]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
renamed varray_ arrays to rsurface_array_, and they are no longer used outside the...
[xonotic/darkplaces.git] / gl_rsurf.c
index f4e8c468d5c1f7f9cbf142e44626841e1d500864..fc04f2443b9ae6d65f4c2e001e3622103559879d 100644 (file)
@@ -21,27 +21,25 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 #include "r_shadow.h"
+#include "portals.h"
 
 #define MAX_LIGHTMAP_SIZE 256
 
-cvar_t r_ambient = {0, "r_ambient", "0"};
-cvar_t r_drawportals = {0, "r_drawportals", "0"};
-cvar_t r_testvis = {0, "r_testvis", "0"};
-cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
-cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"};
-cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
-cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
-cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"};
-cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
+cvar_t r_ambient = {0, "r_ambient", "0", "brighter world cheat (not allowed in multiplayer), value is 0-128"};
+cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
+cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
+cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
+cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"};
+cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
 
 // flag arrays used for visibility checking on world model
 // (all other entities have no per-surface/per-leaf visibility checks)
 // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters
-qbyte r_pvsbits[(32768+7)>>3];
+unsigned char r_pvsbits[(32768+7)>>3];
 // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs
-qbyte r_worldleafvisible[32768];
-// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_surfaces
-qbyte r_worldsurfacevisible[262144];
+unsigned char r_worldleafvisible[32768];
+// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces
+unsigned char r_worldsurfacevisible[262144];
 
 /*
 ===============
@@ -50,13 +48,13 @@ R_BuildLightMap
 Combine and scale multiple lightmaps into the 8.8 format in blocklights
 ===============
 */
-static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
+void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
 {
        int smax, tmax, i, j, size, size3, maps, stride, l;
        unsigned int *bl, scale;
-       qbyte *lightmap, *out, *stain;
+       unsigned char *lightmap, *out, *stain;
        static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
-       static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
+       static unsigned char templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
 
        // update cached lighting info
        surface->cached_dlight = 0;
@@ -84,7 +82,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
                {
                        bl = intblocklights;
                        for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
-                               for (scale = d_lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
+                               for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
                                        bl[i] += lightmap[i] * scale;
                }
        }
@@ -132,7 +130,7 @@ void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radi
        float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
        msurface_t *surface, *endsurface;
        int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
-       qbyte *bl;
+       unsigned char *bl;
        vec3_t impact;
 
        maxdist = radius * radius;
@@ -168,7 +166,7 @@ loc0:
                impact[2] = origin[2] - node->plane->normal[2] * ndist;
        }
 
-       for (surface = model->brush.data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
+       for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
        {
                if (surface->lightmapinfo->stainsamples)
                {
@@ -210,9 +208,9 @@ loc0:
                                                        {
                                                                if (a > 1)
                                                                        a = 1;
-                                                               bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
-                                                               bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
-                                                               bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
+                                                               bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
+                                                               bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
+                                                               bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
                                                                stained = true;
                                                        }
                                                }
@@ -270,13 +268,12 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int
        R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
 
        // look for embedded bmodels
-       for (n = 0;n < cl_num_brushmodel_entities;n++)
+       for (n = 0;n < cl.num_brushmodel_entities;n++)
        {
-               ent = cl_brushmodel_entities[n];
+               ent = &cl.entities[cl.brushmodel_entities[n]].render;
                model = ent->model;
                if (model && model->name[0] == '*')
                {
-                       Mod_CheckLoaded(model);
                        if (model->brush.data_nodes)
                        {
                                Matrix4x4_Transform(&ent->inversematrix, origin, org);
@@ -295,1171 +292,63 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int
 =============================================================
 */
 
