]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
implemented occlusion query support on corona rendering, this enables
[xonotic/darkplaces.git] / gl_rsurf.c
index 1ebbfecb893f4f657f9f7b57a916470f4931c2a0..e84263106c10274ad16e4b44b97ef0357dc86d9d 100644 (file)
@@ -25,24 +25,12 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #define MAX_LIGHTMAP_SIZE 256
 
-cvar_t r_ambient = {0, "r_ambient", "0", "brighter world cheat (not allowed in multiplayer), value is 0-128"};
-cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
+cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"};
 cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
 cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
-cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"};
+cvar_t r_useportalculling = {0, "r_useportalculling", "1", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"};
 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
 
-// flag arrays used for visibility checking on world model
-// (all other entities have no per-surface/per-leaf visibility checks)
-// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters
-unsigned char r_pvsbits[(32768+7)>>3];
-// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs
-unsigned char r_worldleafvisible[32768];
-// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces
-unsigned char r_worldsurfacevisible[262144];
-// if true, the view is currently in a leaf without pvs data
-qboolean r_worldnovis;
-
 /*
 ===============
 R_BuildLightMap
@@ -55,17 +43,34 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
        int smax, tmax, i, size, size3, maps, l;
        int *bl, scale;
        unsigned char *lightmap, *out, *stain;
-       model_t *model = ent->model;
-       static int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
-       static unsigned char templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
-
-       // update cached lighting info
-       surface->cached_dlight = 0;
+       dp_model_t *model = ent->model;
+       int *intblocklights;
+       unsigned char *templight;
 
        smax = (surface->lightmapinfo->extents[0]>>4)+1;
        tmax = (surface->lightmapinfo->extents[1]>>4)+1;
        size = smax*tmax;
        size3 = size*3;
+
+       r_refdef.stats.lightmapupdatepixels += size;
+       r_refdef.stats.lightmapupdates++;
+
+       if (cl.buildlightmapmemorysize < size*sizeof(int[3]))
+       {
+               cl.buildlightmapmemorysize = size*sizeof(int[3]);
+               if (cl.buildlightmapmemory)
+                       Mem_Free(cl.buildlightmapmemory);
+               cl.buildlightmapmemory = (unsigned char *) Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
+       }
+
+       // these both point at the same buffer, templight is only used for final
+       // processing and can replace the intblocklights data as it goes
+       intblocklights = (int *)cl.buildlightmapmemory;
+       templight = (unsigned char *)cl.buildlightmapmemory;
+
+       // update cached lighting info
+       model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false;
+
        lightmap = surface->lightmapinfo->samples;
 
 // set to full bright if no light data
@@ -73,7 +78,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
        if (!model->brushq1.lightdata)
        {
                for (i = 0;i < size3;i++)
-                       bl[i] = 255*256;
+                       bl[i] = 128*256;
        }
        else
        {
@@ -83,7 +88,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
 // add all the lightmaps
                if (lightmap)
                        for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
-                               for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
+                               for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
                                        bl[i] += lightmap[i] * scale;
        }
 
@@ -94,23 +99,24 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
        // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
        // be doubled during rendering to achieve 2x overbright
        // (0 = 0.0, 128 = 1.0, 256 = 2.0)
-       if (model->brushq1.lightmaprgba)
+       if (stain)
        {
-               for (i = 0;i < size;i++)
+               for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
                {
-                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
-                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
-                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
-                       *out++ = 255;
+                       l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255);
+                       l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255);
+                       l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255);
+                       out[3] = 255;
                }
        }
        else
        {
-               for (i = 0;i < size;i++)
+               for (i = 0;i < size;i++, bl += 3, out += 4)
                {
-                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
-                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
-                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                       l = bl[0] >> 8;out[2] = min(l, 255);
+                       l = bl[1] >> 8;out[1] = min(l, 255);
+                       l = bl[2] >> 8;out[0] = min(l, 255);
+                       out[3] = 255;
                }
        }
 
@@ -130,7 +136,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
                {
                        for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
                        {
-                               for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
+                               for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
                                {
                                        // add the normalmap with weighting proportional to the style's lightmap intensity
                                        l = (int)(VectorLength(lightmap + i*3) * scale);
@@ -143,34 +149,20 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
                bl = intblocklights;
                out = templight;
                // we simply renormalize the weighted normals to get a valid deluxemap
-               if (model->brushq1.lightmaprgba)
-               {
-                       for (i = 0;i < size;i++, bl += 3)
-                       {
-                               VectorCopy(bl, n);
-                               VectorNormalize(n);
-                               l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
-                               l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
-                               l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
-                               *out++ = 255;
-                       }
-               }
-               else
+               for (i = 0;i < size;i++, bl += 3, out += 4)
                {
-                       for (i = 0;i < size;i++, bl += 3)
-                       {
-                               VectorCopy(bl, n);
-                               VectorNormalize(n);
-                               l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
-                               l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
-                               l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
-                       }
+                       VectorCopy(bl, n);
+                       VectorNormalize(n);
+                       l = (int)(n[0] * 128 + 128);out[2] = bound(0, l, 255);
+                       l = (int)(n[1] * 128 + 128);out[1] = bound(0, l, 255);
+                       l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255);
+                       out[3] = 255;
                }
                R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
        }
 }
 
