]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
laid groundwork for a new decal system
[xonotic/darkplaces.git] / r_shadow.c
index a6f99ec0b1fa64e557c7a2adcaabc94d54c2de75..03e064440070b3b1bf7f07ba36b8a08bb018a6f3 100644 (file)
@@ -158,12 +158,21 @@ typedef enum r_shadow_rendermode_e
        R_SHADOW_RENDERMODE_LIGHT_GLSL,
        R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
        R_SHADOW_RENDERMODE_VISIBLELIGHTING,
-       R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
        R_SHADOW_RENDERMODE_SHADOWMAP2D,
+       R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
        R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
 }
 r_shadow_rendermode_t;
 
+typedef enum r_shadow_shadowmode_e
+{
+    R_SHADOW_SHADOWMODE_STENCIL,
+    R_SHADOW_SHADOWMODE_SHADOWMAP2D,
+    R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
+    R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
+}
+r_shadow_shadowmode_t;
+
 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
@@ -171,16 +180,21 @@ r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_N
 qboolean r_shadow_usingshadowmaprect;
 qboolean r_shadow_usingshadowmap2d;
 qboolean r_shadow_usingshadowmapcube;
-float r_shadow_shadowmap_texturescale[4];
+int r_shadow_shadowmapside;
+float r_shadow_shadowmap_texturescale[2];
 float r_shadow_shadowmap_parameters[4];
+#if 0
 int r_shadow_drawbuffer;
 int r_shadow_readbuffer;
+#endif
+int r_shadow_cullface_front, r_shadow_cullface_back;
 GLuint r_shadow_fborectangle;
-GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS][6];
+GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
 GLuint r_shadow_fbo2d;
-int r_shadow_shadowmode;
+r_shadow_shadowmode_t r_shadow_shadowmode;
 int r_shadow_shadowmapfilterquality;
 int r_shadow_shadowmaptexturetype;
+int r_shadow_shadowmapdepthbits;
 int r_shadow_shadowmapmaxsize;
 qboolean r_shadow_shadowmapvsdct;
 qboolean r_shadow_shadowmapsampler;
@@ -200,6 +214,11 @@ int *shadowmark;
 int *shadowmarklist;
 int shadowmarkcount;
 
+int maxshadowsides;
+int numshadowsides;
+unsigned char *shadowsides;
+int *shadowsideslist;
+
 int maxvertexupdate;
 int *vertexupdate;
 int *vertexremap;
@@ -213,6 +232,7 @@ int *r_shadow_buffer_leaflist;
 int r_shadow_buffer_numsurfacepvsbytes;
 unsigned char *r_shadow_buffer_surfacepvs;
 int *r_shadow_buffer_surfacelist;
+unsigned char *r_shadow_buffer_surfacesides;
 
 int r_shadow_buffer_numshadowtrispvsbytes;
 unsigned char *r_shadow_buffer_shadowtrispvs;
@@ -223,7 +243,7 @@ rtexturepool_t *r_shadow_texturepool;
 rtexture_t *r_shadow_attenuationgradienttexture;
 rtexture_t *r_shadow_attenuation2dtexture;
 rtexture_t *r_shadow_attenuation3dtexture;
-rtexture_t *r_shadow_lightcorona;
+skinframe_t *r_shadow_lightcorona;
 rtexture_t *r_shadow_shadowmaprectangletexture;
 rtexture_t *r_shadow_shadowmap2dtexture;
 rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
@@ -240,11 +260,13 @@ rtexturepool_t *r_shadow_filters_texturepool;
 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
+cvar_t r_shadow_dot3 = {CVAR_SAVE, "r_shadow_dot3", "0", "enables use of (slow) per pixel lighting on GL1.3 hardware"};
 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
+cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
 cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
 cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
@@ -266,16 +288,20 @@ cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compi
 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
-cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "0", "shadowmap texture types: 0 = auto-select, 1 = 2D, 2 = rectangle, 3 = cubemap"};
+cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
+cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
-cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
-cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
+cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
+//cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
+//cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
+cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
+cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
 cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
@@ -333,27 +359,29 @@ void R_Shadow_EditLights_Reload_f(void);
 void R_Shadow_ValidateCvars(void);
 static void R_Shadow_MakeTextures(void);
 
