]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
Lots of speedups and cleanups in client code, dynamically allocated cl_entities ...
[xonotic/darkplaces.git] / gl_rsurf.c
index 930b6ab53828240401520a3c0d474360c4713063..ec47445d7d81f2c5640025b38f4cfe02c0408401 100644 (file)
@@ -88,26 +88,28 @@ static int R_AddDynamicLights (msurface_t *surf)
                        continue;                                       // not lit by this light
 
                softwareuntransform(r_dlight[lnum].origin, local);
-//             VectorSubtract (r_dlight[lnum].origin, currentrenderentity->origin, local);
                dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
 
                // for comparisons to minimum acceptable light
                // compensate for LIGHTOFFSET
                maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
 
-               // already clamped, skip this
-               // clamp radius to avoid exceeding 32768 entry division table
-               //if (maxdist > 4194304)
-               //      maxdist = 4194304;
-
                dist2 = dist * dist;
                dist2 += LIGHTOFFSET;
                if (dist2 >= maxdist)
                        continue;
 
-               impact[0] = local[0] - surf->plane->normal[0] * dist;
-               impact[1] = local[1] - surf->plane->normal[1] * dist;
-               impact[2] = local[2] - surf->plane->normal[2] * dist;
+               if (surf->plane->type < 3)
+               {
+                       VectorCopy(local, impact);
+                       impact[surf->plane->type] -= dist;
+               }
+               else
+               {
+                       impact[0] = local[0] - surf->plane->normal[0] * dist;
+                       impact[1] = local[1] - surf->plane->normal[1] * dist;
+                       impact[2] = local[2] - surf->plane->normal[2] * dist;
+               }
 
                impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
                impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
@@ -209,9 +211,17 @@ loc0:
        {
                maxdist3 = maxdist - dist2;
 
-               impact[0] = origin[0] - node->plane->normal[0] * ndist;
-               impact[1] = origin[1] - node->plane->normal[1] * ndist;
-               impact[2] = origin[2] - node->plane->normal[2] * ndist;
+               if (node->plane->type < 3)
+               {
+                       VectorCopy(origin, impact);
+                       impact[node->plane->type] -= ndist;
+               }
+               else
+               {
+                       impact[0] = origin[0] - node->plane->normal[0] * ndist;
+                       impact[1] = origin[1] - node->plane->normal[1] * ndist;
+                       impact[2] = origin[2] - node->plane->normal[2] * ndist;
+               }
 
                for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
                {
@@ -323,9 +333,9 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i
        R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor);
 
        // look for embedded bmodels
-       for (n = 1;n < MAX_EDICTS;n++)
+       for (n = 0;n < cl_num_brushmodel_entities;n++)
        {
-               ent = &cl_entities[n].render;
+               ent = cl_brushmodel_entities[n];
                model = ent->model;
                if (model && model->name[0] == '*')
                {
@@ -368,20 +378,16 @@ static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
        lightmap = surf->samples;
 
 // set to full bright if no light data
-       if ((currentrenderentity->effects & EF_FULLBRIGHT) || !cl.worldmodel->lightdata)
+       if ((currentrenderentity->effects & EF_FULLBRIGHT) || !currentrenderentity->model->lightdata)
        {
                bl = blocklights;
-               for (i = 0;i < size;i++)
-               {
-                       *bl++ = 255*256;
-                       *bl++ = 255*256;
-                       *bl++ = 255*256;
-               }
+               for (i = 0;i < size3;i++)
+                       bl[i] = 255*256;
        }
        else
        {
 // clear to no light
-               j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style
+               j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
                if (j)
                {
                        bl = blocklights;
@@ -402,21 +408,19 @@ static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
 
 // add all the lightmaps
                if (lightmap)
-                       for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
-                               for (scale = d_lightstylevalue[surf->styles[maps]], bl = blocklights, i = 0;i < size3;i++)
-                                       *bl++ += *lightmap++ * scale;
+               {
+                       bl = blocklights;
+                       for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
+                               for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+                                       bl[i] += lightmap[i] * scale;
+               }
        }
 
        stain = surf->stainsamples;
-       if (stain)
-               for (bl = blocklights, i = 0;i < size3;i++)
-                       if (stain[i] < 255)
-                               bl[i] = (bl[i] * stain[i]) >> 8;
-
        bl = blocklights;
        out = templight;
        // deal with lightmap brightness scale
-       shift = 7 + lightscalebit;
+       shift = 15 + lightscalebit;
        if (currentrenderentity->model->lightmaprgba)
        {
                stride = (surf->lightmaptexturestride - smax) * 4;
@@ -424,9 +428,9 @@ static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
                {
                        for (j = 0;j < smax;j++)
                        {
-                               l = *bl++ >> shift;*out++ = min(l, 255);
-                               l = *bl++ >> shift;*out++ = min(l, 255);
-                               l = *bl++ >> shift;*out++ = min(l, 255);
+                               l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                               l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                               l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
                                *out++ = 255;
                        }
                }
@@ -438,9 +442,9 @@ static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
                {
                        for (j = 0;j < smax;j++)
                        {
-                               l = *bl++ >> shift;*out++ = min(l, 255);
-                               l = *bl++ >> shift;*out++ = min(l, 255);
-                               l = *bl++ >> shift;*out++ = min(l, 255);
+                               l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                               l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                               l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
                        }
                }
        }
@@ -448,27 +452,6 @@ static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
        R_UpdateTexture(surf->lightmaptexture, templight);
 }
 
-/*
-===============
-R_TextureAnimation
-
-Returns the proper texture for a given time and base texture
-===============
-*/
-/*
-// note: this was manually inlined in R_PrepareSurfaces
-static texture_t *R_TextureAnimation (texture_t *base)
-{
-       if (currentrenderentity->frame && base->alternate_anims != NULL)
-               base = base->alternate_anims;
-
-       if (base->anim_total < 2)
-               return base;
-
-       return base->anim_frames[(int)(cl.time * 5.0f) % base->anim_total];
-}
-*/
-
 
 /*
 =============================================================
@@ -485,7 +468,8 @@ static float turbsin[256] =
 };
 #define TURBSCALE (256.0 / (2 * M_PI))
 
-#define MAX_SURFVERTS 1024
+// only need to hold as many verts as the mesh splitter will allow in model_brush.c
+#define MAX_SURFVERTS 3072
 typedef struct
 {
        float v[4];
@@ -496,63 +480,64 @@ typedef struct
 surfvert_t;
 static surfvert_t svert[MAX_SURFVERTS]; // used by the following functions
 
-static int RSurfShader_Sky(int stage, msurface_t *s)
+static void RSurfShader_Sky(msurface_t *firstsurf)
 {
-       int                             i;
-       float                   number, length, dir[3], speedscale;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
+       msurface_t *surf;
+       int i;
+       float number, length, dir[3], speedscale;
+       surfvertex_t *v;
+       surfvert_t *sv;
+       surfmesh_t *mesh;
+       rmeshinfo_t m;
 
        // LordHavoc: HalfLife maps have freaky skypolys...
        if (currentrenderentity->model->ishlbsp)
-               return true;
+               return;
 
