontOfTriangle(relativelightorigin, 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])))
-                                               shadowmarklist[numshadowmark++] = t;
-                               }
-                       }
+                       if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS))
+                               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 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
        }
@@ -2524,7 +2506,7 @@ void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t
                                // if compiling an rtlight, capture the mesh
                                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->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, surface->num_triangles, surface->data_element3i);
                        }
-                       else if ((ent != &cl_entities[0].render || surface->visframe == r_framecount) && !(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles)
+                       else if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles)
                                R_Shadow_RenderLighting(surface->num_vertices, surface->num_triangles, surface->data_element3i, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
                }
        }
@@ -2532,10 +2514,16 @@ void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t
 
 static void gl_surf_start(void)
 {
+       r_surf_mempool = Mem_AllocPool("gl_rsurf", 0, NULL);
+       r_surf_surfacevisiblelimit = 65536;
+       r_surf_surfacevisible = Mem_Alloc(r_surf_mempool, r_surf_surfacevisiblelimit);
 }
 
 static void gl_surf_shutdown(void)
 {
+       r_surf_surfacevisiblelimit = 0;
+       r_surf_surfacevisible = NULL;
+       Mem_FreePool(&r_surf_mempool);
 }
 
 static void gl_surf_newmap(void)