-// VorteX: custom editor light sprites
 #define EDLIGHTSPRSIZE                 8
-cachepic_t *r_editlights_sprcursor;
-cachepic_t *r_editlights_sprlight;
-cachepic_t *r_editlights_sprnoshadowlight;
-cachepic_t *r_editlights_sprcubemaplight;
-cachepic_t *r_editlights_sprcubemapnoshadowlight;
-cachepic_t *r_editlights_sprselection;
+skinframe_t *r_editlights_sprcursor;
+skinframe_t *r_editlights_sprlight;
+skinframe_t *r_editlights_sprnoshadowlight;
+skinframe_t *r_editlights_sprcubemaplight;
+skinframe_t *r_editlights_sprcubemapnoshadowlight;
+skinframe_t *r_editlights_sprselection;
+extern cvar_t gl_max_size;
 
 void R_Shadow_SetShadowMode(void)
 {
-       r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, 2048);
+       r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, gl_max_size.integer / 4);
        r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
        r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
        r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
+       r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
        r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
        r_shadow_shadowmaplod = -1;
+       r_shadow_shadowmapsize = 0;
        r_shadow_shadowmapsampler = false;
        r_shadow_shadowmappcf = 0;
-       r_shadow_shadowmode = 0;
-       if(r_shadow_shadowmapping.integer)
+       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
+       if(r_shadow_shadowmapping.integer && r_glsl.integer && gl_support_fragment_shader && gl_support_ext_framebuffer_object)
        {
                if(r_shadow_shadowmapfilterquality < 0)
                {
@@ -388,15 +416,25 @@ void R_Shadow_SetShadowMode(void)
                                break;
                        }
                }
-               r_shadow_shadowmode = r_shadow_shadowmaptexturetype;
-               if(r_shadow_shadowmode <= 0)
-               {
+        switch (r_shadow_shadowmaptexturetype)
+        {
+        case 0:
+            r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+            break;
+        case 1:
+            r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
+            break;
+        case 2:
+            r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
+            break;
+        default:
                        if((gl_support_amd_texture_texture4 || gl_support_arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
-                               r_shadow_shadowmode = 1;
+                               r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
                        else if(gl_texturerectangle) 
-                               r_shadow_shadowmode = 2;
+                               r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
                        else
-                               r_shadow_shadowmode = 1;
+                               r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+            break;
                }
        }
 }
@@ -417,8 +455,8 @@ void R_Shadow_FreeShadowMaps(void)
        r_shadow_fbo2d = 0;
        CHECKGLERROR
        for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
-               if (r_shadow_fbocubeside[i][0])
-                       qglDeleteFramebuffersEXT(6, r_shadow_fbocubeside[i]);
+               if (r_shadow_fbocubeside[i])
+                       qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);
        memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
        CHECKGLERROR
 
@@ -449,7 +487,7 @@ void r_shadow_start(void)
        r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
-       r_shadow_shadowmode = 0;
+       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
        r_shadow_shadowmaprectangletexture = NULL;
        r_shadow_shadowmap2dtexture = NULL;
        memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
@@ -457,8 +495,9 @@ void r_shadow_start(void)
        r_shadow_shadowmapmaxsize = 0;
        r_shadow_shadowmapsize = 0;
        r_shadow_shadowmaplod = 0;
-       r_shadow_shadowmapfilterquality = 0;
-       r_shadow_shadowmaptexturetype = 0;
+       r_shadow_shadowmapfilterquality = -1;
+       r_shadow_shadowmaptexturetype = -1;
+       r_shadow_shadowmapdepthbits = 0;
        r_shadow_shadowmapvsdct = false;
        r_shadow_shadowmapsampler = false;
        r_shadow_shadowmappcf = 0;
@@ -485,6 +524,10 @@ void r_shadow_start(void)
        shadowmark = NULL;
        shadowmarklist = NULL;
        shadowmarkcount = 0;
+       maxshadowsides = 0;
+       numshadowsides = 0;
+       shadowsides = NULL;
+       shadowsideslist = NULL;
        r_shadow_buffer_numleafpvsbytes = 0;
        r_shadow_buffer_visitingleafpvs = NULL;
        r_shadow_buffer_leafpvs = NULL;
@@ -492,6 +535,7 @@ void r_shadow_start(void)
        r_shadow_buffer_numsurfacepvsbytes = 0;
        r_shadow_buffer_surfacepvs = NULL;
        r_shadow_buffer_surfacelist = NULL;
+       r_shadow_buffer_surfacesides = NULL;
        r_shadow_buffer_numshadowtrispvsbytes = 0;
        r_shadow_buffer_shadowtrispvs = NULL;
        r_shadow_buffer_numlighttrispvsbytes = 0;
@@ -536,6 +580,14 @@ void r_shadow_shutdown(void)
                Mem_Free(shadowmarklist);
        shadowmarklist = NULL;
        shadowmarkcount = 0;
+       maxshadowsides = 0;
+       numshadowsides = 0;
+       if (shadowsides)
+               Mem_Free(shadowsides);
+       shadowsides = NULL;
+       if (shadowsideslist)
+               Mem_Free(shadowsideslist);
+       shadowsideslist = NULL;
        r_shadow_buffer_numleafpvsbytes = 0;
        if (r_shadow_buffer_visitingleafpvs)
                Mem_Free(r_shadow_buffer_visitingleafpvs);
@@ -553,6 +605,9 @@ void r_shadow_shutdown(void)
        if (r_shadow_buffer_surfacelist)
                Mem_Free(r_shadow_buffer_surfacelist);
        r_shadow_buffer_surfacelist = NULL;
+       if (r_shadow_buffer_surfacesides)
+               Mem_Free(r_shadow_buffer_surfacesides);
+       r_shadow_buffer_surfacesides = NULL;
        r_shadow_buffer_numshadowtrispvsbytes = 0;
        if (r_shadow_buffer_shadowtrispvs)
                Mem_Free(r_shadow_buffer_shadowtrispvs);
@@ -563,6 +618,13 @@ void r_shadow_shutdown(void)
 