-       if (stage == 0)
+       if (skyrendermasked)
        {
-               if (skyrendermasked)
+               if (skyrendernow)
+               {
+                       skyrendernow = false;
+                       R_Sky();
+               }
+               for (surf = firstsurf;surf;surf = surf->chain)
                {
-                       if (skyrendernow)
-                       {
-                               skyrendernow = false;
-                               R_Sky();
-                       }
                        // draw depth-only polys
                        memset(&m, 0, sizeof(m));
                        m.transparent = false;
                        m.blendfunc1 = GL_ZERO;
                        m.blendfunc2 = GL_ONE;
                        m.depthwrite = true;
-                       m.numtriangles = s->mesh.numtriangles;
-                       m.numverts = s->mesh.numverts;
-                       m.index = s->mesh.index;
-                       //m.cr = 0;
-                       //m.cg = 0;
-                       //m.cb = 0;
-                       //m.ca = 0;
-                       if (softwaretransform_complexity)
-                       {
-                               m.vertex = &svert[0].v[0];
-                               m.vertexstep = sizeof(surfvert_t);
-                               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                                       softwaretransform(v->v, sv->v);
-                       }
-                       else
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               m.vertex = &s->mesh.vertex[0].v[0];
-                               m.vertexstep = sizeof(surfvertex_t);
+                               m.numtriangles = mesh->numtriangles;
+                               m.numverts = mesh->numverts;
+                               m.index = mesh->index;
+                               if (softwaretransform_complexity)
+                               {
+                                       m.vertex = &svert[0].v[0];
+                                       m.vertexstep = sizeof(surfvert_t);
+                                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                                               softwaretransform(v->v, sv->v);
+                               }
+                               else
+                               {
+                                       m.vertex = &mesh->vertex[0].v[0];
+                                       m.vertexstep = sizeof(surfvertex_t);
+                               }
+                               R_Mesh_Draw(&m);
                        }
-                       R_Mesh_Draw(&m);
                }
-               else if (skyrenderglquake)
+       }
+       else if (skyrenderglquake)
+       {
+               for (surf = firstsurf;surf;surf = surf->chain)
                {
                        memset(&m, 0, sizeof(m));
                        m.transparent = false;
                        m.blendfunc1 = GL_ONE;
                        m.blendfunc2 = GL_ZERO;
-                       m.numtriangles = s->mesh.numtriangles;
-                       m.numverts = s->mesh.numverts;
-                       m.index = s->mesh.index;
                        m.vertex = &svert[0].v[0];
                        m.vertexstep = sizeof(surfvert_t);
                        m.cr = 1;
@@ -564,67 +549,75 @@ static int RSurfShader_Sky(int stage, msurface_t *s)
                        m.texcoordstep[0] = sizeof(surfvert_t);
                        speedscale = cl.time * (8.0/128.0);
                        speedscale -= (int)speedscale;
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               softwaretransform(v->v, sv->v);
-                               VectorSubtract (sv->v, r_origin, dir);
-                               // flatten the sphere
-                               dir[2] *= 3;
-
-                               number = DotProduct(dir, dir);
-                               #if SLOWMATH
-                               length = 3.0f / sqrt(number);
-                               #else
-                               *((long *)&length) = 0x5f3759df - ((* (long *) &number) >> 1);
-                               length = 3.0f * (length * (1.5f - (number * 0.5f * length * length)));
-                               #endif
-
-                               sv->st[0] = speedscale + dir[0] * length;
-                               sv->st[1] = speedscale + dir[1] * length;
+                               m.numtriangles = mesh->numtriangles;
+                               m.numverts = mesh->numverts;
+                               m.index = mesh->index;
+                               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                               {
+                                       softwaretransform(v->v, sv->v);
+                                       VectorSubtract (sv->v, r_origin, dir);
+                                       // flatten the sphere
+                                       dir[2] *= 3;
+
+                                       number = DotProduct(dir, dir);
+                                       #if SLOWMATH
+                                       length = 3.0f / sqrt(number);
+                                       #else
+                                       *((int *)&length) = 0x5f3759df - ((* (int *) &number) >> 1);
+                                       length = 3.0f * (length * (1.5f - (number * 0.5f * length * length)));
+                                       #endif
+
+                                       sv->st[0] = speedscale + dir[0] * length;
+                                       sv->st[1] = speedscale + dir[1] * length;
+                               }
+                               R_Mesh_Draw(&m);
                        }
-                       R_Mesh_Draw(&m);
                }
-               else
+       }
+       else
+       {
+               for (surf = firstsurf;surf;surf = surf->chain)
                {
                        // flat color
                        memset(&m, 0, sizeof(m));
                        m.transparent = false;
                        m.blendfunc1 = GL_ONE;
                        m.blendfunc2 = GL_ZERO;
-                       m.numtriangles = s->mesh.numtriangles;
-                       m.numverts = s->mesh.numverts;
-                       m.index = s->mesh.index;
                        m.cr = fogcolor[0];
                        m.cg = fogcolor[1];
                        m.cb = fogcolor[2];
                        m.ca = 1;
-                       if (softwaretransform_complexity)
-                       {
-                               m.vertex = &svert[0].v[0];
-                               m.vertexstep = sizeof(surfvert_t);
-                               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                                       softwaretransform(v->v, sv->v);
-                       }
-                       else
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               m.vertex = &s->mesh.vertex[0].v[0];
-                               m.vertexstep = sizeof(surfvertex_t);
+                               m.numtriangles = mesh->numtriangles;
+                               m.numverts = mesh->numverts;
+                               m.index = mesh->index;
+                               if (softwaretransform_complexity)
+                               {
+                                       m.vertex = &svert[0].v[0];
+                                       m.vertexstep = sizeof(surfvert_t);
+                                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                                               softwaretransform(v->v, sv->v);
+                               }
+                               else
+                               {
+                                       m.vertex = &mesh->vertex[0].v[0];
+                                       m.vertexstep = sizeof(surfvertex_t);
+                               }
+                               R_Mesh_Draw(&m);
                        }
-                       R_Mesh_Draw(&m);
                }
-               return false;
        }
-       else if (stage == 1)
+       if (skyrenderglquake)
        {
-               if (skyrenderglquake)
+               for (surf = firstsurf;surf;surf = surf->chain)
                {
                        memset(&m, 0, sizeof(m));
                        m.transparent = false;
                        m.blendfunc1 = GL_SRC_ALPHA;
                        m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-                       m.numtriangles = s->mesh.numtriangles;
-                       m.numverts = s->mesh.numverts;
-                       m.index = s->mesh.index;
                        m.vertex = &svert[0].v[0];
                        m.vertexstep = sizeof(surfvert_t);
                        m.cr = 1;
@@ -636,31 +629,33 @@ static int RSurfShader_Sky(int stage, msurface_t *s)
                        m.texcoordstep[0] = sizeof(surfvert_t);
                        speedscale = cl.time * (16.0/128.0);
                        speedscale -= (int)speedscale;
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               softwaretransform(v->v, sv->v);
-                               VectorSubtract (sv->v, r_origin, dir);
-                               // flatten the sphere
-                               dir[2] *= 3;
-
-                               number = DotProduct(dir, dir);
-                               #if SLOWMATH
-                               length = 3.0f / sqrt(number);
-                               #else
-                               *((long *)&length) = 0x5f3759df - ((* (long *) &number) >> 1);
-                               length = 3.0f * (length * (1.5f - (number * 0.5f * length * length)));
-                               #endif
-
-                               sv->st[0] = speedscale + dir[0] * length;
-                               sv->st[1] = speedscale + dir[1] * length;
+                               m.numtriangles = mesh->numtriangles;
+                               m.numverts = mesh->numverts;
+                               m.index = mesh->index;
+                               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                               {
+                                       softwaretransform(v->v, sv->v);
+                                       VectorSubtract (sv->v, r_origin, dir);
+                                       // flatten the sphere
+                                       dir[2] *= 3;
+
+                                       number = DotProduct(dir, dir);
+                                       #if SLOWMATH
+                                       length = 3.0f / sqrt(number);
+                                       #else
+                                       *((int *)&length) = 0x5f3759df - ((* (int *) &number) >> 1);
+                                       length = 3.0f * (length * (1.5f - (number * 0.5f * length * length)));
+                                       #endif
+
+                                       sv->st[0] = speedscale + dir[0] * length;
+                                       sv->st[1] = speedscale + dir[1] * length;
+                               }
+                               R_Mesh_Draw(&m);
                        }
-                       R_Mesh_Draw(&m);
-                       return false;
                }
-               return true;
        }
-       else
-               return true;
 }
 
 static int RSurf_Light(int *dlightbits, int numverts)
@@ -694,21 +689,22 @@ static int RSurf_Light(int *dlightbits, int numverts)
        return lit;
 }
 
