]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
optimizations to rendering
[xonotic/darkplaces.git] / gl_rsurf.c
index c9ce94ca68ac8a1d65e6a4fafa0ed6d1dd3f6d61..c4ececd69f391c30983336b6a524683b1e766b27 100644 (file)
@@ -236,7 +236,7 @@ R_BuildLightMap
 Combine and scale multiple lightmaps into the 8.8 format in blocklights
 ===============
 */
-static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
+static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int dlightchanged)
 {
        if (!r_floatbuildlightmap.integer)
        {
@@ -261,7 +261,7 @@ static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
 
        // set to full bright if no light data
                bl = intblocklights;
-               if ((currentrenderentity->effects & EF_FULLBRIGHT) || !currentrenderentity->model->lightdata)
+               if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata)
                {
                        for (i = 0;i < size3;i++)
                                bl[i] = 255*256;
@@ -302,7 +302,7 @@ static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
                out = templight;
                // deal with lightmap brightness scale
                shift = 7 + lightscalebit + 8;
-               if (currentrenderentity->model->lightmaprgba)
+               if (ent->model->lightmaprgba)
                {
                        stride = (surf->lightmaptexturestride - smax) * 4;
                        for (i = 0;i < tmax;i++, out += stride)
@@ -355,7 +355,7 @@ static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
 
        // set to full bright if no light data
                bl = floatblocklights;
-               if ((currentrenderentity->effects & EF_FULLBRIGHT) || !currentrenderentity->model->lightdata)
+               if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata)
                        j = 255*256;
                else
                        j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
@@ -392,7 +392,7 @@ static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
                out = templight;
                // deal with lightmap brightness scale
                scale = 1.0f / (1 << (7 + lightscalebit + 8));
-               if (currentrenderentity->model->lightmaprgba)
+               if (ent->model->lightmaprgba)
                {
                        stride = (surf->lightmaptexturestride - smax) * 4;
                        for (i = 0;i < tmax;i++, out += stride)
@@ -587,7 +587,6 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i
        icolor[7] = ca2;
 
        model = cl.worldmodel;
-       softwaretransformidentity();
        R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor);
 
        // look for embedded bmodels
@@ -600,8 +599,7 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i
                        Mod_CheckLoaded(model);
                        if (model->type == mod_brush)
                        {
-                               softwaretransformforentity(ent);
-                               softwareuntransform(origin, org);
+                               Matrix4x4_Transform(&ent->inversematrix, origin, org);
                                R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, icolor);
                        }
                }
@@ -617,74 +615,160 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i
 =============================================================
 */
 
-static void RSurfShader_Sky(msurface_t *firstsurf)
+static void RSurf_CopyXYZ(const surfvertex_t *in, float *out, int numverts)
 {
-       msurface_t *surf;
        int i;
-       surfvertex_t *v;
-       surfmesh_t *mesh;
-       rmeshbufferinfo_t m;
-       float cr, cg, cb, ca;
-       float *outv, *outc;
+       for (i = 0;i < numverts;i++, in++, out += 4)
+       {
+               VectorCopy(in->v, out);
+               out[3] = 1;
+       }
+}
 
-       // LordHavoc: HalfLife maps have freaky skypolys...
-       if (currentrenderentity->model->ishlbsp)
-               return;
+static void RSurf_CopyST(const surfvertex_t *in, float *out, int numverts)
+{
+       int i;
+       for (i = 0;i < numverts;i++, in++, out += 2)
+       {
+               out[0] = in->st[0];
+               out[1] = in->st[1];
+       }
+}
 
-       if (skyrendernow)
+static void RSurf_CopyUV(const surfvertex_t *in, float *out, int numverts)
+{
+       int i;
+       for (i = 0;i < numverts;i++, in++, out += 2)
        {
-               skyrendernow = false;
-               if (skyrendermasked)
-                       R_Sky();
+               out[0] = in->uv[0];
+               out[1] = in->uv[1];
        }
-       for (surf = firstsurf;surf;surf = surf->chain)
+}
+
+static void RSurf_CopyAB(const surfvertex_t *in, float *out, int numverts)
+{
+       int i;
+       for (i = 0;i < numverts;i++, in++, out += 2)
        {
-               // draw depth-only polys
-               memset(&m, 0, sizeof(m));
-               m.transparent = false;
-               if (skyrendermasked)
-               {
-                       m.blendfunc1 = GL_ZERO;
-                       m.blendfunc2 = GL_ONE;
-                       m.depthwrite = true;
-               }
-               else
-               {
-                       m.blendfunc1 = GL_ONE;
-                       m.blendfunc2 = GL_ZERO;
-                       m.depthwrite = false;
-               }
-               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+               out[0] = in->ab[0];
+               out[1] = in->ab[1];
+       }
+}
+
+static void RSurf_AddLightmapToVertexColors(const surfvertex_t *in, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
+{
+       int i;
+       float scale;
+       const qbyte *lm;
+       if (styles[0] != 255)
+       {
+               for (i = 0;i < numverts;i++, in++, c += 4)
                {
-                       m.numtriangles = mesh->numtriangles;
-                       m.numverts = mesh->numverts;
-                       if (R_Mesh_Draw_GetBuffer(&m, false))
+                       lm = samples + in->lightmapoffset;
+                       scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
+                       VectorMA(c, scale, lm, c);
+                       if (styles[1] != 255)
                        {
-                               cr = fogcolor[0] * m.colorscale;
-                               cg = fogcolor[1] * m.colorscale;
-                               cb = fogcolor[2] * m.colorscale;
-                               ca = 1;
-                               memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                               for (i = 0, v = mesh->vertex, outv = m.vertex;i < m.numverts;i++, v++, outv += 4, outc += 4)
-                               {
-                                       softwaretransform(v->v, outv);
-                               }
-                               for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4)
+                               lm += size3;
+                               scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
+                               VectorMA(c, scale, lm, c);
+                               if (styles[2] != 255)
                                {
-                                       outc[0] = cr;
-                                       outc[1] = cg;
-                                       outc[2] = cb;
-                                       outc[3] = ca;
+                                       lm += size3;
+                                       scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
+                                       VectorMA(c, scale, lm, c);
+                                       if (styles[3] != 255)
+                                       {
+                                               lm += size3;
+                                               scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
+                                               VectorMA(c, scale, lm, c);
+                                       }
                                }
-                               R_Mesh_Render();
                        }
                }
        }
 }
 
