]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
huge (16%) speed gain on surface rendering by eliminating the surfmesh chain in q1bsp...
[xonotic/darkplaces.git] / gl_rsurf.c
index 7bc9d736b3115eee5c9c1302a966671ad9c75a33..ba73451ba69273f16f9b0a44af7d25acfc8592e8 100644 (file)
@@ -30,8 +30,6 @@ static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHav
 static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
 
 cvar_t r_ambient = {0, "r_ambient", "0"};
-cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"};
-cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"};
 cvar_t r_drawportals = {0, "r_drawportals", "0"};
 cvar_t r_testvis = {0, "r_testvis", "0"};
 cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
@@ -268,7 +266,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
                        else
                                memset(bl, 0, size*3*sizeof(unsigned int));
 
-                       if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+                       if (surf->dlightframe == r_framecount)
                        {
                                surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
                                if (surf->cached_dlight)
@@ -351,7 +349,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
                else
                        memset(bl, 0, size*3*sizeof(float));
 
-               if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+               if (surf->dlightframe == r_framecount)
                {
                        surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
                        if (surf->cached_dlight)
@@ -702,31 +700,9 @@ static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const
        return lit;
 }
 
-// note: this untransforms lights to do the checking
-static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh)
-{
-       int i, l;
-       const rdlight_t *rd;
-       vec3_t lightorigin;
-       const float *v;
-       for (l = 0;l < r_numdlights;l++)
-       {
-               if (dlightbits[l >> 5] & (1 << (l & 31)))
-               {
-                       rd = &r_dlight[l];
-                       Matrix4x4_Transform(matrix, rd->origin, lightorigin);
-                       for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
-                               if (VectorDistance2(v, lightorigin) < rd->cullradius2)
-                                       return true;
-               }
-       }
-       return false;
-}
-
 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
 
        // LordHavoc: HalfLife maps have freaky skypolys...
@@ -742,7 +718,7 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture
 
        R_Mesh_Matrix(&ent->matrix);
 
-       GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1);
+       GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
        if (skyrendermasked)
        {
                // depth-only (masking)
@@ -766,11 +742,8 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture
        {
                if (surf->visframe == r_framecount)
                {
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
        qglColorMask(1,1,1,1);
@@ -780,8 +753,7 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
 {
        const entity_render_t *ent = calldata1;
        const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
-       float f, colorscale;
-       const surfmesh_t *mesh;
+       float colorscale;
        rmeshstate_t m;
        float alpha;
        float modelorg[3];
@@ -829,48 +801,45 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
        }
        else
                m.tex[0] = R_GetTexture(texture->skin.base);
-       colorscale = r_colorscale;
+       colorscale = 1;
        if (gl_combine.integer)
        {
                m.texrgbscale[0] = 4;
                colorscale *= 0.25f;
        }
        GL_DepthTest(true);
-       GL_ColorPointer(varray_color4f);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       if (fogenabled)
+               GL_ColorPointer(varray_color4f);
+       else
+               GL_Color(1, 1, 1, alpha);
+       if (gl_textureshader && r_watershader.integer)
        {
-               GL_VertexPointer(mesh->vertex3f);
-               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-               m.pointer_texcoord[1] = mesh->texcoordtexture2f;
-               m.texcombinergb[1] = GL_REPLACE;
-               R_Mesh_State_Texture(&m);
-               f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f);
-               R_FillColors(varray_color4f, mesh->numverts, f, f, f, alpha);
-               if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT))
-               {
-                       if (surf->dlightframe == r_framecount)
-                               RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
-                       if (surf->flags & SURF_LIGHTMAP)
-                               RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
-               }
-               RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
-               if (gl_textureshader && r_watershader.integer)
-               {
-                       GL_ActiveTexture (0);
-                       qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);       
-                       GL_ActiveTexture (1);
-                       qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
-                       qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
-                       qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
-                       qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
-                       qglEnable (GL_TEXTURE_SHADER_NV);
-               }
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-               if (gl_textureshader && r_watershader.integer)
-               {
-                       qglDisable (GL_TEXTURE_SHADER_NV);
-                       GL_ActiveTexture (0);
-               }
+               GL_ActiveTexture (0);
+               qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+               GL_ActiveTexture (1);
+               qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+               qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
+               qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
+               qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
+               qglEnable (GL_TEXTURE_SHADER_NV);
+       }
+
+       GL_VertexPointer(surf->mesh.data_vertex3f);
+       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+       m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
+       m.texcombinergb[1] = GL_REPLACE;
+       R_Mesh_State_Texture(&m);
+       if (fogenabled)
+       {
+               R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha);
+               RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
+       }
+       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+
+       if (gl_textureshader && r_watershader.integer)
+       {
+               qglDisable (GL_TEXTURE_SHADER_NV);
+               GL_ActiveTexture (0);
        }
 
