]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
no more warping meshs of any kind
[xonotic/darkplaces.git] / gl_rsurf.c
index 4a8fe7234a0f839251d48542ba4838bfb6f06073..fed6a6a72d4916aa3b6591846a56116fcec77613 100644 (file)
@@ -23,52 +23,25 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #define MAX_LIGHTMAP_SIZE 256
 
-static signed int blocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
 
-static byte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
+static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
 
 cvar_t r_ambient = {0, "r_ambient", "0"};
 cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"};
 cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"};
 cvar_t r_drawportals = {0, "r_drawportals", "0"};
 cvar_t r_testvis = {0, "r_testvis", "0"};
-
-static void gl_surf_start(void)
-{
-}
-
-static void gl_surf_shutdown(void)
-{
-}
-
-static void gl_surf_newmap(void)
-{
-}
+cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
 
 static int dlightdivtable[32768];
 
-void GL_Surf_Init(void)
-{
-       int i;
-       dlightdivtable[0] = 4194304;
-       for (i = 1;i < 32768;i++)
-               dlightdivtable[i] = 4194304 / (i << 7);
-
-       Cvar_RegisterVariable(&r_ambient);
-       Cvar_RegisterVariable(&r_vertexsurfaces);
-       Cvar_RegisterVariable(&r_dlightmap);
-       Cvar_RegisterVariable(&r_drawportals);
-       Cvar_RegisterVariable(&r_testvis);
-
-       R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
-}
-
-static int R_AddDynamicLights (msurface_t *surf)
+static int R_IntAddDynamicLights (msurface_t *surf)
 {
-       int         sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract;
+       int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract;
        unsigned int *bl;
-       float       dist;
-       vec3_t      impact, local;
+       float dist, impact[3], local[3];
 
        // LordHavoc: use 64bit integer...  shame it's not very standardized...
 #if _MSC_VER || __BORLANDC__
@@ -81,6 +54,7 @@ static int R_AddDynamicLights (msurface_t *surf)
 
        smax = (surf->extents[0] >> 4) + 1;
        tmax = (surf->extents[1] >> 4) + 1;
+       smax3 = smax * 3;
 
        for (lnum = 0; lnum < r_numdlights; lnum++)
        {
@@ -88,26 +62,28 @@ static int R_AddDynamicLights (msurface_t *surf)
                        continue;                                       // not lit by this light
 
                softwareuntransform(r_dlight[lnum].origin, local);
-//             VectorSubtract (r_dlight[lnum].origin, currentrenderentity->origin, local);
                dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
 
                // for comparisons to minimum acceptable light
                // compensate for LIGHTOFFSET
                maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
 
-               // already clamped, skip this
-               // clamp radius to avoid exceeding 32768 entry division table
-               //if (maxdist > 4194304)
-               //      maxdist = 4194304;
-
                dist2 = dist * dist;
                dist2 += LIGHTOFFSET;
                if (dist2 >= maxdist)
                        continue;
 
-               impact[0] = local[0] - surf->plane->normal[0] * dist;
-               impact[1] = local[1] - surf->plane->normal[1] * dist;
-               impact[2] = local[2] - surf->plane->normal[2] * dist;
+               if (surf->plane->type < 3)
+               {
+                       VectorCopy(local, impact);
+                       impact[surf->plane->type] -= dist;
+               }
+               else
+               {
+                       impact[0] = local[0] - surf->plane->normal[0] * dist;
+                       impact[1] = local[1] - surf->plane->normal[1] * dist;
+                       impact[2] = local[2] - surf->plane->normal[2] * dist;
+               }
 
                impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
                impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
@@ -128,9 +104,8 @@ static int R_AddDynamicLights (msurface_t *surf)
                red = r_dlight[lnum].light[0];
                green = r_dlight[lnum].light[1];
                blue = r_dlight[lnum].light[2];
-               subtract = (int) (r_dlight[lnum].lightsubtract * 4194304.0f);
-               bl = blocklights;
-               smax3 = smax * 3;
+               subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
+               bl = intblocklights;
 
                i = impactt;
                for (t = 0;t < tmax;t++, i -= 16)
@@ -147,9 +122,9 @@ static int R_AddDynamicLights (msurface_t *surf)
                                                k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
                                                if (k > 0)
                                                {
-                                                       bl[0] += (red   * k) >> 8;
-                                                       bl[1] += (green * k) >> 8;
-                                                       bl[2] += (blue  * k) >> 8;
+                                                       bl[0] += (red   * k) >> 7;
+                                                       bl[1] += (green * k) >> 7;
+                                                       bl[2] += (blue  * k) >> 7;
                                                        lit = true;
                                                }
                                        }
@@ -163,12 +138,297 @@ static int R_AddDynamicLights (msurface_t *surf)
        return lit;
 }
 
+static int R_FloatAddDynamicLights (msurface_t *surf)
+{
+       int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
+       float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
+
+       lit = false;
+
+       smax = (surf->extents[0] >> 4) + 1;
+       tmax = (surf->extents[1] >> 4) + 1;
+       smax3 = smax * 3;
+
+       for (lnum = 0; lnum < r_numdlights; lnum++)
+       {
+               if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+                       continue;                                       // not lit by this light
+
+               softwareuntransform(r_dlight[lnum].origin, local);
+               dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
+
+               // for comparisons to minimum acceptable light
+               // compensate for LIGHTOFFSET
+               maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
+
+               dist2 = dist * dist;
+               dist2 += LIGHTOFFSET;
+               if (dist2 >= maxdist)
+                       continue;
+
+               if (surf->plane->type < 3)
+               {
+                       VectorCopy(local, impact);
+                       impact[surf->plane->type] -= dist;
+               }
+               else
+               {
+                       impact[0] = local[0] - surf->plane->normal[0] * dist;
+                       impact[1] = local[1] - surf->plane->normal[1] * dist;
+                       impact[2] = local[2] - surf->plane->normal[2] * dist;
+               }
+
+               impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+               impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+               td = bound(0, impacts, smax * 16) - impacts;
+               td1 = bound(0, impactt, tmax * 16) - impactt;
+               td = td * td + td1 * td1 + dist2;
+               if (td > maxdist)
+                       continue;
+
+               // reduce calculations
+               for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
+                       sdtable[s] = td1 * td1 + dist2;
+
+               maxdist3 = maxdist - dist2;
+
+               // convert to 8.8 blocklights format
+               red = r_dlight[lnum].light[0];
+               green = r_dlight[lnum].light[1];
+               blue = r_dlight[lnum].light[2];
+               subtract = r_dlight[lnum].subtract * 32768.0f;
+               bl = floatblocklights;
+
+               td1 = impactt;
+               for (t = 0;t < tmax;t++, td1 -= 16.0f)
+               {
+                       td = td1 * td1;
+                       // make sure some part of it is visible on this line
+                       if (td < maxdist3)
+                       {
+                               maxdist2 = maxdist - td;
+                               for (s = 0;s < smax;s++)
+                               {
+                                       if (sdtable[s] < maxdist2)
+                                       {
+                                               k = (32768.0f / (sdtable[s] + td)) - subtract;
+                                               bl[0] += red   * k;
+                                               bl[1] += green * k;
+                                               bl[2] += blue  * k;
+                                               lit = true;
+                                       }
+                                       bl += 3;
+                               }
+                       }
+                       else // skip line
+                               bl += smax3;
+               }
+       }
+       return lit;
+}
+
+/*
+===============
+R_BuildLightMap
+
+Combine and scale multiple lightmaps into the 8.8 format in blocklights
+===============
+*/
+static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
+{
+       if (!r_floatbuildlightmap.integer)
+       {
+               int smax, tmax, i, j, size, size3, shift, maps, stride, l;
+               unsigned int *bl, scale;
+               qbyte *lightmap, *out, *stain;
+
+               // update cached lighting info
+               surf->cached_dlight = 0;
+               surf->cached_lightscalebit = lightscalebit;
+               surf->cached_ambient = r_ambient.value;
+               surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
+               surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
+               surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
+               surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
+
+               smax = (surf->extents[0]>>4)+1;
+               tmax = (surf->extents[1]>>4)+1;
+               size = smax*tmax;
+               size3 = size*3;
+               lightmap = surf->samples;
+
+       // set to full bright if no light data
+               bl = intblocklights;
+               if ((currentrenderentity->effects & EF_FULLBRIGHT) || !currentrenderentity->model->lightdata)
+               {
+                       for (i = 0;i < size3;i++)
+                               bl[i] = 255*256;
+               }
+               else
+               {
+       // clear to no light
+                       j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
+                       if (j)
+                       {
+                               for (i = 0;i < size3;i++)
+                                       *bl++ = j;
+                       }
+                       else
+                               memset(bl, 0, size*3*sizeof(unsigned int));
+
+                       if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+                       {
+                               surf->cached_dlight = R_IntAddDynamicLights(surf);
+                               if (surf->cached_dlight)
+                                       c_light_polys++;
+                               else if (dlightchanged)
+                                       return; // don't upload if only updating dlights and none mattered
+                       }
+
+       // add all the lightmaps
+                       if (lightmap)
+                       {
+                               bl = intblocklights;
+                               for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
+                                       for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+                                               bl[i] += lightmap[i] * scale;
+                       }
+               }
+
+               stain = surf->stainsamples;
+               bl = intblocklights;
+               out = templight;
+               // deal with lightmap brightness scale
+               shift = 7 + lightscalebit + 8;
+               if (currentrenderentity->model->lightmaprgba)
+               {
+                       stride = (surf->lightmaptexturestride - smax) * 4;
+                       for (i = 0;i < tmax;i++, out += stride)
+                       {
+                               for (j = 0;j < smax;j++)
+                               {
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       *out++ = 255;
+                               }
+                       }
+               }
+               else
+               {
+                       stride = (surf->lightmaptexturestride - smax) * 3;
+                       for (i = 0;i < tmax;i++, out += stride)
+                       {
+                               for (j = 0;j < smax;j++)
+                               {
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                               }
+                       }
+               }
+
+               R_UpdateTexture(surf->lightmaptexture, templight);
+       }
+       else
+       {
+               int smax, tmax, i, j, size, size3, maps, stride, l;
+               float *bl, scale;
+               qbyte *lightmap, *out, *stain;
+
+               // update cached lighting info
+               surf->cached_dlight = 0;
+               surf->cached_lightscalebit = lightscalebit;
+               surf->cached_ambient = r_ambient.value;
+               surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
+               surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
+               surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
+               surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
+
+               smax = (surf->extents[0]>>4)+1;
+               tmax = (surf->extents[1]>>4)+1;
+               size = smax*tmax;
+               size3 = size*3;
+               lightmap = surf->samples;
+
+       // set to full bright if no light data
+               bl = floatblocklights;
+               if ((currentrenderentity->effects & EF_FULLBRIGHT) || !currentrenderentity->model->lightdata)
+                       j = 255*256;
+               else
+                       j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
+
+               // clear to no light
+               if (j)
+               {
+                       for (i = 0;i < size3;i++)
+                               *bl++ = j;
+               }
+               else
+                       memset(bl, 0, size*3*sizeof(float));
+
+               if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+               {
+                       surf->cached_dlight = R_FloatAddDynamicLights(surf);
+                       if (surf->cached_dlight)
+                               c_light_polys++;
+                       else if (dlightchanged)
+                               return; // don't upload if only updating dlights and none mattered
+               }
+
+               // add all the lightmaps
+               if (lightmap)
+               {
+                       bl = floatblocklights;
+                       for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
+                               for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+                                       bl[i] += lightmap[i] * scale;
+               }
+
+               stain = surf->stainsamples;
+               bl = floatblocklights;
+               out = templight;
+               // deal with lightmap brightness scale
+               scale = 1.0f / (1 << (7 + lightscalebit + 8));
+               if (currentrenderentity->model->lightmaprgba)
+               {
+                       stride = (surf->lightmaptexturestride - smax) * 4;
+                       for (i = 0;i < tmax;i++, out += stride)
+                       {
+                               for (j = 0;j < smax;j++)
+                               {
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       *out++ = 255;
+                               }
+                       }
+               }
+               else
+               {
+                       stride = (surf->lightmaptexturestride - smax) * 3;
+                       for (i = 0;i < tmax;i++, out += stride)
+                       {
+                               for (j = 0;j < smax;j++)
+                               {
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                               }
+                       }
+               }
+
+               R_UpdateTexture(surf->lightmaptexture, templight);
+       }
+}
+
 void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, int icolor[8])
 {
        float ndist;
        msurface_t *surf, *endsurf;
        int sdtable[256], td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, dist2, impacts, impactt, subtract, a, stained, cr, cg, cb, ca, ratio;
-       byte *bl;
+       qbyte *bl;
        vec3_t impact;
        // LordHavoc: use 64bit integer...  shame it's not very standardized...
 #if _MSC_VER || __BORLANDC__
@@ -209,9 +469,17 @@ loc0:
        {
                maxdist3 = maxdist - dist2;
 
