]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
tweak large flame lights a bit more
[xonotic/darkplaces.git] / model_brush.c
index c91368de3b2bfd2ca61507ac877135cbcc7e3e5c..050fed9eb64ed0a7f561e367092fc5434ca5cc74 100644 (file)
@@ -511,8 +511,7 @@ static void Mod_LoadTextures (lump_t *l)
                }
 
                // start out with no animation
-               tx->currentframe[0] = tx;
-               tx->currentframe[1] = tx;
+               tx->currentframe = tx;
        }
 
        // sequence the animations
@@ -745,561 +744,21 @@ void Mod_LoadLightList(void)
        }
 }
 
-
-
 /*
-// svbspmesh_t is in model_brush.h
-
-typedef struct svbsppolygon_s
-{
-       struct svbsppolygon_s *next;
-       int numverts;
-       float *verts;
-       float normal[3], dist;
-}
-svbsppolygon_t;
-
-typedef struct svbspnode_s
-{
-       // true if this is a leaf (has no children), not a node
-       int isleaf;
-       // (shared) parent node
-       struct svbspnode_s *parent;
-       // (leaf) dark or lit leaf
-       int dark;
-       // (leaf) polygons bounding this leaf
-       svbsppolygon_t *polygons;
-       // (node) children
-       struct svbspnode_s *children[2];
-       // (node) splitting plane
-       float normal[3], dist;
-}
-svbspnode_t;
-
-svbspnode_t *Mod_SVBSP_AllocNode(svbspnode_t *parent, svbspnode_t *child0, svbspnode_t *child1, float *normal, float dist)
-{
-       svbspnode_t *node;
-       node = Mem_Alloc(loadmodel->mempool, sizeof(svbspnode_t));
-       node->parent = parent;
-       node->children[0] = child0;
-       node->children[1] = child1;
-       VectorCopy(normal, node->normal);
-       node->dist = dist;
-       return node;
-}
-
-svbspnode_t *Mod_SVBSP_AllocLeaf(svbspnode_t *parent, int dark)
-{
-       svbspnode_t *leaf;
-       leaf = Mem_Alloc(loadmodel->mempool, sizeof(svbspnode_t));
-       leaf->isleaf = true;
-       leaf->parent = parent;
-       leaf->dark = dark;
-       return leaf;
-}
-
-svbspnode_t *Mod_SVBSP_NewTree(void)
-{
-       return Mod_SVBSP_AllocLeaf(NULL, false);
-}
-
-void Mod_SVBSP_FreeTree(svbspnode_t *node)
-{
-       if (!node->isleaf)
-       {
-               Mod_SVBSP_FreeTree(node->children[0]);
-               Mod_SVBSP_FreeTree(node->children[1]);
-       }
-       Mem_Free(node);
-}
-
-void Mod_SVBSP_RecursiveAddPolygon(svbspnode_t *node, int numverts, float *verts, float *normal, float dist, int constructmode)
-{
-       int i, j, numvertsfront, numvertsback, maxverts, counts[3];
-       float *vertsfront, *vertsback, *v, d, temp[3];
-       float dists[4096];
-       qbyte sides[4096];
-       svbsppolygon_t *poly;
-       if (node->isleaf)
-       {
-               if (constructmode == 0)
-               {
-                       // construct tree structure
-                       node->isleaf = false;
-                       node->children[0] = Mod_SVBSP_AllocLeaf(node, false);
-                       node->children[1] = Mod_SVBSP_AllocLeaf(node, false);
-                       VectorCopy(normal, node->normal);
-                       node->dist = dist;
-               }
-               else if (constructmode == 1)
-               {
-                       // mark dark leafs
-                       node->dark = true;
-               }
-               else
-               {
-                       // link polygons into lit leafs only (this is the optimization)
-                       if (!node->dark)
-                       {
-                               poly = Mem_Alloc(loadmodel->mempool, sizeof(svbsppolygon_t) + numverts * sizeof(float[3]));
-                               poly->numverts = numverts;
-                               poly->verts = (float *)(poly + 1);
-                               VectorCopy(normal, poly->normal);
-                               poly->dist = dist;
-                               memcpy(poly->verts, verts, numverts * sizeof(float[3]));
-                               poly->next = node->polygons;
-                               node->polygons = poly;
-                       }
-               }
-       }
-       else
-       {
-               counts[SIDE_FRONT] = counts[SIDE_BACK] = counts[SIDE_ON] = 0;
-               for (i = 0, v = verts;i < numverts;i++, v += 3)
-               {
-                       dists[i] = DotProduct(v, node->normal) - node->dist;
-                       if (dists[i] >= 0.1)
-                               sides[i] = SIDE_FRONT;
-                       else if (dists[i] <= -0.1)
-                               sides[i] = SIDE_BACK;
-                       else
-                               sides[i] = SIDE_ON;
-                       counts[sides[i]]++;
-               }
-               if (counts[SIDE_FRONT] && counts[SIDE_BACK])
-               {
-                       // some front, some back...  sliced
-                       numvertsfront = 0;
-                       numvertsback = 0;
-                       // this is excessive, but nice for safety...