        if (fogenabled)
@@ -880,15 +849,12 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
                GL_DepthMask(false);
                GL_DepthTest(true);
                m.tex[0] = R_GetTexture(texture->skin.fog);
-               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-               {
-                       GL_VertexPointer(mesh->vertex3f);
-                       m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-                       GL_ColorPointer(varray_color4f);
-                       R_Mesh_State_Texture(&m);
-                       RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg);
-                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-               }
+               GL_VertexPointer(surf->mesh.data_vertex3f);
+               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+               GL_ColorPointer(varray_color4f);
+               R_Mesh_State_Texture(&m);
+               RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg);
+               R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
        }
 
        if (r_waterscroll.value)
@@ -924,7 +890,6 @@ static void RSurfShader_Water(const entity_render_t *ent, const texture_t *textu
 static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
 {
        float base, colorscale;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        float modelorg[3];
        Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
@@ -945,7 +910,7 @@ static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const m
                GL_DepthMask(true);
        }
        m.tex[0] = R_GetTexture(texture->skin.base);
-       colorscale = r_colorscale;
+       colorscale = 1;
        if (gl_combine.integer)
        {
                m.texrgbscale[0] = 4;
@@ -954,27 +919,24 @@ static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const m
        base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
        GL_DepthTest(true);
        GL_ColorPointer(varray_color4f);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+
+       GL_VertexPointer(surf->mesh.data_vertex3f);
+       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+       R_Mesh_State_Texture(&m);
+       R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
+       if (!(ent->effects & EF_FULLBRIGHT))
        {
-               GL_VertexPointer(mesh->vertex3f);
-               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-               R_Mesh_State_Texture(&m);
-               R_FillColors(varray_color4f, mesh->numverts, base, base, base, currentalpha);
-               if (!(ent->effects & EF_FULLBRIGHT))
-               {
-                       if (surf->dlightframe == r_framecount)
-                               RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
-                       if (surf->flags & SURF_LIGHTMAP)
-                               RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
-               }
-               RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+               if (surf->dlightframe == r_framecount)
+                       RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
+               if (surf->flags & SURF_LIGHTMAP)
+                       RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
        }
+       RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
+       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
 }
 
 static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
 {
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        float modelorg[3];
        Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
@@ -984,20 +946,17 @@ static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurfac
        GL_DepthTest(true);
        m.tex[0] = R_GetTexture(texture->skin.glow);
        GL_ColorPointer(varray_color4f);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-       {
-               GL_VertexPointer(mesh->vertex3f);
-               if (m.tex[0])
-                       m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-               R_Mesh_State_Texture(&m);
-               RSurf_FoggedColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, 1, 1, 1, currentalpha, r_colorscale, mesh->numverts, modelorg);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-       }
+
+       GL_VertexPointer(surf->mesh.data_vertex3f);
+       if (m.tex[0])
+               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+       R_Mesh_State_Texture(&m);
+       RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
+       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
 }
 
 static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
 {
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        float modelorg[3];
        Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
@@ -1007,21 +966,18 @@ static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface
        GL_DepthTest(true);
        m.tex[0] = R_GetTexture(texture->skin.fog);
        GL_ColorPointer(varray_color4f);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-       {
-               GL_VertexPointer(mesh->vertex3f);
-               if (m.tex[0])
-                       m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-               R_Mesh_State_Texture(&m);
-               RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, r_colorscale, mesh->numverts, modelorg);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-       }
+
+       GL_VertexPointer(surf->mesh.data_vertex3f);
+       if (m.tex[0])
+               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+       R_Mesh_State_Texture(&m);
+       RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
+       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
 }
 
