]> 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 68ec5e3dab2cf81860fd72c0c2fe3dc938654c7d..e84263106c10274ad16e4b44b97ef0357dc86d9d 100644 (file)
@@ -28,7 +28,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 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"};
 
 /*
@@ -43,7 +43,7 @@ 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;
+       dp_model_t *model = ent->model;
        int *intblocklights;
        unsigned char *templight;
 
@@ -60,7 +60,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
                cl.buildlightmapmemorysize = size*sizeof(int[3]);
                if (cl.buildlightmapmemory)
                        Mem_Free(cl.buildlightmapmemory);
-               cl.buildlightmapmemory = Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
+               cl.buildlightmapmemory = (unsigned char *) Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
        }
 
        // these both point at the same buffer, templight is only used for final
@@ -69,7 +69,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
        templight = (unsigned char *)cl.buildlightmapmemory;
 
        // update cached lighting info
-       surface->cached_dlight = 0;
+       model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false;
 
        lightmap = surface->lightmapinfo->samples;
 
@@ -99,12 +99,25 @@ 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)
-       for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
+       if (stain)
        {
-               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;
+               for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
+               {
+                       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++, bl += 3, out += 4)
+               {
+                       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;
+               }
        }
 
        R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
@@ -149,7 +162,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
        }
 }
 
-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;
@@ -203,7 +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
@@ -246,7 +259,7 @@ loc0:
                        }
                        // force lightmap upload
                        if (stained)
-                               surface->cached_dlight = true;
+                               model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true;
                }
        }
 
@@ -276,7 +289,7 @@ 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.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata)
                return;
@@ -348,7 +361,7 @@ static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *r
                         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, 0, 0);
+       R_Mesh_Draw(0, numpoints, 0, numpoints - 2, NULL, polygonelements, 0, 0);
 }
 
 // LordHavoc: this is just a nice debugging tool, very slow
@@ -357,7 +370,7 @@ void R_DrawPortals(void)
        int i, leafnum;
        mportal_t *portal;
        float center[3], f;
-       model_t *model = r_refdef.scene.worldmodel;
+       dp_model_t *model = r_refdef.scene.worldmodel;
        if (model == NULL)
                return;
        for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++)
@@ -387,7 +400,7 @@ void R_View_WorldVisibility(qboolean forcenovis)
        int i, j, *mark;
        mleaf_t *leaf;
        mleaf_t *viewleaf;
-       model_t *model = r_refdef.scene.worldmodel;
+       dp_model_t *model = r_refdef.scene.worldmodel;
 
        if (!model)
                return;
@@ -450,9 +463,9 @@ void R_View_WorldVisibility(qboolean forcenovis)
                                }
                        }
                }
-               // 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,
@@ -471,7 +484,7 @@ void R_View_WorldVisibility(qboolean forcenovis)
                                }
                        }
                }
-               // 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
                {
@@ -532,7 +545,7 @@ void R_Q1BSP_DrawSky(entity_render_t *ent)
 
 void R_Q1BSP_DrawAddWaterPlanes(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)
@@ -543,7 +556,7 @@ void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
 
 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)
@@ -554,7 +567,7 @@ void R_Q1BSP_Draw(entity_render_t *ent)
 
 void R_Q1BSP_DrawDepth(entity_render_t *ent)
 {
-       model_t *model = ent->model;
+       dp_model_t *model = ent->model;
        if (model == NULL)
                return;
        GL_ColorMask(0,0,0,0);
@@ -585,12 +598,13 @@ void R_Q1BSP_DrawDebug(entity_render_t *ent)
 
 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;
@@ -805,7 +819,7 @@ void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean us
                if (!r_svbsp.nodes)
                {
                        r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<18);
-                       r_svbsp.nodes = Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
+                       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;
@@ -821,7 +835,7 @@ void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean us
                                        break;
                                Mem_Free(r_svbsp.nodes);
                                r_svbsp.maxnodes *= 2;
-                               r_svbsp.nodes = Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
+                               r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
                        }
                        else
                                break;
@@ -869,7 +883,7 @@ void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean us
        }
 }
 