 void r_shadow_newmap(void)
 {
+       if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
+       if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
+       if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
+       if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
+       if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
+       if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
+       if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
        if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
                R_Shadow_EditLights_Reload_f();
 }
@@ -606,12 +668,14 @@ void R_Shadow_Init(void)
 {
        Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
        Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
+       Cvar_RegisterVariable(&r_shadow_dot3);
        Cvar_RegisterVariable(&r_shadow_usenormalmap);
        Cvar_RegisterVariable(&r_shadow_debuglight);
        Cvar_RegisterVariable(&r_shadow_gloss);
        Cvar_RegisterVariable(&r_shadow_gloss2intensity);
        Cvar_RegisterVariable(&r_shadow_glossintensity);
        Cvar_RegisterVariable(&r_shadow_glossexponent);
+       Cvar_RegisterVariable(&r_shadow_gloss2exponent);
        Cvar_RegisterVariable(&r_shadow_glossexact);
        Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
        Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
@@ -636,13 +700,17 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
+       Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
+       Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
-       Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
-       Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
+//     Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
+//     Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
+       Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
+       Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_culltriangles);
        Cvar_RegisterVariable(&r_shadow_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_polygonoffset);
@@ -674,6 +742,10 @@ void R_Shadow_Init(void)
        shadowmark = NULL;
        shadowmarklist = NULL;
        shadowmarkcount = 0;
+       maxshadowsides = 0;
+       numshadowsides = 0;
+       shadowsides = NULL;
+       shadowsideslist = NULL;
        r_shadow_buffer_numleafpvsbytes = 0;
        r_shadow_buffer_visitingleafpvs = NULL;
        r_shadow_buffer_leafpvs = NULL;
@@ -681,6 +753,7 @@ void R_Shadow_Init(void)
        r_shadow_buffer_numsurfacepvsbytes = 0;
        r_shadow_buffer_surfacepvs = NULL;
        r_shadow_buffer_surfacelist = NULL;
+       r_shadow_buffer_surfacesides = NULL;
        r_shadow_buffer_shadowtrispvs = NULL;
        r_shadow_buffer_lighttrispvs = NULL;
        R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
@@ -706,15 +779,17 @@ matrix4x4_t matrix_attenuationz =
        }
 };
 
-void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
+void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles, int vertscale, int triscale)
 {
+       numvertices = ((numvertices + 255) & ~255) * vertscale;
+       numtriangles = ((numtriangles + 255) & ~255) * triscale;
        // make sure shadowelements is big enough for this volume
        if (maxshadowtriangles < numtriangles)
        {
                maxshadowtriangles = numtriangles;
                if (shadowelements)
                        Mem_Free(shadowelements);
-               shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[24]));
+               shadowelements = (int *)Mem_Alloc(r_main_mempool, maxshadowtriangles * sizeof(int[3]));
        }
        // make sure shadowvertex3f is big enough for this volume
        if (maxshadowvertices < numvertices)
@@ -722,7 +797,7 @@ void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
                maxshadowvertices = numvertices;
                if (shadowvertex3f)
                        Mem_Free(shadowvertex3f);
-               shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[6]));
+               shadowvertex3f = (float *)Mem_Alloc(r_main_mempool, maxshadowvertices * sizeof(float[3]));
        }
 }
 