-               impact[0] = origin[0] - node->plane->normal[0] * ndist;
-               impact[1] = origin[1] - node->plane->normal[1] * ndist;
-               impact[2] = origin[2] - node->plane->normal[2] * ndist;
+               if (node->plane->type < 3)
+               {
+                       VectorCopy(origin, impact);
+                       impact[node->plane->type] -= ndist;
+               }
+               else
+               {
+                       impact[0] = origin[0] - node->plane->normal[0] * ndist;
+                       impact[1] = origin[1] - node->plane->normal[1] * ndist;
+                       impact[2] = origin[2] - node->plane->normal[2] * ndist;
+               }
 
                for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
                {
@@ -262,9 +530,9 @@ loc0:
                                                                                cr = (((icolor[4] - icolor[0]) * ratio) >> 8) + icolor[0];
                                                                                cg = (((icolor[5] - icolor[1]) * ratio) >> 8) + icolor[1];
                                                                                cb = (((icolor[6] - icolor[2]) * ratio) >> 8) + icolor[2];
-                                                                               bl[0] = (byte) ((((cr - (int) bl[0]) * a) >> 8) + (int) bl[0]);
-                                                                               bl[1] = (byte) ((((cg - (int) bl[1]) * a) >> 8) + (int) bl[1]);
-                                                                               bl[2] = (byte) ((((cb - (int) bl[2]) * a) >> 8) + (int) bl[2]);
+                                                                               bl[0] = (qbyte) ((((cr - (int) bl[0]) * a) >> 8) + (int) bl[0]);
+                                                                               bl[1] = (qbyte) ((((cg - (int) bl[1]) * a) >> 8) + (int) bl[1]);
+                                                                               bl[2] = (qbyte) ((((cb - (int) bl[2]) * a) >> 8) + (int) bl[2]);
                                                                                stained = true;
                                                                        }
                                                                }
@@ -323,9 +591,9 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i
        R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor);
 
        // look for embedded bmodels
-       for (n = 1;n < MAX_EDICTS;n++)
+       for (n = 0;n < cl_num_brushmodel_entities;n++)
        {
-               ent = &cl_entities[n].render;
+               ent = cl_brushmodel_entities[n];
                model = ent->model;
                if (model && model->name[0] == '*')
                {
@@ -340,375 +608,151 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i
        }
 }
 
+
 /*
-===============
-R_BuildLightMap
+=============================================================
 
-Combine and scale multiple lightmaps into the 8.8 format in blocklights
-===============
+       BRUSH MODELS
+
+=============================================================
 */
-static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
+
+static void RSurfShader_Sky(msurface_t *firstsurf)
 {
-       int             smax, tmax, i, j, size, size3, shift, scale, maps, *bl, stride, l;
-       byte    *lightmap, *out, *stain;
-
-       // update cached lighting info
-       surf->cached_dlight = 0;
-       surf->cached_lightscalebit = lightscalebit;
-       surf->cached_ambient = r_ambient.value;
-       surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
-       surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
-       surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
-       surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
-
-       smax = (surf->extents[0]>>4)+1;
-       tmax = (surf->extents[1]>>4)+1;
-       size = smax*tmax;
-       size3 = size*3;
-       lightmap = surf->samples;
-
-// set to full bright if no light data
-       if ((currentrenderentity->effects & EF_FULLBRIGHT) || !cl.worldmodel->lightdata)
+       msurface_t *surf;
+       int i;
+       surfvertex_t *v;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       float cr, cg, cb, ca;
+       float *outv, *outc;
+
+       // LordHavoc: HalfLife maps have freaky skypolys...
+       if (currentrenderentity->model->ishlbsp)
+               return;
+
+       if (skyrendernow)
        {
-               bl = blocklights;
-               for (i = 0;i < size;i++)
-               {
-                       *bl++ = 255*256;
-                       *bl++ = 255*256;
-                       *bl++ = 255*256;
-               }
+               skyrendernow = false;
+               if (skyrendermasked)
+                       R_Sky();
        }
-       else
+       for (surf = firstsurf;surf;surf = surf->chain)
        {
-// clear to no light
-               j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style
-               if (j)
+               // draw depth-only polys
+               memset(&m, 0, sizeof(m));
+               m.transparent = false;
+               if (skyrendermasked)
                {
-                       bl = blocklights;
-                       for (i = 0;i < size3;i++)
-                               *bl++ = j;
+                       m.blendfunc1 = GL_ZERO;
+                       m.blendfunc2 = GL_ONE;
+                       m.depthwrite = true;
                }
                else
-                       memset(&blocklights[0], 0, size*3*sizeof(int));
-
-               if (surf->dlightframe == r_framecount && r_dlightmap.integer)
                {
-                       surf->cached_dlight = R_AddDynamicLights(surf);
-                       if (surf->cached_dlight)
-                               c_light_polys++;
-                       else if (dlightchanged)
-                               return; // don't upload if only updating dlights and none mattered
+                       m.blendfunc1 = GL_ONE;
+                       m.blendfunc2 = GL_ZERO;
+                       m.depthwrite = false;
                }
-
-// add all the lightmaps
-               if (lightmap)
-                       for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
-                               for (scale = d_lightstylevalue[surf->styles[maps]], bl = blocklights, i = 0;i < size3;i++)
-                                       *bl++ += *lightmap++ * scale;
-       }
-
-       stain = surf->stainsamples;
-       if (stain)
-               for (bl = blocklights, i = 0;i < size3;i++)
-                       if (stain[i] < 255)
-                               bl[i] = (bl[i] * stain[i]) >> 8;
-
-       bl = blocklights;
-       out = templight;
-       // deal with lightmap brightness scale
-       shift = 7 + lightscalebit;
-       if (currentrenderentity->model->lightmaprgba)
-       {
-               stride = (surf->lightmaptexturestride - smax) * 4;
-               for (i = 0;i < tmax;i++, out += stride)
+               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                {
-                       for (j = 0;j < smax;j++)
+                       m.numtriangles = mesh->numtriangles;
+                       m.numverts = mesh->numverts;
+                       if (R_Mesh_Draw_GetBuffer(&m))
                        {
-                               l = *bl++ >> shift;*out++ = min(l, 255);
-                               l = *bl++ >> shift;*out++ = min(l, 255);
-                               l = *bl++ >> shift;*out++ = min(l, 255);
-                               *out++ = 255;
+                               cr = fogcolor[0] * m.colorscale;
+                               cg = fogcolor[1] * m.colorscale;
+                               cb = fogcolor[2] * m.colorscale;
+                               ca = 1;
+                               memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                               for (i = 0, v = mesh->vertex, outv = m.vertex;i < m.numverts;i++, v++, outv += 4, outc += 4)
+                               {
+                                       softwaretransform(v->v, outv);
+                               }
+                               for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4)
+                               {
+                                       outc[0] = cr;
+                                       outc[1] = cg;
+                                       outc[2] = cb;
+                                       outc[3] = ca;
+                               }
                        }
                }
        }
-       else
+}
+
+static int RSurf_LightSeparate(int *dlightbits, int numverts, float *vert, float *color)
+{
+       float f, *v, *c;
+       int i, l, lit = false;
+       rdlight_t *rd;
+       vec3_t lightorigin;
+       for (l = 0;l < r_numdlights;l++)
        {
-               stride = (surf->lightmaptexturestride - smax) * 3;
-               for (i = 0;i < tmax;i++, out += stride)
+               if (dlightbits[l >> 5] & (1 << (l & 31)))
                {
-                       for (j = 0;j < smax;j++)
+                       rd = &r_dlight[l];
+                       // FIXME: support softwareuntransform here and make bmodels use hardware transform?
+                       VectorCopy(rd->origin, lightorigin);
+                       for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4)
                        {
-                               l = *bl++ >> shift;*out++ = min(l, 255);
-                               l = *bl++ >> shift;*out++ = min(l, 255);
-                               l = *bl++ >> shift;*out++ = min(l, 255);
+                               f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
+                               if (f < rd->cullradius2)
+                               {
+                                       f = (1.0f / f) - rd->subtract;
+                                       VectorMA(c, f, rd->light, c);
+                                       lit = true;
+                               }
                        }
                }
        }
-
-       R_UpdateTexture(surf->lightmaptexture, templight);
+       return lit;
 }
 