-                       maxverts = numverts + 4;
-                       vertsfront = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
-                       vertsback = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
-                       for (i = 0, j = numverts - 1;i < numverts;j = i, i++)
-                       {
-                               if (sides[j] == SIDE_FRONT)
-                               {
-                                       VectorCopy(&verts[j * 3], &vertsfront[numvertsfront * 3]);
-                                       numvertsfront++;
-                                       if (sides[i] == SIDE_BACK)
-                                       {
-                                               d = dists[j] / (dists[j] - dists[i]);
-                                               VectorSubtract(&verts[i * 3], &verts[j * 3], temp);
-                                               VectorMA(&verts[j * 3], d, temp, temp);
-                                               VectorCopy(temp, &vertsfront[numvertsfront * 3]);
-                                               VectorCopy(temp, &vertsback[numvertsback * 3]);
-                                               numvertsfront++;
-                                               numvertsback++;
-                                       }
-                               }
-                               else if (sides[j] == SIDE_BACK)
-                               {
-                                       VectorCopy(&verts[j * 3], &vertsback[numvertsback * 3]);
-                                       numvertsback++;
-                                       if (sides[i] == SIDE_FRONT)
-                                       {
-                                               d = dists[j] / (dists[j] - dists[i]);
-                                               VectorSubtract(&verts[i * 3], &verts[j * 3], temp);
-                                               VectorMA(&verts[j * 3], d, temp, temp);
-                                               VectorCopy(temp, &vertsfront[numvertsfront * 3]);
-                                               VectorCopy(temp, &vertsback[numvertsback * 3]);
-                                               numvertsfront++;
-                                               numvertsback++;
-                                       }
-                               }
-                               else
-                               {
-                                       VectorCopy(&verts[j * 3], &vertsfront[numvertsfront * 3]);
-                                       VectorCopy(&verts[j * 3], &vertsback[numvertsback * 3]);
-                                       numvertsfront++;
-                                       numvertsback++;
-                               }
-                       }
-                       Mod_SVBSP_RecursiveAddPolygon(node->children[1], numvertsfront, vertsfront, normal, dist, constructmode);
-                       Mod_SVBSP_RecursiveAddPolygon(node->children[0], numvertsback, vertsback, normal, dist, constructmode);
-                       Mem_Free(vertsfront);
-                       Mem_Free(vertsback);
-               }
-               else if (counts[SIDE_BACK])
-                       Mod_SVBSP_RecursiveAddPolygon(node->children[0], numverts, verts, normal, dist, constructmode);
-               else if (counts[SIDE_FRONT])
-                       Mod_SVBSP_RecursiveAddPolygon(node->children[1], numverts, verts, normal, dist, constructmode);
-               else
-               {
-                       // mode 0 is constructing tree, don't make unnecessary splits
-                       if (constructmode == 1)
-                       {
-                               // marking dark leafs
-                               // send it down the side it is not facing
-                               Mod_SVBSP_RecursiveAddPolygon(node->children[DotProduct(node->normal, normal) < 0], numverts, verts, normal, dist, constructmode);
-                       }
-                       else if (constructmode == 2)
-                       {
-                               // linking polygons into lit leafs only
-                               // send it down the side it is facing
-                               Mod_SVBSP_RecursiveAddPolygon(node->children[DotProduct(node->normal, normal) >= 0], numverts, verts, normal, dist, constructmode);
-                       }
-               }
-       }
-}
-
-int svbsp_count_nodes;
-int svbsp_count_leafs;
-int svbsp_count_polygons;
-int svbsp_count_darkleafs;
-int svbsp_count_originalpolygons;
-int svbsp_count_meshs;
-int svbsp_count_triangles;
-int svbsp_count_vertices;
-
-void Mod_SVBSP_AddPolygon(svbspnode_t *root, int numverts, float *verts, int constructmode, float *test, int linenumber)
-{
-       int i;
-       float normal[3], dist, dir0[3], dir1[3], *v0, *v1, *v2;
-       svbsp_count_originalpolygons++;
-       for (i = 0, v0 = verts + (numverts - 2) * 3, v1 = verts + (numverts - 1) * 3, v2 = verts;i < numverts;i++, v0 = v1, v1 = v2, v2 += 3)
-       {
-               VectorSubtract(v0, v1, dir0);
-               VectorSubtract(v2, v1, dir1);
-               CrossProduct(dir0, dir1, normal);
-               if (DotProduct(normal, normal) >= 0.1)
-                       break;
-       }
-       if (i == numverts)
-               return;
-       VectorNormalize(normal);
-       dist = DotProduct(verts, normal);
-       if (test && DotProduct(test, normal) > dist + 0.1)
-               Con_Printf("%i %f %f %f %f : %f %f %f %f\n", linenumber, normal[0], normal[1], normal[2], dist, test[0], test[1], test[2], DotProduct(test, normal));
-       Mod_SVBSP_RecursiveAddPolygon(root, numverts, verts, normal, dist, constructmode);
-}
-
-void Mod_SVBSP_RecursiveGatherStats(svbspnode_t *node)
-{
-       svbsppolygon_t *poly;
-       for (poly = node->polygons;poly;poly = poly->next)
-               svbsp_count_polygons++;
-       if (node->isleaf)
-       {
-               svbsp_count_leafs++;
-               if (node->dark)
-                       svbsp_count_darkleafs++;
-       }
-       else
-       {
-               svbsp_count_nodes++;
-               Mod_SVBSP_RecursiveGatherStats(node->children[0]);
-               Mod_SVBSP_RecursiveGatherStats(node->children[1]);
-       }
-}
-
-svbspmesh_t *Mod_SVBSP_AllocMesh(int maxverts)
-{
-       svbspmesh_t *mesh;
-       mesh = Mem_Alloc(loadmodel->mempool, sizeof(svbspmesh_t) + maxverts * sizeof(float[4]) + maxverts * sizeof(int[3]));
-       mesh->maxverts = maxverts;
-       mesh->maxtriangles = maxverts;
-       mesh->numverts = 0;
-       mesh->numtriangles = 0;
-       mesh->verts = (float *)(mesh + 1);
-       mesh->elements = (int *)(mesh->verts + mesh->maxverts * 4);
-       return mesh;
-}
-
-svbspmesh_t *Mod_SVBSP_ReAllocMesh(svbspmesh_t *oldmesh)
-{
-       svbspmesh_t *newmesh;
-       newmesh = Mem_Alloc(loadmodel->mempool, sizeof(svbspmesh_t) + oldmesh->numverts * sizeof(float[4]) + oldmesh->numtriangles * sizeof(int[3]));
-       newmesh->maxverts = newmesh->numverts = oldmesh->numverts;
-       newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles;
-       newmesh->verts = (float *)(newmesh + 1);
-       newmesh->elements = (int *)(newmesh->verts + newmesh->maxverts * 4);
-       memcpy(newmesh->verts, oldmesh->verts, newmesh->numverts * sizeof(float[4]));
-       memcpy(newmesh->elements, oldmesh->elements, newmesh->numtriangles * sizeof(int[3]));
-       return newmesh;
-}
-
-void Mod_SVBSP_RecursiveBuildTriangleMeshs(svbspmesh_t *firstmesh, svbspnode_t *node)
-{
-       svbsppolygon_t *poly;
-       svbspmesh_t *mesh;
-       int i, j, k;
-       float *v, *m, temp[3];
-       if (node->isleaf)
-       {
-               for (poly = node->polygons;poly;poly = poly->next)
-               {
-                       mesh = firstmesh;
-                       while (poly->numverts + mesh->numverts > mesh->maxverts || (poly->numverts - 2) + mesh->numtriangles > mesh->maxtriangles)
-                       {
-                               if (mesh->next == NULL)
-                                       mesh->next = Mod_SVBSP_AllocMesh(max(1000, poly->numverts));