-static void RSurfShader_Water_Pass_Base(msurface_t *s)
+static void RSurfShader_Water_Pass_Base(msurface_t *surf)
 {
-       int                             i;
-       float                   diff[3], alpha, ifog;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
-       alpha = currentrenderentity->alpha * (s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
+       int i;
+       float diff[3], alpha, ifog;
+       surfvertex_t *v;
+       surfvert_t *sv;
+       surfmesh_t *mesh;
+       rmeshinfo_t m;
+       alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
 
        memset(&m, 0, sizeof(m));
-       if (alpha != 1 || s->currenttexture->fogtexture != NULL)
+       if (alpha != 1 || surf->currenttexture->fogtexture != NULL)
        {
                m.transparent = true;
                m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE; //_MINUS_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
        }
        else
        {
@@ -716,188 +712,188 @@ static void RSurfShader_Water_Pass_Base(msurface_t *s)
                m.blendfunc1 = GL_ONE;
                m.blendfunc2 = GL_ZERO;
        }
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
        m.vertex = &svert[0].v[0];
        m.vertexstep = sizeof(surfvert_t);
        m.color = &svert[0].c[0];
        m.colorstep = sizeof(surfvert_t);
-       m.tex[0] = R_GetTexture(s->currenttexture->texture);
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
        m.texcoords[0] = &svert[0].st[0];
        m.texcoordstep[0] = sizeof(surfvert_t);
-       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               softwaretransform(v->v, sv->v);
-               if (r_waterripple.value)
-                       sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
-               if (s->flags & SURF_DRAWFULLBRIGHT)
-               {
-                       sv->c[0] = 1;
-                       sv->c[1] = 1;
-                       sv->c[2] = 1;
-                       sv->c[3] = alpha;
-               }
-               else
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               m.index = mesh->index;
+               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
                {
-                       sv->c[0] = 0.5f;
-                       sv->c[1] = 0.5f;
-                       sv->c[2] = 0.5f;
-                       sv->c[3] = alpha;
+                       softwaretransform(v->v, sv->v);
+                       if (r_waterripple.value)
+                               sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
+                       if (surf->flags & SURF_DRAWFULLBRIGHT)
+                       {
+                               sv->c[0] = 1;
+                               sv->c[1] = 1;
+                               sv->c[2] = 1;
+                               sv->c[3] = alpha;
+                       }
+                       else
+                       {
+                               sv->c[0] = 0.5f;
+                               sv->c[1] = 0.5f;
+                               sv->c[2] = 0.5f;
+                               sv->c[3] = alpha;
+                       }
+                       sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+                       sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
                }
-               sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-               sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-       }
-       if (s->dlightframe == r_framecount && !(s->flags & SURF_DRAWFULLBRIGHT))
-               RSurf_Light(s->dlightbits, m.numverts);
-       if (fogenabled && (s->flags & SURF_DRAWNOALPHA))
-       {
-               for (i = 0, sv = svert;i < m.numverts;i++, sv++)
+               if (surf->dlightframe == r_framecount && !(surf->flags & SURF_DRAWFULLBRIGHT))
+                       RSurf_Light(surf->dlightbits, m.numverts);
+               if (fogenabled && (surf->flags & SURF_DRAWNOALPHA))
                {
-                       VectorSubtract(sv->v, r_origin, diff);
-                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                       sv->c[0] *= ifog;
-                       sv->c[1] *= ifog;
-                       sv->c[2] *= ifog;
+                       for (i = 0, sv = svert;i < m.numverts;i++, sv++)
+                       {
+                               VectorSubtract(sv->v, r_origin, diff);
+                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+                               sv->c[0] *= ifog;
+                               sv->c[1] *= ifog;
+                               sv->c[2] *= ifog;
+                       }
                }
+               R_Mesh_Draw(&m);
        }
-       R_Mesh_Draw(&m);
 }
 
-static void RSurfShader_Water_Pass_Glow(msurface_t *s)
+static void RSurfShader_Water_Pass_Glow(msurface_t *surf)
 {
-       int                             i;
-       float                   diff[3], alpha, ifog;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
-       alpha = currentrenderentity->alpha * (s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
+       int i;
+       float diff[3], alpha, ifog;
+       surfvertex_t *v;
+       surfvert_t *sv;
+       surfmesh_t *mesh;
+       rmeshinfo_t m;
+       alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
 
        memset(&m, 0, sizeof(m));
-       m.transparent = alpha != 1 || s->currenttexture->fogtexture != NULL;
+       m.transparent = alpha != 1 || surf->currenttexture->fogtexture != NULL;
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
        m.vertex = &svert[0].v[0];
        m.vertexstep = sizeof(surfvert_t);
        m.cr = 1;
        m.cg = 1;
        m.cb = 1;
        m.ca = alpha;
-       m.tex[0] = R_GetTexture(s->currenttexture->glowtexture);
+       m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
        m.texcoords[0] = &svert[0].st[0];
        m.texcoordstep[0] = sizeof(surfvert_t);
-       if (fogenabled)
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               m.color = &svert[0].c[0];
-               m.colorstep = sizeof(surfvert_t);
-               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               m.index = mesh->index;
+               if (fogenabled)
                {
-                       softwaretransform(v->v, sv->v);
-                       if (r_waterripple.value)
-                               sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
-                       sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                       sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                       VectorSubtract(sv->v, r_origin, diff);
-                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                       sv->c[0] = m.cr * ifog;
-                       sv->c[1] = m.cg * ifog;
-                       sv->c[2] = m.cb * ifog;
-                       sv->c[3] = m.ca;
+                       m.color = &svert[0].c[0];
+                       m.colorstep = sizeof(surfvert_t);
+                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                       {
+                               softwaretransform(v->v, sv->v);
+                               if (r_waterripple.value)
+                                       sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
+                               sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+                               sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+                               VectorSubtract(sv->v, r_origin, diff);
+                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+                               sv->c[0] = m.cr * ifog;
+                               sv->c[1] = m.cg * ifog;
+                               sv->c[2] = m.cb * ifog;
+                               sv->c[3] = m.ca;
+                       }
                }
-       }
-       else
-       {
-               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+               else
                {
-                       softwaretransform(v->v, sv->v);
-                       if (r_waterripple.value)
-                               sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
-                       sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                       sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                       {
+                               softwaretransform(v->v, sv->v);
+                               if (r_waterripple.value)
+                                       sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
+                               sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+                               sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+                       }
                }
+               R_Mesh_Draw(&m);
        }
-       R_Mesh_Draw(&m);
 }
 
-static void RSurfShader_Water_Pass_Fog(msurface_t *s)
+static void RSurfShader_Water_Pass_Fog(msurface_t *surf)
 {
-       int                             i;
-       float                   alpha;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
-       vec3_t                  diff;
-       alpha = currentrenderentity->alpha * (s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
+       int i;
+       float alpha;
+       surfvertex_t *v;
+       surfvert_t *sv;
+       surfmesh_t *mesh;
+       rmeshinfo_t m;
+       vec3_t diff;
+       alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
 
        memset(&m, 0, sizeof(m));
-       m.transparent = alpha != 1 || s->currenttexture->fogtexture != NULL;
+       m.transparent = alpha != 1 || surf->currenttexture->fogtexture != NULL;
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
        m.vertex = &svert[0].v[0];
        m.vertexstep = sizeof(surfvert_t);
        m.color = &svert[0].c[0];
        m.colorstep = sizeof(surfvert_t);
-       m.tex[0] = R_GetTexture(s->currenttexture->fogtexture);
+       m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
        m.texcoords[0] = &svert[0].st[0];
        m.texcoordstep[0] = sizeof(surfvert_t);
 
-       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               softwaretransform(v->v, sv->v);
-               if (r_waterripple.value)
-                       sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
-               if (m.tex[0])
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               m.index = mesh->index;
+               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
                {
-                       sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                       sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+                       softwaretransform(v->v, sv->v);
+                       if (r_waterripple.value)
+                               sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
+                       if (m.tex[0])
+                       {
+                               sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+                               sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+                       }
+                       VectorSubtract(sv->v, r_origin, diff);
+                       sv->c[0] = fogcolor[0];
+                       sv->c[1] = fogcolor[1];
+                       sv->c[2] = fogcolor[2];
+                       sv->c[3] = alpha * exp(fogdensity/DotProduct(diff, diff));
                }
-               VectorSubtract(sv->v, r_origin, diff);
-               sv->c[0] = fogcolor[0];
-               sv->c[1] = fogcolor[1];
-               sv->c[2] = fogcolor[2];
-               sv->c[3] = alpha * exp(fogdensity/DotProduct(diff, diff));
+               R_Mesh_Draw(&m);
        }
-       R_Mesh_Draw(&m);
 }
 
-static int RSurfShader_Water(int stage, msurface_t *s)
+static void RSurfShader_Water(msurface_t *firstsurf)
 {
-       switch(stage)
-       {
-       case 0:
-               RSurfShader_Water_Pass_Base(s);
-               return false;
-       case 1:
-               if (s->currenttexture->glowtexture)
-                       RSurfShader_Water_Pass_Glow(s);
-               return false;
-       case 2:
-               if (fogenabled)
-               {
-                       if (s->flags & SURF_DRAWNOALPHA)
-                               RSurfShader_Water_Pass_Fog(s);
-                       return false;
-               }
-               else
-                       return true;
-       default:
-               return true;
-       }
+       msurface_t *surf;
+       for (surf = firstsurf;surf;surf = surf->chain)
+               RSurfShader_Water_Pass_Base(surf);
+       for (surf = firstsurf;surf;surf = surf->chain)
+               if (surf->currenttexture->glowtexture)
+                       RSurfShader_Water_Pass_Glow(surf);
+       if (fogenabled)
+               for (surf = firstsurf;surf;surf = surf->chain)
+                       RSurfShader_Water_Pass_Fog(surf);
 }
 