-static void RSurf_DeformVertices(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg)
+static void R_DrawPortal_Callback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
 {
-       int i, j;
-       float center[3], forward[3], right[3], up[3], v[4][3];
-       matrix4x4_t matrix1, imatrix1;
-       if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
-       {
-               // a single autosprite surface can contain multiple sprites...
-               VectorClear(forward);
-               VectorClear(right);
-               VectorSet(up, 0, 0, 1);
-               for (j = 0;j < surface->mesh.num_vertices - 3;j += 4)
-               {
-                       VectorClear(center);
-                       for (i = 0;i < 4;i++)
-                               VectorAdd(center, surface->mesh.data_vertex3f + (j+i) * 3, center);
-                       VectorScale(center, 0.25f, center);
-                       // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
-                       Matrix4x4_FromVectors(&matrix1, surface->mesh.data_normal3f + j*3, surface->mesh.data_svector3f + j*3, surface->mesh.data_tvector3f + j*3, center);
-                       Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
-                       for (i = 0;i < 4;i++)
-                               Matrix4x4_Transform(&imatrix1, surface->mesh.data_vertex3f + (j+i)*3, v[i]);
-                       forward[0] = modelorg[0] - center[0];
-                       forward[1] = modelorg[1] - center[1];
-                       VectorNormalize(forward);
-                       right[0] = forward[1];
-                       right[1] = -forward[0];
-                       for (i = 0;i < 4;i++)
-                               VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3);
-               }
-       }
-       else if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE)
-       {
-               Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward);
-               Matrix4x4_Transform(&ent->inversematrix, r_viewright, right);
-               Matrix4x4_Transform(&ent->inversematrix, r_viewup, up);
-               // a single autosprite surface can contain multiple sprites...
-               for (j = 0;j < surface->mesh.num_vertices - 3;j += 4)
-               {
-                       VectorClear(center);
-                       for (i = 0;i < 4;i++)
-                               VectorAdd(center, surface->mesh.data_vertex3f + (j+i) * 3, center);
-                       VectorScale(center, 0.25f, center);
-                       // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
-                       Matrix4x4_FromVectors(&matrix1, surface->mesh.data_normal3f + j*3, surface->mesh.data_svector3f + j*3, surface->mesh.data_tvector3f + j*3, center);
-                       Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
-                       for (i = 0;i < 4;i++)
-                               Matrix4x4_Transform(&imatrix1, surface->mesh.data_vertex3f + (j+i)*3, v[i]);
-                       for (i = 0;i < 4;i++)
-                               VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3);
-               }
-       }
-       else
-               memcpy(varray_vertex3f, surface->mesh.data_vertex3f, sizeof(float[3]) * surface->mesh.num_vertices);
-}
-
-// any sort of deformvertices call is *VERY* rare, so this must be optimized
-// to skip deformvertices quickly!
-#if 1
-#define RSurf_GetVertexPointer(ent, texture, surface, modelorg) ((texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) ? (RSurf_DeformVertices(ent, texture, surface, modelorg), varray_vertex3f) : surface->mesh.data_vertex3f)
-#else
-static float *RSurf_GetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg)
-{
-       if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
-       {
-               RSurf_DeformVertices(ent, texture, surface, modelorg);
-               return varray_vertex3f;
-       }
-       else
-               return surface->mesh.data_vertex3f;
-}
-#endif
-
-void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
-{
-       // we don't need to set currentframe if t->animated is false because
-       // it was already set up by the texture loader for non-animating
-       if (t->animated)
-       {
-               t->currentframe = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
-               t = t->currentframe;
-       }
-       t->currentmaterialflags = t->basematerialflags;
-       t->currentalpha = ent->alpha;
-       if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
-               t->currentalpha *= r_wateralpha.value;
-       if (!(ent->flags & RENDER_LIGHT))
-               t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
-       if (ent->effects & EF_ADDITIVE)
-               t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT;
-       else if (t->currentalpha < 1)
-               t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
-}
-
-matrix4x4_t r_surf_waterscrollmatrix;
-
-void R_UpdateAllTextureInfo(entity_render_t *ent)
-{
-       int i;
-       Matrix4x4_CreateTranslate(&r_surf_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
-       if (ent->model)
-               for (i = 0;i < ent->model->brush.num_textures;i++)
-                       R_UpdateTextureInfo(ent, ent->model->brush.data_textures + i);
-}
-
-static void R_DrawSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
-{
-       int i;
-       int texturesurfaceindex;
-       const float *v, *vertex3f;
-       float *c;
-       float diff[3];
-       float f, r, g, b, a, base, colorscale;
-       const msurface_t *surface;
-       qboolean dolightmap;
-       qboolean dobase;
-       qboolean doambient;
-       qboolean dodetail;
-       qboolean doglow;
-       qboolean dofogpass;
-       qboolean fogallpasses;
-       qboolean waterscrolling;
-       rmeshstate_t m;
-       texture = texture->currentframe;
-       if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
-               return;
-       c_faces += texturenumsurfaces;
-       // gl_lightmaps debugging mode skips normal texturing
-       if (gl_lightmaps.integer)
-       {
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthMask(true);
-               GL_DepthTest(true);
-               qglDisable(GL_CULL_FACE);
-               GL_Color(1, 1, 1, 1);
-               memset(&m, 0, sizeof(m));
-               R_Mesh_State(&m);
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-               {
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                       R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordlightmap2f);
-                       R_Mesh_ColorPointer(surface->lightmaptexture ? NULL : surface->mesh.data_lightmapcolor4f);
-                       R_Mesh_VertexPointer(surface->mesh.data_vertex3f);
-                       GL_LockArrays(0, surface->mesh.num_vertices);
-                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-               qglEnable(GL_CULL_FACE);
-               return;
-       }
-       GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT));
-       if (texture->currentmaterialflags & MATERIALFLAG_ADD)
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA)
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       else
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-       // water waterscrolling in texture matrix
-       waterscrolling = (texture->currentmaterialflags & MATERIALFLAG_WATER) && r_waterscroll.value != 0;
-       if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-               qglDisable(GL_CULL_FACE);
-       if (texture->currentmaterialflags & MATERIALFLAG_SKY)
-       {
-               if (skyrendernow)
-               {
-                       skyrendernow = false;
-                       if (skyrendermasked)
-                               R_Sky();
-               }
-               // LordHavoc: HalfLife maps have freaky skypolys...
-               if (!ent->model->brush.ishlbsp)
-               {
-                       R_Mesh_Matrix(&ent->matrix);
-                       GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
-                       if (skyrendermasked)
-                       {
-                               // depth-only (masking)
-                               GL_ColorMask(0,0,0,0);
-                               // just to make sure that braindead drivers don't draw anything
-                               // despite that colormask...
-                               GL_BlendFunc(GL_ZERO, GL_ONE);
-                       }
-                       else
-                       {
-                               // fog sky
-                               GL_BlendFunc(GL_ONE, GL_ZERO);
-                       }
-                       GL_DepthMask(true);
-                       GL_DepthTest(true);
-                       memset(&m, 0, sizeof(m));
-                       R_Mesh_State(&m);
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               R_Mesh_VertexPointer(surface->mesh.data_vertex3f);
-                               GL_LockArrays(0, surface->mesh.num_vertices);
-                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                               GL_LockArrays(0, 0);
-                       }
-                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
-               }
-       }
-       else if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
-       {
-               // NVIDIA Geforce3 distortion texture shader on water
-               float args[4] = {0.05f,0,0,0.04f};
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]);
-               m.tex[1] = R_GetTexture(texture->skin.base);
-               m.texcombinergb[0] = GL_REPLACE;
-               m.texcombinergb[1] = GL_REPLACE;
-               Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
-               m.texmatrix[1] = r_surf_waterscrollmatrix;
-               R_Mesh_State(&m);
-
-               GL_Color(1, 1, 1, texture->currentalpha);
-               GL_ActiveTexture(0);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
-               GL_ActiveTexture(1);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
-               qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
-               qglEnable(GL_TEXTURE_SHADER_NV);
-
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-               {
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
-                       R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordtexture2f);
-                       R_Mesh_TexCoordPointer(1, 2, surface->mesh.data_texcoordtexture2f);
-                       GL_LockArrays(0, surface->mesh.num_vertices);
-                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-
-               qglDisable(GL_TEXTURE_SHADER_NV);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
-               GL_ActiveTexture(0);
-       }
-       else if (texture->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
-       {
-               // normal surface (wall or water)
-               dobase = true;
-               dolightmap = !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT);
-               doambient = r_ambient.value >= (1/64.0f);
-               dodetail = r_detailtextures.integer && texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
-               doglow = texture->skin.glow != NULL;
-               dofogpass = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD);
-               fogallpasses = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
-               if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
-               {
-                       if (dobase && dolightmap && gl_combine.integer)
-                       {
-                               dobase = false;
-                               memset(&m, 0, sizeof(m));
-                               m.tex[1] = R_GetTexture(texture->skin.base);
-                               if (waterscrolling)
-                                       m.texmatrix[1] = r_surf_waterscrollmatrix;
-                               m.texrgbscale[1] = 2;
-                               m.pointer_color = varray_color4f;
-                               R_Mesh_State(&m);
-                               colorscale = 1;
-                               r = ent->colormod[0] * colorscale;
-                               g = ent->colormod[1] * colorscale;
-                               b = ent->colormod[2] * colorscale;
-                               a = texture->currentalpha;
-                               base = r_ambient.value * (1.0f / 64.0f);
-                               // q3bsp has no lightmap updates, so the lightstylevalue that
-                               // would normally be baked into the lightmaptexture must be
-                               // applied to the color
-                               if (ent->model->brushq1.lightdata)
-                               {
-                                       float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
-                                       r *= scale;
-                                       g *= scale;
-                                       b *= scale;
-                               }
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                               {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
-                                       R_Mesh_VertexPointer(vertex3f);
-                                       R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordlightmap2f);
-                                       R_Mesh_TexCoordPointer(1, 2, surface->mesh.data_texcoordtexture2f);
-                                       if (surface->lightmaptexture)
-                                       {
-                                               R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                               if (fogallpasses)
-                                               {
-                                                       R_Mesh_ColorPointer(varray_color4f);
-                                                       for (i = 0, v = vertex3f, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
-                                                       {
-                                                               VectorSubtract(v, modelorg, diff);
-                                                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                                               c[0] = f * r;
-                                                               c[1] = f * g;
-                                                               c[2] = f * b;
-                                                               c[3] = a;
-                                                       }
-                                               }
-                                               else
-                                               {
-                                                       R_Mesh_ColorPointer(NULL);
-                                                       GL_Color(r, g, b, a);
-                                               }
-                                       }
-                                       else
-                                       {
-                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                               R_Mesh_ColorPointer(varray_color4f);
-                                               if (surface->mesh.data_lightmapcolor4f)
-                                               {
-                                                       for (i = 0, c = varray_color4f;i < surface->mesh.num_vertices;i++, c += 4)
-                                                       {
-                                                               c[0] = surface->mesh.data_lightmapcolor4f[i*4+0] * r;
-                                                               c[1] = surface->mesh.data_lightmapcolor4f[i*4+1] * g;
-                                                               c[2] = surface->mesh.data_lightmapcolor4f[i*4+2] * b;
-                                                               c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
-                                                       }
-                                                       if (fogallpasses)
-                                                       {
-                                                               for (i = 0, v = vertex3f, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
-                                                               {
-                                                                       VectorSubtract(v, modelorg, diff);
-                                                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                                                       VectorScale(c, f, c);
-                                                               }
-                                                       }
-                                               }
-                                               else
-                                               {
-                                                       R_Mesh_ColorPointer(NULL);
-                                                       GL_Color(0, 0, 0, a);
-                                               }
-                                       }
-                                       GL_LockArrays(0, surface->mesh.num_vertices);
-                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                                       GL_LockArrays(0, 0);
-                               }
-                       }
-                       if (dobase)
-                       {
-                               dobase = false;
-                               memset(&m, 0, sizeof(m));
-                               m.tex[0] = R_GetTexture(texture->skin.base);
-                               if (waterscrolling)
-                                       m.texmatrix[0] = r_surf_waterscrollmatrix;
-                               m.texmatrix[0] = r_surf_waterscrollmatrix;
-                               m.pointer_color = varray_color4f;
-                               colorscale = 1;
-                               if (gl_combine.integer)
-                               {
-                                       m.texrgbscale[0] = 4;
-                                       colorscale *= 0.25f;
-                               }
-                               R_Mesh_State(&m);
-                               r = ent->colormod[0] * colorscale;
-                               g = ent->colormod[1] * colorscale;
-                               b = ent->colormod[2] * colorscale;
-                               a = texture->currentalpha;
-                               if (dolightmap)
-                               {
-                                       // q3bsp has no lightmap updates, so the lightstylevalue that
-                                       // would normally be baked into the lightmaptexture must be
-                                       // applied to the color
-                                       if (!ent->model->brushq1.lightdata)
-                                       {
-                                               float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
-                                               r *= scale;
-                                               g *= scale;
-                                               b *= scale;
-                                       }
-                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                       {
-                                               surface = texturesurfacelist[texturesurfaceindex];
-                                               vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
-                                               R_Mesh_VertexPointer(vertex3f);
-                                               R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordtexture2f);
-                                               for (i = 0, v = vertex3f, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
-                                               {
-                                                       c[0] = 0;
-                                                       c[1] = 0;
-                                                       c[2] = 0;
-                                                       if (surface->mesh.data_lightmapcolor4f)
-                                                               VectorCopy(surface->mesh.data_lightmapcolor4f + i*4, c);
-                                                       else if (surface->lightmapinfo)
-                                                       {
-                                                               const qbyte *lm = surface->lightmapinfo->samples + surface->mesh.data_lightmapoffsets[i];
-                                                               float scale = d_lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
-                                                               VectorMA(c, scale, lm, c);
-                                                               if (surface->lightmapinfo->styles[1] != 255)
-                                                               {
-                                                                       int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
-                                                                       lm += size3;
-                                                                       scale = d_lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
-                                                                       VectorMA(c, scale, lm, c);