-                               mesh = mesh->next;
-                       }
-                       for (i = 0, v = poly->verts;i < poly->numverts - 2;i++, v += 3)
-                       {
-                               for (k = 0;k < 3;k++)
-                               {
-                                       if (k == 0)
-                                               v = poly->verts;
-                                       else if (k == 1)
-                                               v = poly->verts + (i + 1) * 3;
-                                       else if (k == 2)
-                                               v = poly->verts + (i + 2) * 3;
-                                       for (j = 0, m = mesh->verts;j < mesh->numverts;j++, m += 4)
-                                       {
-                                               VectorSubtract(v, m, temp);
-                                               if (DotProduct(temp, temp) < 0.1)
-                                                       break;
-                                       }
-                                       if (j == mesh->numverts)
-                                       {
-                                               mesh->numverts++;
-                                               VectorCopy(v, m);
-                                       }
-                                       mesh->elements[mesh->numtriangles * 3 + k] = j;
-                               }
-                               mesh->numtriangles++;
-                       }
-               }
-       }
-       else
-       {
-               Mod_SVBSP_RecursiveBuildTriangleMeshs(firstmesh, node->children[0]);
-               Mod_SVBSP_RecursiveBuildTriangleMeshs(firstmesh, node->children[1]);
-       }
-}
-
-svbspmesh_t *Mod_SVBSP_BuildTriangleMeshs(svbspnode_t *root, vec3_t mins, vec3_t maxs)
-{
-       svbspmesh_t *firstmesh, *mesh, *newmesh, *nextmesh;
-       int i;
-       float *v;
-       firstmesh = Mod_SVBSP_AllocMesh(1000);
-       Mod_SVBSP_RecursiveBuildTriangleMeshs(firstmesh, root);
-       // reallocate meshs to conserve space
-       for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
-       {
-               svbsp_count_meshs++;
-               svbsp_count_triangles += mesh->numtriangles;
-               svbsp_count_vertices += mesh->numverts;
-
-               // calculate bbox
-               if (firstmesh == NULL)
-               {
-                       VectorCopy(mesh->verts, mins);
-                       VectorCopy(mesh->verts, maxs);
-               }
-               for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
-               {
-                       if (mins[0] > v[0]) mins[0] = v[0];if (maxs[0] < v[0]) maxs[0] = v[0];
-                       if (mins[1] > v[1]) mins[1] = v[1];if (maxs[1] < v[1]) maxs[1] = v[1];
-                       if (mins[2] > v[2]) mins[2] = v[2];if (maxs[2] < v[2]) maxs[2] = v[2];
-               }
-
-               nextmesh = mesh->next;
-               newmesh = Mod_SVBSP_ReAllocMesh(mesh);
-               newmesh->next = firstmesh;
-               firstmesh = newmesh;
-               Mem_Free(mesh);
-       }
-       return firstmesh;
-}
-
-void Mod_SVBSP_FreeTriangleMeshs(svbspmesh_t *mesh)
-{
-       svbspmesh_t *nextmesh;
-       for (;mesh;mesh = nextmesh)
-       {
-               nextmesh = mesh->next;
-               Mem_Free(mesh);
-       }
-}
-*/
-
-typedef struct svpolygon_s
-{
-       struct svpolygon_s *next;
-       int maxverts;
-       int numverts;
-       float *verts;
-       float normal[3], dist;
-}
-svpolygon_t;
-
-typedef struct svbrush_s
-{
-       struct svbrush_s *next;
-       svpolygon_t *polygons;
-       vec3_t mins, maxs;
-}
-svbrush_t;
-
-typedef struct svworld_s
-{
-       svbrush_t *brushs;
-}
-svworld_t;
-
-svworld_t *Mod_ShadowBrush_NewWorld(mempool_t *mempool)
-{
-       return Mem_Alloc(mempool, sizeof(svworld_t));
-}
-
-void Mod_ShadowBrush_FreeWorld(svworld_t *world)
-{
-       svbrush_t *brush, *brushnext;
-       svpolygon_t *poly, *polynext;
-       for (brush = world->brushs;brush;brush = brushnext)
-       {
-               brushnext = brush->next;
-               for (poly = brush->polygons;poly;poly = polynext)
-               {
-                       polynext = poly->next;
-                       Mem_Free(poly);
-               }
-               Mem_Free(brush);
-       }
-       Mem_Free(world);
-}
-
-svbrush_t *Mod_ShadowBrush_BeginBrush(mempool_t *mempool)
-{
-       return Mem_Alloc(mempool, sizeof(svbrush_t));
-}
-
-void Mod_ShadowBrush_AddPolygon(mempool_t *mempool, svbrush_t *brush, int numverts, float *verts)
-{
-       int i;
-       float normal[3], dist, dir0[3], dir1[3], *v0, *v1, *v2;
-       svpolygon_t *poly;
-       for (i = 0, v0 = verts + (numverts - 2) * 3, v1 = verts + (numverts - 1) * 3, v2 = verts;i < numverts;i++, v0 = v1, v1 = v2, v2 += 3)
-       {
-               VectorSubtract(v0, v1, dir0);
-               VectorSubtract(v2, v1, dir1);
-               CrossProduct(dir0, dir1, normal);
-               if (DotProduct(normal, normal) >= 0.1)
-                       break;
-       }
-       if (i == numverts)
-               return;
-       VectorNormalize(normal);
-       dist = DotProduct(verts, normal);
-
-       poly = Mem_Alloc(mempool, sizeof(svpolygon_t) + numverts * sizeof(float[3]));
-       poly->numverts = numverts;
-       poly->verts = (float *)(poly + 1);
-       VectorCopy(normal, poly->normal);
-       poly->dist = dist;
-       poly->next = brush->polygons;
-       brush->polygons = poly;
-       memcpy(poly->verts, verts, numverts * sizeof(float[3]));
-}
-
-void Mod_ShadowBrush_AddPolygonI(mempool_t *mempool, svbrush_t *brush, int numverts, float *verts)
-{
-       int i;
-       float normal[3], dist, dir0[3], dir1[3], *v0, *v1, *v2;
-       svpolygon_t *poly;
-       for (i = 0, v0 = verts + (numverts - 2) * 3, v1 = verts + (numverts - 1) * 3, v2 = verts;i < numverts;i++, v0 = v1, v1 = v2, v2 += 3)
-       {
-               VectorSubtract(v0, v1, dir0);
-               VectorSubtract(v2, v1, dir1);
-               CrossProduct(dir0, dir1, normal);
-               if (DotProduct(normal, normal) >= 0.1)
-                       break;
-       }
-       if (i == numverts)
-               return;
-       VectorNormalize(normal);
-       dist = DotProduct(verts, normal);
-       VectorNegate(normal, normal);
-       dist = -dist;
-
-       poly = Mem_Alloc(mempool, sizeof(svpolygon_t) + numverts * sizeof(float[3]));
-       poly->numverts = numverts;
-       poly->verts = (float *)(poly + 1);
-       VectorCopy(normal, poly->normal);
-       poly->dist = dist;
-       poly->next = brush->polygons;
-       brush->polygons = poly;
-       for (i = 0, v0 = verts + (numverts - 1) * 3, v1 = poly->verts;i < numverts;i++, v0 -= 3, v1 += 3)
-               VectorCopy(v0, v1);
-}
-
-void Mod_ShadowBrush_EndBrush(svworld_t *world, svbrush_t *brush)
-{
-       int i;
-       float *v;
-       svpolygon_t *poly;
-       if (!brush->polygons)
-       {
-               Mem_Free(brush);
-               return;
-       }
-       brush->next = world->brushs;
-       world->brushs = brush;
-       VectorCopy(brush->polygons->verts, brush->mins);
-       VectorCopy(brush->polygons->verts, brush->maxs);
-       for (poly = brush->polygons;poly;poly = poly->next)
-       {
-               for (i = 0, v = poly->verts;i < poly->numverts;i++, v += 3)
-               {
-                       if (brush->mins[0] > v[0]) brush->mins[0] = v[0];if (brush->maxs[0] < v[0]) brush->maxs[0] = v[0];
-                       if (brush->mins[1] > v[1]) brush->mins[1] = v[1];if (brush->maxs[1] < v[1]) brush->maxs[1] = v[1];
-                       if (brush->mins[2] > v[2]) brush->mins[2] = v[2];if (brush->maxs[2] < v[2]) brush->maxs[2] = v[2];
-               }
-       }
-}
-
-void Mod_ShadowBrush_ProcessWorld(mempool_t *mempool, svworld_t *world)
-{
-       /*
-       for (clipbrush = world->brushs;clipbrush;clipbrush = clipbrush->next)
-       {
-               for (brush = world->brushs;brush;brush = brush->next)