-void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
+void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8])
 {
        float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
        msurface_t *surface, *endsurface;
@@ -224,7 +216,7 @@ loc0:
                        s = bound(0, impacts, smax * 16) - impacts;
                        t = bound(0, impactt, tmax * 16) - impactt;
                        i = (int)(s * s + t * t + dist2);
-                       if (i > maxdist)
+                       if ((i > maxdist) || (smax > (int)(sizeof(sdtable)/sizeof(sdtable[0])))) // smax overflow fix from Andreas Dehmel
                                continue;
 
                        // reduce calculations
@@ -267,7 +259,7 @@ loc0:
                        }
                        // force lightmap upload
                        if (stained)
-                               surface->cached_dlight = true;
+                               model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true;
                }
        }
 
@@ -297,9 +289,9 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int
        int n;
        float fcolor[8];
        entity_render_t *ent;
-       model_t *model;
+       dp_model_t *model;
        vec3_t org;
-       if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata)
+       if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata)
                return;
        fcolor[0] = cr1;
        fcolor[1] = cg1;
@@ -310,7 +302,7 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int
        fcolor[6] = cb2 - cb1;
        fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
 
-       R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
+       R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor);
 
        // look for embedded bmodels
        for (n = 0;n < cl.num_brushmodel_entities;n++)
@@ -337,8 +329,11 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int
 =============================================================
 */
 
-static void R_DrawPortal_Callback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
+       // due to the hacky nature of this function's parameters, this is never
+       // called with a batch, so numsurfaces is always 1, and the surfacelist
+       // contains only a leaf number for coloring purposes
        const mportal_t *portal = (mportal_t *)ent;
        int i, numpoints;
        float *v;
@@ -346,42 +341,44 @@ static void R_DrawPortal_Callback(const entity_render_t *ent, int surfacenumber,
        CHECKGLERROR
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL_DepthMask(false);
+       GL_DepthRange(0, 1);
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        GL_DepthTest(true);
-       qglDisable(GL_CULL_FACE);CHECKGLERROR
+       GL_CullFace(GL_NONE);
        R_Mesh_Matrix(&identitymatrix);
 
        numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
 
-       R_Mesh_VertexPointer(vertex3f);
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_VertexPointer(vertex3f, 0, 0);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
+       R_SetupGenericShader(false);
 
-       i = surfacenumber;
-       GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
-                        ((i & 0x0038) >> 3) * (1.0f / 7.0f),
-                        ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
+       i = surfacelist[0];
+       GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
+                        ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
+                        ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
                         0.125f);
        for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
                VectorCopy(portal->points[i].position, v);
-       R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements);
-       qglEnable(GL_CULL_FACE);CHECKGLERROR
+       R_Mesh_Draw(0, numpoints, 0, numpoints - 2, NULL, polygonelements, 0, 0);
 }
 
 // LordHavoc: this is just a nice debugging tool, very slow
-static void R_DrawPortals(void)
+void R_DrawPortals(void)
 {
        int i, leafnum;
        mportal_t *portal;
        float center[3], f;
-       model_t *model = r_refdef.worldmodel;
+       dp_model_t *model = r_refdef.scene.worldmodel;
        if (model == NULL)
                return;
-       for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++)
+       for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++)
        {
-               if (r_worldleafvisible[leafnum])
+               if (r_refdef.viewcache.world_leafvisible[leafnum])
                {
                        //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
-                       for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
+                       for (portal = r_refdef.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
                        {
                                if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
                                if (!R_CullBox(portal->mins, portal->maxs))
@@ -391,61 +388,84 @@ static void R_DrawPortals(void)
                                                VectorAdd(center, portal->points[i].position, center);
                                        f = ixtable[portal->numpoints];
                                        VectorScale(center, f, center);
-                                       R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, r_shadow_rtlight);
+                                       R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight);
                                }
                        }
                }
        }
 }
 
-void R_WorldVisibility(void)
+void R_View_WorldVisibility(qboolean forcenovis)
 {
        int i, j, *mark;
        mleaf_t *leaf;
        mleaf_t *viewleaf;
-       model_t *model = r_refdef.worldmodel;
+       dp_model_t *model = r_refdef.scene.worldmodel;
 
        if (!model)
                return;
 
+       if (r_refdef.view.usecustompvs)
+       {
+               // clear the visible surface and leaf flags arrays
+               memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
+               memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
+               r_refdef.viewcache.world_novis = false;
+
+               // simply cull each marked leaf to the frustum (view pyramid)
+               for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
+               {
+                       // if leaf is in current pvs and on the screen, mark its surfaces
+                       if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
+                       {
+                               r_refdef.stats.world_leafs++;
+                               r_refdef.viewcache.world_leafvisible[j] = true;
+                               if (leaf->numleafsurfaces)
+                                       for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+                                               r_refdef.viewcache.world_surfacevisible[*mark] = true;
+                       }
+               }
+               return;
+       }
+
        // if possible find the leaf the view origin is in
-       viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL;
+       viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL;
        // if possible fetch the visible cluster bits
        if (!r_lockpvs.integer && model->brush.FatPVS)
-               model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
+               model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, sizeof(r_refdef.viewcache.world_pvsbits), false);
 
        if (!r_lockvisibility.integer)
        {
                // clear the visible surface and leaf flags arrays
-               memset(r_worldsurfacevisible, 0, model->num_surfaces);
-               memset(r_worldleafvisible, 0, model->brush.num_leafs);
+               memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
+               memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
 