-                                                                       if (surface->lightmapinfo->styles[2] != 255)
-                                                                       {
-                                                                               lm += size3;
-                                                                               scale = d_lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
-                                                                               VectorMA(c, scale, lm, c);
-                                                                               if (surface->lightmapinfo->styles[3] != 255)
-                                                                               {
-                                                                                       lm += size3;
-                                                                                       scale = d_lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
-                                                                                       VectorMA(c, scale, lm, c);
-                                                                               }
-                                                                       }
-                                                               }
-                                                       }
-                                                       c[0] *= r;
-                                                       c[1] *= g;
-                                                       c[2] *= b;
-                                                       if (fogallpasses)
-                                                       {
-                                                               VectorSubtract(v, modelorg, diff);
-                                                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                                               VectorScale(c, f, c);
-                                                       }
-                                                       if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
-                                                               c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
-                                                       else
-                                                               c[3] = a;
-                                               }
-                                               GL_LockArrays(0, surface->mesh.num_vertices);
-                                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                                               GL_LockArrays(0, 0);
-                                       }
-                               }
-                               else
-                               {
-                                       if (fogallpasses)
-                                       {
-                                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                               {
-                                                       surface = texturesurfacelist[texturesurfaceindex];
-                                                       vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
-                                                       R_Mesh_VertexPointer(vertex3f);
-                                                       R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordtexture2f);
-                                                       if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
-                                                       {
-                                                               R_Mesh_ColorPointer(varray_color4f);
-                                                               for (i = 0, v = vertex3f, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
-                                                               {
-                                                                       VectorSubtract(v, modelorg, diff);
-                                                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                                                       c[0] = r * f;
-                                                                       c[1] = g * f;
-                                                                       c[2] = b * f;
-                                                                       c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
-                                                               }
-                                                       }
-                                                       else
-                                                       {
-                                                               R_Mesh_ColorPointer(varray_color4f);
-                                                               for (i = 0, v = vertex3f, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
-                                                               {
-                                                                       VectorSubtract(v, modelorg, diff);
-                                                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                                                       c[0] = r * f;
-                                                                       c[1] = g * f;
-                                                                       c[2] = b * f;
-                                                                       c[3] = a;
-                                                               }
-                                                       }
-                                                       GL_LockArrays(0, surface->mesh.num_vertices);
-                                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                                                       GL_LockArrays(0, 0);
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                               {
-                                                       surface = texturesurfacelist[texturesurfaceindex];
-                                                       vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
-                                                       R_Mesh_VertexPointer(vertex3f);
-                                                       R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordtexture2f);
-                                                       if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
-                                                       {
-                                                               R_Mesh_ColorPointer(varray_color4f);
-                                                               for (i = 0, v = vertex3f, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
-                                                               {
-                                                                       c[0] = r;
-                                                                       c[1] = g;
-                                                                       c[2] = b;
-                                                                       c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
-                                                               }
-                                                       }
-                                                       else
-                                                       {
-                                                               R_Mesh_ColorPointer(NULL);
-                                                               GL_Color(r, g, b, a);
-                                                       }
-                                                       GL_LockArrays(0, surface->mesh.num_vertices);
-                                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                                                       GL_LockArrays(0, 0);
-                                               }
-                                       }
-                               }
-                       }
-               }
-               else
-               {
-                       if (!dolightmap && dobase)
-                       {
-                               dolightmap = false;
-                               dobase = false;
-                               GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
-                               memset(&m, 0, sizeof(m));
-                               m.tex[0] = R_GetTexture(texture->skin.base);
-                               if (waterscrolling)
-                                       m.texmatrix[0] = r_surf_waterscrollmatrix;
-                               R_Mesh_State(&m);
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                               {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
-                                       R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordtexture2f);
-                                       GL_LockArrays(0, surface->mesh.num_vertices);
-                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                                       GL_LockArrays(0, 0);
-                               }
-                       }
-                       if (r_lightmapintensity <= 0 && dolightmap && dobase)
-                       {
-                               dolightmap = false;
-                               dobase = false;
-                               GL_Color(0, 0, 0, 1);
-                               memset(&m, 0, sizeof(m));
-                               R_Mesh_State(&m);
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                               {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
-                                       GL_LockArrays(0, surface->mesh.num_vertices);
-                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                                       GL_LockArrays(0, 0);
-                               }
-                       }
-                       if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase)
-                       {
-                               // dualtexture combine
-                               GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_DepthMask(true);
-                               dolightmap = false;
-                               dobase = false;
-                               memset(&m, 0, sizeof(m));
-                               m.tex[1] = R_GetTexture(texture->skin.base);
-                               if (waterscrolling)
-                                       m.texmatrix[1] = r_surf_waterscrollmatrix;
-                               m.texrgbscale[1] = 2;
-                               R_Mesh_State(&m);
-                               r = ent->colormod[0] * r_lightmapintensity;
-                               g = ent->colormod[1] * r_lightmapintensity;
-                               b = ent->colormod[2] * r_lightmapintensity;
-                               GL_Color(r, g, b, 1);
-                               if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
-                               {
-                                       R_Mesh_VertexPointer(varray_vertex3f);
-                                       if (r == 1 && g == 1 && b == 1)
-                                       {
-                                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                               {
-                                                       surface = texturesurfacelist[texturesurfaceindex];
-                                                       RSurf_DeformVertices(ent, texture, surface, modelorg);
-                                                       R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordlightmap2f);
-                                                       R_Mesh_TexCoordPointer(1, 2, surface->mesh.data_texcoordtexture2f);
-                                                       if (surface->lightmaptexture)
-                                                       {
-                                                               R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                                               R_Mesh_ColorPointer(NULL);
-                                                       }
-                                                       else //if (r == 1 && g == 1 && b == 1)
-                                                       {
-                                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                                               R_Mesh_ColorPointer(surface->mesh.data_lightmapcolor4f);
-                                                       }
-                                                       GL_LockArrays(0, surface->mesh.num_vertices);
-                                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                                                       GL_LockArrays(0, 0);
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                               {
-                                                       surface = texturesurfacelist[texturesurfaceindex];
-                                                       RSurf_DeformVertices(ent, texture, surface, modelorg);
-                                                       R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordlightmap2f);
-                                                       R_Mesh_TexCoordPointer(1, 2, surface->mesh.data_texcoordtexture2f);
-                                                       if (surface->lightmaptexture)
-                                                       {
-                                                               R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                                               R_Mesh_ColorPointer(NULL);
-                                                       }
-                                                       else
-                                                       {
-                                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                                               R_Mesh_ColorPointer(varray_color4f);
-                                                               for (i = 0;i < surface->mesh.num_vertices;i++)
-                                                               {
-                                                                       varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * r;
-                                                                       varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * g;
-                                                                       varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * b;
-                                                                       varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3];
-                                                               }
-                                                       }
-                                                       GL_LockArrays(0, surface->mesh.num_vertices);
-                                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                                                       GL_LockArrays(0, 0);
-                                               }
-                                       }
-                               }
-                               else
-                               {
-                                       if (r == 1 && g == 1 && b == 1)
-                                       {
-#if 0
-                                               // experimental direct state calls for measuring
-                                               // R_Mesh_ call overhead, do not use!
-                                               R_Mesh_VertexPointer(varray_vertex3f);
-                                               R_Mesh_TexCoordPointer(0, 2, varray_texcoord2f[0]);
-                                               R_Mesh_TexCoordPointer(1, 2, varray_texcoord2f[1]);
-                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                               R_Mesh_ColorPointer(varray_color4f);
-                                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                               {
-                                                       surface = texturesurfacelist[texturesurfaceindex];
-                                                       qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), surface->mesh.data_vertex3f);
-                                                       qglClientActiveTexture(GL_TEXTURE0_ARB);
-                                                       qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), surface->mesh.data_texcoordlightmap2f);
-                                                       qglClientActiveTexture(GL_TEXTURE1_ARB);
-                                                       qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), surface->mesh.data_texcoordtexture2f);
-                                                       if (surface->lightmaptexture)
-                                                       {
-                                                               R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                                               qglDisableClientState(GL_COLOR_ARRAY);
-                                                               qglColor4f(r, g, b, 1);
-                                                       }
-                                                       else //if (r == 1 && g == 1 && b == 1)
-                                                       {
-                                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                                               qglEnableClientState(GL_COLOR_ARRAY);
-                                                               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), surface->mesh.data_lightmapcolor4f);
-                                                       }
-                                                       qglLockArraysEXT(0, surface->mesh.num_vertices);
-                                                       qglDrawRangeElements(GL_TRIANGLES, 0, surface->mesh.num_vertices, surface->mesh.num_triangles * 3, GL_UNSIGNED_INT, surface->mesh.data_element3i);
-                                                       qglUnlockArraysEXT();
-                                               }
-#else
-                                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                               {
-                                                       surface = texturesurfacelist[texturesurfaceindex];
-                                                       R_Mesh_VertexPointer(surface->mesh.data_vertex3f);
-                                                       R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordlightmap2f);
-                                                       R_Mesh_TexCoordPointer(1, 2, surface->mesh.data_texcoordtexture2f);
-                                                       if (surface->lightmaptexture)
-                                                       {
-                                                               R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                                               R_Mesh_ColorPointer(NULL);
-                                                       }
-                                                       else //if (r == 1 && g == 1 && b == 1)
-                                                       {
-                                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                                               R_Mesh_ColorPointer(surface->mesh.data_lightmapcolor4f);
-                                                       }
-                                                       GL_LockArrays(0, surface->mesh.num_vertices);
-                                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                                                       GL_LockArrays(0, 0);
-                                               }
-#endif
-                                       }
-                                       else
-                                       {
-                                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                               {
-                                                       surface = texturesurfacelist[texturesurfaceindex];
-                                                       R_Mesh_VertexPointer(surface->mesh.data_vertex3f);
-                                                       R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordlightmap2f);
-                                                       R_Mesh_TexCoordPointer(1, 2, surface->mesh.data_texcoordtexture2f);
-                                                       if (surface->lightmaptexture)
-                                                       {
-                                                               R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                                               R_Mesh_ColorPointer(NULL);
-                                                       }
-                                                       else
-                                                       {
-                                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                                               R_Mesh_ColorPointer(varray_color4f);