-               {
-                       if (brush != clipbrush
-                        && brush->mins[0] <= clipbrush->maxs[0]
-                        && brush->maxs[0] >= clipbrush->mins[0]
-                        && brush->mins[1] <= clipbrush->maxs[1]
-                        && brush->maxs[1] >= clipbrush->mins[1]
-                        && brush->mins[2] <= clipbrush->maxs[2]
-                        && brush->maxs[2] >= clipbrush->mins[2])
-                               continue;
-                       for (poly = brush->polygons;poly;poly = poly->next)
-                       {
-
-                       }
-               }
-       }
-       */
-}
-
-shadowmesh_t *Mod_ShadowBrush_BuildMeshs(mempool_t *mempool, svworld_t *world)
-{
-       shadowmesh_t *mesh;
-       svbrush_t *brush;
-       svpolygon_t *poly;
-       mesh = Mod_ShadowMesh_Begin(mempool);
-       for (brush = world->brushs;brush;brush = brush->next)
-               for (poly = brush->polygons;poly;poly = poly->next)
-                       Mod_ShadowMesh_AddPolygon(mempool, mesh, poly->numverts, poly->verts);
-       mesh = Mod_ShadowMesh_Finish(mempool, mesh);
-       return mesh;
-}
-
+static int castshadowcount = 0;
 void Mod_ProcessLightList(void)
 {
-       int j, k, *mark, lnum;
+       int j, k, l, *mark, lnum;
        mlight_t *e;
        msurface_t *surf;
        float dist;
        mleaf_t *leaf;
        qbyte *pvs;
+       vec3_t temp;
+       float *v, radius2;
        for (lnum = 0, e = loadmodel->lights;lnum < loadmodel->numlights;lnum++, e++)
        {
-               e->cullradius2 = DotProduct(e->light, e->light) / (e->falloff * e->falloff * 8192.0f * 8192.0f);// + 4096.0f;
+               e->cullradius2 = DotProduct(e->light, e->light) / (e->falloff * e->falloff * 8192.0f * 8192.0f * 2.0f * 2.0f);// + 4096.0f;
                if (e->cullradius2 > 4096.0f * 4096.0f)
                        e->cullradius2 = 4096.0f * 4096.0f;
                e->cullradius = e->lightradius = sqrt(e->cullradius2);
@@ -1323,7 +782,11 @@ void Mod_ProcessLightList(void)
                                        if (surf->flags & SURF_PLANEBACK)
                                                dist = -dist;
                                        if (dist > 0 && dist < e->cullradius)
-                                               loadmodel->surfacevisframes[*mark] = -2;
+                                       {
+                                               VectorSubtract(e->origin, surf->poly_center, temp);
+                                               if (DotProduct(temp, temp) - surf->poly_radius2 < e->cullradius2)
+                                                       loadmodel->surfacevisframes[*mark] = -2;
+                                       }
                                }
                        }
                }
@@ -1341,11 +804,8 @@ void Mod_ProcessLightList(void)
                                if (loadmodel->surfacevisframes[j] == -2)
                                        e->surfaces[e->numsurfaces++] = loadmodel->surfaces + j;
                }
-#if 1
-               {
                // find bounding box and sphere of lit surfaces
                // (these will be used for creating a shape to clip the light)
-               float *v, temp[3], radius2;
                radius2 = 0;
                for (j = 0;j < e->numsurfaces;j++)
                {
@@ -1371,29 +831,21 @@ void Mod_ProcessLightList(void)
                        e->cullradius2 = radius2;
                        e->cullradius = sqrt(e->cullradius2);
                }
-               }
-#endif
-#if 1
-               e->mins[0] = e->origin[0] - e->cullradius;
-               e->maxs[0] = e->origin[0] + e->cullradius;
-               e->mins[1] = e->origin[1] - e->cullradius;
-               e->maxs[1] = e->origin[1] + e->cullradius;
-               e->mins[2] = e->origin[2] - e->cullradius;
-               e->maxs[2] = e->origin[2] + e->cullradius;
-#endif
-#if 1
+               if (e->mins[0] < e->origin[0] - e->lightradius) e->mins[0] = e->origin[0] - e->lightradius;
+               if (e->maxs[0] > e->origin[0] + e->lightradius) e->maxs[0] = e->origin[0] + e->lightradius;
+               if (e->mins[1] < e->origin[1] - e->lightradius) e->mins[1] = e->origin[1] - e->lightradius;
+               if (e->maxs[1] > e->origin[1] + e->lightradius) e->maxs[1] = e->origin[1] + e->lightradius;
+               if (e->mins[2] < e->origin[2] - e->lightradius) e->mins[2] = e->origin[2] - e->lightradius;
+               if (e->maxs[2] > e->origin[2] + e->lightradius) e->maxs[2] = e->origin[2] + e->lightradius;
                // clip shadow volumes against eachother to remove unnecessary
                // polygons (and sections of polygons)
                {
-                       vec3_t temp;
                        //vec3_t polymins, polymaxs;
                        int maxverts = 4;
                        float *verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
                        float f, *v0, *v1, projectdistance;
-                       svworld_t *svworld;
-                       svbrush_t *svbrush;
 
-                       svworld = Mod_ShadowBrush_NewWorld(loadmodel->mempool);
+                       e->shadowvolume = Mod_ShadowMesh_Begin(loadmodel->mempool, 1024);
 #if 0
                        {
                        vec3_t outermins, outermaxs, innermins, innermaxs;
@@ -1413,123 +865,89 @@ void Mod_ProcessLightList(void)
                        // facing inward to limit light area, with an outer bounding box
                        // facing outward (this is needed by the shadow rendering method)
                        // X major
-                       svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
                        verts[ 0] = innermaxs[0];verts[ 1] = innermins[1];verts[ 2] = innermaxs[2];
                        verts[ 3] = innermaxs[0];verts[ 4] = innermins[1];verts[ 5] = innermins[2];
                        verts[ 6] = innermaxs[0];verts[ 7] = innermaxs[1];verts[ 8] = innermins[2];
                        verts[ 9] = innermaxs[0];verts[10] = innermaxs[1];verts[11] = innermaxs[2];
-                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
                        verts[ 0] = outermaxs[0];verts[ 1] = outermaxs[1];verts[ 2] = outermaxs[2];
                        verts[ 3] = outermaxs[0];verts[ 4] = outermaxs[1];verts[ 5] = outermins[2];
                        verts[ 6] = outermaxs[0];verts[ 7] = outermins[1];verts[ 8] = outermins[2];
                        verts[ 9] = outermaxs[0];verts[10] = outermins[1];verts[11] = outermaxs[2];
-                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
-                       Mod_ShadowBrush_EndBrush(svworld, svbrush);
+                       Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
                        // X minor
-                       svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
                        verts[ 0] = innermins[0];verts[ 1] = innermaxs[1];verts[ 2] = innermaxs[2];
                        verts[ 3] = innermins[0];verts[ 4] = innermaxs[1];verts[ 5] = innermins[2];
                        verts[ 6] = innermins[0];verts[ 7] = innermins[1];verts[ 8] = innermins[2];
                        verts[ 9] = innermins[0];verts[10] = innermins[1];verts[11] = innermaxs[2];
-                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
                        verts[ 0] = outermins[0];verts[ 1] = outermins[1];verts[ 2] = outermaxs[2];
                        verts[ 3] = outermins[0];verts[ 4] = outermins[1];verts[ 5] = outermins[2];
                        verts[ 6] = outermins[0];verts[ 7] = outermaxs[1];verts[ 8] = outermins[2];
                        verts[ 9] = outermins[0];verts[10] = outermaxs[1];verts[11] = outermaxs[2];
-                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
-                       Mod_ShadowBrush_EndBrush(svworld, svbrush);
+                       Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
                        // Y major
-                       svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