-static int RSurf_LightSeparate(int *dlightbits, int numverts, float *vert, float *color)
+static void RSurf_FogColors(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
+{
+       int i;
+       float diff[3], f;
+       if (fogenabled)
+       {
+               for (i = 0;i < numverts;i++, v += 4, c += 4)
+               {
+                       VectorSubtract(v, modelorg, diff);
+                       f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                       VectorScale(c, f, c);
+               }
+       }
+       else if (colorscale != 1)
+               for (i = 0;i < numverts;i++, c += 4)
+                       VectorScale(c, colorscale, c);
+}
+
+static void RSurf_FoggedColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
 {
-       float f, *v, *c;
+       int i;
+       float diff[3], f;
+       r *= colorscale;
+       g *= colorscale;
+       b *= colorscale;
+       if (fogenabled)
+       {
+               for (i = 0;i < numverts;i++, v += 4, c += 4)
+               {
+                       VectorSubtract(v, modelorg, diff);
+                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                       c[0] = r * f;
+                       c[1] = g * f;
+                       c[2] = b * f;
+                       c[3] = a;
+               }
+       }
+       else
+       {
+               for (i = 0;i < numverts;i++, c += 4)
+               {
+                       c[0] = r;
+                       c[1] = g;
+                       c[2] = b;
+                       c[3] = a;
+               }
+       }
+}
+
+static void RSurf_FogPassColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
+{
+       int i;
+       float diff[3], f;
+       r *= colorscale;
+       g *= colorscale;
+       b *= colorscale;
+       for (i = 0;i < numverts;i++, v += 4, c += 4)
+       {
+               VectorSubtract(v, modelorg, diff);
+               f = exp(fogdensity/DotProduct(diff, diff));
+               c[0] = r;
+               c[1] = g;
+               c[2] = b;
+               c[3] = a * f;
+       }
+}
+
+static void RSurf_ScaleColors(float *c, float scale, int numverts)
+{
+       int i;
+       if (scale != 1)
+               for (i = 0;i < numverts;i++, c += 4)
+                       VectorScale(c, scale, c);
+}
+
+static int RSurf_LightSeparate(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color)
+{
+       float f;
+       const float *v;
+       float *c;
        int i, l, lit = false;
        rdlight_t *rd;
        vec3_t lightorigin;
@@ -693,8 +777,7 @@ static int RSurf_LightSeparate(int *dlightbits, int numverts, float *vert, float
                if (dlightbits[l >> 5] & (1 << (l & 31)))
                {
                        rd = &r_dlight[l];
-                       // FIXME: support softwareuntransform here and make bmodels use hardware transform?
-                       VectorCopy(rd->origin, lightorigin);
+                       Matrix4x4_Transform(matrix, rd->origin, lightorigin);
                        for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4)
                        {
                                f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
@@ -712,7 +795,7 @@ static int RSurf_LightSeparate(int *dlightbits, int numverts, float *vert, float
 
 // note: this untransforms lights to do the checking,
 // and takes surf->mesh->vertex data
-static int RSurf_LightCheck(int *dlightbits, surfmesh_t *mesh)
+static int RSurf_LightCheck(const int *dlightbits, surfmesh_t *mesh)
 {
        int i, l;
        rdlight_t *rd;
@@ -732,804 +815,644 @@ static int RSurf_LightCheck(int *dlightbits, surfmesh_t *mesh)
        return false;
 }
 
-static void RSurfShader_Water_Pass_Base(msurface_t *surf)
+static void RSurfShader_Sky(const entity_render_t *ent, const msurface_t *firstsurf)
 {
-       int i, size3;
-       surfvertex_t *v;
-       float *outv, *outc, *outst, cl, diff[3];
-       float base[3], scale, f;
-       qbyte *lm;
+       const msurface_t *surf;
        surfmesh_t *mesh;
        rmeshbufferinfo_t m;
-       float alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
-       memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
+
+       // LordHavoc: HalfLife maps have freaky skypolys...
+       if (ent->model->ishlbsp)
+               return;
+
+       if (skyrendernow)
        {
-               m.transparent = true;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE;
+               skyrendernow = false;
+               if (skyrendermasked)
+                       R_Sky();
        }
-       else if (surf->currenttexture->fogtexture != NULL || alpha < 1)
+
+       // draw depth-only polys
+       memset(&m, 0, sizeof(m));
+       if (skyrendermasked)
        {
-               m.transparent = true;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+               m.blendfunc1 = GL_ZERO;
+               m.blendfunc2 = GL_ONE;
        }
        else
        {
-               m.transparent = false;
+               // fog sky
                m.blendfunc1 = GL_ONE;
                m.blendfunc2 = GL_ZERO;
        }
-       m.depthwrite = false;
-       m.depthdisable = false;
-       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-       if (surf->flags & SURF_DRAWFULLBRIGHT || currentrenderentity->effects & EF_FULLBRIGHT)
-       {
-               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-               {
-                       m.numtriangles = mesh->numtriangles;
-                       m.numverts = mesh->numverts;
-                       if (R_Mesh_Draw_GetBuffer(&m, true))
-                       {
-                               base[0] = base[1] = base[2] = 1.0f * m.colorscale;
-                               memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                               {
-                                       softwaretransform(v->v, outv);
-                                       outv[3] = 1;
-                                       VectorCopy(base, outc);
-                                       outc[3] = alpha;
-                                       outst[0] = v->st[0];
-                                       outst[1] = v->st[1];
-                                       if (fogenabled)
-                                       {
-                                               VectorSubtract(outv, r_origin, diff);
-                                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                               VectorScale(outc, f, outc);
-                                       }
-                               }
-                               R_Mesh_Render();
-                       }
-               }
-       }
-       else
+       m.depthwrite = true;
+       m.matrix = ent->matrix;
+       for (surf = firstsurf;surf;surf = surf->chain)
        {
-               size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
-               base[0] = base[1] = base[2] = (r_ambient.value * (1.0f / 64.0f) + ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f));
                for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                {
                        m.numtriangles = mesh->numtriangles;
                        m.numverts = mesh->numverts;
-                       if (R_Mesh_Draw_GetBuffer(&m, true))
+                       if (R_Mesh_Draw_GetBuffer(&m, false))
                        {
-                               cl = m.colorscale;
                                memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                               {
-                                       softwaretransform(v->v, outv);
-                                       outv[3] = 1;
-                                       VectorCopy(base, outc);
-                                       outc[3] = alpha;
-                                       outst[0] = v->st[0];
-                                       outst[1] = v->st[1];
-                               }
-                               if (surf->dlightframe == r_framecount)
-                                       RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
-                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
-                               {
-                                       if (surf->flags & SURF_LIGHTMAP)
-                                       if (surf->styles[0] != 255)
-                                       {
-                                               lm = surf->samples + v->lightmapoffset;
-                                               scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
-                                               VectorMA(outc, scale, lm, outc);
-                                               if (surf->styles[1] != 255)
-                                               {
-                                                       lm += size3;
-                                                       scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
-                                                       VectorMA(outc, scale, lm, outc);
-                                                       if (surf->styles[2] != 255)
-                                                       {
-                                                               lm += size3;
-                                                               scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
-                                                               VectorMA(outc, scale, lm, outc);
-                                                               if (surf->styles[3] != 255)
-                                                               {
-                                                                       lm += size3;
-                                                                       scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
-                                                                       VectorMA(outc, scale, lm, outc);
-                                                               }
-                                                       }
-                                               }
-                                       }
-                                       if (fogenabled)
-                                       {
-                                               VectorSubtract(outv, r_origin, diff);
-                                               f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
-                                               VectorScale(outc, f, outc);
-                                       }
-                                       else
-                                               VectorScale(outc, cl, outc);
-                               }
+                               RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+                               if (skyrendermasked)
+                                       memset(m.color, 0, m.numverts * sizeof(float[4]));
+                               else
+                                       R_FillColors(m.color, m.numverts, fogcolor[0] * m.colorscale, fogcolor[1] * m.colorscale, fogcolor[2] * m.colorscale, 1);
                                R_Mesh_Render();
                        }
                }
        }
 }
 