-               r_worldnovis = false;
+               r_refdef.viewcache.world_novis = false;
 
                // if floating around in the void (no pvs data available, and no
                // portals available), simply use all on-screen leafs.
-               if (!viewleaf || viewleaf->clusterindex < 0)
+               if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis)
                {
                        // no visibility method: (used when floating around in the void)
                        // simply cull each leaf to the frustum (view pyramid)
                        // similar to quake's RecursiveWorldNode but without cache misses
-                       r_worldnovis = true;
+                       r_refdef.viewcache.world_novis = true;
                        for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
                        {
                                // if leaf is in current pvs and on the screen, mark its surfaces
                                if (!R_CullBox(leaf->mins, leaf->maxs))
                                {
-                                       renderstats.world_leafs++;
-                                       r_worldleafvisible[j] = true;
+                                       r_refdef.stats.world_leafs++;
+                                       r_refdef.viewcache.world_leafvisible[j] = true;
                                        if (leaf->numleafsurfaces)
                                                for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
-                                                       r_worldsurfacevisible[*mark] = true;
+                                                       r_refdef.viewcache.world_surfacevisible[*mark] = true;
                                }
                        }
                }
-               // if the user prefers to disable portal culling (testing?), simply
-               // use all on-screen leafs that are in the pvs.
-               else if (!r_useportalculling.integer)
+               // just check if each leaf in the PVS is on screen
+               // (unless portal culling is enabled)
+               else if (!model->brush.data_portals || r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer))
                {
                        // pvs method:
                        // simply check if each leaf is in the Potentially Visible Set,
@@ -454,17 +474,17 @@ void R_WorldVisibility(void)
                        for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
                        {
                                // if leaf is in current pvs and on the screen, mark its surfaces
-                               if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
+                               if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
                                {
-                                       renderstats.world_leafs++;
-                                       r_worldleafvisible[j] = true;
+                                       r_refdef.stats.world_leafs++;
+                                       r_refdef.viewcache.world_leafvisible[j] = true;
                                        if (leaf->numleafsurfaces)
                                                for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
-                                                       r_worldsurfacevisible[*mark] = true;
+                                                       r_refdef.viewcache.world_surfacevisible[*mark] = true;
                                }
                        }
                }
-               // otherwise use a recursive portal flow, culling each portal to
+               // if desired use a recursive portal flow, culling each portal to
                // frustum and checking if the leaf the portal leads to is in the pvs
                else
                {
@@ -482,13 +502,15 @@ void R_WorldVisibility(void)
                        leafstackpos = 1;
                        while (leafstackpos)
                        {
-                               renderstats.world_leafs++;
                                leaf = leafstack[--leafstackpos];
-                               r_worldleafvisible[leaf - model->brush.data_leafs] = true;
+                               if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
+                                       continue;
+                               r_refdef.stats.world_leafs++;
+                               r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
                                // mark any surfaces bounding this leaf
                                if (leaf->numleafsurfaces)
                                        for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
-                                               r_worldsurfacevisible[*mark] = true;
+                                               r_refdef.viewcache.world_surfacevisible[*mark] = true;
                                // follow portals into other leafs
                                // the checks are:
                                // if viewer is behind portal (portal faces outward into the scene)
@@ -498,49 +520,104 @@ void R_WorldVisibility(void)
                                // (the first two checks won't cause as many cache misses as the leaf checks)
                                for (p = leaf->portals;p;p = p->next)
                                {
-                                       renderstats.world_portals++;
-                                       if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex))
+                                       r_refdef.stats.world_portals++;
+                                       if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1)
+                                        && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs]
+                                        && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex)
+                                        && !R_CullBox(p->mins, p->maxs)
+                                        && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
                                                leafstack[leafstackpos++] = p->past;
                                }
                        }
                }
        }
-
-       if (r_drawportals.integer)
-               R_DrawPortals();
 }
 
 void R_Q1BSP_DrawSky(entity_render_t *ent)
 {
        if (ent->model == NULL)
                return;
-       R_DrawSurfaces(ent, true);
+       if (ent == r_refdef.scene.worldentity)
+               R_DrawWorldSurfaces(true, true, false, false, false);
+       else
+               R_DrawModelSurfaces(ent, true, true, false, false, false);
+}
+
+void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
+{
+       dp_model_t *model = ent->model;
+       if (model == NULL)
+               return;
+       if (ent == r_refdef.scene.worldentity)
+               R_DrawWorldSurfaces(false, false, false, true, false);
+       else
+               R_DrawModelSurfaces(ent, false, false, false, true, false);
 }
 