                        verts[ 0] = innermaxs[0];verts[ 1] = innermaxs[1];verts[ 2] = innermaxs[2];
                        verts[ 3] = innermaxs[0];verts[ 4] = innermaxs[1];verts[ 5] = innermins[2];
                        verts[ 6] = innermins[0];verts[ 7] = innermaxs[1];verts[ 8] = innermins[2];
                        verts[ 9] = innermins[0];verts[10] = innermaxs[1];verts[11] = innermaxs[2];
-                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
                        verts[ 0] = outermins[0];verts[ 1] = outermaxs[1];verts[ 2] = outermaxs[2];
                        verts[ 3] = outermins[0];verts[ 4] = outermaxs[1];verts[ 5] = outermins[2];
                        verts[ 6] = outermaxs[0];verts[ 7] = outermaxs[1];verts[ 8] = outermins[2];
                        verts[ 9] = outermaxs[0];verts[10] = outermaxs[1];verts[11] = outermaxs[2];
-                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
-                       Mod_ShadowBrush_EndBrush(svworld, svbrush);
+                       Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
                        // Y minor
-                       svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
                        verts[ 0] = innermins[0];verts[ 1] = innermins[1];verts[ 2] = innermaxs[2];
                        verts[ 3] = innermins[0];verts[ 4] = innermins[1];verts[ 5] = innermins[2];
                        verts[ 6] = innermaxs[0];verts[ 7] = innermins[1];verts[ 8] = innermins[2];
                        verts[ 9] = innermaxs[0];verts[10] = innermins[1];verts[11] = innermaxs[2];
-                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
                        verts[ 0] = outermaxs[0];verts[ 1] = outermins[1];verts[ 2] = outermaxs[2];
                        verts[ 3] = outermaxs[0];verts[ 4] = outermins[1];verts[ 5] = outermins[2];
                        verts[ 6] = outermins[0];verts[ 7] = outermins[1];verts[ 8] = outermins[2];
                        verts[ 9] = outermins[0];verts[10] = outermins[1];verts[11] = outermaxs[2];
-                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
-                       Mod_ShadowBrush_EndBrush(svworld, svbrush);
+                       Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
                        // Z major
-                       svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
                        verts[ 0] = innermaxs[0];verts[ 1] = innermins[1];verts[ 2] = innermaxs[2];
                        verts[ 3] = innermaxs[0];verts[ 4] = innermaxs[1];verts[ 5] = innermaxs[2];
                        verts[ 6] = innermins[0];verts[ 7] = innermaxs[1];verts[ 8] = innermaxs[2];
                        verts[ 9] = innermins[0];verts[10] = innermins[1];verts[11] = innermaxs[2];
-                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
                        verts[ 0] = outermaxs[0];verts[ 1] = outermaxs[1];verts[ 2] = outermaxs[2];
                        verts[ 3] = outermaxs[0];verts[ 4] = outermins[1];verts[ 5] = outermaxs[2];
                        verts[ 6] = outermins[0];verts[ 7] = outermins[1];verts[ 8] = outermaxs[2];
                        verts[ 9] = outermins[0];verts[10] = outermaxs[1];verts[11] = outermaxs[2];
-                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
-                       Mod_ShadowBrush_EndBrush(svworld, svbrush);
+                       Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
                        // Z minor
-                       svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
                        verts[ 0] = innermaxs[0];verts[ 1] = innermaxs[1];verts[ 2] = innermins[2];
                        verts[ 3] = innermaxs[0];verts[ 4] = innermins[1];verts[ 5] = innermins[2];
                        verts[ 6] = innermins[0];verts[ 7] = innermins[1];verts[ 8] = innermins[2];
                        verts[ 9] = innermins[0];verts[10] = innermaxs[1];verts[11] = innermins[2];
-                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
                        verts[ 0] = outermaxs[0];verts[ 1] = outermins[1];verts[ 2] = outermins[2];
                        verts[ 3] = outermaxs[0];verts[ 4] = outermaxs[1];verts[ 5] = outermins[2];
                        verts[ 6] = outermins[0];verts[ 7] = outermaxs[1];verts[ 8] = outermins[2];
                        verts[ 9] = outermins[0];verts[10] = outermins[1];verts[11] = outermins[2];
-                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
-                       Mod_ShadowBrush_EndBrush(svworld, svbrush);
+                       Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
                        }
 #endif
-#define SHADOWCASTFRONT 1
-#if SHADOWCASTFRONT
+                       castshadowcount++;
                        for (j = 0;j < e->numsurfaces;j++)
                        {
                                surf = e->surfaces[j];
-#else
-                       for (j = 0, surf = loadmodel->surfaces + loadmodel->firstmodelsurface;j < loadmodel->nummodelsurfaces;j++, surf++)
+                               if (surf->flags & SURF_SHADOWCAST)
+                                       surf->castshadow = castshadowcount;
+                       }
+                       for (j = 0;j < e->numsurfaces;j++)
                        {
-#endif
-                               if (!(surf->flags & SURF_CLIPSOLID))
+                               surf = e->surfaces[j];
+                               if (surf->castshadow != castshadowcount)
                                        continue;
                                f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
                                if (surf->flags & SURF_PLANEBACK)
                                        f = -f;
-#if SHADOWCASTFRONT
-                               projectdistance = e->cullradius - f;
-#else
-                               projectdistance = e->cullradius + f;
-#endif
-                               if (projectdistance < 0.1 || projectdistance > e->cullradius)
-                                       continue;
-                               VectorSubtract(e->origin, surf->poly_center, temp);
-                               if (DotProduct(temp, temp) > (surf->poly_radius2 + e->cullradius2))
-                                       continue;
-                               /*
-                               VectorCopy(surf->poly_verts, polymins);
-                               VectorCopy(surf->poly_verts, polymaxs);
-                               for (k = 0, v0 = surf->poly_verts;k < surf->poly_numverts;k++, v0 += 3)
-                               {
-                                       if (polymins[0] > v0[0]) polymins[0] = v0[0];if (polymaxs[0] < v0[0]) polymaxs[0] = v0[0];
-                                       if (polymins[1] > v0[1]) polymins[1] = v0[1];if (polymaxs[1] < v0[1]) polymaxs[1] = v0[1];
-                                       if (polymins[2] > v0[2]) polymins[2] = v0[2];if (polymaxs[2] < v0[2]) polymaxs[2] = v0[2];
-                               }
-                               if (polymins[0] > e->maxs[0] || polymaxs[0] < e->mins[0]
-                                || polymins[1] > e->maxs[1] || polymaxs[1] < e->mins[1]
-                                || polymins[2] > e->maxs[2] || polymaxs[2] < e->mins[2])
-                                       continue;
-                               */
+                               projectdistance = e->lightradius;
                                if (maxverts < surf->poly_numverts)
                                {
                                        maxverts = surf->poly_numverts;
@@ -1537,12 +955,10 @@ void Mod_ProcessLightList(void)
                                                Mem_Free(verts);
                                        verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
                                }
-                               svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
-#if SHADOWCASTFRONT
                                // copy the original polygon, for the front cap of the volume