-/*
-===============
-R_TextureAnimation
-
-Returns the proper texture for a given time and base texture
-===============
-*/
-/*
-// note: this was manually inlined in R_PrepareSurfaces
-static texture_t *R_TextureAnimation (texture_t *base)
+// note: this untransforms lights to do the checking,
+// and takes surf->mesh->vertex data
+static int RSurf_LightCheck(int *dlightbits, surfmesh_t *mesh)
 {
-       if (currentrenderentity->frame && base->alternate_anims != NULL)
-               base = base->alternate_anims;
-
-       if (base->anim_total < 2)
-               return base;
-
-       return base->anim_frames[(int)(cl.time * 5.0f) % base->anim_total];
-}
-*/
-
-
-/*
-=============================================================
-
-       BRUSH MODELS
-
-=============================================================
-*/
-
-
-static float turbsin[256] =
-{
-       #include "gl_warp_sin.h"
-};
-#define TURBSCALE (256.0 / (2 * M_PI))
-
-#define MAX_SURFVERTS 1024
-typedef struct
-{
-       float v[4];
-       float st[2];
-       float uv[2];
-       float c[4];
-}
-surfvert_t;
-static surfvert_t svert[MAX_SURFVERTS]; // used by the following functions
-
-static int RSurfShader_Sky(int stage, msurface_t *s)
-{
-       int                             i;
-       float                   number, length, dir[3], speedscale;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
-
-       // LordHavoc: HalfLife maps have freaky skypolys...
-       if (currentrenderentity->model->ishlbsp)
-               return true;
-
-       if (stage == 0)
-       {
-               if (skyrendermasked)
-               {
-                       if (skyrendernow)
-                       {
-                               skyrendernow = false;
-                               R_Sky();
-                       }
-                       // draw depth-only polys
-                       memset(&m, 0, sizeof(m));
-                       m.transparent = false;
-                       m.blendfunc1 = GL_ZERO;
-                       m.blendfunc2 = GL_ONE;
-                       m.depthwrite = true;
-                       m.numtriangles = s->mesh.numtriangles;
-                       m.numverts = s->mesh.numverts;
-                       m.index = s->mesh.index;
-                       //m.cr = 0;
-                       //m.cg = 0;
-                       //m.cb = 0;
-                       //m.ca = 0;
-                       if (softwaretransform_complexity)
-                       {
-                               m.vertex = &svert[0].v[0];
-                               m.vertexstep = sizeof(surfvert_t);
-                               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                                       softwaretransform(v->v, sv->v);
-                       }
-                       else
-                       {
-                               m.vertex = &s->mesh.vertex[0].v[0];
-                               m.vertexstep = sizeof(surfvertex_t);
-                       }
-                       R_Mesh_Draw(&m);
-               }
-               else if (skyrenderglquake)
-               {
-                       memset(&m, 0, sizeof(m));
-                       m.transparent = false;
-                       m.blendfunc1 = GL_ONE;
-                       m.blendfunc2 = GL_ZERO;
-                       m.numtriangles = s->mesh.numtriangles;
-                       m.numverts = s->mesh.numverts;
-                       m.index = s->mesh.index;
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       m.cr = 1;
-                       m.cg = 1;
-                       m.cb = 1;
-                       m.ca = 1;
-                       m.tex[0] = R_GetTexture(solidskytexture);
-                       m.texcoords[0] = &svert[0].st[0];
-                       m.texcoordstep[0] = sizeof(surfvert_t);
-                       speedscale = cl.time * (8.0/128.0);
-                       speedscale -= (int)speedscale;
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                       {
-                               softwaretransform(v->v, sv->v);
-                               VectorSubtract (sv->v, r_origin, dir);
-                               // flatten the sphere
-                               dir[2] *= 3;
-
-                               number = DotProduct(dir, dir);
-                               #if SLOWMATH
-                               length = 3.0f / sqrt(number);
-                               #else
-                               *((long *)&length) = 0x5f3759df - ((* (long *) &number) >> 1);
-                               length = 3.0f * (length * (1.5f - (number * 0.5f * length * length)));
-                               #endif
-
-                               sv->st[0] = speedscale + dir[0] * length;
-                               sv->st[1] = speedscale + dir[1] * length;
-                       }
-                       R_Mesh_Draw(&m);
-               }
-               else
-               {
-                       // flat color
-                       memset(&m, 0, sizeof(m));
-                       m.transparent = false;
-                       m.blendfunc1 = GL_ONE;
-                       m.blendfunc2 = GL_ZERO;
-                       m.numtriangles = s->mesh.numtriangles;
-                       m.numverts = s->mesh.numverts;
-                       m.index = s->mesh.index;
-                       m.cr = fogcolor[0];
-                       m.cg = fogcolor[1];
-                       m.cb = fogcolor[2];
-                       m.ca = 1;
-                       if (softwaretransform_complexity)
-                       {
-                               m.vertex = &svert[0].v[0];
-                               m.vertexstep = sizeof(surfvert_t);
-                               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                                       softwaretransform(v->v, sv->v);
-                       }
-                       else
-                       {
-                               m.vertex = &s->mesh.vertex[0].v[0];
-                               m.vertexstep = sizeof(surfvertex_t);
-                       }
-                       R_Mesh_Draw(&m);
-               }
-               return false;
-       }
-       else if (stage == 1)
-       {
-               if (skyrenderglquake)
-               {
-                       memset(&m, 0, sizeof(m));
-                       m.transparent = false;
-                       m.blendfunc1 = GL_SRC_ALPHA;
-                       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-                       m.numtriangles = s->mesh.numtriangles;
-                       m.numverts = s->mesh.numverts;
-                       m.index = s->mesh.index;
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       m.cr = 1;
-                       m.cg = 1;
-                       m.cb = 1;
-                       m.ca = 1;
-                       m.tex[0] = R_GetTexture(alphaskytexture);
-                       m.texcoords[0] = &svert[0].st[0];
-                       m.texcoordstep[0] = sizeof(surfvert_t);
-                       speedscale = cl.time * (16.0/128.0);
-                       speedscale -= (int)speedscale;
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                       {
-                               softwaretransform(v->v, sv->v);
-                               VectorSubtract (sv->v, r_origin, dir);
-                               // flatten the sphere
-                               dir[2] *= 3;
-
-                               number = DotProduct(dir, dir);
-                               #if SLOWMATH
-                               length = 3.0f / sqrt(number);
-                               #else
-                               *((long *)&length) = 0x5f3759df - ((* (long *) &number) >> 1);
-                               length = 3.0f * (length * (1.5f - (number * 0.5f * length * length)));
-                               #endif
-
-                               sv->st[0] = speedscale + dir[0] * length;
-                               sv->st[1] = speedscale + dir[1] * length;
-                       }
-                       R_Mesh_Draw(&m);
-                       return false;
-               }
-               return true;
-       }
-       else
-               return true;
-}
-
-static int RSurf_Light(int *dlightbits, int numverts)
-{
-       float           f;
-       int                     i, l, lit = false;
-       rdlight_t       *rd;
-       vec3_t          lightorigin;
-       surfvert_t      *sv;
+       int i, l;
+       rdlight_t *rd;
+       vec3_t lightorigin;
+       surfvertex_t *sv;
        for (l = 0;l < r_numdlights;l++)
        {
                if (dlightbits[l >> 5] & (1 << (l & 31)))
                {
                        rd = &r_dlight[l];
-                       // FIXME: support softwareuntransform here and make bmodels use hardware transform?
-                       VectorCopy(rd->origin, lightorigin);
-                       for (i = 0, sv = svert;i < numverts;i++, sv++)
-                       {
-                               f = VectorDistance2(sv->v, lightorigin) + LIGHTOFFSET;
-                               if (f < rd->cullradius2)
-                               {
-                                       f = (1.0f / f) - rd->lightsubtract;
-                                       sv->c[0] += rd->light[0] * f;
-                                       sv->c[1] += rd->light[1] * f;
-                                       sv->c[2] += rd->light[2] * f;
-                                       lit = true;
-                               }
-                       }
+                       softwareuntransform(rd->origin, lightorigin);
+                       for (i = 0, sv = mesh->vertex;i < mesh->numverts;i++, sv++)
+                               if (VectorDistance2(sv->v, lightorigin) < rd->cullradius2)
+                                       return true;
                }
        }
-       return lit;
+       return false;
 }
 