 static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        int lightmaptexturenum;
        float cl;
@@ -1035,7 +991,7 @@ static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render
        m.texrgbscale[0] = 1;
        m.texrgbscale[1] = 4;
        m.texrgbscale[2] = 2;
-       cl = (float) (1 << r_lightmapscalebit) * r_colorscale;
+       cl = (float) (1 << r_lightmapscalebit);
        GL_Color(cl, cl, cl, 1);
 
        while((surf = *surfchain++) != NULL)
@@ -1048,15 +1004,12 @@ static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render
                                m.tex[1] = lightmaptexturenum;
                        //      R_Mesh_State_Texture(&m);
                        //}
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-                               m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
-                               m.pointer_texcoord[2] = mesh->texcoorddetail2f;
-                               R_Mesh_State_Texture(&m);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
+                       m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
@@ -1064,7 +1017,6 @@ static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render
 static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        int lightmaptexturenum;
        memset(&m, 0, sizeof(m));
@@ -1075,7 +1027,7 @@ static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent
        m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
        if (gl_combine.integer)
                m.texrgbscale[1] = 4;
-       GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+       GL_Color(1, 1, 1, 1);
        while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
@@ -1086,14 +1038,11 @@ static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent
                                m.tex[1] = lightmaptexturenum;
                        //      R_Mesh_State_Texture(&m);
                        //}
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-                               m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
-                               R_Mesh_State_Texture(&m);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
@@ -1101,7 +1050,6 @@ static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent
 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
        GL_DepthMask(true);
@@ -1113,13 +1061,10 @@ static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent,
        {
                if (surf->visframe == r_framecount)
                {
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-                               R_Mesh_State_Texture(&m);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
@@ -1127,7 +1072,6 @@ static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent,
 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        int lightmaptexturenum;
        memset(&m, 0, sizeof(m));
@@ -1137,7 +1081,7 @@ static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent,
        m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
        if (gl_combine.integer)
                m.texrgbscale[0] = 4;
-       GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+       GL_Color(1, 1, 1, 1);
        while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
@@ -1148,52 +1092,10 @@ static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent,
                                m.tex[0] = lightmaptexturenum;
                        //      R_Mesh_State_Texture(&m);
                        //}
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               m.pointer_texcoord[0] = mesh->texcoordlightmap2f;
-                               R_Mesh_State_Texture(&m);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
-               }
-       }
-}
-
-static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
-       const msurface_t *surf;
-       const surfmesh_t *mesh;
-       float colorscale;
-       rmeshstate_t m;
-
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       m.tex[0] = R_GetTexture(texture->skin.base);
-       colorscale = r_colorscale;
-       if (gl_combine.integer)
-       {
-               m.texrgbscale[0] = 4;
-               colorscale *= 0.25f;
-       }
-       GL_ColorPointer(varray_color4f);
-       while((surf = *surfchain++) != NULL)
-       {
-               if (surf->visframe == r_framecount && surf->dlightframe == r_framecount)
-               {
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
-                               {
-                                       GL_VertexPointer(mesh->vertex3f);
-                                       m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-                                       R_FillColors(varray_color4f, mesh->numverts, 0, 0, 0, 1);
-                                       R_Mesh_State_Texture(&m);
-                                       RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, colorscale);
-                                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                               }
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
@@ -1201,7 +1103,6 @@ static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const
 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        float modelorg[3];
        Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
@@ -1214,15 +1115,12 @@ static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const te
        {
                if (surf->visframe == r_framecount)
                {
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               if (m.tex[0])
-                                       m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-                               R_Mesh_State_Texture(&m);
-                               RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       if (m.tex[0])
+                               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       R_Mesh_State_Texture(&m);
+                       RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
@@ -1230,7 +1128,6 @@ static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const te
 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
        GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
@@ -1242,13 +1139,10 @@ static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, c
        {
                if (surf->visframe == r_framecount)
                {
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               m.pointer_texcoord[0] = mesh->texcoorddetail2f;
-                               R_Mesh_State_Texture(&m);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
@@ -1256,25 +1150,21 @@ static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, c
 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
        m.tex[0] = R_GetTexture(texture->skin.glow);
-       GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+       GL_Color(1, 1, 1, 1);
        while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-                               R_Mesh_State_Texture(&m);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
@@ -1282,27 +1172,23 @@ static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const t
 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
        GL_DepthMask(true);
        m.tex[0] = R_GetTexture(texture->skin.glow);
        if (m.tex[0])
-               GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+               GL_Color(1, 1, 1, 1);
        else
                GL_Color(0, 0, 0, 1);
        while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-                               R_Mesh_State_Texture(&m);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
@@ -1321,8 +1207,6 @@ static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata
                texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
 