-static void RSurfShader_Water_Pass_Fog(msurface_t *surf)
+static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
 {
-       int i;
-       surfvertex_t *v;
-       float *outv, *outc, *outst, diff[3];
-       float base[3], f;
+       const entity_render_t *ent = calldata1;
+       msurface_t *surf = ent->model->surfaces + calldata2;
+       float f;
        surfmesh_t *mesh;
        rmeshbufferinfo_t m;
-       float alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
+       float alpha = ent->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
+       float modelorg[3];
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+
        memset(&m, 0, sizeof(m));
-       m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || alpha < 1;
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.depthwrite = false;
-       m.depthdisable = false;
-       m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
+       if (ent->effects & EF_ADDITIVE)
+       {
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || alpha < 1)
+       {
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       m.matrix = ent->matrix;
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
                m.numtriangles = mesh->numtriangles;
                m.numverts = mesh->numverts;
-               if (R_Mesh_Draw_GetBuffer(&m, false))
+               if (R_Mesh_Draw_GetBuffer(&m, true))
                {
-                       VectorScale(fogcolor, m.colorscale, base);
                        memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
+                       RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+                       RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+                       f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f);
+                       R_FillColors(m.color, m.numverts, f, f, f, alpha);
+                       if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT))
                        {
-                               softwaretransform(v->v, outv);
-                               outv[3] = 1;
-                               VectorSubtract(outv, r_origin, diff);
-                               f = exp(fogdensity/DotProduct(diff, diff));
-                               VectorScale(base, f, outc);
-                               outc[3] = alpha;
+                               if (surf->dlightframe == r_framecount)
+                                       RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, m.numverts, m.vertex, m.color);
+                               if (surf->flags & SURF_LIGHTMAP)
+                                       RSurf_AddLightmapToVertexColors(mesh->vertex, m.color, m.numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
                        }
-                       if (m.tex[0])
+                       RSurf_FogColors(m.vertex, m.color, m.colorscale, m.numverts, modelorg);
+                       R_Mesh_Render();
+               }
+       }
+
+       if (fogenabled)
+       {
+               memset(&m, 0, sizeof(m));
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+               m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
+               m.matrix = ent->matrix;
+               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+               {
+                       m.numtriangles = mesh->numtriangles;
+                       m.numverts = mesh->numverts;
+                       if (R_Mesh_Draw_GetBuffer(&m, false))
                        {
-                               for (i = 0, v = mesh->vertex, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outst += 2)
-                               {
-                                       outst[0] = v->st[0];
-                                       outst[1] = v->st[1];
-                               }
+                               memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                               RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+                               if (m.tex[0])
+                                       RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+                               RSurf_FogPassColors(m.vertex, m.color, fogcolor[0], fogcolor[1], fogcolor[2], alpha, m.colorscale, m.numverts, modelorg);
+                               R_Mesh_Render();
                        }
-                       R_Mesh_Render();
                }
        }
 }
 
-static void RSurfShader_Water(msurface_t *firstsurf)
+static void RSurfShader_Water(const entity_render_t *ent, const msurface_t *firstsurf)
 {
-       msurface_t *surf;
+       const msurface_t *surf;
+       vec3_t center;
        for (surf = firstsurf;surf;surf = surf->chain)
-               RSurfShader_Water_Pass_Base(surf);
-       if (fogenabled)
-               for (surf = firstsurf;surf;surf = surf->chain)
-                       RSurfShader_Water_Pass_Fog(surf);
+       {
+               if ((r_wateralpha.value < 1 && !(surf->flags & SURF_DRAWNOALPHA)) || ent->effects & EF_ADDITIVE || surf->currenttexture->fogtexture)
+               {
+                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                       R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces);
+               }
+               else
+                       R_MeshQueue_Add(RSurfShader_Water_Callback, ent, surf - ent->model->surfaces);
+       }
 }
 
-static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf)
+static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf)
 {
-       int i, size3;
-       surfvertex_t *v;
-       float *outv, *outc, *outst, cl, ca, diff[3];
-       float base[3], scale, f;
-       qbyte *lm;
+       float base;
        surfmesh_t *mesh;
        rmeshbufferinfo_t m;
+       float modelorg[3];
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
        memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
+       if (ent->effects & EF_ADDITIVE)
        {
-               m.transparent = true;
                m.blendfunc1 = GL_SRC_ALPHA;
                m.blendfunc2 = GL_ONE;
        }
-       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       else if (surf->currenttexture->fogtexture != NULL || ent->alpha < 1)
        {
-               m.transparent = true;
                m.blendfunc1 = GL_SRC_ALPHA;
                m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
        }
        else
        {
-               m.transparent = false;
                m.blendfunc1 = GL_ONE;
                m.blendfunc2 = GL_ZERO;
        }
-       m.depthwrite = false;
-       m.depthdisable = false;
        m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-
-       size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
-
-       base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
-
-       ca = currentrenderentity->alpha;
+       base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+       m.matrix = ent->matrix;
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
                m.numtriangles = mesh->numtriangles;
                m.numverts = mesh->numverts;
-
                if (R_Mesh_Draw_GetBuffer(&m, true))
                {
-                       cl = m.colorscale;
                        memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-
-                       if (currentrenderentity->effects & EF_FULLBRIGHT)
-                       {
-                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                               {
-                                       softwaretransform(v->v, outv);
-                                       outv[3] = 1;
-                                       VectorSubtract(outv, r_origin, diff);
-                                       outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
-                                       outc[3] = ca;
-                                       outst[0] = v->st[0];
-                                       outst[1] = v->st[1];
-                               }
-                       }
-                       else
+                       RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+                       RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+                       R_FillColors(m.color, m.numverts, base, base, base, ent->alpha);
+                       if (!(ent->effects & EF_FULLBRIGHT))
                        {
-                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                               {
-                                       softwaretransform(v->v, outv);
-                                       outv[3] = 1;
-                                       VectorCopy(base, outc);
-                                       outc[3] = ca;
-                                       outst[0] = v->st[0];
-                                       outst[1] = v->st[1];
-                               }
-
                                if (surf->dlightframe == r_framecount)
-                                       RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
-
-                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
-                               {
-                                       if (surf->styles[0] != 255)
-                                       {
-                                               lm = surf->samples + v->lightmapoffset;
-                                               scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
-                                               VectorMA(outc, scale, lm, outc);
-                                               if (surf->styles[1] != 255)
-                                               {
-                                                       lm += size3;
-                                                       scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
-                                                       VectorMA(outc, scale, lm, outc);
-                                                       if (surf->styles[2] != 255)
-                                                       {
-                                                               lm += size3;
-                                                               scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
-                                                               VectorMA(outc, scale, lm, outc);
-                                                               if (surf->styles[3] != 255)
-                                                               {
-                                                                       lm += size3;
-                                                                       scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
-                                                                       VectorMA(outc, scale, lm, outc);
-                                                               }
-                                                       }
-                                               }
-                                       }
-                                       if (fogenabled)
-                                       {
-                                               VectorSubtract(outv, r_origin, diff);
-                                               f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
-                                               VectorScale(outc, f, outc);
-                                       }
-                                       else
-                                               VectorScale(outc, cl, outc);
-                               }
+                                       RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, m.numverts, m.vertex, m.color);
+                               if (surf->flags & SURF_LIGHTMAP)
+                                       RSurf_AddLightmapToVertexColors(mesh->vertex, m.color, m.numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
                        }
+                       RSurf_FogColors(m.vertex, m.color, m.colorscale, m.numverts, modelorg);
                        R_Mesh_Render();
                }
        }
 }
 