-static void RSurfShader_Water_Pass_Base(msurface_t *s)
+static void RSurfShader_Water_Pass_Base(msurface_t *surf)
 {
-       int                             i;
-       float                   diff[3], alpha, ifog;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
-       alpha = currentrenderentity->alpha * (s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
-
+       int i, size3;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, diff[3];
+       float base[3], scale, f;
+       qbyte *lm;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       float alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
        memset(&m, 0, sizeof(m));
-       if (alpha != 1 || s->currenttexture->fogtexture != NULL)
+       if (currentrenderentity->effects & EF_ADDITIVE)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || alpha < 1)
        {
                m.transparent = true;
                m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE; //_MINUS_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
        }
        else
        {
@@ -716,188 +760,163 @@ static void RSurfShader_Water_Pass_Base(msurface_t *s)
                m.blendfunc1 = GL_ONE;
                m.blendfunc2 = GL_ZERO;
        }
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
-       m.vertex = &svert[0].v[0];
-       m.vertexstep = sizeof(surfvert_t);
-       m.color = &svert[0].c[0];
-       m.colorstep = sizeof(surfvert_t);
-       m.tex[0] = R_GetTexture(s->currenttexture->texture);
-       m.texcoords[0] = &svert[0].st[0];
-       m.texcoordstep[0] = sizeof(surfvert_t);
-       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       if (surf->flags & SURF_DRAWFULLBRIGHT || currentrenderentity->effects & EF_FULLBRIGHT)
        {
-               softwaretransform(v->v, sv->v);
-               if (r_waterripple.value)
-                       sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
-               if (s->flags & SURF_DRAWFULLBRIGHT)
-               {
-                       sv->c[0] = 1;
-                       sv->c[1] = 1;
-                       sv->c[2] = 1;
-                       sv->c[3] = alpha;
-               }
-               else
+               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                {
-                       sv->c[0] = 0.5f;
-                       sv->c[1] = 0.5f;
-                       sv->c[2] = 0.5f;
-                       sv->c[3] = alpha;
-               }
-               sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-               sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-       }
-       if (s->dlightframe == r_framecount && !(s->flags & SURF_DRAWFULLBRIGHT))
-               RSurf_Light(s->dlightbits, m.numverts);
-       if (fogenabled/* && m.blendfunc2 == GL_ONE_MINUS_SRC_ALPHA*/)
-       {
-               for (i = 0, sv = svert;i < m.numverts;i++, sv++)
-               {
-                       VectorSubtract(sv->v, r_origin, diff);
-                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                       sv->c[0] *= ifog;
-                       sv->c[1] *= ifog;
-                       sv->c[2] *= ifog;
-               }
-       }
-       R_Mesh_Draw(&m);
-}
-
-static void RSurfShader_Water_Pass_Glow(msurface_t *s)
-{
-       int                             i;
-       float                   diff[3], alpha, ifog;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
-       alpha = currentrenderentity->alpha * (s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
-
-       memset(&m, 0, sizeof(m));
-       m.transparent = alpha != 1 || s->currenttexture->fogtexture != NULL;
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
-       m.vertex = &svert[0].v[0];
-       m.vertexstep = sizeof(surfvert_t);
-       m.cr = 1;
-       m.cg = 1;
-       m.cb = 1;
-       m.ca = alpha;
-       m.tex[0] = R_GetTexture(s->currenttexture->glowtexture);
-       m.texcoords[0] = &svert[0].st[0];
-       m.texcoordstep[0] = sizeof(surfvert_t);
-       if (fogenabled)
-       {
-               m.color = &svert[0].c[0];
-               m.colorstep = sizeof(surfvert_t);
-               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-               {
-                       softwaretransform(v->v, sv->v);
-                       if (r_waterripple.value)
-                               sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
-                       sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                       sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                       VectorSubtract(sv->v, r_origin, diff);
-                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                       sv->c[0] = m.cr * ifog;
-                       sv->c[1] = m.cg * ifog;
-                       sv->c[2] = m.cb * ifog;
-                       sv->c[3] = m.ca;
+                       m.numtriangles = mesh->numtriangles;
+                       m.numverts = mesh->numverts;
+                       if (R_Mesh_Draw_GetBuffer(&m))
+                       {
+                               base[0] = base[1] = base[2] = 1.0f * m.colorscale;
+                               memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       VectorCopy(base, outc);
+                                       outc[3] = alpha;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                                       if (fogenabled)
+                                       {
+                                               VectorSubtract(outv, r_origin, diff);
+                                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                               VectorScale(outc, f, outc);
+                                       }
+                               }
+                       }
                }
        }
        else
        {
-               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+               size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
+               base[0] = base[1] = base[2] = (r_ambient.value * (1.0f / 64.0f) + ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f));
+               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                {
-                       softwaretransform(v->v, sv->v);
-                       if (r_waterripple.value)
-                               sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
-                       sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                       sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+                       m.numtriangles = mesh->numtriangles;
+                       m.numverts = mesh->numverts;
+                       if (R_Mesh_Draw_GetBuffer(&m))
+                       {
+                               cl = m.colorscale;
+                               memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       VectorCopy(base, outc);
+                                       outc[3] = alpha;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                               if (surf->dlightframe == r_framecount)
+                                       RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
+                               {
+                                       if (surf->flags & SURF_LIGHTMAP)
+                                       if (surf->styles[0] != 255)
+                                       {
+                                               lm = surf->samples + v->lightmapoffset;
+                                               scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
+                                               VectorMA(outc, scale, lm, outc);
+                                               if (surf->styles[1] != 255)
+                                               {
+                                                       lm += size3;
+                                                       scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
+                                                       VectorMA(outc, scale, lm, outc);
+                                                       if (surf->styles[2] != 255)
+                                                       {
+                                                               lm += size3;
+                                                               scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
+                                                               VectorMA(outc, scale, lm, outc);
+                                                               if (surf->styles[3] != 255)
+                                                               {
+                                                                       lm += size3;
+                                                                       scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
+                                                                       VectorMA(outc, scale, lm, outc);
+                                                               }
+                                                       }
+                                               }
+                                       }
+                                       if (fogenabled)
+                                       {
+                                               VectorSubtract(outv, r_origin, diff);
+                                               f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               VectorScale(outc, f, outc);
+                                       }
+                                       else
+                                               VectorScale(outc, cl, outc);
+                               }
+                       }
                }
        }
-       R_Mesh_Draw(&m);
 }
 
-static void RSurfShader_Water_Pass_Fog(msurface_t *s)
+static void RSurfShader_Water_Pass_Fog(msurface_t *surf)
 {
-       int                             i;
-       float                   alpha;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
-       vec3_t                  diff;
-       alpha = currentrenderentity->alpha * (s->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
-
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, diff[3];
+       float base[3], f;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       float alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
        memset(&m, 0, sizeof(m));
-       m.transparent = alpha != 1 || s->currenttexture->fogtexture != NULL;
+       m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || alpha < 1;
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
-       m.vertex = &svert[0].v[0];
-       m.vertexstep = sizeof(surfvert_t);
-       m.color = &svert[0].c[0];
-       m.colorstep = sizeof(surfvert_t);
-       m.tex[0] = R_GetTexture(s->currenttexture->fogtexture);
-       m.texcoords[0] = &svert[0].st[0];
-       m.texcoordstep[0] = sizeof(surfvert_t);
-
-       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-       {
-               softwaretransform(v->v, sv->v);
-               if (r_waterripple.value)
-                       sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
-               if (m.tex[0])
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               if (R_Mesh_Draw_GetBuffer(&m))
                {
-                       sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                       sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
+                       VectorScale(fogcolor, m.colorscale, base);
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
+                       {
+                               softwaretransform(v->v, outv);
+                               outv[3] = 1;
+                               VectorSubtract(outv, r_origin, diff);
+                               f = exp(fogdensity/DotProduct(diff, diff));
+                               VectorScale(base, f, outc);
+                               outc[3] = alpha;
+                       }
+                       if (m.tex[0])
+                       {
+                               for (i = 0, v = mesh->vertex, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outst += 2)
+                               {
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
                }
-               VectorSubtract(sv->v, r_origin, diff);
-               sv->c[0] = fogcolor[0];
-               sv->c[1] = fogcolor[1];
-               sv->c[2] = fogcolor[2];
-               sv->c[3] = alpha * exp(fogdensity/DotProduct(diff, diff));
        }
-       R_Mesh_Draw(&m);
 }
 
-static int RSurfShader_Water(int stage, msurface_t *s)
+static void RSurfShader_Water(msurface_t *firstsurf)
 {
-       switch(stage)
-       {
-       case 0:
-               RSurfShader_Water_Pass_Base(s);
-               return false;
-       case 1:
-               if (s->currenttexture->glowtexture)
-                       RSurfShader_Water_Pass_Glow(s);
-               return false;
-       case 2:
-               if (fogenabled && (s->flags & SURF_DRAWNOALPHA))
-               {
-                       RSurfShader_Water_Pass_Fog(s);
-                       return false;
-               }
-               else
-                       return true;
-       default:
-               return true;
-       }
+       msurface_t *surf;
+       for (surf = firstsurf;surf;surf = surf->chain)
+               RSurfShader_Water_Pass_Base(surf);
+       if (fogenabled)
+               for (surf = firstsurf;surf;surf = surf->chain)
+                       RSurfShader_Water_Pass_Fog(surf);
 }
 
-static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *s)
+static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *surf)
 {
-       int                             i;
-       float                   diff[3], ifog;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
-
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
        memset(&m, 0, sizeof(m));
        if (currentrenderentity->effects & EF_ADDITIVE)
        {
@@ -905,7 +924,7 @@ static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *s)
                m.blendfunc1 = GL_SRC_ALPHA;
                m.blendfunc2 = GL_ONE;
        }
-       else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
        {
                m.transparent = true;
                m.blendfunc1 = GL_SRC_ALPHA;
@@ -917,188 +936,377 @@ static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *s)
                m.blendfunc1 = GL_ONE;
                m.blendfunc2 = GL_ZERO;
        }
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
-       m.cr = m.cg = m.cb = (float) (1 << lightscalebit);
-       m.ca = currentrenderentity->alpha;
-       m.tex[0] = R_GetTexture(s->currenttexture->texture);
-       m.tex[1] = R_GetTexture(s->lightmaptexture);
-       m.texcoords[0] = &s->mesh.vertex->st[0];
-       m.texcoords[1] = &s->mesh.vertex->uv[0];
-       m.texcoordstep[0] = sizeof(surfvertex_t);
-       m.texcoordstep[1] = sizeof(surfvertex_t);
-       if (fogenabled)
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       m.tex[1] = R_GetTexture(surf->lightmaptexture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               m.color = &svert[0].c[0];
-               m.colorstep = sizeof(surfvert_t);
-               if (softwaretransform_complexity)
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
                {
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+                       cl = (float) (1 << lightscalebit) * m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (fogenabled)
                        {
-                               softwaretransform(v->v, sv->v);
-                               VectorSubtract(sv->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] = m.cr * ifog;
-                               sv->c[1] = m.cg * ifog;
-                               sv->c[2] = m.cb * ifog;
-                               sv->c[3] = m.ca;
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
                        }
-               }
-               else
-               {
-                       m.vertex = &s->mesh.vertex->v[0];
-                       m.vertexstep = sizeof(surfvertex_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+                       else
                        {
-                               VectorSubtract(v->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] = m.cr * ifog;
-                               sv->c[1] = m.cg * ifog;
-                               sv->c[2] = m.cb * ifog;
-                               sv->c[3] = m.ca;
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
                        }
                }
        }
-       else
-       {
-               if (softwaretransform_complexity)
-               {
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                               softwaretransform(v->v, sv->v);
-               }
-               else
-               {
-                       m.vertex = &s->mesh.vertex->v[0];
-                       m.vertexstep = sizeof(surfvertex_t);
-               }
-       }
-       R_Mesh_Draw(&m);
 }
 