 void R_Q1BSP_Draw(entity_render_t *ent)
 {
-       model_t *model = ent->model;
+       dp_model_t *model = ent->model;
+       if (model == NULL)
+               return;
+       if (ent == r_refdef.scene.worldentity)
+               R_DrawWorldSurfaces(false, true, false, false, false);
+       else
+               R_DrawModelSurfaces(ent, false, true, false, false, false);
+}
+
+void R_Q1BSP_DrawDepth(entity_render_t *ent)
+{
+       dp_model_t *model = ent->model;
        if (model == NULL)
                return;
-       R_DrawSurfaces(ent, false);
+       GL_ColorMask(0,0,0,0);
+       GL_Color(1,1,1,1);
+       GL_DepthTest(true);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_AlphaTest(false);
+       R_Mesh_ColorPointer(NULL, 0, 0);
+       R_Mesh_ResetTextureState();
+       R_SetupDepthOrShadowShader();
+       if (ent == r_refdef.scene.worldentity)
+               R_DrawWorldSurfaces(false, false, true, false, false);
+       else
+               R_DrawModelSurfaces(ent, false, false, true, false, false);
+       GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
+}
+
+void R_Q1BSP_DrawDebug(entity_render_t *ent)
+{
+       if (ent->model == NULL)
+               return;
+       if (ent == r_refdef.scene.worldentity)
+               R_DrawWorldSurfaces(false, false, false, false, true);
+       else
+               R_DrawModelSurfaces(ent, false, false, false, false, true);
 }
 
 typedef struct r_q1bsp_getlightinfo_s
 {
-       model_t *model;
+       dp_model_t *model;
        vec3_t relativelightorigin;
        float lightradius;
        int *outleaflist;
        unsigned char *outleafpvs;
        int outnumleafs;
+       unsigned char *visitingleafpvs;
        int *outsurfacelist;
        unsigned char *outsurfacepvs;
+       unsigned char *tempsurfacepvs;
+       unsigned char *outshadowtrispvs;
+       unsigned char *outlighttrispvs;
        int outnumsurfaces;
        vec3_t outmins;
        vec3_t outmaxs;
        vec3_t lightmins;
        vec3_t lightmaxs;
        const unsigned char *pvs;
+       qboolean svbsp_active;
+       qboolean svbsp_insertoccluder;
 }
 r_q1bsp_getlightinfo_t;
 
@@ -555,22 +632,73 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
                //      return;
                if (!plane)
                        break;
+               //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
+               //      return;
                if (plane->type < 3)
-                       sides = ((info->lightmaxs[plane->type] >= plane->dist) | ((info->lightmins[plane->type] < plane->dist) << 1));
-               else
-                       sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
-               if (sides == 3)
                {
-                       R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
-                       node = node->children[1];
+                       if (info->lightmins[plane->type] > plane->dist)
+                               node = node->children[0];
+                       else if (info->lightmaxs[plane->type] < plane->dist)
+                               node = node->children[1];
+                       else if (info->relativelightorigin[plane->type] >= plane->dist)
+                       {
+                               R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
+                               node = node->children[1];
+                       }
+                       else
+                       {
+                               R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
+                               node = node->children[0];
+                       }
                }
-               else if (sides == 0)
-                       return; // ERROR: NAN bounding box!
                else
-                       node = node->children[sides - 1];
+               {
+                       sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
+                       if (sides == 3)
+                       {
+                               // recurse front side first because the svbsp building prefers it
+                               if (PlaneDist(info->relativelightorigin, plane) >= 0)
+                               {
+                                       R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
+                                       node = node->children[1];
+                               }
+                               else
+                               {
+                                       R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
+                                       node = node->children[0];
+                               }
+                       }
+                       else if (sides == 0)
+                               return; // ERROR: NAN bounding box!
+                       else
+                               node = node->children[sides - 1];
+               }
        }
+       if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
+               return;
        leaf = (mleaf_t *)node;
-       if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex))
+       if (info->svbsp_active)
+       {
+               int i;
+               mportal_t *portal;
+               double points[128][3];
+               for (portal = leaf->portals;portal;portal = portal->next)
+               {
+                       for (i = 0;i < portal->numpoints;i++)
+                               VectorCopy(portal->points[i].position, points[i]);
+                       if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
+                               break;
+               }
+               if (portal == NULL)
+                       return; // no portals of this leaf visible
+       }
+       else
+       {
+               if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
+                       return;
+       }
+       // inserting occluders does not alter the leaf info
+       if (!info->svbsp_insertoccluder)
        {
                info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
                info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
@@ -587,40 +715,175 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
                                info->outleaflist[info->outnumleafs++] = leafindex;
                        }
                }
-               if (info->outsurfacepvs)
+       }
+       if (info->outsurfacepvs)
+       {
+               int leafsurfaceindex;
+               int surfaceindex;
+               int triangleindex, t;
+               msurface_t *surface;
+               const int *e;
+               const vec_t *v[3];
+               double v2[3][3];
+               for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
                {
-                       int leafsurfaceindex;
-                       for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
+                       surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
+                       if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
                        {
-                               int surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
-                               if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+                               surface = info->model->data_surfaces + surfaceindex;
+                               if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)
+                                && (!info->svbsp_insertoccluder || !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)))
                                {
-                                       msurface_t *surface = info->model->data_surfaces + surfaceindex;
-                                       if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+                                       qboolean addedtris = false;
+                                       qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
+                                       for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
                                        {
-                                               int triangleindex, t;
-                                               const int *e;
-                                               const vec_t *v[3];
-                                               for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
+                                               v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                               v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                               v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                               if (insidebox || TriangleOverlapsBox(v[0], v[1], v[2], info->lightmins, info->lightmaxs))
                                                {
-                                                       v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
-                                                       v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
-                                                       v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
-                                                       if (PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                                       if (info->svbsp_insertoccluder)
                                                        {
-                                                               SETPVSBIT(info->outsurfacepvs, surfaceindex);
-                                                               info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
-                                                               break;
+                                                               if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE) && r_shadow_frontsidecasting.integer != PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
+                                                                       continue;
+                                                               if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+                                                                       continue;
+                                                               VectorCopy(v[0], v2[0]);
+                                                               VectorCopy(v[1], v2[1]);
+                                                               VectorCopy(v[2], v2[2]);
+                                                               if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0) & 2))
+                                                                       continue;
+                                                               addedtris = true;
+                                                       }
+                                                       else
+                                                       {
+                                                               if (info->svbsp_active)
+                                                               {
+                                                                       VectorCopy(v[0], v2[0]);
+                                                                       VectorCopy(v[1], v2[1]);
+                                                                       VectorCopy(v[2], v2[2]);
+                                                                       if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
+                                                                               continue;
+                                                               }
+                                                               if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE)
+                                                               {
+                                                                       // if the material is double sided we
+                                                                       // can't cull by direction
+                                                                       SETPVSBIT(info->outlighttrispvs, t);
+                                                                       addedtris = true;
+                                                                       if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
+                                                                               SETPVSBIT(info->outshadowtrispvs, t);
+                                                               }
+                                                               else if (r_shadow_frontsidecasting.integer)
+                                                               {
+                                                                       // front side casting occludes backfaces,
+                                                                       // so they are completely useless as both
+                                                                       // casters and lit polygons
+                                                                       if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
+                                                                               continue;
+                                                                       SETPVSBIT(info->outlighttrispvs, t);
+                                                                       addedtris = true;
+                                                                       if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
+                                                                               SETPVSBIT(info->outshadowtrispvs, t);
+                                                               }
+                                                               else
+                                                               {
+                                                                       // back side casting does not occlude
+                                                                       // anything so we can't cull lit polygons
+                                                                       SETPVSBIT(info->outlighttrispvs, t);
+                                                                       addedtris = true;
+                                                                       if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
+                                                                               SETPVSBIT(info->outshadowtrispvs, t);
+                                                               }
                                                        }
                                                }
                                        }
+                                       if (addedtris)
+                                       {
+                                               SETPVSBIT(info->outsurfacepvs, surfaceindex);
+                                               info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+                                       }
                                }
                        }
                }
        }
 }
 