-static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *s)
+static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *surf)
 {
-       int                             i;
-       float                   diff[3], ifog;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
+       int i;
+       float diff[3], ifog;
+       surfvertex_t *v;
+       surfvert_t *sv;
+       surfmesh_t *mesh;
+       rmeshinfo_t m;
 
        memset(&m, 0, sizeof(m));
        if (currentrenderentity->effects & EF_ADDITIVE)
@@ -906,7 +902,7 @@ static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *s)
                m.blendfunc1 = GL_SRC_ALPHA;
                m.blendfunc2 = GL_ONE;
        }
-       else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
        {
                m.transparent = true;
                m.blendfunc1 = GL_SRC_ALPHA;
@@ -918,185 +914,197 @@ static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *s)
                m.blendfunc1 = GL_ONE;
                m.blendfunc2 = GL_ZERO;
        }
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
        m.cr = m.cg = m.cb = (float) (1 << lightscalebit);
        m.ca = currentrenderentity->alpha;
-       m.tex[0] = R_GetTexture(s->currenttexture->texture);
-       m.tex[1] = R_GetTexture(s->lightmaptexture);
-       m.texcoords[0] = &s->mesh.vertex->st[0];
-       m.texcoords[1] = &s->mesh.vertex->uv[0];
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       m.tex[1] = R_GetTexture(surf->lightmaptexture);
        m.texcoordstep[0] = sizeof(surfvertex_t);
        m.texcoordstep[1] = sizeof(surfvertex_t);
-       if (fogenabled)
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               m.color = &svert[0].c[0];
-               m.colorstep = sizeof(surfvert_t);
-               if (softwaretransform_complexity)
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               m.index = mesh->index;
+               m.texcoords[0] = &mesh->vertex->st[0];
+               m.texcoords[1] = &mesh->vertex->uv[0];
+               if (fogenabled)
                {
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+                       m.color = &svert[0].c[0];
+                       m.colorstep = sizeof(surfvert_t);
+                       if (softwaretransform_complexity)
                        {
-                               softwaretransform(v->v, sv->v);
-                               VectorSubtract(sv->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] = m.cr * ifog;
-                               sv->c[1] = m.cg * ifog;
-                               sv->c[2] = m.cb * ifog;
-                               sv->c[3] = m.ca;
+                               m.vertex = &svert[0].v[0];
+                               m.vertexstep = sizeof(surfvert_t);
+                               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                               {
+                                       softwaretransform(v->v, sv->v);
+                                       VectorSubtract(sv->v, r_origin, diff);
+                                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                       sv->c[0] = m.cr * ifog;
+                                       sv->c[1] = m.cg * ifog;
+                                       sv->c[2] = m.cb * ifog;
+                                       sv->c[3] = m.ca;
+                               }
                        }
-               }
-               else
-               {
-                       m.vertex = &s->mesh.vertex->v[0];
-                       m.vertexstep = sizeof(surfvertex_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+                       else
                        {
-                               VectorSubtract(v->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] = m.cr * ifog;
-                               sv->c[1] = m.cg * ifog;
-                               sv->c[2] = m.cb * ifog;
-                               sv->c[3] = m.ca;
+                               m.vertex = &mesh->vertex->v[0];
+                               m.vertexstep = sizeof(surfvertex_t);
+                               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                               {
+                                       VectorSubtract(v->v, r_origin, diff);
+                                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                       sv->c[0] = m.cr * ifog;
+                                       sv->c[1] = m.cg * ifog;
+                                       sv->c[2] = m.cb * ifog;
+                                       sv->c[3] = m.ca;
+                               }
                        }
                }
-       }
-       else
-       {
-               if (softwaretransform_complexity)
-               {
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                               softwaretransform(v->v, sv->v);
-               }
                else
                {
-                       m.vertex = &s->mesh.vertex->v[0];
-                       m.vertexstep = sizeof(surfvertex_t);
+                       if (softwaretransform_complexity)
+                       {
+                               m.vertex = &svert[0].v[0];
+                               m.vertexstep = sizeof(surfvert_t);
+                               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                                       softwaretransform(v->v, sv->v);
+                       }
+                       else
+                       {
+                               m.vertex = &mesh->vertex->v[0];
+                               m.vertexstep = sizeof(surfvertex_t);
+                       }
                }
+               R_Mesh_Draw(&m);
        }
-       R_Mesh_Draw(&m);
 }
 
-static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *s)
+static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *surf)
 {
-       int                             i;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
+       int i;
+       surfvertex_t *v;
+       surfvert_t *sv;
+       surfmesh_t *mesh;
+       rmeshinfo_t m;
 
        memset(&m, 0, sizeof(m));
        m.transparent = false;
        m.blendfunc1 = GL_ONE;
        m.blendfunc2 = GL_ZERO;
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
        m.cr = m.cg = m.cb = (float) (1 << v_overbrightbits.integer);
        m.ca = 1;
-       m.tex[0] = R_GetTexture(s->currenttexture->texture);
-       m.texcoords[0] = &s->mesh.vertex->st[0];
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
        m.texcoordstep[0] = sizeof(surfvertex_t);
-       if (softwaretransform_complexity)
-       {
-               m.vertex = &svert[0].v[0];
-               m.vertexstep = sizeof(surfvert_t);
-               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                       softwaretransform(v->v, sv->v);
-       }
-       else
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               m.vertex = &s->mesh.vertex->v[0];
-               m.vertexstep = sizeof(surfvertex_t);
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               m.index = mesh->index;
+               m.texcoords[0] = &mesh->vertex->st[0];
+               if (softwaretransform_complexity)
+               {
+                       m.vertex = &svert[0].v[0];
+                       m.vertexstep = sizeof(surfvert_t);
+                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                               softwaretransform(v->v, sv->v);
+               }
+               else
+               {
+                       m.vertex = &mesh->vertex->v[0];
+                       m.vertexstep = sizeof(surfvertex_t);
+               }
+               R_Mesh_Draw(&m);
        }
-       R_Mesh_Draw(&m);
 }
 
-static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *s)
+static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *surf)
 {
-       int                             i;
-       float                   diff[3], ifog;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
+       int i;
+       float diff[3], ifog;
+       surfvertex_t *v;
+       surfvert_t *sv;
+       surfmesh_t *mesh;
+       rmeshinfo_t m;
 
        memset(&m, 0, sizeof(m));
        m.transparent = false;
        m.blendfunc1 = GL_ZERO;
        m.blendfunc2 = GL_SRC_COLOR;
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
        m.cr = m.cg = m.cb = (float) (1 << v_overbrightbits.integer);
        m.ca = 1;
-       m.tex[0] = R_GetTexture(s->lightmaptexture);
-       m.texcoords[0] = &s->mesh.vertex->uv[0];
+       m.tex[0] = R_GetTexture(surf->lightmaptexture);
        m.texcoordstep[0] = sizeof(surfvertex_t);
-       if (fogenabled)
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               m.color = &svert[0].c[0];
-               m.colorstep = sizeof(surfvert_t);
-               if (softwaretransform_complexity)
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               m.index = mesh->index;
+               m.texcoords[0] = &mesh->vertex->uv[0];
+               if (fogenabled)
                {
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+                       m.color = &svert[0].c[0];
+                       m.colorstep = sizeof(surfvert_t);
+                       if (softwaretransform_complexity)
                        {
-                               softwaretransform(v->v, sv->v);
-                               VectorSubtract(sv->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] = m.cr * ifog;
-                               sv->c[1] = m.cg * ifog;
-                               sv->c[2] = m.cb * ifog;
-                               sv->c[3] = m.ca;
+                               m.vertex = &svert[0].v[0];
+                               m.vertexstep = sizeof(surfvert_t);
+                               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                               {
+                                       softwaretransform(v->v, sv->v);
+                                       VectorSubtract(sv->v, r_origin, diff);
+                                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                       sv->c[0] = m.cr * ifog;
+                                       sv->c[1] = m.cg * ifog;
+                                       sv->c[2] = m.cb * ifog;
+                                       sv->c[3] = m.ca;
+                               }
                        }
-               }
-               else
-               {
-                       m.vertex = &s->mesh.vertex->v[0];
-                       m.vertexstep = sizeof(surfvertex_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+                       else
                        {
-                               VectorSubtract(v->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] = m.cr * ifog;
-                               sv->c[1] = m.cg * ifog;
-                               sv->c[2] = m.cb * ifog;
-                               sv->c[3] = m.ca;
+                               m.vertex = &mesh->vertex->v[0];
+                               m.vertexstep = sizeof(surfvertex_t);
+                               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                               {
+                                       VectorSubtract(v->v, r_origin, diff);
+                                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                       sv->c[0] = m.cr * ifog;
+                                       sv->c[1] = m.cg * ifog;
+                                       sv->c[2] = m.cb * ifog;
+                                       sv->c[3] = m.ca;
+                               }
                        }
                }
-       }
-       else
-       {
-               if (softwaretransform_complexity)
-               {
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                               softwaretransform(v->v, sv->v);
-               }
                else
                {
-                       m.vertex = &s->mesh.vertex->v[0];
-                       m.vertexstep = sizeof(surfvertex_t);
+                       if (softwaretransform_complexity)
+                       {
+                               m.vertex = &svert[0].v[0];
+                               m.vertexstep = sizeof(surfvert_t);
+                               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                                       softwaretransform(v->v, sv->v);
+                       }
+                       else
+                       {
+                               m.vertex = &mesh->vertex->v[0];
+                               m.vertexstep = sizeof(surfvertex_t);
+                       }
                }
+               R_Mesh_Draw(&m);
        }
-       R_Mesh_Draw(&m);
 }
 