-                                                               for (i = 0;i < surface->mesh.num_vertices;i++)
-                                                               {
-                                                                       varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * r;
-                                                                       varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * g;
-                                                                       varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * b;
-                                                                       varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3];
-                                                               }
-                                                       }
-                                                       GL_LockArrays(0, surface->mesh.num_vertices);
-                                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                                                       GL_LockArrays(0, 0);
-                                               }
-                                       }
-                               }
-                       }
-                       // single texture
-                       if (dolightmap)
-                       {
-                               GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_DepthMask(true);
-                               GL_Color(1, 1, 1, 1);
-                               memset(&m, 0, sizeof(m));
-                               R_Mesh_State(&m);
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                               {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
-                                       R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                       R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordlightmap2f);
-                                       R_Mesh_ColorPointer(surface->lightmaptexture ? NULL : surface->mesh.data_lightmapcolor4f);
-                                       GL_LockArrays(0, surface->mesh.num_vertices);
-                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                                       GL_LockArrays(0, 0);
-                               }
-                       }
-                       if (dobase)
-                       {
-                               GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
-                               GL_DepthMask(false);
-                               GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
-                               memset(&m, 0, sizeof(m));
-                               m.tex[0] = R_GetTexture(texture->skin.base);
-                               if (waterscrolling)
-                                       m.texmatrix[0] = r_surf_waterscrollmatrix;
-                               R_Mesh_State(&m);
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                               {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
-                                       R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordtexture2f);
-                                       GL_LockArrays(0, surface->mesh.num_vertices);
-                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                                       GL_LockArrays(0, 0);
-                               }
-                       }
-               }
-               if (doambient)
-               {
-                       doambient = false;
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       GL_DepthMask(false);
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(texture->skin.base);
-                       if (waterscrolling)
-                               m.texmatrix[0] = r_surf_waterscrollmatrix;
-                       m.pointer_color = varray_color4f;
-                       colorscale = 1;
-                       if (gl_combine.integer)
-                       {
-                               m.texrgbscale[0] = 4;
-                               colorscale *= 0.25f;
-                       }
-                       R_Mesh_State(&m);
-                       base = r_ambient.value * (1.0f / 64.0f);
-                       r = ent->colormod[0] * colorscale * base;
-                       g = ent->colormod[1] * colorscale * base;
-                       b = ent->colormod[2] * colorscale * base;
-                       a = texture->currentalpha;
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
-                               R_Mesh_VertexPointer(vertex3f);
-                               R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordtexture2f);
-                               for (i = 0, v = vertex3f, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
-                               {
-                                       c[0] = r;
-                                       c[1] = g;
-                                       c[2] = b;
-                                       if (fogallpasses)
-                                       {
-                                               VectorSubtract(v, modelorg, diff);
-                                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                               VectorScale(c, f, c);
-                                       }
-                                       if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
-                                               c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
-                                       else
-                                               c[3] = a;
-                               }
-                               GL_LockArrays(0, surface->mesh.num_vertices);
-                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                               GL_LockArrays(0, 0);
-                       }
-               }
-               if (dodetail)
-               {
-                       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
-                       GL_DepthMask(false);
-                       GL_Color(1, 1, 1, 1);
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(texture->skin.detail);
-                       R_Mesh_State(&m);
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
-                               R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoorddetail2f);
-                               GL_LockArrays(0, surface->mesh.num_vertices);
-                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                               GL_LockArrays(0, 0);
-                       }
-               }
-               if (doglow)
-               {
-                       // if glow was not already done using multitexture, do it now.
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       GL_DepthMask(false);
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(texture->skin.glow);
-                       if (waterscrolling)
-                               m.texmatrix[0] = r_surf_waterscrollmatrix;
-                       m.pointer_color = varray_color4f;
-                       R_Mesh_State(&m);
-                       colorscale = 1;
-                       r = ent->colormod[0] * colorscale;
-                       g = ent->colormod[1] * colorscale;
-                       b = ent->colormod[2] * colorscale;
-                       a = texture->currentalpha;
-                       if (fogallpasses)
-                       {
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                               {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
-                                       R_Mesh_VertexPointer(vertex3f);
-                                       R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordtexture2f);
-                                       R_Mesh_ColorPointer(varray_color4f);
-                                       if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
-                                       {
-                                               for (i = 0, v = vertex3f, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
-                                               {
-                                                       VectorSubtract(v, modelorg, diff);
-                                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                                       c[0] = f * r;
-                                                       c[1] = f * g;
-                                                       c[2] = f * b;
-                                                       c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (i = 0, v = vertex3f, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
-                                               {
-                                                       VectorSubtract(v, modelorg, diff);
-                                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                                       c[0] = f * r;
-                                                       c[1] = f * g;
-                                                       c[2] = f * b;
-                                                       c[3] = a;
-                                               }
-                                       }
-                                       GL_LockArrays(0, surface->mesh.num_vertices);
-                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                                       GL_LockArrays(0, 0);
-                               }
-                       }
-                       else
-                       {
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                               {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
-                                       R_Mesh_VertexPointer(vertex3f);
-                                       R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordtexture2f);
-                                       if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
-                                       {
-                                               R_Mesh_ColorPointer(varray_color4f);
-                                               for (i = 0, v = vertex3f, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
-                                               {
-                                                       c[0] = r;
-                                                       c[1] = g;
-                                                       c[2] = b;
-                                                       c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
-                                               }
-                                       }
-                                       else
-                                       {
-                                               R_Mesh_ColorPointer(NULL);
-                                               GL_Color(r, g, b, a);
-                                       }
-                                       GL_LockArrays(0, surface->mesh.num_vertices);
-                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                                       GL_LockArrays(0, 0);
-                               }
-                       }
-               }
-               if (dofogpass)
-               {
-                       // if this is opaque use alpha blend which will darken the earlier
-                       // passes cheaply.
-                       //
-                       // if this is an alpha blended material, all the earlier passes
-                       // were darkened by fog already, so we only need to add the fog
-                       // color ontop through the fog mask texture
-                       //
-                       // if this is an additive blended material, all the earlier passes
-                       // were darkened by fog already, and we should not add fog color
-                       // (because the background was not darkened, there is no fog color
-                       // that was lost behind it).
-                       if (!fogallpasses)
-                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       else
-                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                       GL_DepthMask(false);
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(texture->skin.fog);
-                       if (waterscrolling)
-                               m.texmatrix[0] = r_surf_waterscrollmatrix;
-                       R_Mesh_State(&m);
-                       r = fogcolor[0];
-                       g = fogcolor[1];
-                       b = fogcolor[2];
-                       a = texture->currentalpha;
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
-                               R_Mesh_VertexPointer(vertex3f);
-                               R_Mesh_TexCoordPointer(0, 2, surface->mesh.data_texcoordtexture2f);
-                               R_Mesh_ColorPointer(varray_color4f);
-                               //RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg);
-                               if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
-                               {
-                                       for (i = 0, v = vertex3f, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
-                                       {
-                                               VectorSubtract(v, modelorg, diff);
-                                               f = exp(fogdensity/DotProduct(diff, diff));
-                                               c[0] = r;
-                                               c[1] = g;
-                                               c[2] = b;
-                                               c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * f * a;
-                                       }
-                               }
-                               else
-                               {
-                                       for (i = 0, v = vertex3f, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
-                                       {
-                                               VectorSubtract(v, modelorg, diff);
-                                               f = exp(fogdensity/DotProduct(diff, diff));
-                                               c[0] = r;
-                                               c[1] = g;
-                                               c[2] = b;
-                                               c[3] = f * a;
-                                       }
-                               }
-                               GL_LockArrays(0, surface->mesh.num_vertices);
-                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                               GL_LockArrays(0, 0);
-                       }
-               }
-       }
-       if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-               qglEnable(GL_CULL_FACE);
-}
-
-static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
-{
-       const entity_render_t *ent = calldata1;
-       const msurface_t *surface = ent->model->brush.data_surfaces + calldata2;
-       vec3_t modelorg;
-       texture_t *texture;
-
-       texture = surface->texture;
-       if (texture->basematerialflags & MATERIALFLAG_SKY)
-               return; // transparent sky is too difficult
-       R_UpdateTextureInfo(ent, texture);
-
-       R_Mesh_Matrix(&ent->matrix);
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-       R_DrawSurfaceList(ent, texture, 1, &surface, modelorg);
-}
-
-void R_QueueSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
-{
-       int texturesurfaceindex;
-       const msurface_t *surface;
-       vec3_t tempcenter, center;
-       if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
-       {
-               // drawing sky transparently would be too difficult
-               if (!(texture->currentmaterialflags & MATERIALFLAG_SKY))
-               {
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
-                               tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
-                               tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
-                               Matrix4x4_Transform(&ent->matrix, tempcenter, center);
-                               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces);
-                       }
-               }
-       }
-       else
-               R_DrawSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg);
-}
-
-void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
-{
-       int i, j, f, flagsmask;
-       msurface_t *surface, **surfacechain;
-       texture_t *t, *texture;
-       model_t *model = ent->model;
-       vec3_t modelorg;
-       const int maxsurfacelist = 1024;
-       int numsurfacelist = 0;
-       const msurface_t *surfacelist[1024];
-       if (model == NULL)
-               return;
-       R_Mesh_Matrix(&ent->matrix);
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-
-       // update light styles
-       if (!skysurfaces && model->brushq1.light_styleupdatechains)
-       {
-               for (i = 0;i < model->brushq1.light_styles;i++)
-               {
-                       if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
-                       {
-                               model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
-                               if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
-                                       for (;(surface = *surfacechain);surfacechain++)
-                                               surface->cached_dlight = true;
-                       }
-               }
-       }
-
-       R_UpdateAllTextureInfo(ent);
-       flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
-       f = 0;
-       t = NULL;
-       texture = NULL;
-       numsurfacelist = 0;
-       if (ent == r_refdef.worldentity)
-       {
-               for (i = 0, j = model->firstmodelsurface, surface = model->brush.data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
-               {
-                       if (!r_worldsurfacevisible[j])
-                               continue;
-                       if (t != surface->texture)
-                       {
-                               if (numsurfacelist)
-                               {
-                                       R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
-                                       numsurfacelist = 0;
-                               }
-                               t = surface->texture;
-                               f = t->currentmaterialflags & flagsmask;
-                               texture = t->currentframe;
-                       }
-                       if (f && surface->mesh.num_triangles)
-                       {
-                               // if lightmap parameters changed, rebuild lightmap texture
-                               if (surface->cached_dlight && surface->lightmapinfo->samples)
-                                       R_BuildLightMap(ent, surface);
-                               // add face to draw list
-                               surfacelist[numsurfacelist++] = surface;
-                               if (numsurfacelist >= maxsurfacelist)
-                               {
-                                       R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
-                                       numsurfacelist = 0;
-                               }
-                       }
-               }
-       }
-       else
-       {
-               for (i = 0, j = model->firstmodelsurface, surface = model->brush.data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
-               {
-                       if (t != surface->texture)
-                       {
-                               if (numsurfacelist)
-                               {
-                                       R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
-                                       numsurfacelist = 0;
-                               }
-                               t = surface->texture;
-                               f = t->currentmaterialflags & flagsmask;
-                               texture = t->currentframe;
-                       }
-                       if (f && surface->mesh.num_triangles)
-                       {
-                               // if lightmap parameters changed, rebuild lightmap texture
-                               if (surface->cached_dlight && surface->lightmapinfo->samples)
-                                       R_BuildLightMap(ent, surface);
-                               // add face to draw list
-                               surfacelist[numsurfacelist++] = surface;
-                               if (numsurfacelist >= maxsurfacelist)
-                               {
-                                       R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
-                                       numsurfacelist = 0;
-                               }
-                       }
-               }
-       }
-       if (numsurfacelist)
-               R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
-}
-
-static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
-{
-       int i;
+       const mportal_t *portal = (mportal_t *)ent;
+       int i, numpoints;
        float *v;
        rmeshstate_t m;
-       const mportal_t *portal = calldata1;
+       float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       R_Mesh_Matrix(&r_identitymatrix);
+       qglDisable(GL_CULL_FACE);
+       R_Mesh_Matrix(&identitymatrix);
+
+       numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
 