-void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer)
+void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
+{
+       if (use_svbsp)
+       {
+               double origin[3];
+               VectorCopy(info->relativelightorigin, origin);
+               if (!r_svbsp.nodes)
+               {
+                       r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<18);
+                       r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
+               }
+               info->svbsp_active = true;
+               info->svbsp_insertoccluder = true;
+               for (;;)
+               {
+                       SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
+                       R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
+                       // if that failed, retry with more nodes
+                       if (r_svbsp.ranoutofnodes)
+                       {
+                               // an upper limit is imposed
+                               if (r_svbsp.maxnodes >= 2<<22)
+                                       break;
+                               Mem_Free(r_svbsp.nodes);
+                               r_svbsp.maxnodes *= 2;
+                               r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
+                       }
+                       else
+                               break;
+               }
+               // now clear the surfacepvs array because we need to redo it
+               memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
+               info->outnumsurfaces = 0;
+       }
+       else
+               info->svbsp_active = false;
+
+       // we HAVE to mark the leaf the light is in as lit, because portals are
+       // irrelevant to a leaf that the light source is inside of
+       // (and they are all facing away, too)
+       {
+               mnode_t *node = info->model->brush.data_nodes;
+               mleaf_t *leaf;
+               while (node->plane)
+                       node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist];
+               leaf = (mleaf_t *)node;
+               info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
+               info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
+               info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
+               info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
+               info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
+               info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
+               if (info->outleafpvs)
+               {
+                       int leafindex = leaf - info->model->brush.data_leafs;
+                       if (!CHECKPVSBIT(info->outleafpvs, leafindex))
+                       {
+                               SETPVSBIT(info->outleafpvs, leafindex);
+                               info->outleaflist[info->outnumleafs++] = leafindex;
+                       }
+               }
+       }
+
+       info->svbsp_insertoccluder = false;
+       R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
+       if (developer.integer >= 100 && use_svbsp)
+       {
+               Con_Printf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
+               Con_Printf("occluders: %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_occluders_accepted, r_svbsp.stat_occluders_rejected, r_svbsp.stat_occluders_fragments_accepted, r_svbsp.stat_occluders_fragments_rejected);
+               Con_Printf("queries  : %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_queries_accepted, r_svbsp.stat_queries_rejected, r_svbsp.stat_queries_fragments_accepted, r_svbsp.stat_queries_fragments_rejected);
+       }
+}
+
+void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs)
 {
        r_q1bsp_getlightinfo_t info;
        VectorCopy(relativelightorigin, info.relativelightorigin);
@@ -643,32 +906,45 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
        info.outleaflist = outleaflist;
        info.outleafpvs = outleafpvs;
        info.outnumleafs = 0;
+       info.visitingleafpvs = visitingleafpvs;
        info.outsurfacelist = outsurfacelist;
        info.outsurfacepvs = outsurfacepvs;
+       info.outshadowtrispvs = outshadowtrispvs;
+       info.outlighttrispvs = outlighttrispvs;
        info.outnumsurfaces = 0;
        VectorCopy(info.relativelightorigin, info.outmins);
        VectorCopy(info.relativelightorigin, info.outmaxs);
+       memset(visitingleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
        memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
        memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
-       if (info.model->brush.GetPVS)
+       if (info.model->brush.shadowmesh)
+               memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
+       else
+               memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
+       memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
+       if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
                info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
        else
                info.pvs = NULL;
        R_UpdateAllTextureInfo(ent);
-       if (r_shadow_compilingrtlight)
+
+       if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
        {
                // use portal recursion for exact light volume culling, and exact surface checking
-               Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs);
+               Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
        }
-       else if (r_shadow_realtime_dlight_portalculling.integer)
+       else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
        {
                // use portal recursion for exact light volume culling, but not the expensive exact surface checking
-               Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs);
+               Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
        }
        else
        {
-               // use BSP recursion as lights are often small
-               R_Q1BSP_RecursiveGetLightInfo(&info, info.model->brush.data_nodes);
+               // recurse the bsp tree, checking leafs and surfaces for visibility
+               // optionally using svbsp for exact culling of compiled lights
+               // (or if the user enables dlight svbsp culling, which is mostly for
+               //  debugging not actual use)
+               R_Q1BSP_CallRecursiveGetLightInfo(&info, r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer);
        }
 