-static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *s)
+static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *surf)
 {
-       int                             i;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
-
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, ca;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
        memset(&m, 0, sizeof(m));
        m.transparent = false;
        m.blendfunc1 = GL_ONE;
        m.blendfunc2 = GL_ZERO;
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
-       m.cr = m.cg = m.cb = (float) (1 << v_overbrightbits.integer);
-       m.ca = 1;
-       m.tex[0] = R_GetTexture(s->currenttexture->texture);
-       m.texcoords[0] = &s->mesh.vertex->st[0];
-       m.texcoordstep[0] = sizeof(surfvertex_t);
-       if (softwaretransform_complexity)
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               m.vertex = &svert[0].v[0];
-               m.vertexstep = sizeof(surfvert_t);
-               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                       softwaretransform(v->v, sv->v);
-       }
-       else
-       {
-               m.vertex = &s->mesh.vertex->v[0];
-               m.vertexstep = sizeof(surfvertex_t);
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = (float) (1 << lightscalebit) * m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (softwaretransform_complexity)
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       outc[0] = outc[1] = outc[2] = cl;
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       VectorCopy(v->v, outv);
+                                       outv[3] = 1;
+                                       outc[0] = outc[1] = outc[2] = cl;
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
+               }
        }
-       R_Mesh_Draw(&m);
 }
 
-static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *s)
+static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *surf)
 {
-       int                             i;
-       float                   diff[3], ifog;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
-
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outuv, cl, ca, diff[3];
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
        memset(&m, 0, sizeof(m));
        m.transparent = false;
        m.blendfunc1 = GL_ZERO;
        m.blendfunc2 = GL_SRC_COLOR;
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
-       m.cr = m.cg = m.cb = (float) (1 << v_overbrightbits.integer);
-       m.ca = 1;
-       m.tex[0] = R_GetTexture(s->lightmaptexture);
-       m.texcoords[0] = &s->mesh.vertex->uv[0];
-       m.texcoordstep[0] = sizeof(surfvertex_t);
-       if (fogenabled)
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->lightmaptexture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               m.color = &svert[0].c[0];
-               m.colorstep = sizeof(surfvert_t);
-               if (softwaretransform_complexity)
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
                {
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+                       cl = (float) (1 << lightscalebit) * m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (fogenabled)
                        {
-                               softwaretransform(v->v, sv->v);
-                               VectorSubtract(sv->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] = m.cr * ifog;
-                               sv->c[1] = m.cg * ifog;
-                               sv->c[2] = m.cb * ifog;
-                               sv->c[3] = m.ca;
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
                        }
-               }
-               else
-               {
-                       m.vertex = &s->mesh.vertex->v[0];
-                       m.vertexstep = sizeof(surfvertex_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+                       else
                        {
-                               VectorSubtract(v->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] = m.cr * ifog;
-                               sv->c[1] = m.cg * ifog;
-                               sv->c[2] = m.cb * ifog;
-                               sv->c[3] = m.ca;
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
                        }
                }
        }
+}
+
+static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf)
+{
+       int i, size3;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, ca, diff[3];
+       float base[3], scale, f;
+       qbyte *lm;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       if (currentrenderentity->effects & EF_ADDITIVE)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
        else
        {
-               if (softwaretransform_complexity)
-               {
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                               softwaretransform(v->v, sv->v);
-               }
-               else
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+
+       size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
+
+       base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
                {
-                       m.vertex = &s->mesh.vertex->v[0];
-                       m.vertexstep = sizeof(surfvertex_t);
+                       cl = m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+
+                       if (currentrenderentity->effects & EF_FULLBRIGHT)
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                       }
+                       else
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorCopy(base, outc);
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorCopy(base, outc);
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+
+                               if (surf->dlightframe == r_framecount)
+                                       RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
+                               {
+                                       if (surf->styles[0] != 255)
+                                       {
+                                               lm = surf->samples + v->lightmapoffset;
+                                               scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
+                                               VectorMA(outc, scale, lm, outc);
+                                               if (surf->styles[1] != 255)
+                                               {
+                                                       lm += size3;
+                                                       scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
+                                                       VectorMA(outc, scale, lm, outc);
+                                                       if (surf->styles[2] != 255)
+                                                       {
+                                                               lm += size3;
+                                                               scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
+                                                               VectorMA(outc, scale, lm, outc);
+                                                               if (surf->styles[3] != 255)
+                                                               {
+                                                                       lm += size3;
+                                                                       scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
+                                                                       VectorMA(outc, scale, lm, outc);
+                                                               }
+                                                       }
+                                               }
+                                       }
+                                       if (fogenabled)
+                                       {
+                                               VectorSubtract(outv, r_origin, diff);
+                                               f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               VectorScale(outc, f, outc);
+                                       }
+                                       else
+                                               VectorScale(outc, cl, outc);
+                               }
+                       }
                }
        }
-       R_Mesh_Draw(&m);
 }
 
-static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *s)
+static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *surf)
 {
-       int                             i, size3;
-       float                   c[3], base[3], scale, diff[3], ifog;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
-       byte                    *lm;
-
-       size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3;
-
-       base[0] = base[1] = base[2] = r_ambient.value * (1.0f / 128.0f);
-
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, ca, diff[3];
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
        memset(&m, 0, sizeof(m));
        if (currentrenderentity->effects & EF_ADDITIVE)
        {
@@ -1106,7 +1314,7 @@ static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *s)
                m.blendfunc1 = GL_SRC_ALPHA;
                m.blendfunc2 = GL_ONE;
        }
-       else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
        {
                m.transparent = true;
                m.blendfunc1 = GL_SRC_ALPHA;
@@ -1118,72 +1326,91 @@ static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *s)
                m.blendfunc1 = GL_ONE;
                m.blendfunc2 = GL_ZERO;
        }
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
-       m.vertex = &svert[0].v[0];
-       m.vertexstep = sizeof(surfvert_t);
-       m.color = &svert[0].c[0];
-       m.colorstep = sizeof(surfvert_t);
-       m.tex[0] = R_GetTexture(s->currenttexture->texture);
-       m.texcoords[0] = &s->mesh.vertex->st[0];
-       m.texcoordstep[0] = sizeof(surfvertex_t);
-       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               softwaretransform(v->v, sv->v);
-               VectorCopy(base, c);
-               if (s->styles[0] != 255)
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
                {
-                       lm = s->samples + v->lightmapoffset;
-                       scale = d_lightstylevalue[s->styles[0]] * (1.0f / 32768.0f);
-                       VectorMA(c, scale, lm, c);
-                       if (s->styles[1] != 255)
+                       cl = m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (fogenabled)
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                       }
+                       else
                        {
-                               lm += size3;
-                               scale = d_lightstylevalue[s->styles[1]] * (1.0f / 32768.0f);
-                               VectorMA(c, scale, lm, c);
-                               if (s->styles[2] != 255)
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                               else
                                {
-                                       lm += size3;
-                                       scale = d_lightstylevalue[s->styles[2]] * (1.0f / 32768.0f);
-                                       VectorMA(c, scale, lm, c);
-                                       if (s->styles[3] != 255)
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
                                        {
-                                               lm += size3;
-                                               scale = d_lightstylevalue[s->styles[3]] * (1.0f / 32768.0f);
-                                               VectorMA(c, scale, lm, c);
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
                                        }
                                }
                        }
                }
-               sv->c[0] = c[0];
-               sv->c[1] = c[1];
-               sv->c[2] = c[2];
-               sv->c[3] = currentrenderentity->alpha;
-       }
-       if (s->dlightframe == r_framecount)
-               RSurf_Light(s->dlightbits, m.numverts);
-       if (fogenabled)
-       {
-               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-               {
-                       VectorSubtract(sv->v, r_origin, diff);
-                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                       sv->c[0] *= ifog;
-                       sv->c[1] *= ifog;
-                       sv->c[2] *= ifog;
-               }
        }
-       R_Mesh_Draw(&m);
 }
 
-static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *s)
+static void RSurfShader_Wall_Pass_Light(msurface_t *surf)
 {
-       int                             i;
-       float                   diff[3], ifog;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, ca, diff[3], f;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+
+       if (surf->dlightframe != r_framecount)
+               return;
+       if (currentrenderentity->effects & EF_FULLBRIGHT)
+               return;
 
        memset(&m, 0, sizeof(m));
        if (currentrenderentity->effects & EF_ADDITIVE)
@@ -1192,7 +1419,7 @@ static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *s)
                m.blendfunc1 = GL_SRC_ALPHA;
                m.blendfunc2 = GL_ONE;
        }
-       else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
        {
                m.transparent = true;
                m.blendfunc1 = GL_SRC_ALPHA;
@@ -1204,388 +1431,290 @@ static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *s)
                m.blendfunc1 = GL_ONE;
                m.blendfunc2 = GL_ZERO;
        }
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
-       m.vertex = &svert[0].v[0];
-       m.vertexstep = sizeof(surfvert_t);
-       m.tex[0] = R_GetTexture(s->currenttexture->texture);
-       m.texcoords[0] = &s->mesh.vertex->st[0];
-       m.texcoordstep[0] = sizeof(surfvertex_t);
-       if (fogenabled)
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               m.color = &svert[0].c[0];
-               m.colorstep = sizeof(surfvert_t);
-               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+               if (RSurf_LightCheck(surf->dlightbits, mesh))
                {
-                       softwaretransform(v->v, sv->v);
-                       VectorSubtract(sv->v, r_origin, diff);
-                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                       sv->c[0] = ifog;
-                       sv->c[1] = ifog;
-                       sv->c[2] = ifog;
-                       sv->c[3] = currentrenderentity->alpha;
-               }
-       }
-       else
-       {
-               m.cr = m.cg = m.cb = 1;
-               m.ca = currentrenderentity->alpha;
-               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                       softwaretransform(v->v, sv->v);
-       }
-       R_Mesh_Draw(&m);
-}
-
-static void RSurfShader_Wall_Pass_Light(msurface_t *s)
-{
-       int                             i;
-       float                   diff[3], ifog;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
+                       m.numtriangles = mesh->numtriangles;
+                       m.numverts = mesh->numverts;
 