        memset(&m, 0, sizeof(m));
-       m.pointer_vertex = varray_vertex3f;
+       m.pointer_vertex = vertex3f;
        R_Mesh_State(&m);
 
-       i = calldata2;
+       i = surfacenumber;
        GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
                         ((i & 0x0038) >> 3) * (1.0f / 7.0f),
                         ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
                         0.125f);
-       if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
-       {
-               for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
-                       VectorCopy(portal->points[i].position, v);
-       }
-       else
-               for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
-                       VectorCopy(portal->points[i].position, v);
-       GL_LockArrays(0, portal->numpoints);
-       R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
-       GL_LockArrays(0, 0);
+       for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
+               VectorCopy(portal->points[i].position, v);
+       R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements);
+       qglEnable(GL_CULL_FACE);
 }
 
 // LordHavoc: this is just a nice debugging tool, very slow
 static void R_DrawPortals(void)
 {
-       int i, portalnum;
+       int i, leafnum;
        mportal_t *portal;
        float center[3], f;
        model_t *model = r_refdef.worldmodel;
        if (model == NULL)
                return;
-       for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
+       for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++)
        {
-               if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
-               if (!R_CullBox(portal->mins, portal->maxs))
+               if (r_worldleafvisible[leafnum])
                {
-                       VectorClear(center);
-                       for (i = 0;i < portal->numpoints;i++)
-                               VectorAdd(center, portal->points[i].position, center);
-                       f = ixtable[portal->numpoints];
-                       VectorScale(center, f, center);
-                       R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum);
+                       //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
+                       for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
+                       {
+                               if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
+                               if (!R_CullBox(portal->mins, portal->maxs))
+                               {
+                                       VectorClear(center);
+                                       for (i = 0;i < portal->numpoints;i++)
+                                               VectorAdd(center, portal->points[i].position, center);
+                                       f = ixtable[portal->numpoints];
+                                       VectorScale(center, f, center);
+                                       R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, r_shadow_rtlight);
+                               }
+                       }
                }
        }
 }
@@ -1474,7 +363,7 @@ static void R_DrawCollisionBrush(colbrushf_t *brush)
        i = (int)(((size_t)brush) / sizeof(colbrushf_t));
        GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
        GL_LockArrays(0, brush->numpoints);
-       R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
+       R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
        GL_LockArrays(0, 0);
 }
 