        // limit combined leaf box to light boundaries
@@ -683,200 +959,239 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
        *outnumsurfacespointer = info.outnumsurfaces;
 }
 
-void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
+void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
 {
-       model_t *model = ent->model;
+       dp_model_t *model = ent->model;
        msurface_t *surface;
        int surfacelistindex;
-       float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
-       texture_t *texture;
+       float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
        r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
        R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                surface = model->data_surfaces + surfacelist[surfacelistindex];
-               texture = surface->texture;
-               if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
-                       continue;
-               if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
+               if (surface->texture->currentframe->basematerialflags & MATERIALFLAG_NOSHADOW)
                        continue;
-               R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
-       }
-       R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist);
-       r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
-}
-
-void R_Q1BSP_DrawShadowVolume_Batch(const vec3_t relativelightorigin, const vec3_t lightmins, const vec3_t lightmaxs, int texturenumsurfaces, msurface_t **texturesurfacelist)
-{
-       int texturesurfaceindex;
-       RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
-       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-       {
-               msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-               R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+               R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
        }
+       R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
+       r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false, true);
 }
 
-void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
+extern cvar_t r_polygonoffset_submodel_factor;
+extern cvar_t r_polygonoffset_submodel_offset;
+void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
 {
-       model_t *model = ent->model;
+       dp_model_t *model = ent->model;
        msurface_t *surface;
        int modelsurfacelistindex;
-       int f = 0;
-       float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
-       texture_t *t = NULL;
-       const int maxsurfacelist = 1024;
-       int numsurfacelist = 0;
-       msurface_t *surfacelist[1024];
+       float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
        // check the box in modelspace, it was already checked in worldspace
        if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
                return;
        R_UpdateAllTextureInfo(ent);
+       if (ent->model->brush.submodel)
+               GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
        if (model->brush.shadowmesh)
        {
                R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
                for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
                {
                        surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
-                       t = surface->texture->currentframe;
-                       if ((t->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
-                               continue;
-                       if ((t->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
+                       if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
                                continue;
-                       R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+                       R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
                }
-               R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist);
+               R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
        }
        else
        {
                projectdistance = lightradius + model->radius*2;
-               RSurf_ActiveEntity(ent);
                R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
                // identify lit faces within the bounding box
                for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
                {
                        surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
-                       if (t != surface->texture || numsurfacelist >= maxsurfacelist)
-                       {
-                               if (numsurfacelist)
-                               {
-                                       R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist);
-                                       numsurfacelist = 0;
-                               }
-                               t = surface->texture;
-                               rsurface_texture = t->currentframe;
-                               f = (rsurface_texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) == MATERIALFLAG_WALL;
-                       }
-                       if (f && surface->num_triangles)
-                               surfacelist[numsurfacelist++] = surface;
+                       rsurface.texture = surface->texture->currentframe;
+                       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+                               continue;
+                       RSurf_PrepareVerticesForBatch(false, false, 1, &surface);
+                       R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
                }
-               if (numsurfacelist)
-                       R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist);
-               R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
+               R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
        }
+       if (ent->model->brush.submodel)
+               GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
 }
 