@@ -751,9 +826,12 @@ static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces,
                        Mem_Free(r_shadow_buffer_surfacepvs);
                if (r_shadow_buffer_surfacelist)
                        Mem_Free(r_shadow_buffer_surfacelist);
+               if (r_shadow_buffer_surfacesides)
+                       Mem_Free(r_shadow_buffer_surfacesides);
                r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
                r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
                r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
+               r_shadow_buffer_surfacesides = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
        }
        if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
        {
@@ -795,6 +873,21 @@ void R_Shadow_PrepareShadowMark(int numtris)
        numshadowmark = 0;
 }
 
+void R_Shadow_PrepareShadowSides(int numtris)
+{
+    if (maxshadowsides < numtris)
+    {
+        maxshadowsides = numtris;
+        if (shadowsides)
+                       Mem_Free(shadowsides);
+               if (shadowsideslist)
+                       Mem_Free(shadowsideslist);
+               shadowsides = (unsigned char *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsides));
+               shadowsideslist = (int *)Mem_Alloc(r_main_mempool, maxshadowsides * sizeof(*shadowsideslist));
+       }
+       numshadowsides = 0;
+}
+
 static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
 {
        int i, j;
@@ -1190,8 +1283,8 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
        if (!numverts || !nummarktris)
                return;
        // make sure shadowelements is big enough for this volume
-       if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
-               R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
+       if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
+               R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
 
        if (maxvertexupdate < numverts)
        {
@@ -1263,32 +1356,313 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
        }
 }
 