                                for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
                                        VectorCopy(v0, v1);
-                               Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, surf->poly_numverts, verts);
+                               Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, surf->poly_numverts, verts);
                                // project the original polygon, reversed, for the back cap of the volume
                                for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
                                {
@@ -1550,210 +966,11 @@ void Mod_ProcessLightList(void)
                                        VectorNormalize(temp);
                                        VectorMA(v0, projectdistance, temp, v1);
                                }
-                               Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, surf->poly_numverts, verts);
+                               Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, surf->poly_numverts, verts);
                                // project the shadow volume sides
-                               for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;k++, v0 = v1, v1 += 3)
+                               for (l = surf->poly_numverts - 1, k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;l = k, k++, v0 = v1, v1 += 3)
                                {
-                                       VectorCopy(v1, &verts[0]);
-                                       VectorCopy(v0, &verts[3]);
-                                       VectorCopy(v0, &verts[6]);
-                                       VectorCopy(v1, &verts[9]);
-                                       VectorSubtract(&verts[6], e->origin, temp);
-                                       VectorNormalize(temp);
-                                       VectorMA(&verts[6], projectdistance, temp, &verts[6]);
-                                       VectorSubtract(&verts[9], e->origin, temp);
-                                       VectorNormalize(temp);
-                                       VectorMA(&verts[9], projectdistance, temp, &verts[9]);
-                                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
-                               }
-#else
-                               // copy the original polygon, reversed, for the front cap of the volume
-                               for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
-                                       VectorCopy(v0, v1);
-                               Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, surf->poly_numverts, verts);
-                               // project the original polygon, for the back cap of the volume
-                               for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
-                               {
-                                       VectorSubtract(v0, e->origin, temp);
-                                       VectorNormalize(temp);
-                                       VectorMA(v0, projectdistance, temp, v1);
-                               }
-                               Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, surf->poly_numverts, verts);
-                               // project the shadow volume sides
-                               for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;k++, v0 = v1, v1 += 3)
-                               {
-                                       VectorCopy(v0, &verts[0]);
-                                       VectorCopy(v1, &verts[3]);
-                                       VectorCopy(v1, &verts[6]);
-                                       VectorCopy(v0, &verts[9]);
-                                       VectorSubtract(&verts[6], e->origin, temp);
-                                       VectorNormalize(temp);
-                                       VectorMA(&verts[6], projectdistance, temp, &verts[6]);
-                                       VectorSubtract(&verts[9], e->origin, temp);
-                                       VectorNormalize(temp);
-                                       VectorMA(&verts[9], projectdistance, temp, &verts[9]);
-                                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
-                               }
-#endif
-                               Mod_ShadowBrush_EndBrush(svworld, svbrush);
-                       }
-                       // clip away hidden polygons
-                       Mod_ShadowBrush_ProcessWorld(loadmodel->mempool, svworld);
-                       // build the triangle mesh
-                       e->shadowvolume = Mod_ShadowBrush_BuildMeshs(loadmodel->mempool, svworld);
-                       Mod_ShadowBrush_FreeWorld(svworld);
-               }
-#elif 0
-               // build svbsp (shadow volume bsp)
-               {
-                       int maxverts = 0, constructmode;
-                       float *verts = NULL, projectdistance, *v0, *v1, f, temp[3];
-                       svbspnode_t *svbsproot;
-                       svbsproot = Mod_SVBSP_NewTree();
-                       // we do this in three stages:
-                       // 1. construct the svbsp structure
-                       // 2. mark which leafs are dark (shadow)
-                       // 3. link polygons into only leafs that are not dark
-                       // this results in polygons that are only on the outside of the
-                       // shadow volume, removing polygons that are inside the shadow
-                       // volume (which waste time)
-                       for (constructmode = 0;constructmode < 3;constructmode++)
-                       {
-                               svbsp_count_originalpolygons = 0;
-#if 1
-                               for (j = 0, surf = loadmodel->surfaces + loadmodel->firstmodelsurface;j < loadmodel->nummodelsurfaces;j++, surf++)
-                               {
-                                       if (!(surf->flags & SURF_SHADOWCAST))
-                                               continue;
-                                       /*
-                                       if (surf->poly_maxs[0] < e->mins[0]
-                                        || surf->poly_mins[0] > e->maxs[0]
-                                        || surf->poly_maxs[1] < e->mins[1]
-                                        || surf->poly_mins[1] > e->maxs[1]
-                                        || surf->poly_maxs[2] < e->mins[2]
-                                        || surf->poly_mins[2] > e->maxs[2])
-                                               continue;
-                                       */
-                                       f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
-                                       if (surf->flags & SURF_PLANEBACK)
-                                               f = -f;
-                                       projectdistance = e->cullradius + f;
-                                       if (projectdistance < 0.1 || projectdistance > e->cullradius)
-                                               continue;
-                                       /*
-                                       // find the nearest vertex of the projected volume
-                                       for (k = 0, v0 = surf->poly_verts;k < surf->poly_numverts;k++, v0 += 3)
-                                       {
-                                               VectorSubtract(v0, e->origin, temp);
-                                               VectorNormalize(temp);
-                                               if (maxdist00 > v0[0] - e->origin[0]) maxdist00 = v0[0] - e->origin[0];
-                                               if (maxdist01 < e->origin[0] - v0[0]) maxdist01 = e->origin[0] - v0[0];
-                                               if (maxdist10 > v0[1] - e->origin[1]) maxdist10 = v0[1] - e->origin[1];
-                                               if (maxdist11 < e->origin[1] - v0[1]) maxdist11 = e->origin[1] - v0[1];
-                                               if (maxdist20 > v0[2] - e->origin[2]) maxdist20 = v0[2] - e->origin[2];
