]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
redesigned skeletal model loading and rendering to use matrix-palette animation ...
[xonotic/darkplaces.git] / gl_rsurf.c
index bec8e2e80a2ee349d1a36b26f1bd6f9f34864269..a8448d6d22d8d95002f94cef5938ba4bc143db3c 100644 (file)
@@ -40,6 +40,8 @@ unsigned char r_pvsbits[(32768+7)>>3];
 unsigned char r_worldleafvisible[32768];
 // TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces
 unsigned char r_worldsurfacevisible[262144];
+// if true, the view is currently in a leaf without pvs data
+qboolean r_worldnovis;
 
 /*
 ===============
@@ -50,10 +52,11 @@ 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, l;
-       unsigned int *bl, scale;
+       int smax, tmax, i, size, size3, maps, l;
+       int *bl, scale;
        unsigned char *lightmap, *out, *stain;
-       static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+       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
@@ -67,7 +70,7 @@ 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;
@@ -75,16 +78,13 @@ 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 = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
                                        bl[i] += lightmap[i] * scale;
-               }
        }
 
        stain = surface->lightmapinfo->stainsamples;
@@ -94,33 +94,80 @@ 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)
        {
-               for (i = 0;i < tmax;i++)
+               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
        {
-               for (i = 0;i < tmax;i++)
+               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);
-                       }
+                       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 (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);
+                       }
+               }
+               R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
+       }
 }
 
 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
@@ -171,12 +218,12 @@ loc0:
                        smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
                        tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
 
-                       impacts = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0];
-                       impactt = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1];
+                       impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
+                       impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
 
                        s = bound(0, impacts, smax * 16) - impacts;
                        t = bound(0, impactt, tmax * 16) - impactt;
-                       i = s * s + t * t + dist2;
+                       i = (int)(s * s + t * t + dist2);
                        if (i > maxdist)
                                continue;
 
@@ -290,26 +337,29 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int
 =============================================================
 */
 
-static void R_DrawPortal_Callback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
+       // due to the hacky nature of this function's parameters, this is never
+       // called with a batch, so numsurfaces is always 1, and the surfacelist
+       // contains only a leaf number for coloring purposes
        const mportal_t *portal = (mportal_t *)ent;
        int i, numpoints;
        float *v;
-       rmeshstate_t m;
        float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
+       CHECKGLERROR
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       qglDisable(GL_CULL_FACE);
+       qglDisable(GL_CULL_FACE);CHECKGLERROR
        R_Mesh_Matrix(&identitymatrix);
 
        numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
 
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = vertex3f;
-       R_Mesh_State(&m);
+       R_Mesh_VertexPointer(vertex3f);
+       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ResetTextureState();
 
-       i = surfacenumber;
+       i = surfacelist[0];
        GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
                         ((i & 0x0038) >> 3) * (1.0f / 7.0f),
                         ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
@@ -317,7 +367,7 @@ static void R_DrawPortal_Callback(const entity_render_t *ent, int surfacenumber,
        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);
+       qglEnable(GL_CULL_FACE);CHECKGLERROR
 }
 
 // LordHavoc: this is just a nice debugging tool, very slow
@@ -373,6 +423,8 @@ void R_WorldVisibility(void)
                memset(r_worldsurfacevisible, 0, model->num_surfaces);
                memset(r_worldleafvisible, 0, model->brush.num_leafs);
 
+               r_worldnovis = false;
+
                // 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)
@@ -380,6 +432,7 @@ void R_WorldVisibility(void)
                        // 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
+                       r_worldnovis = true;
                        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
@@ -656,34 +709,42 @@ void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigi
        r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
 }
 
-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, qboolean generatenormals, qboolean generatetangents);
+void R_Q1BSP_DrawShadowVolume_Batch(const vec3_t relativelightorigin, const vec3_t lightmins, const vec3_t lightmaxs, int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+       int texturesurfaceindex;
+       RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+       {
+               msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+               R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+       }
+}
 