-static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *surf)
+static void RSurfShader_Wall_Pass_BaseFullbright(const entity_render_t *ent, const msurface_t *surf)
 {
-       int i;
-       surfvertex_t *v;
-       float *outv, *outc, *outst, cl, ca, diff[3];
        surfmesh_t *mesh;
        rmeshbufferinfo_t m;
+       float modelorg[3];
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
        memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
+       if (ent->effects & EF_ADDITIVE)
        {
-               m.transparent = true;
                m.blendfunc1 = GL_SRC_ALPHA;
                m.blendfunc2 = GL_ONE;
        }
-       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       else if (surf->currenttexture->fogtexture != NULL || ent->alpha < 1)
        {
-               m.transparent = true;
                m.blendfunc1 = GL_SRC_ALPHA;
                m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
        }
        else
        {
-               m.transparent = false;
                m.blendfunc1 = GL_ONE;
                m.blendfunc2 = GL_ZERO;
        }
-       m.depthwrite = false;
-       m.depthdisable = false;
        m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-       ca = currentrenderentity->alpha;
+       m.matrix = ent->matrix;
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
                m.numtriangles = mesh->numtriangles;
                m.numverts = mesh->numverts;
-
                if (R_Mesh_Draw_GetBuffer(&m, false))
                {
-                       cl = m.colorscale;
                        memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                       {
-                               softwaretransform(v->v, outv);
-                               outv[3] = 1;
-                               if (fogenabled)
-                               {
-                                       VectorSubtract(outv, r_origin, diff);
-                                       outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
-                               }
-                               else
-                                       outc[0] = outc[1] = outc[2] = cl;
-                               outc[3] = ca;
-                               outst[0] = v->st[0];
-                               outst[1] = v->st[1];
-                       }
+                       RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+                       RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+                       RSurf_FoggedColors(m.vertex, m.color, 1, 1, 1, ent->alpha, m.colorscale, m.numverts, modelorg);
                        R_Mesh_Render();
                }
        }
 }
 
-static void RSurfShader_Wall_Pass_Glow(msurface_t *surf)
+static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf)
 {
-       int i;
-       surfvertex_t *v;
-       float *outv, *outc, *outst, cl, ca, diff[3];
        surfmesh_t *mesh;
        rmeshbufferinfo_t m;
+       float modelorg[3];
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
        memset(&m, 0, sizeof(m));
-       m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
        m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
-       ca = currentrenderentity->alpha;
+       m.matrix = ent->matrix;
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
                m.numtriangles = mesh->numtriangles;
                m.numverts = mesh->numverts;
-
                if (R_Mesh_Draw_GetBuffer(&m, false))
                {
-                       cl = m.colorscale;
                        memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                       {
-                               softwaretransform(v->v, outv);
-                               outv[3] = 1;
-                               if (fogenabled)
-                               {
-                                       VectorSubtract(outv, r_origin, diff);
-                                       outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
-                               }
-                               else
-                                       outc[0] = outc[1] = outc[2] = cl;
-                               outc[3] = ca;
-                               outst[0] = v->st[0];
-                               outst[1] = v->st[1];
-                       }
+                       RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+                       RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+                       RSurf_FoggedColors(m.vertex, m.color, 1, 1, 1, ent->alpha, m.colorscale, m.numverts, modelorg);
                        R_Mesh_Render();
                }
        }
 }
 