-static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *s)
+static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf)
 {
        int i, size3;
        float c[3], base[3], scale, diff[3], ifog;
        surfvertex_t *v;
        surfvert_t *sv;
+       surfmesh_t *mesh;
        rmeshinfo_t m;
        qbyte *lm;
 
-       size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3;
+       size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
 
        base[0] = base[1] = base[2] = r_ambient.value * (1.0f / 128.0f);
 
@@ -1107,7 +1115,7 @@ static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *s)
                m.blendfunc1 = GL_SRC_ALPHA;
                m.blendfunc2 = GL_ONE;
        }
-       else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
        {
                m.transparent = true;
                m.blendfunc1 = GL_SRC_ALPHA;
@@ -1119,72 +1127,76 @@ static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *s)
                m.blendfunc1 = GL_ONE;
                m.blendfunc2 = GL_ZERO;
        }
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
        m.vertex = &svert[0].v[0];
        m.vertexstep = sizeof(surfvert_t);
        m.color = &svert[0].c[0];
        m.colorstep = sizeof(surfvert_t);
-       m.tex[0] = R_GetTexture(s->currenttexture->texture);
-       m.texcoords[0] = &s->mesh.vertex->st[0];
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
        m.texcoordstep[0] = sizeof(surfvertex_t);
-       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               softwaretransform(v->v, sv->v);
-               VectorCopy(base, c);
-               if (s->styles[0] != 255)
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               m.index = mesh->index;
+               m.texcoords[0] = &mesh->vertex->st[0];
+               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
                {
-                       lm = s->samples + v->lightmapoffset;
-                       scale = d_lightstylevalue[s->styles[0]] * (1.0f / 32768.0f);
-                       VectorMA(c, scale, lm, c);
-                       if (s->styles[1] != 255)
+                       softwaretransform(v->v, sv->v);
+                       VectorCopy(base, c);
+                       if (surf->styles[0] != 255)
                        {
-                               lm += size3;
-                               scale = d_lightstylevalue[s->styles[1]] * (1.0f / 32768.0f);
+                               lm = surf->samples + v->lightmapoffset;
+                               scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
                                VectorMA(c, scale, lm, c);
-                               if (s->styles[2] != 255)
+                               if (surf->styles[1] != 255)
                                {
                                        lm += size3;
-                                       scale = d_lightstylevalue[s->styles[2]] * (1.0f / 32768.0f);
+                                       scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
                                        VectorMA(c, scale, lm, c);
-                                       if (s->styles[3] != 255)
+                                       if (surf->styles[2] != 255)
                                        {
                                                lm += size3;
-                                               scale = d_lightstylevalue[s->styles[3]] * (1.0f / 32768.0f);
+                                               scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
                                                VectorMA(c, scale, lm, c);
+                                               if (surf->styles[3] != 255)
+                                               {
+                                                       lm += size3;
+                                                       scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
+                                                       VectorMA(c, scale, lm, c);
+                                               }
                                        }
                                }
                        }
+                       sv->c[0] = c[0];
+                       sv->c[1] = c[1];
+                       sv->c[2] = c[2];
+                       sv->c[3] = currentrenderentity->alpha;
                }
-               sv->c[0] = c[0];
-               sv->c[1] = c[1];
-               sv->c[2] = c[2];
-               sv->c[3] = currentrenderentity->alpha;
-       }
-       if (s->dlightframe == r_framecount)
-               RSurf_Light(s->dlightbits, m.numverts);
-       if (fogenabled)
-       {
-               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+               if (surf->dlightframe == r_framecount)
+                       RSurf_Light(surf->dlightbits, m.numverts);
+               if (fogenabled)
                {
-                       VectorSubtract(sv->v, r_origin, diff);
-                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                       sv->c[0] *= ifog;
-                       sv->c[1] *= ifog;
-                       sv->c[2] *= ifog;
+                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                       {
+                               VectorSubtract(sv->v, r_origin, diff);
+                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+                               sv->c[0] *= ifog;
+                               sv->c[1] *= ifog;
+                               sv->c[2] *= ifog;
+                       }
                }
+               R_Mesh_Draw(&m);
        }
-       R_Mesh_Draw(&m);
 }
 
-static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *s)
+static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *surf)
 {
-       int                             i;
-       float                   diff[3], ifog;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
+       int i;
+       float diff[3], ifog;
+       surfvertex_t *v;
+       surfvert_t *sv;
+       surfmesh_t *mesh;
+       rmeshinfo_t m;
 
        memset(&m, 0, sizeof(m));
        if (currentrenderentity->effects & EF_ADDITIVE)
@@ -1193,7 +1205,7 @@ static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *s)
                m.blendfunc1 = GL_SRC_ALPHA;
                m.blendfunc2 = GL_ONE;
        }
-       else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
        {
                m.transparent = true;
                m.blendfunc1 = GL_SRC_ALPHA;
@@ -1205,388 +1217,377 @@ static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *s)
                m.blendfunc1 = GL_ONE;
                m.blendfunc2 = GL_ZERO;
        }
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
        m.vertex = &svert[0].v[0];
        m.vertexstep = sizeof(surfvert_t);
-       m.tex[0] = R_GetTexture(s->currenttexture->texture);
-       m.texcoords[0] = &s->mesh.vertex->st[0];
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
        m.texcoordstep[0] = sizeof(surfvertex_t);
-       if (fogenabled)
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               m.color = &svert[0].c[0];
-               m.colorstep = sizeof(surfvert_t);
-               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               m.index = mesh->index;
+               m.texcoords[0] = &mesh->vertex->st[0];
+               if (fogenabled)
                {
-                       softwaretransform(v->v, sv->v);
-                       VectorSubtract(sv->v, r_origin, diff);
-                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                       sv->c[0] = ifog;
-                       sv->c[1] = ifog;
-                       sv->c[2] = ifog;
-                       sv->c[3] = currentrenderentity->alpha;
+                       m.color = &svert[0].c[0];
+                       m.colorstep = sizeof(surfvert_t);
+                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                       {
+                               softwaretransform(v->v, sv->v);
+                               VectorSubtract(sv->v, r_origin, diff);
+                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+                               sv->c[0] = ifog;
+                               sv->c[1] = ifog;
+                               sv->c[2] = ifog;
+                               sv->c[3] = currentrenderentity->alpha;
+                       }
                }
+               else
+               {
+                       m.cr = m.cg = m.cb = 1;
+                       m.ca = currentrenderentity->alpha;
+                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                               softwaretransform(v->v, sv->v);
+               }
+               R_Mesh_Draw(&m);
        }
-       else
-       {
-               m.cr = m.cg = m.cb = 1;
-               m.ca = currentrenderentity->alpha;
-               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                       softwaretransform(v->v, sv->v);
-       }
-       R_Mesh_Draw(&m);
 }
 