-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)
+void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
 {
        model_t *model = ent->model;
        msurface_t *surface;
-       int surfacelistindex;
+       int modelsurfacelistindex;
+       int f = 0;
        float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
-       vec3_t modelorg;
-       texture_t *texture;
+       texture_t *t = NULL;
+       const int maxsurfacelist = 1024;
+       int numsurfacelist = 0;
+       msurface_t *surfacelist[1024];
        // 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;
        R_UpdateAllTextureInfo(ent);
        if (model->brush.shadowmesh)
        {
                R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
-               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
                {
-                       surface = model->data_surfaces + surfacelist[surfacelistindex];
-                       texture = surface->texture->currentframe;
-                       if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+                       surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+                       t = surface->texture->currentframe;
+                       if ((t->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
                                continue;
-                       if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
+                       if ((t->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);
                }
@@ -691,39 +752,67 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
        }
        else
        {
-               projectdistance = lightradius + ent->model->radius*2;
-               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               projectdistance = lightradius + model->radius*2;
+               RSurf_ActiveEntity(ent, false, false);
+               R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
+               // identify lit faces within the bounding box
+               for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
                {
-                       surface = model->data_surfaces + surfacelist[surfacelistindex];
-                       // FIXME: get current skin
-                       texture = surface->texture;//R_FetchAliasSkin(ent, surface->groupmesh);
-                       if (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT) || !surface->num_triangles)
-                               continue;
-                       RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
-                       // 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);
+                       surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+                       if (t != surface->texture || numsurfacelist >= maxsurfacelist)
+                       {
+                               if (numsurfacelist)
+                               {
+                                       R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist);
+                                       numsurfacelist = 0;
+                               }
+                               t = surface->texture;
+                               rsurface_texture = t->currentframe;
+                               f = (rsurface_texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) == MATERIALFLAG_WALL;
+                       }
+                       if (f && surface->num_triangles)
+                               surfacelist[numsurfacelist++] = surface;
                }
+               if (numsurfacelist)
+                       R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist);
+               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);
        }
 }
 
-static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+#define BATCHSIZE 256
+
+static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
-       msurface_t *surface = ent->model->data_surfaces + surfacenumber;
-       texture_t *texture = surface->texture;
-       R_UpdateTextureInfo(ent, texture);
-       texture = texture->currentframe;
+       int surfacelistindex, batchcount;
+       texture_t *t;
+       msurface_t *batchsurfaces[BATCHSIZE];
+       // note: in practice this never actualy batches, oh well
        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);
+       t = NULL;
+       batchcount = 0;
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       {
+               msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex];
+               if (t != surface->texture)
+               {
+                       if (batchcount > 0)
+                               R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces);
+                       batchcount = 0;
+                       t = surface->texture;
+                       R_UpdateTextureInfo(ent, t);
+                       rsurface_texture = t->currentframe;
+               }
+               batchsurfaces[batchcount++] = surface;
+       }
+       if (batchcount > 0)
+               R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces);
        R_Shadow_RenderMode_End();
 }
 
-static void R_Q1BSP_DrawLight_TransparentBatch(const entity_render_t *ent, texture_t *texture, int batchnumsurfaces, msurface_t **batchsurfacelist)
+static void R_Q1BSP_DrawLight_TransparentBatch(int batchnumsurfaces, msurface_t **batchsurfacelist)
 {
        int batchsurfaceindex;
        msurface_t *batchsurface;
@@ -734,8 +823,8 @@ static void R_Q1BSP_DrawLight_TransparentBatch(const entity_render_t *ent, textu
                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 - ent->model->data_surfaces, r_shadow_rtlight);
+               Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
+               R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_Q1BSP_DrawLight_TransparentCallback, rsurface_entity, batchsurface - rsurface_model->data_surfaces, r_shadow_rtlight);
        }
 }
 
@@ -745,18 +834,18 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
 {
        model_t *model = ent->model;
        msurface_t *surface;
-       texture_t *texture;
        int surfacelistindex, batchnumsurfaces;
        msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
-       vec3_t modelorg;
        texture_t *tex;
        qboolean skip;
+       CHECKGLERROR
+       RSurf_ActiveEntity(ent, true, true);
        R_UpdateAllTextureInfo(ent);
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
        tex = NULL;
-       texture = NULL;
+       rsurface_texture = NULL;
        skip = false;
        batchnumsurfaces = 0;
+       CHECKGLERROR
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]]))
@@ -767,15 +856,15 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
                {
                        if (batchnumsurfaces > 0)
                        {
-                               if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
-                                       R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+                               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
+                                       R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
                                else
-                                       R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
+                                       R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
                                batchnumsurfaces = 0;
                        }
                        tex = surface->texture;
-                       texture = surface->texture->currentframe;
-                       skip = (texture->currentmaterialflags & MATERIALFLAG_SKY) != 0;
+                       rsurface_texture = surface->texture->currentframe;
+                       skip = (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) != 0;
                        if (skip)
                                continue;
                }
@@ -783,10 +872,10 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
                {
                        if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES)
                        {
-                               if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
-                                       R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+                               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
+                                       R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
                                else
-                                       R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
+                                       R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
                                batchnumsurfaces = 0;
                        }
                        batchsurfacelist[batchnumsurfaces++] = surface;
@@ -794,13 +883,13 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
        }
        if (batchnumsurfaces > 0)
        {
-               if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
-                       R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
+                       R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
                else
-                       R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
+                       R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
                batchnumsurfaces = 0;
        }
-       qglEnable(GL_CULL_FACE);
+       qglEnable(GL_CULL_FACE);CHECKGLERROR
 }
 
 //Made by [515]