        currentalpha = ent->alpha;
-       if (texture->flags & SURF_WATERALPHA)
-               currentalpha *= r_wateralpha.value;
        if (ent->effects & EF_ADDITIVE)
                rendertype = SURFRENDER_ADD;
        else if (currentalpha < 1 || texture->skin.fog != NULL)
@@ -1361,34 +1245,16 @@ static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_
                if (fogenabled)
                        RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
        }
-       else if (r_vertexsurfaces.integer)
-       {
-               // opaque vertex shaded from lightmap
-               for (chain = surfchain;(surf = *chain) != NULL;chain++)
-                       if (surf->visframe == r_framecount)
-                               RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, texture->rendertype, texture->currentalpha);
-               if (texture->skin.glow)
-                       for (chain = surfchain;(surf = *chain) != NULL;chain++)
-                               if (surf->visframe == r_framecount)
-                                       RSurfShader_Wall_Pass_Glow(ent, surf, texture, texture->rendertype, texture->currentalpha);
-               if (fogenabled)
-                       for (chain = surfchain;(surf = *chain) != NULL;chain++)
-                               if (surf->visframe == r_framecount)
-                                       RSurfShader_Wall_Pass_Fog(ent, surf, texture, texture->rendertype, texture->currentalpha);
-       }
        else
        {
                // opaque lightmapped
-               if (r_textureunits.integer >= 2)
+               if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
+                       RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain);
+               else if (r_textureunits.integer >= 2)
                {
-                       if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
-                               RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain);
-                       else
-                       {
-                               RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain);
-                               if (r_detailtextures.integer)
-                                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
-                       }
+                       RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain);
+                       if (r_detailtextures.integer)
+                               RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
                }
                else
                {
@@ -1397,8 +1263,6 @@ static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_
                        if (r_detailtextures.integer)
                                RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
                }
-               if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT))
-                       RSurfShader_OpaqueWall_Pass_Light(ent, texture, surfchain);
                if (texture->skin.glow)
                        RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
                if (fogenabled)
@@ -1509,7 +1373,7 @@ void R_PrepareSurfaces(entity_render_t *ent)
                        {
                                c_faces++;
                                surf->visframe = r_framecount;
-                               if (surf->cached_dlight && surf->lightmaptexture != NULL && !r_vertexsurfaces.integer)
+                               if (surf->cached_dlight && surf->lightmaptexture != NULL)
                                        R_BuildLightMap(ent, surf);
                        }
                }
@@ -1545,11 +1409,11 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
        R_Mesh_State_Texture(&m);
 