-static void RSurfShader_Wall_Pass_Fog(msurface_t *surf)
+static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf)
 {
-       int i;
-       surfvertex_t *v;
-       float *outv, *outc, *outst, cl, ca, diff[3], f;
        surfmesh_t *mesh;
        rmeshbufferinfo_t m;
+       float modelorg[3];
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
        memset(&m, 0, sizeof(m));
-       m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
-       ca = currentrenderentity->alpha;
+       m.matrix = ent->matrix;
+       m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
                m.numtriangles = mesh->numtriangles;
                m.numverts = mesh->numverts;
-
                if (R_Mesh_Draw_GetBuffer(&m, false))
                {
-                       cl = m.colorscale;
                        memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                       {
-                               softwaretransform(v->v, outv);
-                               outv[3] = 1;
-                               VectorSubtract(outv, r_origin, diff);
-                               f = cl * exp(fogdensity/DotProduct(diff, diff));
-                               VectorScale(fogcolor, f, outc);
-                               outc[3] = ca;
-                               outst[0] = v->st[0];
-                               outst[1] = v->st[1];
-                       }
+                       RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+                       if (m.tex[0])
+                               RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+                       RSurf_FogPassColors(m.vertex, m.color, fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha, m.colorscale, m.numverts, modelorg);
                        R_Mesh_Render();
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_TripleTexCombine(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_TripleTexCombine(const entity_render_t *ent, const msurface_t *surf)
 {
-       int i;
-       surfvertex_t *v;
-       float *outv, *outc, *outst, *outuv, *outab, cl;
        surfmesh_t *mesh;
        rmeshbufferinfo_t m;
+       float cl;
        memset(&m, 0, sizeof(m));
-       m.transparent = false;
        m.blendfunc1 = GL_ONE;
        m.blendfunc2 = GL_ZERO;
-       m.depthwrite = false;
-       m.depthdisable = false;
        m.tex[0] = R_GetTexture(surf->currenttexture->texture);
        m.texrgbscale[0] = 1.0f;
        m.tex[1] = R_GetTexture(surf->lightmaptexture);
        m.texrgbscale[1] = 4.0f;
        m.tex[2] = R_GetTexture(surf->currenttexture->detailtexture);
        m.texrgbscale[2] = 2.0f;
+       m.matrix = ent->matrix;
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
                m.numtriangles = mesh->numtriangles;
                m.numverts = mesh->numverts;
-
                if (R_Mesh_Draw_GetBuffer(&m, false))
                {
-                       cl = (float) (1 << lightscalebit) * m.colorscale;
                        memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1], outab = m.texcoords[2];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2, outab += 2)
-                       {
-                               softwaretransform(v->v, outv);
-                               outv[3] = 1;
-                               outc[0] = outc[1] = outc[2] = cl;
-                               outc[3] = 1;
-                               outst[0] = v->st[0];
-                               outst[1] = v->st[1];
-                               outuv[0] = v->uv[0];
-                               outuv[1] = v->uv[1];
-                               outab[0] = v->ab[0];
-                               outab[1] = v->ab[1];
-                       }
+                       RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+                       cl = (float) (1 << lightscalebit) * m.colorscale;
+                       R_FillColors(m.color, m.numverts, cl, cl, cl, 1);
+                       RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+                       RSurf_CopyUV(mesh->vertex, m.texcoords[1], m.numverts);
+                       RSurf_CopyAB(mesh->vertex, m.texcoords[2], m.numverts);
                        R_Mesh_Render();
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseMTex(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseMTex(const entity_render_t *ent, const msurface_t *surf)
 {
-       int i;
-       surfvertex_t *v;
-       float *outv, *outc, *outst, *outuv, cl;
        surfmesh_t *mesh;
        rmeshbufferinfo_t m;
+       float cl;
        memset(&m, 0, sizeof(m));
-       m.transparent = false;
        m.blendfunc1 = GL_ONE;
        m.blendfunc2 = GL_ZERO;
-       m.depthwrite = false;
-       m.depthdisable = false;
        m.tex[0] = R_GetTexture(surf->currenttexture->texture);
        m.tex[1] = R_GetTexture(surf->lightmaptexture);
+       m.matrix = ent->matrix;
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
                m.numtriangles = mesh->numtriangles;
                m.numverts = mesh->numverts;
-
                if (R_Mesh_Draw_GetBuffer(&m, true))
                {
-                       cl = (float) (1 << lightscalebit) * m.colorscale;
                        memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
-                       {
-                               softwaretransform(v->v, outv);
-                               outv[3] = 1;
-                               outc[0] = outc[1] = outc[2] = cl;
-                               outc[3] = 1;
-                               outst[0] = v->st[0];
-                               outst[1] = v->st[1];
-                               outuv[0] = v->uv[0];
-                               outuv[1] = v->uv[1];
-                       }
+                       RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+                       cl = (float) (1 << lightscalebit) * m.colorscale;
+                       R_FillColors(m.color, m.numverts, cl, cl, cl, 1);
+                       RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+                       RSurf_CopyUV(mesh->vertex, m.texcoords[1], m.numverts);
                        R_Mesh_Render();
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseTexture(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const msurface_t *surf)
 {
-       int i;
-       surfvertex_t *v;
-       float *outv, *outc, *outst, cl;
        surfmesh_t *mesh;
        rmeshbufferinfo_t m;
+       float cl;
        memset(&m, 0, sizeof(m));
-       m.transparent = false;
        m.blendfunc1 = GL_ONE;
        m.blendfunc2 = GL_ZERO;
-       m.depthwrite = false;
-       m.depthdisable = false;
        m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       m.matrix = ent->matrix;
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
                m.numtriangles = mesh->numtriangles;
                m.numverts = mesh->numverts;
-
                if (R_Mesh_Draw_GetBuffer(&m, false))
                {
-                       cl = (float) (1 << lightscalebit) * m.colorscale;
                        memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                       {
-                               softwaretransform(v->v, outv);
-                               outv[3] = 1;
-                               outc[0] = outc[1] = outc[2] = cl;
-                               outc[3] = 1;
-                               outst[0] = v->st[0];
-                               outst[1] = v->st[1];
-                       }
+                       RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+                       cl = m.colorscale;
+                       R_FillColors(m.color, m.numverts, cl, cl, cl, 1);
+                       RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
                        R_Mesh_Render();
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseLightmap(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const msurface_t *surf)
 {
-       int i;
-       surfvertex_t *v;
-       float *outv, *outc, *outuv, cl;
        surfmesh_t *mesh;
        rmeshbufferinfo_t m;
+       float cl;
        memset(&m, 0, sizeof(m));
-       m.transparent = false;
        m.blendfunc1 = GL_ZERO;
        m.blendfunc2 = GL_SRC_COLOR;
-       m.depthwrite = false;
-       m.depthdisable = false;
        m.tex[0] = R_GetTexture(surf->lightmaptexture);
+       m.matrix = ent->matrix;
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
                m.numtriangles = mesh->numtriangles;
                m.numverts = mesh->numverts;
-
                if (R_Mesh_Draw_GetBuffer(&m, true))
                {
-                       cl = (float) (1 << lightscalebit) * m.colorscale;
                        memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
-                       {
-                               softwaretransform(v->v, outv);
-                               outv[3] = 1;
-                               outc[0] = outc[1] = outc[2] = cl;
-                               outc[3] = 1;
-                               outuv[0] = v->uv[0];
-                               outuv[1] = v->uv[1];
-                       }
+                       RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+                       cl = (float) (1 << lightscalebit) * m.colorscale;
+                       R_FillColors(m.color, m.numverts, cl, cl, cl, 1);
+                       RSurf_CopyUV(mesh->vertex, m.texcoords[0], m.numverts);
                        R_Mesh_Render();
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_Light(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const msurface_t *surf)
 {
-       int i;
-       surfvertex_t *v;
-       float *outv, *outc, *outst, cl;
        surfmesh_t *mesh;
        rmeshbufferinfo_t m;
 
        if (surf->dlightframe != r_framecount)
                return;
-       if (currentrenderentity->effects & EF_FULLBRIGHT)
+       if (ent->effects & EF_FULLBRIGHT)
                return;
 
        memset(&m, 0, sizeof(m));
-       m.transparent = false;
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
-       m.depthwrite = false;
-       m.depthdisable = false;
        m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       m.matrix = ent->matrix;
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
                if (RSurf_LightCheck(surf->dlightbits, mesh))
                {
                        m.numtriangles = mesh->numtriangles;
                        m.numverts = mesh->numverts;
-
                        if (R_Mesh_Draw_GetBuffer(&m, true))
                        {
-                               cl = m.colorscale;
                                memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                               {
-                                       softwaretransform(v->v, outv);
-                                       outv[3] = 1;
-                                       VectorClear(outc);
-                                       outc[3] = 1;
-                                       outst[0] = v->st[0];
-                                       outst[1] = v->st[1];
-                               }
-                               RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
-                               if (cl != 1)
-                                       for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4)
-                                               VectorScale(outc, cl, outc);
+                               RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+                               RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+                               R_FillColors(m.color, m.numverts, 0, 0, 0, 1);
+                               RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, m.numverts, m.vertex, m.color);
+                               RSurf_ScaleColors(m.color, m.colorscale, m.numverts);
                                R_Mesh_Render();
                        }
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_Fog(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf)
 {
-       int i;
-       surfvertex_t *v;
-       float *outv, *outc, cl, diff[3], fcolor[3];
        surfmesh_t *mesh;
        rmeshbufferinfo_t m;
+       float modelorg[3];
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
        memset(&m, 0, sizeof(m));
-       m.transparent = false;
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
+       m.matrix = ent->matrix;
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
                m.numtriangles = mesh->numtriangles;
                m.numverts = mesh->numverts;
-
                if (R_Mesh_Draw_GetBuffer(&m, false))
                {
-                       cl = m.colorscale;
-                       VectorScale(fogcolor, cl, fcolor);
                        memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
-                       {
-                               softwaretransform(v->v, outv);
-                               outv[3] = 1;
-                               VectorCopy(fcolor, outc);
-                               VectorSubtract(outv, r_origin, diff);
-                               outc[3] = exp(fogdensity/DotProduct(diff, diff));
-                       }
+                       RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+                       if (m.tex[0])
+                               RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
+                       RSurf_FogPassColors(m.vertex, m.color, fogcolor[0], fogcolor[1], fogcolor[2], 1, m.colorscale, m.numverts, modelorg);
                        R_Mesh_Render();
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseDetail(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const msurface_t *surf)
 {
-       int i;
-       surfvertex_t *v;
-       float *outv, *outc, *outst;
        surfmesh_t *mesh;
        rmeshbufferinfo_t m;
        memset(&m, 0, sizeof(m));
-       m.transparent = false;
        m.blendfunc1 = GL_DST_COLOR;
        m.blendfunc2 = GL_SRC_COLOR;
-       m.depthwrite = false;
-       m.depthdisable = false;
        m.tex[0] = R_GetTexture(surf->currenttexture->detailtexture);
+       m.matrix = ent->matrix;
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
                m.numtriangles = mesh->numtriangles;
                m.numverts = mesh->numverts;
-
                if (R_Mesh_Draw_GetBuffer(&m, false))
                {
                        memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                       {
-                               softwaretransform(v->v, outv);
-                               outv[3] = 1;
-                               outc[0] = outc[1] = outc[2] = outc[3] = 1;
-                               outst[0] = v->ab[0];
-                               outst[1] = v->ab[1];
-                       }
+                       RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+                       R_FillColors(m.color, m.numverts, 1, 1, 1, 1);
+                       RSurf_CopyAB(mesh->vertex, m.texcoords[0], m.numverts);
                        R_Mesh_Render();
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_Glow(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf)
 {
-       int i;
-       surfvertex_t *v;
-       float *outv, *outc, *outst, cl;
        surfmesh_t *mesh;
        rmeshbufferinfo_t m;
        memset(&m, 0, sizeof(m));
-       m.transparent = false;
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
        m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
+       m.matrix = ent->matrix;
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
                m.numtriangles = mesh->numtriangles;
                m.numverts = mesh->numverts;
-
                if (R_Mesh_Draw_GetBuffer(&m, false))
                {
-                       cl = m.colorscale;
                        memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                       {
-                               softwaretransform(v->v, outv);
-                               outv[3] = 1;
-                               outc[0] = outc[1] = outc[2] = cl;
-                               outc[3] = 1;
-                               outst[0] = v->st[0];
-                               outst[1] = v->st[1];
-                       }
+                       RSurf_CopyXYZ(mesh->vertex, m.vertex, m.numverts);
+                       R_FillColors(m.color, m.numverts, m.colorscale, m.colorscale, m.colorscale, 1);
+                       RSurf_CopyST(mesh->vertex, m.texcoords[0], m.numverts);
                        R_Mesh_Render();
                }
        }
 }
 