-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)
+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);
@@ -892,6 +906,7 @@ 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;
@@ -899,6 +914,7 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
        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.shadowmesh)
@@ -912,15 +928,15 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
                info.pvs = NULL;
        R_UpdateAllTextureInfo(ent);
 
-       if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer)
+       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, info.outshadowtrispvs, info.outlighttrispvs);
+               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_frontsidecasting.integer && 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, info.outshadowtrispvs, info.outlighttrispvs);
+               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
        {
@@ -945,7 +961,7 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
 
 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 = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
@@ -958,15 +974,15 @@ void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigi
                        continue;
                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);
+       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);
 }
 
 extern cvar_t r_polygonoffset_submodel_factor;
 extern cvar_t r_polygonoffset_submodel_offset;
-void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
+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;
        float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
@@ -986,7 +1002,7 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
                                continue;
                        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, relativelightdirection, 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
        {
@@ -1002,7 +1018,7 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
                        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);
                }
-               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);
+               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);
@@ -1017,7 +1033,7 @@ static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, co
        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);
        for (i = 0;i < numsurfaces;i = j)
@@ -1034,7 +1050,7 @@ static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, co
                        if (t != surface->texture)
                                break;
                        RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
-                       R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, ent->model->surfmesh.data_element3i + surface->num_firsttriangle * 3, ent->model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+                       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();
@@ -1044,7 +1060,7 @@ static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, co
 
 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 i, k, kend, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex, batchfirsttriangle;
        qboolean usebufferobject, culltriangles;
@@ -1086,78 +1102,78 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
                        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 | MATERIALFLAG_WATER))
+                       if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
+                               continue;
+                       if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
+                               continue;
+                       if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
                        {
-                               if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
+                               vec3_t tempcenter, center;
+                               for (l = k;l < kend;l++)
                                {
-                                       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);
-                                       }
+                                       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);
                                }
-                               else
+                               continue;
+                       }
+                       batchnumtriangles = 0;
+                       batchfirsttriangle = surface->num_firsttriangle;
+                       m = 0; // hush warning
+                       for (l = k;l < kend;l++)
+                       {
+                               surface = batchsurfacelist[l];
+                               RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
+                               for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++)
                                {
-                                       // use the bufferobject if all triangles are accepted
-                                       usebufferobject = true;
-                                       batchnumtriangles = 0;
-                                       batchfirsttriangle = surface->num_firsttriangle;
-                                       for (l = k;l < kend;l++)
+                                       if (trispvs)
                                        {
-                                               surface = batchsurfacelist[l];
-                                               RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
-                                               for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++)
+                                               if (!CHECKPVSBIT(trispvs, 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);
-                                                               if (usebufferobject && batchnumtriangles >= 100)
-                                                                       R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, ent->model->surfmesh.ebo, sizeof(int[3]) * batchfirsttriangle);
-                                                               else
-                                                                       R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, 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++;
+                                                       usebufferobject = false;
+                                                       continue;
                                                }
                                        }
-                                       if (batchnumtriangles > 0)
+                                       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);
-                                               if (usebufferobject && batchnumtriangles >= 100)
-                                                       R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, ent->model->surfmesh.ebo, sizeof(int[3]) * batchfirsttriangle);
+                                               // 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, batchnumtriangles, batchelements, 0, 0);
+                                                       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_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, 0, batchnumtriangles, batchelements, NULL, 0, 0);
+                       }
                }
        }
 }
@@ -1165,7 +1181,7 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
 //Made by [515]
 void R_ReplaceWorldTexture (void)
 {
-       model_t         *m;
+       dp_model_t              *m;
        texture_t       *t;
        int                     i;
        const char      *r, *newt;
@@ -1215,7 +1231,7 @@ void R_ReplaceWorldTexture (void)
 //Made by [515]
 void R_ListWorldTextures (void)
 {
-       model_t         *m;
+       dp_model_t              *m;
        texture_t       *t;
        int                     i;
        if (!r_refdef.scene.worldmodel)