-       memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
-               m.transparent = true;
-       else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
-               m.transparent = true;
-       else
-               m.transparent = false;
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
-       m.vertex = &svert[0].v[0];
-       m.vertexstep = sizeof(surfvert_t);
-       m.color = &svert[0].c[0];
-       m.colorstep = sizeof(surfvert_t);
-       m.tex[0] = R_GetTexture(s->currenttexture->texture);
-       m.texcoords[0] = &s->mesh.vertex->st[0];
-       m.texcoordstep[0] = sizeof(surfvertex_t);
-       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-       {
-               softwaretransform(v->v, sv->v);
-               sv->c[0] = 0;
-               sv->c[1] = 0;
-               sv->c[2] = 0;
-               sv->c[3] = currentrenderentity->alpha;
-       }
-       if (RSurf_Light(s->dlightbits, m.numverts))
-       {
-               if (fogenabled)
-               {
-                       for (i = 0, sv = svert;i < m.numverts;i++, sv++)
+                       if (R_Mesh_Draw_GetBuffer(&m))
                        {
-                               VectorSubtract(sv->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] *= ifog;
-                               sv->c[1] *= ifog;
-                               sv->c[2] *= ifog;
+                               cl = m.colorscale;
+                               memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       VectorClear(outc);
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                               RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+                               if (fogenabled)
+                               {
+                                       for (i = 0, outv = m.vertex, outc = m.color;i < m.numverts;i++, outv += 4, outc += 4)
+                                       {
+                                               VectorSubtract(outv, r_origin, diff);
+                                               f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               VectorScale(outc, f, outc);
+                                       }
+                               }
+                               else if (cl != 1)
+                                       for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4)
+                                               VectorScale(outc, cl, outc);
                        }
                }
-               R_Mesh_Draw(&m);
        }
 }
 
-static void RSurfShader_Wall_Pass_Glow(msurface_t *s)
+static void RSurfShader_Wall_Pass_Glow(msurface_t *surf)
 {
-       int                             i;
-       float                   diff[3], ifog;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
-
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, ca, diff[3];
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
        memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
-               m.transparent = true;
-       else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
-               m.transparent = true;
-       else
-               m.transparent = false;
+       m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
-       m.cr = 1;
-       m.cg = 1;
-       m.cb = 1;
-       m.ca = currentrenderentity->alpha;
-       m.tex[0] = R_GetTexture(s->currenttexture->glowtexture);
-       m.texcoords[0] = &s->mesh.vertex->st[0];
-       m.texcoordstep[0] = sizeof(surfvertex_t);
-       if (fogenabled)
+       m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               m.color = &svert[0].c[0];
-               m.colorstep = sizeof(surfvert_t);
-               if (softwaretransform_complexity)
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
                {
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+                       cl = m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (fogenabled)
                        {
-                               softwaretransform(v->v, sv->v);
-                               VectorSubtract(sv->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] = m.cr * ifog;
-                               sv->c[1] = m.cg * ifog;
-                               sv->c[2] = m.cb * ifog;
-                               sv->c[3] = m.ca;
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       VectorSubtract(outv, r_origin, diff);
+                                       outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
                        }
-               }
-               else
-               {
-                       m.vertex = &s->mesh.vertex->v[0];
-                       m.vertexstep = sizeof(surfvertex_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+                       else
                        {
-                               VectorSubtract(v->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] = m.cr * ifog;
-                               sv->c[1] = m.cg * ifog;
-                               sv->c[2] = m.cb * ifog;
-                               sv->c[3] = m.ca;
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       outc[0] = outc[1] = outc[2] = cl;
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
                        }
                }
        }
-       else
-       {
-               if (softwaretransform_complexity)
-               {
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-                               softwaretransform(v->v, sv->v);
-               }
-               else
-               {
-                       m.vertex = &s->mesh.vertex->v[0];
-                       m.vertexstep = sizeof(surfvertex_t);
-               }
-       }
-       R_Mesh_Draw(&m);
 }
 
-static void RSurfShader_Wall_Pass_Fog(msurface_t *s)
+static void RSurfShader_Wall_Pass_Fog(msurface_t *surf)
 {
-       int                             i;
-       surfvertex_t    *v;
-       surfvert_t              *sv;
-       rmeshinfo_t             m;
-       vec3_t                  diff;
-
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, ca, diff[3], f;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
        memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
-               m.transparent = true;
-       else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
-               m.transparent = true;
-       else
-               m.transparent = false;
+       m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
-       m.numtriangles = s->mesh.numtriangles;
-       m.numverts = s->mesh.numverts;
-       m.index = s->mesh.index;
-       m.color = &svert[0].c[0];
-       m.colorstep = sizeof(surfvert_t);
-       m.tex[0] = R_GetTexture(s->currenttexture->fogtexture);
-       m.texcoords[0] = &s->mesh.vertex->st[0];
-       m.texcoordstep[0] = sizeof(surfvertex_t);
-       if (softwaretransform_complexity)
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               m.vertex = &svert[0].v[0];
-               m.vertexstep = sizeof(surfvert_t);
-               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
-               {
-                       softwaretransform(v->v, sv->v);
-                       VectorSubtract(sv->v, r_origin, diff);
-                       sv->c[0] = fogcolor[0];
-                       sv->c[1] = fogcolor[1];
-                       sv->c[2] = fogcolor[2];
-                       sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
-               }
-       }
-       else
-       {
-               m.vertex = &s->mesh.vertex->v[0];
-               m.vertexstep = sizeof(surfvertex_t);
-               for (i = 0, sv = svert, v = s->mesh.vertex;i < m.numverts;i++, sv++, v++)
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
                {
-                       VectorSubtract(v->v, r_origin, diff);
-                       sv->c[0] = fogcolor[0];
-                       sv->c[1] = fogcolor[1];
-                       sv->c[2] = fogcolor[2];
-                       sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
+                       cl = m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (softwaretransform_complexity)
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       VectorSubtract(outv, r_origin, diff);
+                                       f = cl * exp(fogdensity/DotProduct(diff, diff));
+                                       VectorScale(fogcolor, f, outc);
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       VectorCopy(v->v, outv);
+                                       outv[3] = 1;
+                                       VectorSubtract(outv, r_origin, diff);
+                                       VectorSubtract(outv, r_origin, diff);
+                                       f = cl * exp(fogdensity/DotProduct(diff, diff));
+                                       VectorScale(fogcolor, f, outc);
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
                }
        }
-       R_Mesh_Draw(&m);
 }
 
-static int RSurfShader_Wall_Fullbright(int stage, msurface_t *s)
+static void RSurfShader_Wall_Fullbright(msurface_t *firstsurf)
 {
-       if (stage == 0)
-               c_brush_polys++;
-       switch(stage)
+       msurface_t *surf;
+       for (surf = firstsurf;surf;surf = surf->chain)
        {
-       case 0:
-               RSurfShader_Wall_Pass_BaseFullbright(s);
-               return false;
-       case 1:
-               if (s->currenttexture->glowtexture)
-                       RSurfShader_Wall_Pass_Glow(s);
-               return false;
-       default:
-               return true;
+               c_brush_polys++;
+               RSurfShader_Wall_Pass_BaseFullbright(surf);
        }
+       for (surf = firstsurf;surf;surf = surf->chain)
+               if (surf->currenttexture->glowtexture)
+                       RSurfShader_Wall_Pass_Glow(surf);
+       if (fogenabled)
+               for (surf = firstsurf;surf;surf = surf->chain)
+                       RSurfShader_Wall_Pass_Fog(surf);
 }
 
-static int RSurfShader_Wall_Vertex(int stage, msurface_t *s)
+static void RSurfShader_Wall_Vertex(msurface_t *firstsurf)
 {
-       if (stage == 0)
-               c_brush_polys++;
-       switch(stage)
+       msurface_t *surf;
+       for (surf = firstsurf;surf;surf = surf->chain)
        {
-       case 0:
-               RSurfShader_Wall_Pass_BaseVertex(s);
-               return false;
-       case 1:
-               if (s->currenttexture->glowtexture)
-                       RSurfShader_Wall_Pass_Glow(s);
-               return false;
-       default:
-               return true;
+               c_brush_polys++;
+               RSurfShader_Wall_Pass_BaseVertex(surf);
        }
+       for (surf = firstsurf;surf;surf = surf->chain)
+               if (surf->currenttexture->glowtexture)
+                       RSurfShader_Wall_Pass_Glow(surf);
+       if (fogenabled)
+               for (surf = firstsurf;surf;surf = surf->chain)
+                       RSurfShader_Wall_Pass_Fog(surf);
 }
 