-static void RSurfShader_Wall_Fullbright(msurface_t *firstsurf)
+static void RSurfShader_Wall_Fullbright_Callback(const void *calldata1, int calldata2)
 {
-       msurface_t *surf;
-       for (surf = firstsurf;surf;surf = surf->chain)
+       const entity_render_t *ent = calldata1;
+       const msurface_t *surf = ent->model->surfaces + calldata2;
+       RSurfShader_Wall_Pass_BaseFullbright(ent, surf);
+       if (surf->currenttexture->glowtexture)
+               RSurfShader_Wall_Pass_Glow(ent, surf);
+       if (fogenabled)
+               RSurfShader_Wall_Pass_Fog(ent, surf);
+}
+
+static void RSurfShader_Wall_Fullbright(const entity_render_t *ent, const msurface_t *firstsurf)
+{
+       const msurface_t *surf;
+       vec3_t center;
+       if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
        {
-               c_brush_polys++;
-               RSurfShader_Wall_Pass_BaseFullbright(surf);
+               for (surf = firstsurf;surf;surf = surf->chain)
+               {
+                       c_brush_polys++;
+                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                       R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces);
+               }
        }
-       for (surf = firstsurf;surf;surf = surf->chain)
-               if (surf->currenttexture->glowtexture)
-                       RSurfShader_Wall_Pass_Glow(surf);
-       if (fogenabled)
+       else
+       {
                for (surf = firstsurf;surf;surf = surf->chain)
-                       RSurfShader_Wall_Pass_Fog(surf);
+               {
+                       c_brush_polys++;
+                       if (surf->currenttexture->fogtexture != NULL)
+                       {
+                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                               R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces);
+                       }
+                       else
+                               RSurfShader_Wall_Pass_BaseFullbright(ent, surf);
+               }
+               for (surf = firstsurf;surf;surf = surf->chain)
+                       if (surf->currenttexture->glowtexture)
+                               if (surf->currenttexture->fogtexture == NULL)
+                                       RSurfShader_Wall_Pass_Glow(ent, surf);
+               if (fogenabled)
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->currenttexture->fogtexture == NULL)
+                                       RSurfShader_Wall_Pass_Fog(ent, surf);
+       }
 }
 
-static void RSurfShader_Wall_Vertex(msurface_t *firstsurf)
+static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
 {
-       msurface_t *surf;
-       for (surf = firstsurf;surf;surf = surf->chain)
+       const entity_render_t *ent = calldata1;
+       const msurface_t *surf = ent->model->surfaces + calldata2;
+       RSurfShader_Wall_Pass_BaseVertex(ent, surf);
+       if (surf->currenttexture->glowtexture)
+               RSurfShader_Wall_Pass_Glow(ent, surf);
+       if (fogenabled)
+               RSurfShader_Wall_Pass_Fog(ent, surf);
+}
+
+static void RSurfShader_Wall_Vertex(const entity_render_t *ent, const msurface_t *firstsurf)
+{
+       const msurface_t *surf;
+       vec3_t center;
+       if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
        {
-               c_brush_polys++;
-               RSurfShader_Wall_Pass_BaseVertex(surf);
+               for (surf = firstsurf;surf;surf = surf->chain)
+               {
+                       c_brush_polys++;
+                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                       R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
+               }
        }
-       for (surf = firstsurf;surf;surf = surf->chain)
-               if (surf->currenttexture->glowtexture)
-                       RSurfShader_Wall_Pass_Glow(surf);
-       if (fogenabled)
+       else
+       {
+               for (surf = firstsurf;surf;surf = surf->chain)
+               {
+                       c_brush_polys++;
+                       if (surf->currenttexture->fogtexture != NULL)
+                       {
+                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                               R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
+                       }
+                       else
+                               RSurfShader_Wall_Pass_BaseVertex(ent, surf);
+               }
                for (surf = firstsurf;surf;surf = surf->chain)
-                       RSurfShader_Wall_Pass_Fog(surf);
+                       if (surf->currenttexture->glowtexture)
+                               if (surf->currenttexture->fogtexture == NULL)
+                                       RSurfShader_Wall_Pass_Glow(ent, surf);
+               if (fogenabled)
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->currenttexture->fogtexture == NULL)
+                                       RSurfShader_Wall_Pass_Fog(ent, surf);
+       }
 }
 