-void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, int vertex3f_bufferobject, int vertex3f_bufferoffset, const int *elements, int nummarktris, const int *marktris)
+int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
 {
-       int i, tris = nummarktris;
-       int *outelement3i;
-       const int *element;
-       if (!numverts || !nummarktris)
+    // p1, p2, p3 are in the cubemap's local coordinate system
+    // bias = border/(size - border)
+       int mask = 0x3F;
+
+    float dp1 = p1[0] + p1[1], dn1 = p1[0] - p1[1], ap1 = fabs(dp1), an1 = fabs(dn1),
+         dp2 = p2[0] + p2[1], dn2 = p2[0] - p2[1], ap2 = fabs(dp2), an2 = fabs(dn2),
+         dp3 = p3[0] + p3[1], dn3 = p3[0] - p3[1], ap3 = fabs(dp3), an3 = fabs(dn3);
+       if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
+       mask &= (3<<4)
+                       | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
+                       | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
+                       | (dp3 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
+    if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
+        mask &= (3<<4)
+            | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
+            | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))            
+            | (dn3 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
+
+    dp1 = p1[1] + p1[2], dn1 = p1[1] - p1[2], ap1 = fabs(dp1), an1 = fabs(dn1),
+    dp2 = p2[1] + p2[2], dn2 = p2[1] - p2[2], ap2 = fabs(dp2), an2 = fabs(dn2),
+    dp3 = p3[1] + p3[2], dn3 = p3[1] - p3[2], ap3 = fabs(dp3), an3 = fabs(dn3);
+    if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
+        mask &= (3<<0)
+            | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
+            | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))            
+            | (dp3 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
+    if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
+        mask &= (3<<0)
+            | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
+            | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
+            | (dn3 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
+
+    dp1 = p1[2] + p1[0], dn1 = p1[2] - p1[0], ap1 = fabs(dp1), an1 = fabs(dn1),
+    dp2 = p2[2] + p2[0], dn2 = p2[2] - p2[0], ap2 = fabs(dp2), an2 = fabs(dn2),
+    dp3 = p3[2] + p3[0], dn3 = p3[2] - p3[0], ap3 = fabs(dp3), an3 = fabs(dn3);
+    if(ap1 > bias*an1 && ap2 > bias*an2 && ap3 > bias*an3)
+        mask &= (3<<2)
+            | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
+            | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
+            | (dp3 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
+    if(an1 > bias*ap1 && an2 > bias*ap2 && an3 > bias*ap3)
+        mask &= (3<<2)
+            | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
+            | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
+            | (dn3 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
+
+       return mask;
+}
+
+int R_Shadow_CalcBBoxSideMask(const vec3_t mins, const vec3_t maxs, const matrix4x4_t *worldtolight, const matrix4x4_t *radiustolight, float bias)
+{
+       vec3_t center, radius, lightcenter, lightradius, pmin, pmax;
+       float dp1, dn1, ap1, an1, dp2, dn2, ap2, an2;
+       int mask = 0x3F;
+
+       VectorSubtract(maxs, mins, radius);
+    VectorScale(radius, 0.5f, radius);
+    VectorAdd(mins, radius, center);
+    Matrix4x4_Transform(worldtolight, center, lightcenter);
+       Matrix4x4_Transform3x3(radiustolight, radius, lightradius);
+       VectorSubtract(lightcenter, lightradius, pmin);
+       VectorAdd(lightcenter, lightradius, pmax);
+
+    dp1 = pmax[0] + pmax[1], dn1 = pmax[0] - pmin[1], ap1 = fabs(dp1), an1 = fabs(dn1),
+    dp2 = pmin[0] + pmin[1], dn2 = pmin[0] - pmax[1], ap2 = fabs(dp2), an2 = fabs(dn2);
+    if(ap1 > bias*an1 && ap2 > bias*an2)
+        mask &= (3<<4)
+            | (dp1 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2))
+            | (dp2 >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
+    if(an1 > bias*ap1 && an2 > bias*ap2)
+        mask &= (3<<4)
+            | (dn1 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2))
+            | (dn2 >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
+
+    dp1 = pmax[1] + pmax[2], dn1 = pmax[1] - pmin[2], ap1 = fabs(dp1), an1 = fabs(dn1),
+    dp2 = pmin[1] + pmin[2], dn2 = pmin[1] - pmax[2], ap2 = fabs(dp2), an2 = fabs(dn2);
+    if(ap1 > bias*an1 && ap2 > bias*an2)
+        mask &= (3<<0)
+            | (dp1 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4))
+            | (dp2 >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
+    if(an1 > bias*ap1 && an2 > bias*ap2)
+        mask &= (3<<0)
+            | (dn1 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4))
+            | (dn2 >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
+
+    dp1 = pmax[2] + pmax[0], dn1 = pmax[2] - pmin[0], ap1 = fabs(dp1), an1 = fabs(dn1),
+    dp2 = pmin[2] + pmin[0], dn2 = pmin[2] - pmax[0], ap2 = fabs(dp2), an2 = fabs(dn2);
+    if(ap1 > bias*an1 && ap2 > bias*an2)
+        mask &= (3<<2)
+            | (dp1 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0))
+            | (dp2 >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
+    if(an1 > bias*ap1 && an2 > bias*ap2)
+        mask &= (3<<2)
+            | (dn1 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0))
+            | (dn2 >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
+
+    return mask;
+}
+
+#define R_Shadow_CalcEntitySideMask(ent, worldtolight, radiustolight, bias) R_Shadow_CalcBBoxSideMask((ent)->mins, (ent)->maxs, worldtolight, radiustolight, bias)
+
+int R_Shadow_CalcSphereSideMask(const vec3_t p, float radius, float bias)
+{
+    // p is in the cubemap's local coordinate system
+    // bias = border/(size - border)
+    float dxyp = p[0] + p[1], dxyn = p[0] - p[1], axyp = fabs(dxyp), axyn = fabs(dxyn);
+    float dyzp = p[1] + p[2], dyzn = p[1] - p[2], ayzp = fabs(dyzp), ayzn = fabs(dyzn);
+    float dzxp = p[2] + p[0], dzxn = p[2] - p[0], azxp = fabs(dzxp), azxn = fabs(dzxn);
+    int mask = 0x3F;
+    if(axyp > bias*axyn + radius) mask &= dxyp < 0 ? ~((1<<0)|(1<<2)) : ~((2<<0)|(2<<2));
+    if(axyn > bias*axyp + radius) mask &= dxyn < 0 ? ~((1<<0)|(2<<2)) : ~((2<<0)|(1<<2));
+    if(ayzp > bias*ayzn + radius) mask &= dyzp < 0 ? ~((1<<2)|(1<<4)) : ~((2<<2)|(2<<4));
+    if(ayzn > bias*ayzp + radius) mask &= dyzn < 0 ? ~((1<<2)|(2<<4)) : ~((2<<2)|(1<<4));
+    if(azxp > bias*azxn + radius) mask &= dzxp < 0 ? ~((1<<4)|(1<<0)) : ~((2<<4)|(2<<0));
+    if(azxn > bias*azxp + radius) mask &= dzxn < 0 ? ~((1<<4)|(2<<0)) : ~((2<<4)|(1<<0));
+    return mask;
+}
+
+int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
+{
+       int i;
+       vec3_t p, n;
+       int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
+       float scale = (size - 2*border)/size, len;
+       float bias = border / (float)(size - border), dp, dn, ap, an;
+       // check if cone enclosing side would cross frustum plane 
+       scale = 2 / (scale*scale + 2);
+       for (i = 0;i < 5;i++)
+       {
+               if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) > -0.03125)
+                       continue;
+               Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[i].normal, n);