-                                               if (maxdist21 < e->origin[2] - v0[2]) maxdist21 = e->origin[2] - v0[2];
-                                               dist =
-
-                                               dist = DotProduct(temp, temp);
-                                               if (bestdist > dist)
-                                               {
-                                                       bestdist = dist;
-                                                       VectorCopy(temp, bestvec);
-                                               }
-                                       }
-                                       projectdistance = e->cullradius - sqrt(bestdist);
-                                       if (projectdistance < 0.1)
-                                               continue;
-                                       for (k = 0, v0 = surf->poly_verts;k < surf->poly_numverts;k++, v0 += 3)
-                                       {
-                                               VectorNormalize(temp);
-                                               if (temp[0] > 0)
-                                               {
-                                                       dist = (e->maxs[0] - e->origin[0]) / temp[0];
-                                                       if (maxdist >
-                                               }
-                                               else if (temp[0] < 0)
-                                                       dist = (e->mins[0] - e->origin[0]) / temp[0];
-                                               dist =
-                                               VectorMA(v0, projectdistance, temp, temp);
-                                               dist = (temp[0]
-                                               VectorSubtract(temp, e->origin,
-                                       }
-                                       */
-                                       VectorSubtract(e->origin, surf->poly_center, temp);
-                                       if (DotProduct(temp, temp) > (surf->poly_radius2 + e->cullradius2))
-                                               continue;
-                                       if (maxverts < surf->poly_numverts)
-                                       {
-                                               maxverts = surf->poly_numverts;
-                                               if (verts)
-                                                       Mem_Free(verts);
-                                               verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
-                                       }
-                                       // copy the original polygon, reversed, for the front cap of the volume
-                                       for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
-                                               VectorCopy(v0, v1);
-                                       Mod_SVBSP_AddPolygon(svbsproot, surf->poly_numverts, verts, constructmode, surf->poly_center, __LINE__);
-                                       // project the original polygon, for the back cap of the volume
-                                       for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
-                                       {
-                                               VectorSubtract(v0, e->origin, temp);
-                                               VectorNormalize(temp);
-                                               VectorMA(v0, projectdistance, temp, v1);
-                                       }
-                                       Mod_SVBSP_AddPolygon(svbsproot, surf->poly_numverts, verts, constructmode, surf->poly_center, __LINE__);
-                                       // project the shadow volume sides
-                                       for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;k++, v0 = v1, v1 += 3)
-                                       {
-                                               VectorCopy(v0, &verts[0]);
-                                               VectorCopy(v1, &verts[3]);
-                                               VectorCopy(v1, &verts[6]);
-                                               VectorCopy(v0, &verts[9]);
-                                               VectorSubtract(&verts[6], e->origin, temp);
-                                               VectorNormalize(temp);
-                                               VectorMA(&verts[6], projectdistance, temp, &verts[6]);
-                                               VectorSubtract(&verts[9], e->origin, temp);
-                                               VectorNormalize(temp);
-                                               VectorMA(&verts[9], projectdistance, temp, &verts[9]);
-                                               Mod_SVBSP_AddPolygon(svbsproot, 4, verts, constructmode, surf->poly_center, __LINE__);
-                                       }
-                               }
-#else
-                               for (j = 0;j < e->numsurfaces;j++)
-                               {
-                                       surf = e->surfaces[j];
-                                       if (!(surf->flags & SURF_SHADOWCAST))
-                                               continue;
-                                       f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
-                                       if (surf->flags & SURF_PLANEBACK)
-                                               f = -f;
-                                       projectdistance = e->cullradius - f;
-                                       if (projectdistance < 0.1 || projectdistance > e->cullradius)
-                                               continue;
-                                       VectorSubtract(e->origin, surf->poly_center, temp);
-                                       if (DotProduct(temp, temp) > (surf->poly_radius2 + e->cullradius2))
-                                               continue;
-                                       if (maxverts < surf->poly_numverts)
-                                       {
-                                               maxverts = surf->poly_numverts;
-                                               if (verts)
-                                                       Mem_Free(verts);
-                                               verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
-                                       }
-                                       // copy the original polygon, for the front cap of the volume
-                                       for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
-                                               VectorCopy(v0, v1);
-                                       Mod_SVBSP_AddPolygon(svbsproot, surf->poly_numverts, verts, constructmode, surf->poly_center, __LINE__);
-                                       // project the original polygon, reversed, for the back cap of the volume
-                                       for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
-                                       {
-                                               VectorSubtract(v0, e->origin, temp);
-                                               VectorNormalize(temp);
-                                               VectorMA(v0, projectdistance, temp, v1);
-                                       }
-                                       Mod_SVBSP_AddPolygon(svbsproot, surf->poly_numverts, verts, constructmode, surf->poly_center, __LINE__);
-                                       // project the shadow volume sides
-                                       for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;k++, v0 = v1, v1 += 3)
+                                       if (!surf->neighborsurfaces[l] || surf->neighborsurfaces[l]->castshadow != castshadowcount)
                                        {
                                                VectorCopy(v1, &verts[0]);
                                                VectorCopy(v0, &verts[3]);