-static void RSurfShader_Wall_Lightmap(msurface_t *firstsurf)
+static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const msurface_t *firstsurf)
 {
-       msurface_t *surf;
-       if (r_vertexsurfaces.integer || firstsurf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1 || currentrenderentity->effects & EF_ADDITIVE)
+       const msurface_t *surf;
+       vec3_t center;
+       if (ent->alpha < 1 || ent->effects & EF_ADDITIVE)
+       {
+               for (surf = firstsurf;surf;surf = surf->chain)
+               {
+                       c_brush_polys++;
+                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                       R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
+               }
+       }
+       else if (r_vertexsurfaces.integer || ent->alpha < 1 || ent->effects & EF_ADDITIVE)
        {
                for (surf = firstsurf;surf;surf = surf->chain)
                {
                        c_brush_polys++;
-                       RSurfShader_Wall_Pass_BaseVertex(surf);
+                       if (surf->currenttexture->fogtexture != NULL)
+                       {
+                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                               R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
+                       }
+                       else
+                               RSurfShader_Wall_Pass_BaseVertex(ent, surf);
                }
                for (surf = firstsurf;surf;surf = surf->chain)
                        if (surf->currenttexture->glowtexture)
-                               RSurfShader_Wall_Pass_Glow(surf);
+                               if (surf->currenttexture->fogtexture == NULL)
+                                       RSurfShader_Wall_Pass_Glow(ent, surf);
                if (fogenabled)
                        for (surf = firstsurf;surf;surf = surf->chain)
-                               RSurfShader_Wall_Pass_Fog(surf);
+                               if (surf->currenttexture->fogtexture == NULL)
+                                       RSurfShader_Wall_Pass_Fog(ent, surf);
        }
        else
        {
@@ -1540,7 +1463,13 @@ static void RSurfShader_Wall_Lightmap(msurface_t *firstsurf)
                                for (surf = firstsurf;surf;surf = surf->chain)
                                {
                                        c_brush_polys++;
-                                       RSurfShader_OpaqueWall_Pass_TripleTexCombine(surf);
+                                       if (surf->currenttexture->fogtexture != NULL)
+                                       {
+                                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                                               R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
+                                       }
+                                       else
+                                               RSurfShader_OpaqueWall_Pass_TripleTexCombine(ent, surf);
                                }
                        }
                        else
@@ -1548,11 +1477,18 @@ static void RSurfShader_Wall_Lightmap(msurface_t *firstsurf)
                                for (surf = firstsurf;surf;surf = surf->chain)
                                {
                                        c_brush_polys++;
-                                       RSurfShader_OpaqueWall_Pass_BaseMTex(surf);
+                                       if (surf->currenttexture->fogtexture != NULL)
+                                       {
+                                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                                               R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
+                                       }
+                                       else
+                                               RSurfShader_OpaqueWall_Pass_BaseMTex(ent, surf);
                                }
                                if (r_detailtextures.integer)
                                        for (surf = firstsurf;surf;surf = surf->chain)
-                                               RSurfShader_OpaqueWall_Pass_BaseDetail(surf);
+                                               if (surf->currenttexture->fogtexture == NULL)
+                                                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf);
                        }
                }
                else
@@ -1560,24 +1496,35 @@ static void RSurfShader_Wall_Lightmap(msurface_t *firstsurf)
                        for (surf = firstsurf;surf;surf = surf->chain)
                        {
                                c_brush_polys++;
-                               RSurfShader_OpaqueWall_Pass_BaseTexture(surf);
+                               if (surf->currenttexture->fogtexture != NULL)
+                               {
+                                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                                       R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
+                               }
+                               else
+                                       RSurfShader_OpaqueWall_Pass_BaseTexture(ent, surf);
                        }
                        for (surf = firstsurf;surf;surf = surf->chain)
-                               RSurfShader_OpaqueWall_Pass_BaseLightmap(surf);
+                               if (surf->currenttexture->fogtexture == NULL)
+                                       RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, surf);
                        if (r_detailtextures.integer)
                                for (surf = firstsurf;surf;surf = surf->chain)
-                                       RSurfShader_OpaqueWall_Pass_BaseDetail(surf);
+                                       if (surf->currenttexture->fogtexture == NULL)
+                                               RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf);
                }
                if (!r_dlightmap.integer)
                        for (surf = firstsurf;surf;surf = surf->chain)
                                if (surf->dlightframe == r_framecount)
-                                       RSurfShader_OpaqueWall_Pass_Light(surf);
+                                       if (surf->currenttexture->fogtexture == NULL)
+                                               RSurfShader_OpaqueWall_Pass_Light(ent, surf);
                for (surf = firstsurf;surf;surf = surf->chain)
                        if (surf->currenttexture->glowtexture)
-                               RSurfShader_OpaqueWall_Pass_Glow(surf);
+                               if (surf->currenttexture->fogtexture == NULL)
+                                       RSurfShader_OpaqueWall_Pass_Glow(ent, surf);
                if (fogenabled)
                        for (surf = firstsurf;surf;surf = surf->chain)
-                               RSurfShader_OpaqueWall_Pass_Fog(surf);
+                               if (surf->currenttexture->fogtexture == NULL)
+                                       RSurfShader_OpaqueWall_Pass_Fog(ent, surf);
        }
 }
 
@@ -1589,7 +1536,7 @@ static void RSurfShader_Wall_Lightmap(msurface_t *firstsurf)
 =============================================================
 */
 
-static void R_SolidWorldNode (void)
+static void R_SolidWorldNode (entity_render_t *ent)
 {
        if (r_viewleaf->contents != CONTENTS_SOLID)
        {
@@ -1736,8 +1683,6 @@ loc2:
        }
 }
 
-static int r_portalframecount = 0;
-
 static void R_PVSWorldNode()
 {
        int portalstack, i;
@@ -1829,7 +1774,7 @@ Cshader_t *Cshaders[5] =
        &Cshader_sky
 };
 
-void R_PrepareSurfaces(void)
+void R_PrepareSurfaces(entity_render_t *ent)
 {
        int i, alttextures, texframe, framecount;
        texture_t *t;
@@ -1839,8 +1784,8 @@ void R_PrepareSurfaces(void)
        for (i = 0;i < Cshader_count;i++)
                Cshaders[i]->chain = NULL;
 
-       model = currentrenderentity->model;
-       alttextures = currentrenderentity->frame != 0;
+       model = ent->model;
+       alttextures = ent->frame != 0;
        texframe = (int)(cl.time * 5.0f);
 
        for (i = 0;i < model->nummodelsurfaces;i++)
@@ -1871,7 +1816,7 @@ void R_PrepareSurfaces(void)
        }
 }
 
-void R_DrawSurfaces (int type)
+void R_DrawSurfaces (entity_render_t *ent, int type)
 {
        int                     i;
        Cshader_t       *shader;
@@ -1880,60 +1825,74 @@ void R_DrawSurfaces (int type)
        {
                shader = Cshaders[i];
                if (shader->chain && shader->shaderfunc[type])
-                       shader->shaderfunc[type](shader->chain);
+                       shader->shaderfunc[type](ent, shader->chain);
        }
 }
 
-void R_DrawPortals(void)
+static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
 {
-       int drawportals, i;
+       int i;
        float *v;
-       mportal_t *portal, *endportal;
        rmeshbufferinfo_t m;
-       drawportals = r_drawportals.integer;
+       const entity_render_t *ent = calldata1;
+       const mportal_t *portal = ent->model->portals + calldata2;
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       m.numverts = portal->numpoints;
+       m.numtriangles = portal->numpoints - 2;
+       m.matrix = ent->matrix;
+       if (R_Mesh_Draw_GetBuffer(&m, false))
+       {
+               for (i = 0;i < m.numtriangles;i++)
+               {
+                       m.index[i * 3 + 0] = 0;
+                       m.index[i * 3 + 1] = i + 1;
+                       m.index[i * 3 + 2] = i + 2;
+               }
+               i = portal - ent->model->portals;
+               R_FillColors(m.color, m.numverts,
+                       ((i & 0x0007) >> 0) * (1.0f / 7.0f) * m.colorscale,
+                       ((i & 0x0038) >> 3) * (1.0f / 7.0f) * m.colorscale,
+                       ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * m.colorscale,
+                       0.125f);
+               if (PlaneDiff(r_origin, (&portal->plane)) > 0)
+               {
+                       for (i = portal->numpoints - 1, v = m.vertex;i >= 0;i--, v += 4)
+                               VectorCopy(portal->points[i].position, v);
+               }
+               else
+                       for (i = 0, v = m.vertex;i < portal->numpoints;i++, v += 4)
+                               VectorCopy(portal->points[i].position, v);
+               R_Mesh_Render();
+       }
+}
+
+void R_DrawPortals(entity_render_t *ent)
+{
+       int i;
+       mportal_t *portal, *endportal;
+       float temp[3], center[3], f;
 