-static int RSurfShader_Wall_Lightmap(int stage, msurface_t *s)
+static void RSurfShader_Wall_Lightmap(msurface_t *firstsurf)
 {
-       if (stage == 0)
-               c_brush_polys++;
+       msurface_t *surf;
        if (r_vertexsurfaces.integer)
        {
-               switch(stage)
+               for (surf = firstsurf;surf;surf = surf->chain)
                {
-               case 0:
-                       RSurfShader_Wall_Pass_BaseVertex(s);
-                       return false;
-               case 1:
-                       if (s->currenttexture->glowtexture)
-                               RSurfShader_Wall_Pass_Glow(s);
-                       return false;
-               default:
-                       return true;
+                       c_brush_polys++;
+                       RSurfShader_Wall_Pass_BaseVertex(surf);
                }
+               for (surf = firstsurf;surf;surf = surf->chain)
+                       if (surf->currenttexture->glowtexture)
+                               RSurfShader_Wall_Pass_Glow(surf);
+               if (fogenabled)
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               RSurfShader_Wall_Pass_Fog(surf);
        }
        else if (r_multitexture.integer)
        {
                if (r_dlightmap.integer)
                {
-                       switch(stage)
+                       for (surf = firstsurf;surf;surf = surf->chain)
                        {
-                       case 0:
-                               RSurfShader_Wall_Pass_BaseMTex(s);
-                               return false;
-                       case 1:
-                               if (s->currenttexture->glowtexture)
-                                       RSurfShader_Wall_Pass_Glow(s);
-                               return false;
-                       default:
-                               return true;
+                               c_brush_polys++;
+                               RSurfShader_Wall_Pass_BaseMTex(surf);
                        }
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->currenttexture->glowtexture)
+                                       RSurfShader_Wall_Pass_Glow(surf);
+                       if (fogenabled)
+                               for (surf = firstsurf;surf;surf = surf->chain)
+                                       RSurfShader_Wall_Pass_Fog(surf);
                }
                else
                {
-                       switch(stage)
+                       for (surf = firstsurf;surf;surf = surf->chain)
                        {
-                       case 0:
-                               RSurfShader_Wall_Pass_BaseMTex(s);
-                               return false;
-                       case 1:
-                               if (s->dlightframe == r_framecount)
-                                       RSurfShader_Wall_Pass_Light(s);
-                               return false;
-                       case 2:
-                               if (s->currenttexture->glowtexture)
-                                       RSurfShader_Wall_Pass_Glow(s);
-                               return false;
-                       default:
-                               return true;
+                               c_brush_polys++;
+                               RSurfShader_Wall_Pass_BaseMTex(surf);
                        }
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->dlightframe == r_framecount)
+                                       RSurfShader_Wall_Pass_Light(surf);
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->currenttexture->glowtexture)
+                                       RSurfShader_Wall_Pass_Glow(surf);
+                       if (fogenabled)
+                               for (surf = firstsurf;surf;surf = surf->chain)
+                                       RSurfShader_Wall_Pass_Fog(surf);
                }
        }
-       else if (s->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1 || currentrenderentity->effects & EF_ADDITIVE)
+       else if (firstsurf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1 || currentrenderentity->effects & EF_ADDITIVE)
        {
-               switch(stage)
+               for (surf = firstsurf;surf;surf = surf->chain)
                {
-               case 0:
-                       RSurfShader_Wall_Pass_BaseVertex(s);
-                       return false;
-               case 1:
-                       if (s->currenttexture->glowtexture)
-                               RSurfShader_Wall_Pass_Glow(s);
-                       return false;
-               default:
-                       return true;
+                       c_brush_polys++;
+                       RSurfShader_Wall_Pass_BaseVertex(surf);
                }
+               for (surf = firstsurf;surf;surf = surf->chain)
+                       if (surf->currenttexture->glowtexture)
+                               RSurfShader_Wall_Pass_Glow(surf);
+               if (fogenabled)
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               RSurfShader_Wall_Pass_Fog(surf);
        }
        else
        {
                if (r_dlightmap.integer)
                {
-                       switch(stage)
+                       for (surf = firstsurf;surf;surf = surf->chain)
                        {
-                       case 0:
-                               RSurfShader_Wall_Pass_BaseTexture(s);
-                               return false;
-                       case 1:
-                               RSurfShader_Wall_Pass_BaseLightmap(s);
-                               return false;
-                       case 2:
-                               if (s->currenttexture->glowtexture)
-                                       RSurfShader_Wall_Pass_Glow(s);
-                               return false;
-                       default:
-                               return true;
+                               c_brush_polys++;
+                               RSurfShader_Wall_Pass_BaseTexture(surf);
                        }
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               RSurfShader_Wall_Pass_BaseLightmap(surf);
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->currenttexture->glowtexture)
+                                       RSurfShader_Wall_Pass_Glow(surf);
+                       if (fogenabled)
+                               for (surf = firstsurf;surf;surf = surf->chain)
+                                       RSurfShader_Wall_Pass_Fog(surf);
                }
                else
                {
-                       switch(stage)
+                       for (surf = firstsurf;surf;surf = surf->chain)
                        {
-                       case 0:
-                               RSurfShader_Wall_Pass_BaseTexture(s);
-                               return false;
-                       case 1:
-                               RSurfShader_Wall_Pass_BaseLightmap(s);
-                               return false;
-                       case 2:
-                               if (s->dlightframe == r_framecount)
-                                       RSurfShader_Wall_Pass_Light(s);
-                               return false;
-                       case 3:
-                               if (s->currenttexture->glowtexture)
-                                       RSurfShader_Wall_Pass_Glow(s);
-                               return false;
-                       default:
-                               return true;
+                               c_brush_polys++;
+                               RSurfShader_Wall_Pass_BaseTexture(surf);
                        }
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               RSurfShader_Wall_Pass_BaseLightmap(surf);
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->dlightframe == r_framecount)
+                                       RSurfShader_Wall_Pass_Light(surf);
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->currenttexture->glowtexture)
+                                       RSurfShader_Wall_Pass_Glow(surf);
+                       if (fogenabled)
+                               for (surf = firstsurf;surf;surf = surf->chain)
+                                       RSurfShader_Wall_Pass_Fog(surf);
                }
        }
 }
 
-static int RSurfShader_Wall_Fog(int stage, msurface_t *s)
-{
-       if (stage == 0 && fogenabled)
-       {
-               RSurfShader_Wall_Pass_Fog(s);
-               return false;
-       }
-       else
-               return true;
-}
-
 /*
 =============================================================
 
@@ -1594,11 +1723,6 @@ static int RSurfShader_Wall_Fog(int stage, msurface_t *s)
 =============================================================
 */
 
-static void RSurf_Callback(void *data, void *junk)
-{
-       ((msurface_t *)data)->visframe = r_framecount;
-}
-
 static void R_SolidWorldNode (void)
 {
        if (r_viewleaf->contents != CONTENTS_SOLID)
@@ -1607,7 +1731,6 @@ static void R_SolidWorldNode (void)
                mportal_t *p, *pstack[8192];
                msurface_t *surf, **mark, **endmark;
                mleaf_t *leaf;
-               tinyplane_t plane;
                // LordHavoc: portal-passage worldnode; follows portals leading
                // outward from viewleaf, if a portal leads offscreen it is not
                // followed, in indoor maps this can often cull a great deal of
@@ -1625,54 +1748,25 @@ static void R_SolidWorldNode (void)
                {
                        mark = leaf->firstmarksurface;
                        endmark = mark + leaf->nummarksurfaces;
-                       if (r_ser.integer)
+                       do
                        {
-                               do
+                               surf = *mark++;
+                               // make sure surfaces are only processed once
+                               if (surf->worldnodeframe == r_framecount)
+                                       continue;
+                               surf->worldnodeframe = r_framecount;
+                               if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
                                {
-                                       surf = *mark++;
-                                       // make sure surfaces are only processed once
-                                       if (surf->worldnodeframe == r_framecount)
-                                               continue;
-                                       surf->worldnodeframe = r_framecount;
-                                       if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
-                                       {
-                                               if (surf->flags & SURF_PLANEBACK)
-                                               {
-                                                       VectorNegate(surf->plane->normal, plane.normal);
-                                                       plane.dist = -surf->plane->dist;
-                                                       R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane);
-                                               }
-                                       }
-                                       else
-                                       {
-                                               if (!(surf->flags & SURF_PLANEBACK))
-                                                       R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
-                                       }
+                                       if (surf->flags & SURF_PLANEBACK)
+                                               surf->visframe = r_framecount;
                                }
-                               while (mark < endmark);
-                       }
-                       else
-                       {
-                               do
+                               else
                                {
-                                       surf = *mark++;
-                                       // make sure surfaces are only processed once
-                                       if (surf->worldnodeframe == r_framecount)
-                                               continue;
-                                       surf->worldnodeframe = r_framecount;
-                                       if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
-                                       {
-                                               if (surf->flags & SURF_PLANEBACK)
-                                                       surf->visframe = r_framecount;
-                                       }
-                                       else
-                                       {
-                                               if (!(surf->flags & SURF_PLANEBACK))
-                                                       surf->visframe = r_framecount;
-                                       }
+                                       if (!(surf->flags & SURF_PLANEBACK))
+                                               surf->visframe = r_framecount;
                                }
-                               while (mark < endmark);
                        }
+                       while (mark < endmark);
                }
 
                // follow portals into other leafs
@@ -1718,49 +1812,21 @@ loc2:
                {
                        if (node->numsurfaces)
                        {
-                               if (r_ser.integer)
+                               msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
+                               if (PlaneDiff (r_origin, node->plane) < 0)
                                {
-                                       msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
-                                       tinyplane_t plane;
-                                       if (PlaneDiff (r_origin, node->plane) < 0)
-                                       {
-                                               for (;surf < surfend;surf++)
-                                               {
-                                                       if (surf->flags & SURF_PLANEBACK)
-                                                       {
-                                                               VectorNegate(surf->plane->normal, plane.normal);
-                                                               plane.dist = -surf->plane->dist;
-                                                               R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), surf->flags & SURF_CLIPSOLID, RSurf_Callback, surf, NULL, &plane);
-                                                       }
-                                               }
-                                       }
-                                       else
+                                       for (;surf < surfend;surf++)
                                        {
-                                               for (;surf < surfend;surf++)
-                                               {
-                                                       if (!(surf->flags & SURF_PLANEBACK))
-                                                               R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), surf->flags & SURF_CLIPSOLID, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
-                                               }
+                                               if (surf->flags & SURF_PLANEBACK)
+                                                       surf->visframe = r_framecount;
                                        }
                                }
                                else
                                {
-                                       msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
-                                       if (PlaneDiff (r_origin, node->plane) < 0)
-                                       {
-                                               for (;surf < surfend;surf++)
-                                               {
-                                                       if (surf->flags & SURF_PLANEBACK)
-                                                               surf->visframe = r_framecount;
-                                               }
-                                       }
-                                       else
+                                       for (;surf < surfend;surf++)
                                        {
-                                               for (;surf < surfend;surf++)
-                                               {
-                                                       if (!(surf->flags & SURF_PLANEBACK))
-                                                               surf->visframe = r_framecount;
-                                               }
+                                               if (!(surf->flags & SURF_PLANEBACK))
+                                                       surf->visframe = r_framecount;
                                        }
                                }
                        }
@@ -1812,8 +1878,7 @@ static void R_PVSWorldNode()
        mportal_t *p, *pstack[8192];
        msurface_t *surf, **mark, **endmark;
        mleaf_t *leaf;
-       tinyplane_t plane;
-       byte *worldvis;
+       qbyte *worldvis;
 
        worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
 
@@ -1829,54 +1894,25 @@ loc0:
        {
                mark = leaf->firstmarksurface;
                endmark = mark + leaf->nummarksurfaces;
-               if (r_ser.integer)
+               do
                {
-                       do
+                       surf = *mark++;
+                       // make sure surfaces are only processed once
+                       if (surf->worldnodeframe == r_framecount)
+                               continue;
+                       surf->worldnodeframe = r_framecount;
+                       if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
                        {
-                               surf = *mark++;
-                               // make sure surfaces are only processed once
-                               if (surf->worldnodeframe == r_framecount)
-                                       continue;
-                               surf->worldnodeframe = r_framecount;
-                               if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
-                               {
-                                       if (surf->flags & SURF_PLANEBACK)
-                                       {
-                                               VectorNegate(surf->plane->normal, plane.normal);
-                                               plane.dist = -surf->plane->dist;
-                                               R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane);
-                                       }
-                               }
-                               else
-                               {
-                                       if (!(surf->flags & SURF_PLANEBACK))
-                                               R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
-                               }
+                               if (surf->flags & SURF_PLANEBACK)
+                                       surf->visframe = r_framecount;
                        }
-                       while (mark < endmark);
-               }
-               else
-               {
-                       do
+                       else
                        {
-                               surf = *mark++;
-                               // make sure surfaces are only processed once
-                               if (surf->worldnodeframe == r_framecount)
-                                       continue;
-                               surf->worldnodeframe = r_framecount;
-                               if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
-                               {
-                                       if (surf->flags & SURF_PLANEBACK)
-                                               surf->visframe = r_framecount;
-                               }
-                               else
-                               {
-                                       if (!(surf->flags & SURF_PLANEBACK))
-                                               surf->visframe = r_framecount;
-                               }
+                               if (!(surf->flags & SURF_PLANEBACK))
+                                       surf->visframe = r_framecount;
                        }
-                       while (mark < endmark);
                }
+               while (mark < endmark);
        }
 