@@ -1765,29 +982,23 @@ void Mod_ProcessLightList(void)
                                                VectorSubtract(&verts[9], e->origin, temp);
                                                VectorNormalize(temp);
                                                VectorMA(&verts[9], projectdistance, temp, &verts[9]);
-                                               Mod_SVBSP_AddPolygon(svbsproot, 4, verts, constructmode, surf->poly_center, __LINE__);
+                                               Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
                                        }
                                }
-#endif
                        }
-                       if (verts)
-                               Mem_Free(verts);
-
-                       svbsp_count_nodes = 0;
-                       svbsp_count_leafs = 0;
-                       svbsp_count_polygons = 0;
-                       svbsp_count_darkleafs = 0;
-                       svbsp_count_meshs = 0;
-                       svbsp_count_triangles = 0;
-                       svbsp_count_vertices = 0;
-                       e->shadowvolume = Mod_SVBSP_BuildTriangleMeshs(svbsproot, e->shadowvolumemins, e->shadowvolumemaxs);
-                       Mod_SVBSP_RecursiveGatherStats(svbsproot);
-                       Mod_SVBSP_FreeTree(svbsproot);
-                       Con_Printf("light %d (radius %d) has %d surfaces, svbsp contains %d nodes, %d leafs, %d are dark (%d%%), %d original polygons, %d polygons stored (%d%%), %d meshs %d vertices %d triangles\n", lnum, (int)e->cullradius, e->numsurfaces, svbsp_count_nodes, svbsp_count_leafs, svbsp_count_darkleafs, svbsp_count_leafs ? (100 * svbsp_count_darkleafs / svbsp_count_leafs) : 0, svbsp_count_originalpolygons, svbsp_count_polygons, svbsp_count_originalpolygons ? (100 * svbsp_count_polygons / svbsp_count_originalpolygons) : 0, svbsp_count_meshs, svbsp_count_triangles, svbsp_count_vertices);
+                       // build the triangle mesh
+                       e->shadowvolume = Mod_ShadowMesh_Finish(loadmodel->mempool, e->shadowvolume);
+                       {
+                               shadowmesh_t *mesh;
+                               l = 0;
+                               for (mesh = e->shadowvolume;mesh;mesh = mesh->next)
+                                       l += mesh->numtriangles;
+                               Con_Printf("light %i shadow volume built containing %i triangles\n", lnum, l);
+                       }
                }
-#endif
        }
 }
+*/
 
 
 /*
@@ -2441,6 +1652,7 @@ static void Mod_LoadFaces (lump_t *l)
        loadmodel->numsurfaces = count;
        loadmodel->surfacevisframes = Mem_Alloc(loadmodel->mempool, count * sizeof(int));
        loadmodel->surfacepvsframes = Mem_Alloc(loadmodel->mempool, count * sizeof(int));
+       loadmodel->pvssurflist = Mem_Alloc(loadmodel->mempool, count * sizeof(int));
 
        for (surfnum = 0;surfnum < count;surfnum++, in++, out++)
        {
@@ -3491,27 +2703,39 @@ static void Mod_MakePortals(void)
 
 static void Mod_BuildSurfaceNeighbors (msurface_t *surfaces, int numsurfaces, mempool_t *mempool)
 {
-       #if 0
-       int surfnum, vertnum, snum, vnum;
+#if 0
+       int surfnum, vertnum, vertnum2, snum, vnum, vnum2;
        msurface_t *surf, *s;
        float *v0, *v1, *v2, *v3;
        for (surf = surfaces, surfnum = 0;surfnum < numsurfaces;surf++, surfnum++)
-       {
                surf->neighborsurfaces = Mem_Alloc(mempool, surf->poly_numverts * sizeof(msurface_t *));
-               for (vertnum = 0;vertnum < surf->poly_numverts;vertnum++)
+       for (surf = surfaces, surfnum = 0;surfnum < numsurfaces;surf++, surfnum++)
+       {
+               for (vertnum = surf->poly_numverts - 1, vertnum2 = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;vertnum2 < surf->poly_numverts;vertnum = vertnum2, vertnum2++, v0 = v1, v1 += 3)
                {
-                       v0 = surf->poly_verts + ((vertnum + 1) % surf->poly_numverts) * 3;
-                       v1 = surf->poly_verts + vertnum * 3;
+                       if (surf->neighborsurfaces[vertnum])
+                               continue;
                        surf->neighborsurfaces[vertnum] = NULL;
                        for (s = surfaces, snum = 0;snum < numsurfaces;s++, snum++)
                        {
-                               if (s == surf)
+                               if (s->poly_mins[0] > (surf->poly_maxs[0] + 1) || s->poly_maxs[0] < (surf->poly_mins[0] - 1)
+                                || s->poly_mins[1] > (surf->poly_maxs[1] + 1) || s->poly_maxs[1] < (surf->poly_mins[1] - 1)
+                                || s->poly_mins[2] > (surf->poly_maxs[2] + 1) || s->poly_maxs[2] < (surf->poly_mins[2] - 1)
+                                || s == surf)
                                        continue;
-                               for (vnum = 0, v2 = s->poly_verts + (s->poly_numverts - 1) * 3, v3 = s->poly_verts;vnum < s->poly_numverts;vnum++, v2 = v3, v3 += 3)
+                               for (vnum = 0;vnum < s->poly_numverts;vnum++)
+                                       if (s->neighborsurfaces[vnum] == surf)
+                                               break;
+                               if (vnum < s->poly_numverts)
+                                       continue;
+                               for (vnum = s->poly_numverts - 1, vnum2 = 0, v2 = s->poly_verts + (s->poly_numverts - 1) * 3, v3 = s->poly_verts;vnum2 < s->poly_numverts;vnum = vnum2, vnum2++, v2 = v3, v3 += 3)
                                {
-                                       if (v0[0] == v2[0] && v0[1] == v2[1] && v0[2] == v2[2] && v1[0] == v3[0] && v1[1] == v3[1] && v1[2] == v3[2])
+                                       if (s->neighborsurfaces[vnum] == NULL
+                                        && ((v0[0] == v2[0] && v0[1] == v2[1] && v0[2] == v2[2] && v1[0] == v3[0] && v1[1] == v3[1] && v1[2] == v3[2])
+                                         || (v1[0] == v2[0] && v1[1] == v2[1] && v1[2] == v2[2] && v0[0] == v3[0] && v0[1] == v3[1] && v0[2] == v3[2])))
                                        {
                                                surf->neighborsurfaces[vertnum] = s;
+                                               s->neighborsurfaces[vnum] = surf;
                                                break;
                                        }
                                }
@@ -3520,7 +2744,7 @@ static void Mod_BuildSurfaceNeighbors (msurface_t *surfaces, int numsurfaces, me
                        }
                }
        }
-       #endif
+#endif
 }
 
 /*
@@ -3531,7 +2755,7 @@ Mod_LoadBrushModel
 extern void R_Model_Brush_DrawSky(entity_render_t *ent);
 extern void R_Model_Brush_Draw(entity_render_t *ent);
 extern void R_Model_Brush_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius);
-extern void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor);
+extern void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor);
 void Mod_LoadBrushModel (model_t *mod, void *buffer)
 {
        int                     i, j;
@@ -3671,7 +2895,7 @@ void Mod_LoadBrushModel (model_t *mod, void *buffer)
                        mod->radius2 = modelradius * modelradius;
                        // LordHavoc: build triangle meshs for entire model's geometry
                        // (only used for shadow volumes)
-                       mod->shadowmesh = Mod_ShadowMesh_Begin(originalloadmodel->mempool);
+                       mod->shadowmesh = Mod_ShadowMesh_Begin(originalloadmodel->mempool, 1024);
                        for (j = 0, surf = &mod->surfaces[mod->firstmodelsurface];j < mod->nummodelsurfaces;j++, surf++)
                                if (surf->flags & SURF_SHADOWCAST)
                                        Mod_ShadowMesh_AddPolygon(originalloadmodel->mempool, mod->shadowmesh, surf->poly_numverts, surf->poly_verts);
@@ -3714,6 +2938,6 @@ void Mod_LoadBrushModel (model_t *mod, void *buffer)
        }
 
        loadmodel = originalloadmodel;
-       Mod_ProcessLightList ();
+       //Mod_ProcessLightList ();
 }