-       if (drawportals < 1)
+       if (r_drawportals.integer < 1)
                return;
 
-       for (portal = cl.worldmodel->portals, endportal = portal + cl.worldmodel->numportals;portal < endportal;portal++)
+       for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++)
        {
-               if (portal->visframe == r_portalframecount)
+               if (portal->here->visframe == r_framecount || portal->past->visframe == r_framecount)
                {
-                       memset(&m, 0, sizeof(m));
-                       m.transparent = true;
-                       m.blendfunc1 = GL_SRC_ALPHA;
-                       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-                       m.numverts = portal->numpoints;
-                       m.numtriangles = portal->numpoints - 2;
-                       if (R_Mesh_Draw_GetBuffer(&m, false))
-                       {
-                               for (i = 0;i < m.numtriangles;i++)
-                               {
-                                       m.index[i * 3 + 0] = 0;
-                                       m.index[i * 3 + 1] = i + 1;
-                                       m.index[i * 3 + 2] = i + 2;
-                               }
-                               i = portal - cl.worldmodel->portals;
-                               R_FillColors(m.color, m.numverts,
-                                       ((i & 0x0007) >> 0) * (1.0f / 7.0f) * m.colorscale,
-                                       ((i & 0x0038) >> 3) * (1.0f / 7.0f) * m.colorscale,
-                                       ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * m.colorscale,
-                                       0.125f);
-                               if (PlaneDiff(r_origin, (&portal->plane)) > 0)
-                               {
-                                       for (i = portal->numpoints - 1, v = m.vertex;i >= 0;i--, v += 4)
-                                               VectorCopy(portal->points[i].position, v);
-                               }
-                               else
-                                       for (i = 0, v = m.vertex;i < portal->numpoints;i++, v += 4)
-                                               VectorCopy(portal->points[i].position, v);
-                               R_Mesh_Render();
-                       }
+                       VectorClear(temp);
+                       for (i = 0;i < portal->numpoints;i++)
+                               VectorAdd(temp, portal->points[i].position, temp);
+                       f = ixtable[portal->numpoints];
+                       VectorScale(temp, f, temp);
+                       Matrix4x4_Transform(&ent->matrix, temp, center);
+                       R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->portals);
                }
        }
 }
 
-void R_SetupForBModelRendering(void)
+void R_SetupForBModelRendering(entity_render_t *ent)
 {
        int                     i;
        msurface_t      *surf;
@@ -1943,11 +1902,9 @@ void R_SetupForBModelRendering(void)
        // because bmodels can be reused, we have to decide which things to render
        // from scratch every time
 
-       model = currentrenderentity->model;
-
-       softwaretransformforentity (currentrenderentity);
-       softwareuntransform(r_origin, modelorg);
+       model = ent->model;
 
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
        for (i = 0;i < model->nummodelsurfaces;i++)
        {
                surf = model->modelsortedsurfaces[i];
@@ -1962,68 +1919,53 @@ void R_SetupForBModelRendering(void)
        }
 }
 
-void R_SetupForWorldRendering(void)
-{
-       // there is only one instance of the world, but it can be rendered in
-       // multiple stages
-
-       currentrenderentity = &cl_entities[0].render;
-       softwaretransformidentity();
-}
-
-static void R_SurfMarkLights (void)
+void R_SurfMarkLights (entity_render_t *ent)
 {
        int                     i;
        msurface_t      *surf;
 
        if (r_dynamic.integer)
-               R_MarkLights();
+               R_MarkLights(ent);
 
        if (!r_vertexsurfaces.integer)
        {
-               for (i = 0;i < currentrenderentity->model->nummodelsurfaces;i++)
+               for (i = 0;i < ent->model->nummodelsurfaces;i++)
                {
-                       surf = currentrenderentity->model->modelsortedsurfaces[i];
+                       surf = ent->model->modelsortedsurfaces[i];
                        if (surf->visframe == r_framecount && surf->lightmaptexture != NULL)
                        {
                                if (surf->cached_dlight
                                 || surf->cached_ambient != r_ambient.value
                                 || surf->cached_lightscalebit != lightscalebit)
-                                       R_BuildLightMap(surf, false); // base lighting changed
+                                       R_BuildLightMap(ent, surf, false); // base lighting changed
                                else if (r_dynamic.integer)
                                {
                                        if  (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0]
                                         || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1]
                                         || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2]
                                         || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3]))))))))
-                                               R_BuildLightMap(surf, false); // base lighting changed
+                                               R_BuildLightMap(ent, surf, false); // base lighting changed
                                        else if (surf->dlightframe == r_framecount && r_dlightmap.integer)
-                                               R_BuildLightMap(surf, true); // only dlights
+                                               R_BuildLightMap(ent, surf, true); // only dlights
                                }
                        }
                }
        }
 }
 
-void R_MarkWorldLights(void)
-{
-       R_SetupForWorldRendering();
-       R_SurfMarkLights();
-}
-
 /*
 =============
 R_DrawWorld
 =============
 */
-void R_DrawWorld (void)
+void R_DrawWorld (entity_render_t *ent)
 {
-       R_SetupForWorldRendering();
-
+       // there is only one instance of the world, but it can be rendered in
+       // multiple stages
        if (r_viewleaf->contents == CONTENTS_SOLID || r_novis.integer || r_viewleaf->compressed_vis == NULL)
-               R_SolidWorldNode ();
+               R_SolidWorldNode (ent);
        else
-               R_PVSWorldNode ();
+               R_PVSWorldNode (ent);
 }
 
 /*
@@ -2031,30 +1973,30 @@ void R_DrawWorld (void)
 R_DrawBrushModel
 =================
 */
-void R_DrawBrushModelSky (void)
+void R_DrawBrushModelSky (entity_render_t *ent)
 {
-       R_SetupForBModelRendering();
+       R_SetupForBModelRendering(ent);
 
-       R_PrepareSurfaces();
-       R_DrawSurfaces(SHADERSTAGE_SKY);
+       R_PrepareSurfaces(ent);
+       R_DrawSurfaces(ent, SHADERSTAGE_SKY);
 }
 
-void R_DrawBrushModelNormal (void)
+void R_DrawBrushModelNormal (entity_render_t *ent)
 {
        c_bmodels++;
 
        // have to flush queue because of possible lightmap reuse
        R_Mesh_Render();
 
-       R_SetupForBModelRendering();
+       R_SetupForBModelRendering(ent);
 
-       R_SurfMarkLights();
+       R_SurfMarkLights(ent);
 
-       R_PrepareSurfaces();
+       R_PrepareSurfaces(ent);
 
        if (!skyrendermasked)
-               R_DrawSurfaces(SHADERSTAGE_SKY);
-       R_DrawSurfaces(SHADERSTAGE_NORMAL);
+               R_DrawSurfaces(ent, SHADERSTAGE_SKY);
+       R_DrawSurfaces(ent, SHADERSTAGE_NORMAL);
 }
 
 static void gl_surf_start(void)