-static void RSurfShader_Wall_Pass_Light(msurface_t *s)
+static void RSurfShader_Wall_Pass_Light(msurface_t *surf)
 {
-       int                             i;
-       float                   diff[3], ifog;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
+       int i;
+       float diff[3], ifog;
+       surfvertex_t *v;
+       surfvert_t *sv;
+       surfmesh_t *mesh;
+       rmeshinfo_t m;
 
        memset(&m, 0, sizeof(m));
        if (currentrenderentity->effects & EF_ADDITIVE)
                m.transparent = true;
-       else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
                m.transparent = true;
        else
                m.transparent = false;
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
        m.vertex = &svert[0].v[0];
        m.vertexstep = sizeof(surfvert_t);
        m.color = &svert[0].c[0];
        m.colorstep = sizeof(surfvert_t);
-       m.tex[0] = R_GetTexture(s->currenttexture->texture);
-       m.texcoords[0] = &s->mesh.vertex->st[0];
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
        m.texcoordstep[0] = sizeof(surfvertex_t);
-       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-       {
-               softwaretransform(v->v, sv->v);
-               sv->c[0] = 0;
-               sv->c[1] = 0;
-               sv->c[2] = 0;
-               sv->c[3] = currentrenderentity->alpha;
-       }
-       if (RSurf_Light(s->dlightbits, m.numverts))
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               if (fogenabled)
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               m.index = mesh->index;
+               m.texcoords[0] = &mesh->vertex->st[0];
+               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
                {
-                       for (i = 0, sv = svert;i < m.numverts;i++, sv++)
+                       softwaretransform(v->v, sv->v);
+                       sv->c[0] = 0;
+                       sv->c[1] = 0;
+                       sv->c[2] = 0;
+                       sv->c[3] = currentrenderentity->alpha;
+               }
+               if (RSurf_Light(surf->dlightbits, m.numverts))
+               {
+                       if (fogenabled)
                        {
-                               VectorSubtract(sv->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] *= ifog;
-                               sv->c[1] *= ifog;
-                               sv->c[2] *= ifog;
+                               for (i = 0, sv = svert;i < m.numverts;i++, sv++)
+                               {
+                                       VectorSubtract(sv->v, r_origin, diff);
+                                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                       sv->c[0] *= ifog;
+                                       sv->c[1] *= ifog;
+                                       sv->c[2] *= ifog;
+                               }
                        }
+                       R_Mesh_Draw(&m);
                }
-               R_Mesh_Draw(&m);
        }
 }
 
-static void RSurfShader_Wall_Pass_Glow(msurface_t *s)
+static void RSurfShader_Wall_Pass_Glow(msurface_t *surf)
 {
-       int                             i;
-       float                   diff[3], ifog;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
+       int i;
+       float diff[3], ifog;
+       surfvertex_t *v;
+       surfvert_t *sv;
+       surfmesh_t *mesh;
+       rmeshinfo_t m;
 
        memset(&m, 0, sizeof(m));
        if (currentrenderentity->effects & EF_ADDITIVE)
                m.transparent = true;
-       else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
                m.transparent = true;
        else
                m.transparent = false;
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
        m.cr = 1;
        m.cg = 1;
        m.cb = 1;
        m.ca = currentrenderentity->alpha;
-       m.tex[0] = R_GetTexture(s->currenttexture->glowtexture);
-       m.texcoords[0] = &s->mesh.vertex->st[0];
+       m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
        m.texcoordstep[0] = sizeof(surfvertex_t);
-       if (fogenabled)
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               m.color = &svert[0].c[0];
-               m.colorstep = sizeof(surfvert_t);
-               if (softwaretransform_complexity)
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               m.index = mesh->index;
+               m.texcoords[0] = &mesh->vertex->st[0];
+               if (fogenabled)
                {
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+                       m.color = &svert[0].c[0];
+                       m.colorstep = sizeof(surfvert_t);
+                       if (softwaretransform_complexity)
                        {
-                               softwaretransform(v->v, sv->v);
-                               VectorSubtract(sv->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] = m.cr * ifog;
-                               sv->c[1] = m.cg * ifog;
-                               sv->c[2] = m.cb * ifog;
-                               sv->c[3] = m.ca;
+                               m.vertex = &svert[0].v[0];
+                               m.vertexstep = sizeof(surfvert_t);
+                               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                               {
+                                       softwaretransform(v->v, sv->v);
+                                       VectorSubtract(sv->v, r_origin, diff);
+                                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                       sv->c[0] = m.cr * ifog;
+                                       sv->c[1] = m.cg * ifog;
+                                       sv->c[2] = m.cb * ifog;
+                                       sv->c[3] = m.ca;
+                               }
                        }
-               }
-               else
-               {
-                       m.vertex = &s->mesh.vertex->v[0];
-                       m.vertexstep = sizeof(surfvertex_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+                       else
                        {
-                               VectorSubtract(v->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] = m.cr * ifog;
-                               sv->c[1] = m.cg * ifog;
-                               sv->c[2] = m.cb * ifog;
-                               sv->c[3] = m.ca;
+                               m.vertex = &mesh->vertex->v[0];
+                               m.vertexstep = sizeof(surfvertex_t);
+                               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                               {
+                                       VectorSubtract(v->v, r_origin, diff);
+                                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                       sv->c[0] = m.cr * ifog;
+                                       sv->c[1] = m.cg * ifog;
+                                       sv->c[2] = m.cb * ifog;
+                                       sv->c[3] = m.ca;
+                               }
                        }
                }
-       }
-       else
-       {
-               if (softwaretransform_complexity)
-               {
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                               softwaretransform(v->v, sv->v);
-               }
                else
                {
-                       m.vertex = &s->mesh.vertex->v[0];
-                       m.vertexstep = sizeof(surfvertex_t);
+                       if (softwaretransform_complexity)
+                       {
+                               m.vertex = &svert[0].v[0];
+                               m.vertexstep = sizeof(surfvert_t);
+                               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                                       softwaretransform(v->v, sv->v);
+                       }
+                       else
+                       {
+                               m.vertex = &mesh->vertex->v[0];
+                               m.vertexstep = sizeof(surfvertex_t);
+                       }
                }
+               R_Mesh_Draw(&m);
        }
-       R_Mesh_Draw(&m);
 }
 
-static void RSurfShader_Wall_Pass_Fog(msurface_t *s)
+static void RSurfShader_Wall_Pass_Fog(msurface_t *surf)
 {
-       int                             i;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
-       vec3_t                  diff;
+       int i;
+       surfvertex_t *v;
+       surfvert_t *sv;
+       rmeshinfo_t m;
+       surfmesh_t *mesh;
+       vec3_t diff;
 
        memset(&m, 0, sizeof(m));
        if (currentrenderentity->effects & EF_ADDITIVE)
                m.transparent = true;
-       else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
                m.transparent = true;
        else
                m.transparent = false;
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
        m.color = &svert[0].c[0];
        m.colorstep = sizeof(surfvert_t);
-       m.tex[0] = R_GetTexture(s->currenttexture->fogtexture);
-       m.texcoords[0] = &s->mesh.vertex->st[0];
+       m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
        m.texcoordstep[0] = sizeof(surfvertex_t);
-       if (softwaretransform_complexity)
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               m.vertex = &svert[0].v[0];
-               m.vertexstep = sizeof(surfvert_t);
-               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               m.index = mesh->index;
+               m.texcoords[0] = &mesh->vertex->st[0];
+               if (softwaretransform_complexity)
                {
-                       softwaretransform(v->v, sv->v);
-                       VectorSubtract(sv->v, r_origin, diff);
-                       sv->c[0] = fogcolor[0];
-                       sv->c[1] = fogcolor[1];
-                       sv->c[2] = fogcolor[2];
-                       sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
+                       m.vertex = &svert[0].v[0];
+                       m.vertexstep = sizeof(surfvert_t);
+                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                       {
+                               softwaretransform(v->v, sv->v);
+                               VectorSubtract(sv->v, r_origin, diff);
+                               sv->c[0] = fogcolor[0];
+                               sv->c[1] = fogcolor[1];
+                               sv->c[2] = fogcolor[2];
+                               sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
+                       }
                }
-       }
-       else
-       {
-               m.vertex = &s->mesh.vertex->v[0];
-               m.vertexstep = sizeof(surfvertex_t);
-               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+               else
                {
-                       VectorSubtract(v->v, r_origin, diff);
-                       sv->c[0] = fogcolor[0];
-                       sv->c[1] = fogcolor[1];
-                       sv->c[2] = fogcolor[2];
-                       sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
+                       m.vertex = &mesh->vertex->v[0];
+                       m.vertexstep = sizeof(surfvertex_t);
+                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                       {
+                               VectorSubtract(v->v, r_origin, diff);
+                               sv->c[0] = fogcolor[0];
+                               sv->c[1] = fogcolor[1];
+                               sv->c[2] = fogcolor[2];
+                               sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
+                       }
                }
+               R_Mesh_Draw(&m);
        }
-       R_Mesh_Draw(&m);
 }
 