-static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+#define BATCHSIZE 1024
+
+static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
-       msurface_t *surface = ent->model->data_surfaces + surfacenumber;
-       R_UpdateTextureInfo(ent, surface->texture);
+       int i, j, endsurface;
+       texture_t *t;
+       msurface_t *surface;
+       // note: in practice this never actually receives batches), oh well
        R_Shadow_RenderMode_Begin();
-       R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
+       R_Shadow_RenderMode_ActiveLight(rtlight);
        R_Shadow_RenderMode_Lighting(false, true);
        R_Shadow_SetupEntityLight(ent);
-       rsurface_texture = surface->texture->currentframe;
-       R_Shadow_RenderSurfacesLighting(1, &surface);
-       R_Shadow_RenderMode_End();
-}
-
-static void R_Q1BSP_DrawLight_TransparentBatch(int batchnumsurfaces, msurface_t **batchsurfacelist)
-{
-       int batchsurfaceindex;
-       msurface_t *batchsurface;
-       vec3_t tempcenter, center;
-       for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++)
-       {
-               batchsurface = batchsurfacelist[batchsurfaceindex];
-               tempcenter[0] = (batchsurface->mins[0] + batchsurface->maxs[0]) * 0.5f;
-               tempcenter[1] = (batchsurface->mins[1] + batchsurface->maxs[1]) * 0.5f;
-               tempcenter[2] = (batchsurface->mins[2] + batchsurface->maxs[2]) * 0.5f;
-               Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
-               R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_Q1BSP_DrawLight_TransparentCallback, rsurface_entity, batchsurface - rsurface_model->data_surfaces, r_shadow_rtlight);
+       for (i = 0;i < numsurfaces;i = j)
+       {
+               j = i + 1;
+               surface = rsurface.modelsurfaces + surfacelist[i];
+               t = surface->texture;
+               R_UpdateTextureInfo(ent, t);
+               rsurface.texture = t->currentframe;
+               endsurface = min(j + BATCHSIZE, numsurfaces);
+               for (j = i;j < endsurface;j++)
+               {
+                       surface = rsurface.modelsurfaces + surfacelist[j];
+                       if (t != surface->texture)
+                               break;
+                       RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
+                       R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
+               }
        }
+       R_Shadow_RenderMode_End();
 }
 
-#define RSURF_MAX_BATCHSURFACES 1024
+#define RSURF_MAX_BATCHSURFACES 8192
 
-void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist)
+void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs)
 {
-       model_t *model = ent->model;
+       dp_model_t *model = ent->model;
        msurface_t *surface;
-       int surfacelistindex, batchnumsurfaces;
+       int i, k, kend, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex, batchfirsttriangle;
+       qboolean usebufferobject, culltriangles;
+       const int *element3i;
        msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
+       int batchelements[BATCHSIZE*3];
        texture_t *tex;
-       qboolean skip;
        CHECKGLERROR
-       RSurf_ActiveEntity(ent);
        R_UpdateAllTextureInfo(ent);
-       tex = NULL;
-       rsurface_texture = NULL;
-       skip = false;
-       batchnumsurfaces = 0;
-       CHECKGLERROR
-       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       culltriangles = r_shadow_culltriangles.integer && !(ent->flags & RENDER_NOSELFSHADOW);
+       element3i = rsurface.modelelement3i;
+       // this is a double loop because non-visible surface skipping has to be
+       // fast, and even if this is not the world model (and hence no visibility
+       // checking) the input surface list and batch buffer are different formats
+       // so some processing is necessary.  (luckily models have few surfaces)
+       for (i = 0;i < numsurfaces;)
        {
-               if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]]))
+               batchnumsurfaces = 0;
+               endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
+               if (ent == r_refdef.scene.worldentity)
+               {
+                       for (;i < endsurface;i++)
+                               if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]])
+                                       batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
+               }
+               else
+               {
+                       for (;i < endsurface;i++)
+                               batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
+               }
+               if (!batchnumsurfaces)
                        continue;
-               surface = model->data_surfaces + surfacelist[surfacelistindex];
-               renderstats.lights_lighttriangles += surface->num_triangles;
-               if (tex != surface->texture)
+               for (k = 0;k < batchnumsurfaces;k = kend)
                {
-                       if (batchnumsurfaces > 0)
-                       {
-                               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
-                                       R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
-                               else
-                                       R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
-                               batchnumsurfaces = 0;
-                       }
+                       surface = batchsurfacelist[k];
                        tex = surface->texture;
-                       rsurface_texture = surface->texture->currentframe;
-                       skip = (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) != 0;
-                       if (skip)
+                       rsurface.texture = tex->currentframe;
+                       // gather surfaces into a batch range
+                       for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
+                               ;
+                       // now figure out what to do with this particular range of surfaces
+                       if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
                                continue;
-               }
-               if (!skip && surface->num_triangles)
-               {
-                       if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES)
+                       if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
+                               continue;
+                       if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
+                       {
+                               vec3_t tempcenter, center;
+                               for (l = k;l < kend;l++)
+                               {
+                                       surface = batchsurfacelist[l];
+                                       tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+                                       tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+                                       tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+                                       Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
+                                       R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
+                               }
+                               continue;
+                       }
+                       batchnumtriangles = 0;
+                       batchfirsttriangle = surface->num_firsttriangle;
+                       m = 0; // hush warning
+                       for (l = k;l < kend;l++)
                        {
-                               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
-                                       R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
+                               surface = batchsurfacelist[l];
+                               RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
+                               for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++)
+                               {
+                                       if (trispvs)
+                                       {
+                                               if (!CHECKPVSBIT(trispvs, m))
+                                               {
+                                                       usebufferobject = false;
+                                                       continue;
+                                               }
+                                       }
+                                       else if (culltriangles)
+                                       {
+                                               if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(rsurface.entitylightorigin, rsurface.vertex3f + element3i[m*3+0]*3, rsurface.vertex3f + element3i[m*3+1]*3, rsurface.vertex3f + element3i[m*3+2]*3))
+                                               {
+                                                       usebufferobject = false;
+                                                       continue;
+                                               }
+                                       }
+                                       if (batchnumtriangles >= BATCHSIZE)
+                                       {
+                                               r_refdef.stats.lights_lighttriangles += batchnumtriangles;
+                                               Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
+                                               // use the element buffer if all triangles are consecutive
+                                               if (m == batchfirsttriangle + batchnumtriangles)
+                                                       R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchfirsttriangle, batchnumtriangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
+                                               else
+                                                       R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0);
+                                               usebufferobject = true;
+                                               batchnumtriangles = 0;
+                                               batchfirsttriangle = m;
+                                       }
+                                       batchelements[batchnumtriangles*3+0] = element3i[m*3+0];
+                                       batchelements[batchnumtriangles*3+1] = element3i[m*3+1];
+                                       batchelements[batchnumtriangles*3+2] = element3i[m*3+2];
+                                       batchnumtriangles++;
+                               }
+                       }
+                       if (batchnumtriangles > 0)
+                       {
+                               r_refdef.stats.lights_lighttriangles += batchnumtriangles;
+                               Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
+                               // use the element buffer if all triangles are consecutive
+                               if (m == batchfirsttriangle + batchnumtriangles)
+                                       R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchfirsttriangle, batchnumtriangles, ent->model->surfmesh.data_element3i, ent->model->surfmesh.data_element3s, ent->model->surfmesh.ebo3i, ent->model->surfmesh.ebo3s);
                                else
-                                       R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
-                               batchnumsurfaces = 0;
+                                       R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0);
                        }
-                       batchsurfacelist[batchnumsurfaces++] = surface;
                }
        }
-       if (batchnumsurfaces > 0)
-       {
-               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
-                       R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
-               else
-                       R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
-               batchnumsurfaces = 0;
-       }
-       qglEnable(GL_CULL_FACE);CHECKGLERROR
 }
 