@@ -1490,7 +379,7 @@ static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
        i = (int)(((size_t)surface) / sizeof(msurface_t));
        GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
        GL_LockArrays(0, surface->num_collisionvertices);
-       R_Mesh_Draw(surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
+       R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
        GL_LockArrays(0, 0);
 }
 
@@ -1505,68 +394,99 @@ void R_WorldVisibility(void)
                return;
 
        // if possible find the leaf the view origin is in
-       viewleaf = model->brushq1.PointInLeaf ? model->brushq1.PointInLeaf(model, r_vieworigin) : NULL;
+       viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL;
        // if possible fetch the visible cluster bits
-       if (model->brush.FatPVS)
+       if (!r_lockpvs.integer && model->brush.FatPVS)
                model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
 
-       // clear the visible surface and leaf flags arrays
-       memset(r_worldsurfacevisible, 0, model->brush.num_surfaces);
-       memset(r_worldleafvisible, 0, model->brush.num_leafs);
-
-       // if the user prefers surfaceworldnode (testing?) or the viewleaf could
-       // not be found, or the viewleaf is not part of the visible world
-       // (floating around in the void), use the pvs method
-       if (r_surfaceworldnode.integer || !viewleaf || viewleaf->clusterindex < 0)
+       if (!r_lockvisibility.integer)
        {
-               // pvs method:
-               // similar to quake's RecursiveWorldNode but without cache misses
-               for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
+               // clear the visible surface and leaf flags arrays
+               memset(r_worldsurfacevisible, 0, model->num_surfaces);
+               memset(r_worldleafvisible, 0, model->brush.num_leafs);
+
+               // if floating around in the void (no pvs data available, and no
+               // portals available), simply use all on-screen leafs.
+               if (!viewleaf || viewleaf->clusterindex < 0)
+               {
+                       // no visibility method: (used when floating around in the void)
+                       // simply cull each leaf to the frustum (view pyramid)
+                       // similar to quake's RecursiveWorldNode but without cache misses
+                       for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
+                       {
+                               // if leaf is in current pvs and on the screen, mark its surfaces
+                               if (!R_CullBox(leaf->mins, leaf->maxs))
+                               {
+                                       renderstats.world_leafs++;
+                                       r_worldleafvisible[j] = true;
+                                       if (leaf->numleafsurfaces)
+                                               for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+                                                       r_worldsurfacevisible[*mark] = true;
+                               }
+                       }
+               }
+               // if the user prefers to disable portal culling (testing?), simply
+               // use all on-screen leafs that are in the pvs.
+               else if (!r_useportalculling.integer)
+               {
+                       // pvs method:
+                       // simply check if each leaf is in the Potentially Visible Set,
+                       // and cull to frustum (view pyramid)
+                       // similar to quake's RecursiveWorldNode but without cache misses
+                       for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
+                       {
+                               // if leaf is in current pvs and on the screen, mark its surfaces
+                               if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
+                               {
+                                       renderstats.world_leafs++;
+                                       r_worldleafvisible[j] = true;
+                                       if (leaf->numleafsurfaces)
+                                               for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+                                                       r_worldsurfacevisible[*mark] = true;
+                               }
+                       }
+               }
+               // otherwise use a recursive portal flow, culling each portal to
+               // frustum and checking if the leaf the portal leads to is in the pvs
+               else
                {
-                       // if leaf is in current pvs and on the screen, mark its surfaces
-                       if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
+                       int leafstackpos;
+                       mportal_t *p;
+                       mleaf_t *leafstack[8192];
+                       // simple-frustum portal method:
+                       // follows portals leading outward from viewleaf, does not venture
+                       // offscreen or into leafs that are not visible, faster than
+                       // Quake's RecursiveWorldNode and vastly better in unvised maps,
+                       // often culls some surfaces that pvs alone would miss
+                       // (such as a room in pvs that is hidden behind a wall, but the
+                       //  passage leading to the room is off-screen)
+                       leafstack[0] = viewleaf;
+                       leafstackpos = 1;
+                       while (leafstackpos)
                        {
-                               c_leafs++;
-                               r_worldleafvisible[j] = true;
+                               renderstats.world_leafs++;
+                               leaf = leafstack[--leafstackpos];
+                               r_worldleafvisible[leaf - model->brush.data_leafs] = true;
+                               // mark any surfaces bounding this leaf
                                if (leaf->numleafsurfaces)
                                        for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
                                                r_worldsurfacevisible[*mark] = true;
+                               // follow portals into other leafs
+                               // the checks are:
+                               // if viewer is behind portal (portal faces outward into the scene)
+                               // and the portal polygon's bounding box is on the screen
+                               // and the leaf has not been visited yet
+                               // and the leaf is visible in the pvs
+                               // (the first two checks won't cause as many cache misses as the leaf checks)
+                               for (p = leaf->portals;p;p = p->next)
+                               {
+                                       renderstats.world_portals++;
+                                       if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex))
+                                               leafstack[leafstackpos++] = p->past;
+                               }
                        }
                }
        }
-       else
-       {
-               int leafstackpos;
-               mportal_t *p;
-               mleaf_t *leafstack[8192];
-               // portal method:
-               // follows portals leading outward from viewleaf, does not venture
-               // offscreen or into leafs that are not visible, faster than Quake's
-               // RecursiveWorldNode and vastly better in unvised maps, often culls a
-               // lot of surface that pvs alone would miss
-               leafstack[0] = viewleaf;
-               leafstackpos = 1;
-               while (leafstackpos)
-               {
-                       c_leafs++;
-                       leaf = leafstack[--leafstackpos];
-                       r_worldleafvisible[leaf - model->brush.data_leafs] = true;
-                       // mark any surfaces bounding this leaf
-                       if (leaf->numleafsurfaces)
-                               for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
-                                       r_worldsurfacevisible[*mark] = true;
-                       // follow portals into other leafs
-                       // the checks are:
-                       // if viewer is behind portal (portal faces outward into the scene)
-                       // and the portal polygon's bounding box is on the screen
-                       // and the leaf has not been visited yet
-                       // and the leaf is visible in the pvs
-                       // (the first two checks won't cause as many cache misses as the leaf checks)
-                       for (p = leaf->portals;p;p = p->next)
-                               if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex))
-                                       leafstack[leafstackpos++] = p->past;
-               }
-       }
 
        if (r_drawportals.integer)
                R_DrawPortals();
@@ -1576,111 +496,121 @@ void R_Q1BSP_DrawSky(entity_render_t *ent)
 {
        if (ent->model == NULL)
                return;
-       if (r_drawcollisionbrushes.integer < 2)
-               R_DrawSurfaces(ent, true);
+       R_DrawSurfaces(ent, true);
 }
 
 void R_Q1BSP_Draw(entity_render_t *ent)
 {
-       if (ent->model == NULL)
+       model_t *model = ent->model;
+       if (model == NULL)
                return;
-       c_bmodels++;
-       if (r_drawcollisionbrushes.integer < 2)
-               R_DrawSurfaces(ent, false);
-       if (r_drawcollisionbrushes.integer >= 1 && ent->model->brush.num_brushes)
+       R_DrawSurfaces(ent, false);
+       if (r_showcollisionbrushes.integer && model->brush.num_brushes && !r_showtrispass)
        {
                int i;
-               model_t *model = ent->model;
                msurface_t *surface;
                q3mbrush_t *brush;
+               R_Mesh_Matrix(&ent->matrix);
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                GL_DepthMask(false);
-               GL_DepthTest(true);
-               qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
+               GL_DepthTest(!r_showdisabledepthtest.integer);
+               qglPolygonOffset(r_showcollisionbrushes_polygonfactor.value, r_showcollisionbrushes_polygonoffset.value);
                for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
                        if (brush->colbrushf && brush->colbrushf->numtriangles)
                                R_DrawCollisionBrush(brush->colbrushf);
-               for (i = 0, surface = model->brush.data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+               for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
                        if (surface->num_collisiontriangles)
                                R_DrawCollisionSurface(ent, surface);
                qglPolygonOffset(0, 0);
        }
 }
 