-static int RSurfShader_Wall_Fullbright(int stage, msurface_t *s)
+static void RSurfShader_Wall_Fullbright(msurface_t *firstsurf)
 {
-       if (stage == 0)
-               c_brush_polys++;
-       switch(stage)
+       msurface_t *surf;
+       for (surf = firstsurf;surf;surf = surf->chain)
        {
-       case 0:
-               RSurfShader_Wall_Pass_BaseFullbright(s);
-               return false;
-       case 1:
-               if (s->currenttexture->glowtexture)
-                       RSurfShader_Wall_Pass_Glow(s);
-               return false;
-       default:
-               return true;
+               c_brush_polys++;
+               RSurfShader_Wall_Pass_BaseFullbright(surf);
        }
+       for (surf = firstsurf;surf;surf = surf->chain)
+               if (surf->currenttexture->glowtexture)
+                       RSurfShader_Wall_Pass_Glow(surf);
+       if (fogenabled)
+               for (surf = firstsurf;surf;surf = surf->chain)
+                       RSurfShader_Wall_Pass_Fog(surf);
 }
 
-static int RSurfShader_Wall_Vertex(int stage, msurface_t *s)
+static void RSurfShader_Wall_Vertex(msurface_t *firstsurf)
 {
-       if (stage == 0)
-               c_brush_polys++;
-       switch(stage)
+       msurface_t *surf;
+       for (surf = firstsurf;surf;surf = surf->chain)
        {
-       case 0:
-               RSurfShader_Wall_Pass_BaseVertex(s);
-               return false;
-       case 1:
-               if (s->currenttexture->glowtexture)
-                       RSurfShader_Wall_Pass_Glow(s);
-               return false;
-       default:
-               return true;
+               c_brush_polys++;
+               RSurfShader_Wall_Pass_BaseVertex(surf);
        }
+       for (surf = firstsurf;surf;surf = surf->chain)
+               if (surf->currenttexture->glowtexture)
+                       RSurfShader_Wall_Pass_Glow(surf);
+       if (fogenabled)
+               for (surf = firstsurf;surf;surf = surf->chain)
+                       RSurfShader_Wall_Pass_Fog(surf);
 }
 
-static int RSurfShader_Wall_Lightmap(int stage, msurface_t *s)
+static void RSurfShader_Wall_Lightmap(msurface_t *firstsurf)
 {
-       if (stage == 0)
-               c_brush_polys++;
+       msurface_t *surf;
        if (r_vertexsurfaces.integer)
        {
-               switch(stage)
+               for (surf = firstsurf;surf;surf = surf->chain)
                {
-               case 0:
-                       RSurfShader_Wall_Pass_BaseVertex(s);
-                       return false;
-               case 1:
-                       if (s->currenttexture->glowtexture)
-                               RSurfShader_Wall_Pass_Glow(s);
-                       return false;
-               default:
-                       return true;
+                       c_brush_polys++;
+                       RSurfShader_Wall_Pass_BaseVertex(surf);
                }
+               for (surf = firstsurf;surf;surf = surf->chain)
+                       if (surf->currenttexture->glowtexture)
+                               RSurfShader_Wall_Pass_Glow(surf);
+               if (fogenabled)
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               RSurfShader_Wall_Pass_Fog(surf);
        }
        else if (r_multitexture.integer)
        {
                if (r_dlightmap.integer)
                {
-                       switch(stage)
+                       for (surf = firstsurf;surf;surf = surf->chain)
                        {
-                       case 0:
-                               RSurfShader_Wall_Pass_BaseMTex(s);
-                               return false;
-                       case 1:
-                               if (s->currenttexture->glowtexture)
-                                       RSurfShader_Wall_Pass_Glow(s);
-                               return false;
-                       default:
-                               return true;
+                               c_brush_polys++;
+                               RSurfShader_Wall_Pass_BaseMTex(surf);
                        }
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->currenttexture->glowtexture)
+                                       RSurfShader_Wall_Pass_Glow(surf);
+                       if (fogenabled)
+                               for (surf = firstsurf;surf;surf = surf->chain)
+                                       RSurfShader_Wall_Pass_Fog(surf);
                }
                else
                {
-                       switch(stage)
+                       for (surf = firstsurf;surf;surf = surf->chain)
                        {
-                       case 0:
-                               RSurfShader_Wall_Pass_BaseMTex(s);
-                               return false;
-                       case 1:
-                               if (s->dlightframe == r_framecount)
-                                       RSurfShader_Wall_Pass_Light(s);
-                               return false;
-                       case 2:
-                               if (s->currenttexture->glowtexture)
-                                       RSurfShader_Wall_Pass_Glow(s);
-                               return false;
-                       default:
-                               return true;
+                               c_brush_polys++;
+                               RSurfShader_Wall_Pass_BaseMTex(surf);
                        }
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->dlightframe == r_framecount)
+                                       RSurfShader_Wall_Pass_Light(surf);
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->currenttexture->glowtexture)
+                                       RSurfShader_Wall_Pass_Glow(surf);
+                       if (fogenabled)
+                               for (surf = firstsurf;surf;surf = surf->chain)
+                                       RSurfShader_Wall_Pass_Fog(surf);
                }
        }
-       else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1 || currentrenderentity->effects & EF_ADDITIVE)
+       else if (firstsurf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1 || currentrenderentity->effects & EF_ADDITIVE)
        {
-               switch(stage)
+               for (surf = firstsurf;surf;surf = surf->chain)
                {
-               case 0:
-                       RSurfShader_Wall_Pass_BaseVertex(s);
-                       return false;
-               case 1:
-                       if (s->currenttexture->glowtexture)
-                               RSurfShader_Wall_Pass_Glow(s);
-                       return false;
-               default:
-                       return true;
+                       c_brush_polys++;
+                       RSurfShader_Wall_Pass_BaseVertex(surf);
                }
+               for (surf = firstsurf;surf;surf = surf->chain)
+                       if (surf->currenttexture->glowtexture)
+                               RSurfShader_Wall_Pass_Glow(surf);
+               if (fogenabled)
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               RSurfShader_Wall_Pass_Fog(surf);
        }
        else
        {
                if (r_dlightmap.integer)
                {
-                       switch(stage)
+                       for (surf = firstsurf;surf;surf = surf->chain)
                        {
-                       case 0:
-                               RSurfShader_Wall_Pass_BaseTexture(s);
-                               return false;
-                       case 1:
-                               RSurfShader_Wall_Pass_BaseLightmap(s);
-                               return false;
-                       case 2:
-                               if (s->currenttexture->glowtexture)
-                                       RSurfShader_Wall_Pass_Glow(s);
-                               return false;
-                       default:
-                               return true;
+                               c_brush_polys++;
+                               RSurfShader_Wall_Pass_BaseTexture(surf);
                        }
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               RSurfShader_Wall_Pass_BaseLightmap(surf);
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->currenttexture->glowtexture)
+                                       RSurfShader_Wall_Pass_Glow(surf);
+                       if (fogenabled)
+                               for (surf = firstsurf;surf;surf = surf->chain)
+                                       RSurfShader_Wall_Pass_Fog(surf);
                }
                else
                {
-                       switch(stage)
+                       for (surf = firstsurf;surf;surf = surf->chain)
                        {
-                       case 0:
-                               RSurfShader_Wall_Pass_BaseTexture(s);
-                               return false;
-                       case 1:
-                               RSurfShader_Wall_Pass_BaseLightmap(s);
-                               return false;
-                       case 2:
-                               if (s->dlightframe == r_framecount)
-                                       RSurfShader_Wall_Pass_Light(s);
-                               return false;
-                       case 3:
-                               if (s->currenttexture->glowtexture)
-                                       RSurfShader_Wall_Pass_Glow(s);
-                               return false;
-                       default:
-                               return true;
+                               c_brush_polys++;
+                               RSurfShader_Wall_Pass_BaseTexture(surf);
                        }
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               RSurfShader_Wall_Pass_BaseLightmap(surf);
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->dlightframe == r_framecount)
+                                       RSurfShader_Wall_Pass_Light(surf);
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->currenttexture->glowtexture)
+                                       RSurfShader_Wall_Pass_Glow(surf);
+                       if (fogenabled)
+                               for (surf = firstsurf;surf;surf = surf->chain)
+                                       RSurfShader_Wall_Pass_Fog(surf);
                }
        }
 }
 
-static int RSurfShader_Wall_Fog(int stage, msurface_t *s)
-{
-       if (stage == 0 && fogenabled)
-       {
-               RSurfShader_Wall_Pass_Fog(s);
-               return false;
-       }
-       else
-               return true;
-}
-
 /*
 =============================================================
 