 //Made by [515]
 void R_ReplaceWorldTexture (void)
 {
-       model_t         *m;
+       dp_model_t              *m;
        texture_t       *t;
        int                     i;
        const char      *r, *newt;
-       m = r_refdef.worldmodel;
+       skinframe_t *skinframe;
+       if (!r_refdef.scene.worldmodel)
+       {
+               Con_Printf("There is no worldmodel\n");
+               return;
+       }
+       m = r_refdef.scene.worldmodel;
 
        if(Cmd_Argc() < 2)
        {
@@ -895,17 +1210,18 @@ void R_ReplaceWorldTexture (void)
                newt = r;
        for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
        {
-               if(t->width && !strcasecmp(t->name, r))
+               if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
                {
-                       if(Mod_LoadSkinFrame(&t->skin, (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer))
+                       if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true)))
                        {
+//                             t->skinframes[0] = skinframe;
+                               t->currentskinframe = skinframe;
+                               t->currentskinframe = skinframe;
                                Con_Printf("%s replaced with %s\n", r, newt);
-                               return;
                        }
                        else
                        {
                                Con_Printf("%s was not found\n", newt);
-                               Mod_LoadSkinFrame(&t->skin, (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default
                                return;
                        }
                }
@@ -915,14 +1231,19 @@ void R_ReplaceWorldTexture (void)
 //Made by [515]
 void R_ListWorldTextures (void)
 {
-       model_t         *m;
+       dp_model_t              *m;
        texture_t       *t;
        int                     i;
-       m = r_refdef.worldmodel;
+       if (!r_refdef.scene.worldmodel)
+       {
+               Con_Printf("There is no worldmodel\n");
+               return;
+       }
+       m = r_refdef.scene.worldmodel;
 
        Con_Print("Worldmodel textures :\n");
        for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
-               if(t->skin.base != r_texture_notexture)
+               if (t->numskinframes)
                        Con_Printf("%s\n", t->name);
 }
 
@@ -944,14 +1265,13 @@ void GL_Surf_Init(void)
 {
 
        Cvar_RegisterVariable(&r_ambient);
-       Cvar_RegisterVariable(&r_drawportals);
        Cvar_RegisterVariable(&r_lockpvs);
        Cvar_RegisterVariable(&r_lockvisibility);
        Cvar_RegisterVariable(&r_useportalculling);
        Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
 
-       Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");   // By [515]
-       Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); // By [515]
+       Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");
+       Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map");
 
        //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
 }