-void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
+typedef struct r_q1bsp_getlightinfo_s
 {
-       model_t *model = ent->model;
-       vec3_t lightmins, lightmaxs;
-       int t, leafindex, leafsurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
-       const int *e;
-       const float *v[3];
-       msurface_t *surface;
+       model_t *model;
+       vec3_t relativelightorigin;
+       float lightradius;
+       int *outleaflist;
+       unsigned char *outleafpvs;
+       int outnumleafs;
+       int *outsurfacelist;
+       unsigned char *outsurfacepvs;
+       int outnumsurfaces;
+       vec3_t outmins;
+       vec3_t outmaxs;
+       vec3_t lightmins;
+       vec3_t lightmaxs;
+       const unsigned char *pvs;
+}
+r_q1bsp_getlightinfo_t;
+
+void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
+{
+       int sides;
        mleaf_t *leaf;
-       const qbyte *pvs;
-       lightmins[0] = relativelightorigin[0] - lightradius;
-       lightmins[1] = relativelightorigin[1] - lightradius;
-       lightmins[2] = relativelightorigin[2] - lightradius;
-       lightmaxs[0] = relativelightorigin[0] + lightradius;
-       lightmaxs[1] = relativelightorigin[1] + lightradius;
-       lightmaxs[2] = relativelightorigin[2] + lightradius;
-       *outnumclusterspointer = 0;
-       *outnumsurfacespointer = 0;
-       memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
-       memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
-       if (model == NULL)
-       {
-               VectorCopy(lightmins, outmins);
-               VectorCopy(lightmaxs, outmaxs);
-               return;
-       }
-       VectorCopy(relativelightorigin, outmins);
-       VectorCopy(relativelightorigin, outmaxs);
-       if (model->brush.GetPVS)
-               pvs = model->brush.GetPVS(model, relativelightorigin);
-       else
-               pvs = NULL;
-       R_UpdateAllTextureInfo(ent);
-       // FIXME: use BSP recursion as lights are often small
-       for (leafindex = 0, leaf = model->brush.data_leafs;leafindex < model->brush.num_leafs;leafindex++, leaf++)
-       {
-               if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
+       for (;;)
+       {
+               mplane_t *plane = node->plane;
+               //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
+               //      return;
+               if (!plane)
+                       break;
+               if (plane->type < 3)
+                       sides = ((info->lightmaxs[plane->type] >= plane->dist) | ((info->lightmins[plane->type] < plane->dist) << 1));
+               else
+                       sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
+               if (sides == 3)
                {
-                       outmins[0] = min(outmins[0], leaf->mins[0]);
-                       outmins[1] = min(outmins[1], leaf->mins[1]);
-                       outmins[2] = min(outmins[2], leaf->mins[2]);
-                       outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
-                       outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
-                       outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
-                       if (outclusterpvs)
+                       R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
+                       node = node->children[1];
+               }
+               else if (sides == 0)
+                       return; // ERROR: NAN bounding box!
+               else
+                       node = node->children[sides - 1];
+       }
+       leaf = (mleaf_t *)node;
+       if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex))
+       {
+               info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
+               info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
+               info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
+               info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
+               info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
+               info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
+               if (info->outleafpvs)
+               {
+                       int leafindex = leaf - info->model->brush.data_leafs;
+                       if (!CHECKPVSBIT(info->outleafpvs, leafindex))
                        {
-                               if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
-                               {
-                                       SETPVSBIT(outclusterpvs, leaf->clusterindex);
-                                       outclusterlist[outnumclusters++] = leaf->clusterindex;
-                               }
+                               SETPVSBIT(info->outleafpvs, leafindex);
+                               info->outleaflist[info->outnumleafs++] = leafindex;
                        }
-                       if (outsurfacepvs)
+               }
+               if (info->outsurfacepvs)
+               {
+                       int leafsurfaceindex;
+                       for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
                        {
-                               for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
+                               int surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
+                               if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
                                {
-                                       surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
-                                       if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
+                                       msurface_t *surface = info->model->data_surfaces + surfaceindex;
+                                       if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
                                        {
-                                               surface = model->brush.data_surfaces + surfaceindex;
-                                               if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
-                                               if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
+                                               int triangleindex, t;
+                                               const int *e;
+                                               const vec_t *v[3];
+                                               for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
                                                {
-                                                       for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
+                                                       v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                                       v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                                       v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                                       if (PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
                                                        {
-                                                               v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
-                                                               v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
-                                                               v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
-                                                               if (lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
-                                                               {
-                                                                       SETPVSBIT(outsurfacepvs, surfaceindex);
-                                                                       outsurfacelist[outnumsurfaces++] = surfaceindex;
-                                                                       break;
-                                                               }
+                                                               SETPVSBIT(info->outsurfacepvs, surfaceindex);
+                                                               info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+                                                               break;
                                                        }
                                                }
                                        }
@@ -1688,83 +618,298 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
                        }
                }
        }
+}
+
+void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer)
+{
+       r_q1bsp_getlightinfo_t info;
+       VectorCopy(relativelightorigin, info.relativelightorigin);
+       info.lightradius = lightradius;
+       info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
+       info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
+       info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
+       info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
+       info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
+       info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
+       if (ent->model == NULL)
+       {
+               VectorCopy(info.lightmins, outmins);
+               VectorCopy(info.lightmaxs, outmaxs);
+               *outnumleafspointer = 0;
+               *outnumsurfacespointer = 0;
+               return;
+       }
+       info.model = ent->model;
+       info.outleaflist = outleaflist;
+       info.outleafpvs = outleafpvs;
+       info.outnumleafs = 0;
+       info.outsurfacelist = outsurfacelist;
+       info.outsurfacepvs = outsurfacepvs;
+       info.outnumsurfaces = 0;
+       VectorCopy(info.relativelightorigin, info.outmins);
+       VectorCopy(info.relativelightorigin, info.outmaxs);
+       memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
+       memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
+       if (info.model->brush.GetPVS)
+               info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
+       else
+               info.pvs = NULL;
+       R_UpdateAllTextureInfo(ent);
+       if (r_shadow_compilingrtlight)
+       {
+               // use portal recursion for exact light volume culling, and exact surface checking
+               Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs);
+       }
+       else if (r_shadow_realtime_dlight_portalculling.integer)
+       {
+               // use portal recursion for exact light volume culling, but not the expensive exact surface checking
+               Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs);
+       }
+       else
+       {
+               // use BSP recursion as lights are often small
+               R_Q1BSP_RecursiveGetLightInfo(&info, info.model->brush.data_nodes);
+       }
 
        // limit combined leaf box to light boundaries
-       outmins[0] = max(outmins[0], lightmins[0]);
-       outmins[1] = max(outmins[1], lightmins[1]);
-       outmins[2] = max(outmins[2], lightmins[2]);
-       outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
-       outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
-       outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
-
-       *outnumclusterspointer = outnumclusters;
-       *outnumsurfacespointer = outnumsurfaces;
+       outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
+       outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
+       outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
+       outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
+       outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
+       outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
+
+       *outnumleafspointer = info.outnumleafs;
+       *outnumsurfacespointer = info.outnumsurfaces;
+}
+
+void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
+{
+       model_t *model = ent->model;
+       msurface_t *surface;
+       int surfacelistindex;
+       float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
+       texture_t *texture;
+       r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+       R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       {
+               surface = model->data_surfaces + surfacelist[surfacelistindex];
+               texture = surface->texture;
+               if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+                       continue;
+               if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
+                       continue;
+               R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
+       }
+       R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist);
+       r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
 }
 