@@ -1912,11 +1913,11 @@ loc1:
                goto loc1;
 }
 
-Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex, RSurfShader_Wall_Fog}, NULL};
-Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap, RSurfShader_Wall_Fog}, NULL};
-Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright, RSurfShader_Wall_Fog}, NULL};
-Cshader_t Cshader_water = {{NULL, RSurfShader_Water, NULL}, NULL};
-Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL, NULL}, NULL};
+Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex}, NULL};
+Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, NULL};
+Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright}, NULL};
+Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, NULL};
+Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, NULL};
 
 int Cshader_count = 5;
 Cshader_t *Cshaders[5] =
@@ -1930,7 +1931,7 @@ Cshader_t *Cshaders[5] =
 
 void R_PrepareSurfaces(void)
 {
-       int i;
+       int i, alttextures, texframe, framecount;
        texture_t *t;
        model_t *model;
        msurface_t *surf;
@@ -1939,6 +1940,8 @@ void R_PrepareSurfaces(void)
                Cshaders[i]->chain = NULL;
 
        model = currentrenderentity->model;
+       alttextures = currentrenderentity->frame != 0;
+       texframe = (int)(cl.time * 5.0f);
 
        for (i = 0;i < model->nummodelsurfaces;i++)
        {
@@ -1949,14 +1952,17 @@ void R_PrepareSurfaces(void)
                        {
                                surf->insertframe = r_framecount;
                                c_faces++;
-                               // manually inlined R_TextureAnimation
-                               //t = R_TextureAnimation(surf->texinfo->texture);
                                t = surf->texinfo->texture;
-                               if (t->alternate_anims != NULL && currentrenderentity->frame)
-                                       t = t->alternate_anims;
-                               if (t->anim_total >= 2)
-                                       t = t->anim_frames[(int)(cl.time * 5.0f) % t->anim_total];
-                               surf->currenttexture = t;
+                               if (t->animated)
+                               {
+                                       framecount = t->anim_total[alttextures];
+                                       if (framecount >= 2)
+                                               surf->currenttexture = t->anim_frames[alttextures][texframe % framecount];
+                                       else
+                                               surf->currenttexture = t->anim_frames[alttextures][0];
+                               }
+                               else
+                                       surf->currenttexture = t;
                        }
 
                        surf->chain = surf->shader->chain;
@@ -1967,19 +1973,14 @@ void R_PrepareSurfaces(void)
 
 void R_DrawSurfaces (int type)
 {
-       int                     i, stage;
-       msurface_t      *surf;
+       int                     i;
        Cshader_t       *shader;
 
        for (i = 0;i < Cshader_count;i++)
        {
                shader = Cshaders[i];
                if (shader->chain && shader->shaderfunc[type])
-                       for (stage = 0;stage < 1000;stage++)
-                               for (surf = shader->chain;surf;surf = surf->chain)
-                                       if (shader->shaderfunc[type](stage, surf))
-                                               goto done;
-done:;
+                       shader->shaderfunc[type](shader->chain);
        }
 }
 
@@ -1988,38 +1989,14 @@ static float portalpointbuffer[256][3];
 void R_DrawPortals(void)
 {
        int drawportals, i;
-//     mleaf_t *leaf, *endleaf;
        mportal_t *portal, *endportal;
-       mvertex_t *point/*, *endpoint*/;
+       mvertex_t *point;
        rmeshinfo_t m;
        drawportals = r_drawportals.integer;
+
        if (drawportals < 1)
                return;
-       /*
-       leaf = cl.worldmodel->leafs;
-       endleaf = leaf + cl.worldmodel->numleafs;
-       for (;leaf < endleaf;leaf++)
-       {
-               if (leaf->visframe == r_framecount && leaf->portals)
-               {
-                       i = leaf - cl.worldmodel->leafs;
-                       r = (i & 0x0007) << 5;
-                       g = (i & 0x0038) << 2;
-                       b = (i & 0x01C0) >> 1;
-                       portal = leaf->portals;
-                       while (portal)
-                       {
-                               transpolybegin(0, 0, 0, TPOLYTYPE_ALPHA);
-                               point = portal->points + portal->numpoints - 1;
-                               endpoint = portal->points;
-                               for (;point >= endpoint;point--)
-                                       transpolyvertub(point->position[0], point->position[1], point->position[2], 0, 0, r, g, b, 32);
-                               transpolyend();
-                               portal = portal->next;
-                       }
-               }
-       }
-       */
+
        memset(&m, 0, sizeof(m));
        m.transparent = true;
        m.blendfunc1 = GL_SRC_ALPHA;
@@ -2057,7 +2034,7 @@ void R_DrawPortals(void)
 void R_SetupForBModelRendering(void)
 {
        int                     i;
-       msurface_t      *s;
+       msurface_t      *surf;
        model_t         *model;
        vec3_t          modelorg;
 
@@ -2071,15 +2048,15 @@ void R_SetupForBModelRendering(void)
 
        for (i = 0;i < model->nummodelsurfaces;i++)
        {
-               s = model->modelsortedsurfaces[i];
-               if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0))
-                       s->visframe = r_framecount;
+               surf = model->modelsortedsurfaces[i];
+               if (((surf->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, surf->plane) >= 0))
+                       surf->visframe = r_framecount;
                else
-                       s->visframe = -1;
-               s->worldnodeframe = -1;
-               s->lightframe = -1;
-               s->dlightframe = -1;
-               s->insertframe = -1;
+                       surf->visframe = -1;
+               surf->worldnodeframe = -1;
+               surf->lightframe = -1;
+               surf->dlightframe = -1;
+               surf->insertframe = -1;
        }
 }
 
@@ -2095,7 +2072,7 @@ void R_SetupForWorldRendering(void)
 static void R_SurfMarkLights (void)
 {
        int                     i;
-       msurface_t      *s;
+       msurface_t      *surf;
 
        if (r_dynamic.integer)
                R_MarkLights();
@@ -2104,26 +2081,22 @@ static void R_SurfMarkLights (void)
        {
                for (i = 0;i < currentrenderentity->model->nummodelsurfaces;i++)
                {
-                       s = currentrenderentity->model->modelsortedsurfaces[i];
-                       if (s->visframe == r_framecount && s->lightmaptexture != NULL)
+                       surf = currentrenderentity->model->modelsortedsurfaces[i];
+                       if (surf->visframe == r_framecount && surf->lightmaptexture != NULL)
                        {
-                               if (s->cached_dlight
-                                || s->cached_ambient != r_ambient.value
-                                || s->cached_lightscalebit != lightscalebit)
-                                       R_BuildLightMap(s, false); // base lighting changed
+                               if (surf->cached_dlight
+                                || surf->cached_ambient != r_ambient.value
+                                || surf->cached_lightscalebit != lightscalebit)
+                                       R_BuildLightMap(surf, false); // base lighting changed
                                else if (r_dynamic.integer)
                                {
-                                       if  (s->styles[0] != 255 && (d_lightstylevalue[s->styles[0]] != s->cached_light[0]
-                                        || (s->styles[1] != 255 && (d_lightstylevalue[s->styles[1]] != s->cached_light[1]
-                                        || (s->styles[2] != 255 && (d_lightstylevalue[s->styles[2]] != s->cached_light[2]
-                                        || (s->styles[3] != 255 && (d_lightstylevalue[s->styles[3]] != s->cached_light[3]))))))))
-                                       //if (s->cached_light[0] != d_lightstylevalue[s->styles[0]]
-                                       // || s->cached_light[1] != d_lightstylevalue[s->styles[1]]
-                                       // || s->cached_light[2] != d_lightstylevalue[s->styles[2]]
-                                       // || s->cached_light[3] != d_lightstylevalue[s->styles[3]])
-                                               R_BuildLightMap(s, false); // base lighting changed
-                                       else if (s->dlightframe == r_framecount && r_dlightmap.integer)
-                                               R_BuildLightMap(s, true); // only dlights
+                                       if  (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0]
+                                        || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1]
+                                        || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2]
+                                        || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3]))))))))
+                                               R_BuildLightMap(surf, false); // base lighting changed
+                                       else if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+                                               R_BuildLightMap(surf, true); // only dlights
                                }
                        }
                }
@@ -2180,5 +2153,5 @@ void R_DrawBrushModelNormal (void)
        if (!skyrendermasked)
                R_DrawSurfaces(SHADERSTAGE_SKY);
        R_DrawSurfaces(SHADERSTAGE_NORMAL);
-       R_DrawSurfaces(SHADERSTAGE_FOG);
 }
+