        i = portal - ent->model->brushq1.portals;
-       GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_colorscale,
-                        ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_colorscale,
-                        ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_colorscale,
+       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_origin, (&portal->plane)) > 0)
+       if (PlaneDiff(r_origin, (&portal->plane)) < 0)
        {
                for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
                        VectorCopy(portal->points[i].position, v);
@@ -1838,7 +1702,6 @@ void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelighto
        int i;
        msurface_t *surf;
        float projectdistance, f, temp[3], lightradius2;
-       surfmesh_t *mesh;
        if (ent->model == NULL)
                return;
        R_Mesh_Matrix(&ent->matrix);
@@ -1859,8 +1722,7 @@ void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelighto
                                temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
                                temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
                                if (DotProduct(temp, temp) < lightradius2)
-                                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                                               R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->vertex3f, mesh->element3i, mesh->neighbor3i, relativelightorigin, lightradius, projectdistance);
+                                       R_Shadow_Volume(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, lightradius, projectdistance);
                        }
                }
        }
@@ -1871,7 +1733,6 @@ void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relative
        int surfnum;
        msurface_t *surf;
        texture_t *t;
-       surfmesh_t *mesh;
        if (ent->model == NULL)
                return;
        R_Mesh_Matrix(&ent->matrix);
@@ -1884,11 +1745,8 @@ void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relative
                        t = surf->texinfo->texture->currentframe;
                        if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
                        {
-                               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                               {
-                                       R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
-                                       R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
-                               }
+                               R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
+                               R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
                        }
                }
        }
@@ -1900,7 +1758,6 @@ void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
        msurface_t *surf;
        texture_t *t;
        float f, lightmins[3], lightmaxs[3];
-       surfmesh_t *mesh;
        if (ent->model == NULL)
                return;
        R_Mesh_Matrix(&ent->matrix);
@@ -1923,11 +1780,8 @@ void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
                                t = surf->texinfo->texture->currentframe;
                                if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
                                {
-                                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                                       {
-                                               R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
-                                               R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
-                                       }
+                                       R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
+                                       R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
                                }
                        }
                }
@@ -1938,7 +1792,7 @@ void R_DrawCollisionBrush(colbrushf_t *brush)
 {
        int i;
        i = ((int)brush) / sizeof(colbrushf_t);
-       GL_Color((i & 31) * (1.0f / 32.0f) * r_colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_colorscale, 0.2f);
+       GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
        GL_VertexPointer(brush->points->v);
        R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
 }
@@ -1946,8 +1800,50 @@ void R_DrawCollisionBrush(colbrushf_t *brush)
 void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
 {
        rmeshstate_t m;
-       if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) || !face->numtriangles)
+       if (!face->num_triangles)
                return;
+       if (face->texture->renderflags)
+       {
+               if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY)
+               {
+                       if (skyrendernow)
+                       {
+                               skyrendernow = false;
+                               if (skyrendermasked)
+                                       R_Sky();
+                       }
+
+                       R_Mesh_Matrix(&ent->matrix);
+
+                       GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+                       if (skyrendermasked)
+                       {
+                               // depth-only (masking)
+                               qglColorMask(0,0,0,0);
+                               // just to make sure that braindead drivers don't draw anything
+                               // despite that colormask...
+                               GL_BlendFunc(GL_ZERO, GL_ONE);
+                       }
+                       else
+                       {
+                               // fog sky
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                       }
+                       GL_DepthMask(true);
+                       GL_DepthTest(true);
+
+                       memset(&m, 0, sizeof(m));
+                       R_Mesh_State_Texture(&m);
+
+                       GL_VertexPointer(face->data_vertex3f);
+                       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+                       qglColorMask(1,1,1,1);
+                       return;
+               }
+               if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW)
+                       return;
+       }
+       R_Mesh_Matrix(&ent->matrix);
        face->visframe = r_framecount;
        memset(&m, 0, sizeof(m));
        GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -1960,7 +1856,7 @@ void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
                m.tex[1] = R_GetTexture(face->lightmaptexture);
                m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
                m.texrgbscale[1] = 2;
-               GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+               GL_Color(1, 1, 1, 1);
        }
        else
        {
@@ -1969,7 +1865,7 @@ void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
        }
        R_Mesh_State_Texture(&m);
        GL_VertexPointer(face->data_vertex3f);
-       R_Mesh_Draw(face->numvertices, face->numtriangles, face->data_element3i);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
 }
 
 /*
@@ -2043,12 +1939,6 @@ void R_Q3BSP_Draw(entity_render_t *ent)
        }
 }
 
-/*
-void R_Q3BSP_DrawFakeShadow(entity_render_t *ent)
-{
-}
-*/
-
 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
 {
        int i;
@@ -2073,16 +1963,16 @@ void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
                //else
                        for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
                                if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
-                                       R_Shadow_Volume(face->numvertices, face->numtriangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
+                                       R_Shadow_Volume(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
        }
 }
 
 void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
 {
-       if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) || !face->numtriangles)
+       if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) || !face->num_triangles)
                return;
-       R_Shadow_DiffuseLighting(face->numvertices, face->numtriangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, NULL);
-       R_Shadow_SpecularLighting(face->numvertices, face->numtriangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, NULL);
+       R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, NULL);
+       R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, NULL);
 }
 
 void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
@@ -2133,8 +2023,6 @@ void GL_Surf_Init(void)
                dlightdivtable[i] = 4194304 / (i << 7);
 
        Cvar_RegisterVariable(&r_ambient);
-       Cvar_RegisterVariable(&r_vertexsurfaces);
-       Cvar_RegisterVariable(&r_dlightmap);
        Cvar_RegisterVariable(&r_drawportals);
        Cvar_RegisterVariable(&r_testvis);
        Cvar_RegisterVariable(&r_floatbuildlightmap);