+extern float *rsurface_vertex3f;
+extern float *rsurface_svector3f;
+extern float *rsurface_tvector3f;
+extern float *rsurface_normal3f;
+extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents);
+
 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
 {
        model_t *model = ent->model;
        msurface_t *surface;
        int surfacelistindex;
-       if (r_drawcollisionbrushes.integer < 2)
+       float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
+       vec3_t modelorg;
+       texture_t *texture;
+       // check the box in modelspace, it was already checked in worldspace
+       if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs))
+               return;
+       R_UpdateAllTextureInfo(ent);
+       if (model->brush.shadowmesh)
        {
-               R_Mesh_Matrix(&ent->matrix);
                R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
-               if (!r_shadow_compilingrtlight)
-                       R_UpdateAllTextureInfo(ent);
                for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
-                       surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
-                       if ((surface->texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+                       surface = model->data_surfaces + surfacelist[surfacelistindex];
+                       texture = surface->texture->currentframe;
+                       if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+                               continue;
+                       if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
                                continue;
-                       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                       R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+               }
+               R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + projectdistance, numshadowmark, shadowmarklist);
+       }
+       else
+       {
+               projectdistance = lightradius + ent->model->radius*2;
+               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               {
+                       surface = model->data_surfaces + surfacelist[surfacelistindex];
+                       // FIXME: get current skin
+                       texture = surface->texture;//R_FetchAliasSkin(ent, surface->groupmesh);
+                       if (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT) || !surface->num_triangles)
                                continue;
-                       R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+                       RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
+                       // identify lit faces within the bounding box
+                       R_Shadow_PrepareShadowMark(surface->groupmesh->num_triangles);
+                       R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+                       R_Shadow_VolumeFromList(surface->groupmesh->num_vertices, surface->groupmesh->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, surface->groupmesh->data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
                }
-               R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
        }
 }
 
-void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
+static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+{
+       msurface_t *surface = ent->model->data_surfaces + surfacenumber;
+       texture_t *texture = surface->texture;
+       R_UpdateTextureInfo(ent, texture);
+       texture = texture->currentframe;
+       R_Shadow_RenderMode_Begin();
+       R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
+       R_Shadow_RenderMode_Lighting(false, true);
+       R_Shadow_SetupEntityLight(ent);
+       R_Shadow_RenderSurfacesLighting(ent, texture, 1, &surface);
+       R_Shadow_RenderMode_End();
+}
+
+static void R_Q1BSP_DrawLight_TransparentBatch(const entity_render_t *ent, texture_t *texture, int batchnumsurfaces, msurface_t **batchsurfacelist)
+{
+       int batchsurfaceindex;
+       msurface_t *batchsurface;
+       vec3_t tempcenter, center;
+       for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++)
+       {
+               batchsurface = batchsurfacelist[batchsurfaceindex];
+               tempcenter[0] = (batchsurface->mins[0] + batchsurface->maxs[0]) * 0.5f;
+               tempcenter[1] = (batchsurface->mins[1] + batchsurface->maxs[1]) * 0.5f;
+               tempcenter[2] = (batchsurface->mins[2] + batchsurface->maxs[2]) * 0.5f;
+               Matrix4x4_Transform(&ent->matrix, tempcenter, center);
+               R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, batchsurface - ent->model->data_surfaces, r_shadow_rtlight);
+       }
+}
+
+#define RSURF_MAX_BATCHSURFACES 1024
+
+void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist)
 {
        model_t *model = ent->model;
        msurface_t *surface;
-       texture_t *t;
-       int surfacelistindex;
-       if (r_drawcollisionbrushes.integer < 2)
-       {
-               R_Mesh_Matrix(&ent->matrix);
-               if (!r_shadow_compilingrtlight)
-                       R_UpdateAllTextureInfo(ent);
-               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       texture_t *texture;
+       int surfacelistindex, batchnumsurfaces;
+       msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
+       vec3_t modelorg;
+       texture_t *tex;
+       qboolean skip;
+       R_UpdateAllTextureInfo(ent);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+       tex = NULL;
+       texture = NULL;
+       skip = false;
+       batchnumsurfaces = 0;
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       {
+               if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]]))
+                       continue;
+               surface = model->data_surfaces + surfacelist[surfacelistindex];
+               renderstats.lights_lighttriangles += surface->num_triangles;
+               if (tex != surface->texture)
                {
-                       surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
-                       if (surface->texture->basematerialflags & MATERIALFLAG_NODRAW || !surface->mesh.num_triangles)
+                       if (batchnumsurfaces > 0)
+                       {
+                               if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+                                       R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+                               else
+                                       R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
+                               batchnumsurfaces = 0;
+                       }
+                       tex = surface->texture;
+                       texture = surface->texture->currentframe;
+                       skip = (texture->currentmaterialflags & MATERIALFLAG_SKY) != 0;
+                       if (skip)
                                continue;
-                       if (r_shadow_compilingrtlight)
+               }
+               if (!skip && surface->num_triangles)
+               {
+                       if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES)
                        {
-                               // if compiling an rtlight, capture the mesh
-                               t = surface->texture;
-                               if ((t->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
-                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                               if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+                                       R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+                               else
+                                       R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
+                               batchnumsurfaces = 0;
+                       }
+                       batchsurfacelist[batchnumsurfaces++] = surface;
+               }
+       }
+       if (batchnumsurfaces > 0)
+       {
+               if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+                       R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+               else
+                       R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
+               batchnumsurfaces = 0;
+       }
+       qglEnable(GL_CULL_FACE);
+}
+
+//Made by [515]
+void R_ReplaceWorldTexture (void)
+{
+       model_t         *m;
+       texture_t       *t;
+       int                     i;
+       const char      *r, *newt;
+       m = r_refdef.worldmodel;
+
+       if(Cmd_Argc() < 2)
+       {
+               Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
+               Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
+               return;
+       }
+       if(!cl.islocalgame || !cl.worldmodel)
+       {
+               Con_Print("This command works only in singleplayer\n");
+               return;
+       }
+       r = Cmd_Argv(1);
+       newt = Cmd_Argv(2);
+       if(!newt[0])
+               newt = r;
+       for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
+       {
+               if(t->width && !strcasecmp(t->name, r))
+               {
+                       if(Mod_LoadSkinFrame(&t->skin, (char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer))
+                       {
+                               Con_Printf("%s replaced with %s\n", r, newt);
+                               return;
                        }
-                       else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surfacelist[surfacelistindex]])
+                       else
                        {
-                               t = surface->texture->currentframe;
-                               // FIXME: transparent surfaces need to be lit later
-                               if ((t->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
-                               {
-                                       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-                                               qglDisable(GL_CULL_FACE);
-                                       R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
-                                       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-                                               qglEnable(GL_CULL_FACE);
-                               }
+                               Con_Printf("%s was not found\n", newt);
+                               Mod_LoadSkinFrame(&t->skin, (char*)r, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer);//back to default
+                               return;
                        }
                }
        }
 }
 
+//Made by [515]
+void R_ListWorldTextures (void)
+{
+       model_t         *m;
+       texture_t       *t;
+       int                     i;
+       m = r_refdef.worldmodel;
+
+       Con_Print("Worldmodel textures :\n");
+       for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
+               if(t->skin.base != r_texture_notexture)
+                       Con_Printf("%s\n", t->name);
+}
+
 #if 0
 static void gl_surf_start(void)
 {
@@ -1784,13 +929,13 @@ void GL_Surf_Init(void)
 
        Cvar_RegisterVariable(&r_ambient);
        Cvar_RegisterVariable(&r_drawportals);
-       Cvar_RegisterVariable(&r_testvis);
-       Cvar_RegisterVariable(&r_detailtextures);
-       Cvar_RegisterVariable(&r_surfaceworldnode);
-       Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
-       Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
+       Cvar_RegisterVariable(&r_lockpvs);
+       Cvar_RegisterVariable(&r_lockvisibility);
+       Cvar_RegisterVariable(&r_useportalculling);
        Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
-       Cvar_RegisterVariable(&gl_lightmaps);
+
+       Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");   // By [515]
+       Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); // By [515]
 
        //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
 }