        // follow portals into other leafs
@@ -1911,11 +1947,11 @@ loc1:
                goto loc1;
 }
 
-Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex, RSurfShader_Wall_Fog}, NULL};
-Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap, RSurfShader_Wall_Fog}, NULL};
-Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright, RSurfShader_Wall_Fog}, NULL};
-Cshader_t Cshader_water = {{NULL, RSurfShader_Water, NULL}, NULL};
-Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL, NULL}, NULL};
+Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex}, NULL};
+Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, NULL};
+Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright}, NULL};
+Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, NULL};
+Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, NULL};
 
 int Cshader_count = 5;
 Cshader_t *Cshaders[5] =
@@ -1929,7 +1965,7 @@ Cshader_t *Cshaders[5] =
 
 void R_PrepareSurfaces(void)
 {
-       int i;
+       int i, alttextures, texframe, framecount;
        texture_t *t;
        model_t *model;
        msurface_t *surf;
@@ -1938,6 +1974,8 @@ void R_PrepareSurfaces(void)
                Cshaders[i]->chain = NULL;
 
        model = currentrenderentity->model;
+       alttextures = currentrenderentity->frame != 0;
+       texframe = (int)(cl.time * 5.0f);
 
        for (i = 0;i < model->nummodelsurfaces;i++)
        {
@@ -1948,14 +1986,17 @@ void R_PrepareSurfaces(void)
                        {
                                surf->insertframe = r_framecount;
                                c_faces++;
-                               // manually inlined R_TextureAnimation
-                               //t = R_TextureAnimation(surf->texinfo->texture);
                                t = surf->texinfo->texture;
-                               if (t->alternate_anims != NULL && currentrenderentity->frame)
-                                       t = t->alternate_anims;
-                               if (t->anim_total >= 2)
-                                       t = t->anim_frames[(int)(cl.time * 5.0f) % t->anim_total];
-                               surf->currenttexture = t;
+                               if (t->animated)
+                               {
+                                       framecount = t->anim_total[alttextures];
+                                       if (framecount >= 2)
+                                               surf->currenttexture = t->anim_frames[alttextures][texframe % framecount];
+                                       else
+                                               surf->currenttexture = t->anim_frames[alttextures][0];
+                               }
+                               else
+                                       surf->currenttexture = t;
                        }
 
                        surf->chain = surf->shader->chain;
@@ -1966,19 +2007,14 @@ void R_PrepareSurfaces(void)
 
 void R_DrawSurfaces (int type)
 {
-       int                     i, stage;
-       msurface_t      *surf;
+       int                     i;
        Cshader_t       *shader;
 
        for (i = 0;i < Cshader_count;i++)
        {
                shader = Cshaders[i];
                if (shader->chain && shader->shaderfunc[type])
-                       for (stage = 0;stage < 1000;stage++)
-                               for (surf = shader->chain;surf;surf = surf->chain)
-                                       if (shader->shaderfunc[type](stage, surf))
-                                               goto done;
-done:;
+                       shader->shaderfunc[type](shader->chain);
        }
 }
 
@@ -1987,38 +2023,14 @@ static float portalpointbuffer[256][3];
 void R_DrawPortals(void)
 {
        int drawportals, i;
-//     mleaf_t *leaf, *endleaf;
        mportal_t *portal, *endportal;
-       mvertex_t *point/*, *endpoint*/;
+       mvertex_t *point;
        rmeshinfo_t m;
        drawportals = r_drawportals.integer;
+
        if (drawportals < 1)
                return;
-       /*
-       leaf = cl.worldmodel->leafs;
-       endleaf = leaf + cl.worldmodel->numleafs;
-       for (;leaf < endleaf;leaf++)
-       {
-               if (leaf->visframe == r_framecount && leaf->portals)
-               {
-                       i = leaf - cl.worldmodel->leafs;
-                       r = (i & 0x0007) << 5;
-                       g = (i & 0x0038) << 2;
-                       b = (i & 0x01C0) >> 1;
-                       portal = leaf->portals;
-                       while (portal)
-                       {
-                               transpolybegin(0, 0, 0, TPOLYTYPE_ALPHA);
-                               point = portal->points + portal->numpoints - 1;
-                               endpoint = portal->points;
-                               for (;point >= endpoint;point--)
-                                       transpolyvertub(point->position[0], point->position[1], point->position[2], 0, 0, r, g, b, 32);
-                               transpolyend();
-                               portal = portal->next;
-                       }
-               }
-       }
-       */
+
        memset(&m, 0, sizeof(m));
        m.transparent = true;
        m.blendfunc1 = GL_SRC_ALPHA;
@@ -2056,7 +2068,7 @@ void R_DrawPortals(void)
 void R_SetupForBModelRendering(void)
 {
        int                     i;
-       msurface_t      *s;
+       msurface_t      *surf;
        model_t         *model;
        vec3_t          modelorg;
 
@@ -2070,15 +2082,15 @@ void R_SetupForBModelRendering(void)
 
        for (i = 0;i < model->nummodelsurfaces;i++)
        {
-               s = model->modelsortedsurfaces[i];
-               if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0))
-                       s->visframe = r_framecount;
+               surf = model->modelsortedsurfaces[i];
+               if (((surf->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, surf->plane) >= 0))
+                       surf->visframe = r_framecount;
                else
-                       s->visframe = -1;
-               s->worldnodeframe = -1;
-               s->lightframe = -1;
-               s->dlightframe = -1;
-               s->insertframe = -1;
+                       surf->visframe = -1;
+               surf->worldnodeframe = -1;
+               surf->lightframe = -1;
+               surf->dlightframe = -1;
+               surf->insertframe = -1;
        }
 }
 
@@ -2094,7 +2106,7 @@ void R_SetupForWorldRendering(void)
 static void R_SurfMarkLights (void)
 {
        int                     i;
-       msurface_t      *s;
+       msurface_t      *surf;
 
        if (r_dynamic.integer)
                R_MarkLights();
@@ -2103,26 +2115,22 @@ static void R_SurfMarkLights (void)
        {
                for (i = 0;i < currentrenderentity->model->nummodelsurfaces;i++)
                {
-                       s = currentrenderentity->model->modelsortedsurfaces[i];
-                       if (s->visframe == r_framecount && s->lightmaptexture != NULL)
+                       surf = currentrenderentity->model->modelsortedsurfaces[i];
+                       if (surf->visframe == r_framecount && surf->lightmaptexture != NULL)
                        {
-                               if (s->cached_dlight
-                                || s->cached_ambient != r_ambient.value
-                                || s->cached_lightscalebit != lightscalebit)
-                                       R_BuildLightMap(s, false); // base lighting changed
+                               if (surf->cached_dlight
+                                || surf->cached_ambient != r_ambient.value
+                                || surf->cached_lightscalebit != lightscalebit)
+                                       R_BuildLightMap(surf, false); // base lighting changed
                                else if (r_dynamic.integer)
                                {
-                                       if  (s->styles[0] != 255 && (d_lightstylevalue[s->styles[0]] != s->cached_light[0]
-                                        || (s->styles[1] != 255 && (d_lightstylevalue[s->styles[1]] != s->cached_light[1]
-                                        || (s->styles[2] != 255 && (d_lightstylevalue[s->styles[2]] != s->cached_light[2]
-                                        || (s->styles[3] != 255 && (d_lightstylevalue[s->styles[3]] != s->cached_light[3]))))))))
-                                       //if (s->cached_light[0] != d_lightstylevalue[s->styles[0]]
-                                       // || s->cached_light[1] != d_lightstylevalue[s->styles[1]]
-                                       // || s->cached_light[2] != d_lightstylevalue[s->styles[2]]
-                                       // || s->cached_light[3] != d_lightstylevalue[s->styles[3]])
-                                               R_BuildLightMap(s, false); // base lighting changed
-                                       else if (s->dlightframe == r_framecount && r_dlightmap.integer)
-                                               R_BuildLightMap(s, true); // only dlights
+                                       if  (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0]
+                                        || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1]
+                                        || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2]
+                                        || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3]))))))))
+                                               R_BuildLightMap(surf, false); // base lighting changed
+                                       else if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+                                               R_BuildLightMap(surf, true); // only dlights
                                }
                        }
                }
@@ -2179,5 +2187,34 @@ void R_DrawBrushModelNormal (void)
        if (!skyrendermasked)
                R_DrawSurfaces(SHADERSTAGE_SKY);
        R_DrawSurfaces(SHADERSTAGE_NORMAL);
-       R_DrawSurfaces(SHADERSTAGE_FOG);
 }
+
+static void gl_surf_start(void)
+{
+}
+
+static void gl_surf_shutdown(void)
+{
+}
+
+static void gl_surf_newmap(void)
+{
+}
+
+void GL_Surf_Init(void)
+{
+       int i;
+       dlightdivtable[0] = 4194304;
+       for (i = 1;i < 32768;i++)
+               dlightdivtable[i] = 4194304 / (i << 7);
+
+       Cvar_RegisterVariable(&r_ambient);
+       Cvar_RegisterVariable(&r_vertexsurfaces);
+       Cvar_RegisterVariable(&r_dlightmap);
+       Cvar_RegisterVariable(&r_drawportals);
+       Cvar_RegisterVariable(&r_testvis);
+       Cvar_RegisterVariable(&r_floatbuildlightmap);
+
+       R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
+}
+