+               len = scale*VectorLength2(n);
+               if(n[0]*n[0] > len) sides &= n[0] < 0 ? ~(1<<0) : ~(2 << 0);
+               if(n[1]*n[1] > len) sides &= n[1] < 0 ? ~(1<<2) : ~(2 << 2);
+               if(n[2]*n[2] > len) sides &= n[2] < 0 ? ~(1<<4) : ~(2 << 4);
+       }
+       if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[4]) >= r_refdef.farclip - r_refdef.nearclip + 0.03125)
+       {
+        Matrix4x4_Transform3x3(&rtlight->matrix_worldtolight, r_refdef.view.frustum[4].normal, n);
+        len = scale*VectorLength(n);
+               if(n[0]*n[0] > len) sides &= n[0] >= 0 ? ~(1<<0) : ~(2 << 0);
+               if(n[1]*n[1] > len) sides &= n[1] >= 0 ? ~(1<<2) : ~(2 << 2);
+               if(n[2]*n[2] > len) sides &= n[2] >= 0 ? ~(1<<4) : ~(2 << 4);
+       }
+       // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
+       // check if frustum corners/origin cross plane sides
+       for (i = 0;i < 5;i++)
+       {
+               Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
+               dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn),
+               masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
+               masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
+               dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn),
+               masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
+               masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
+               dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn),
+               masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
+               masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
+       }
+       return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
+}
+
+int R_Shadow_ChooseSidesFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const matrix4x4_t *worldtolight, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs, int *totals)
+{
+       int t, tend;
+       const int *e;
+       const float *v[3];
+       float normal[3];
+       vec3_t p[3];
+       float bias;
+       int mask, surfacemask = 0;
+       if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
+               return 0;
+       bias = r_shadow_shadowmapborder / (float)(r_shadow_shadowmapmaxsize - r_shadow_shadowmapborder);
+       tend = firsttriangle + numtris;
+       if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
+       {
+               // surface box entirely inside light box, no box cull
+               if (projectdirection)
+               {
+                       for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
+                       {
+                               v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
+                               TriangleNormal(v[0], v[1], v[2], normal);
+                               if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
+                               {
+                                       Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
+                                       mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
+                                       surfacemask |= mask;
+                                       if(totals)
+                                       {
+                                               totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
+                                               shadowsides[numshadowsides] = mask;
+                                               shadowsideslist[numshadowsides++] = t;
+                                       }
+                               }
+                       }
+               }
+               else
+               {
+                       for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
+                       {
+                               v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
+                               if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]))
+                               {
+                                       Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
+                                       mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
+                                       surfacemask |= mask;
+                                       if(totals)
+                                       {
+                                               totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
+                                               shadowsides[numshadowsides] = mask;
+                                               shadowsideslist[numshadowsides++] = t;
+                                       }
+                               }
+                       }
+               }
+       }
+       else
+       {
+               // surface box not entirely inside light box, cull each triangle
+               if (projectdirection)
+               {
+                       for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
+                       {
+                               v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3,     v[2] = invertex3f + e[2] * 3;
+                               TriangleNormal(v[0], v[1], v[2], normal);
+                               if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
+                                && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
+                               {
+                                       Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
+                                       mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
+                                       surfacemask |= mask;
+                                       if(totals)
+                                       {
+                                               totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
+                                               shadowsides[numshadowsides] = mask;
+                                               shadowsideslist[numshadowsides++] = t;
+                                       }
+                               }
+                       }
+               }
+               else
+               {
+                       for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
+                       {
+                               v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
+                               if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
+                                && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
+                               {
+                                       Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
+                                       mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
+                                       surfacemask |= mask;
+                                       if(totals)
+                                       {
+                                               totals[0] += mask&1, totals[1] += (mask>>1)&1, totals[2] += (mask>>2)&1, totals[3] += (mask>>3)&1, totals[4] += (mask>>4)&1, totals[5] += mask>>5;
+                                               shadowsides[numshadowsides] = mask;
+                                               shadowsideslist[numshadowsides++] = t;
+                                       }
+                               }
+                       }
+               }
+       }
+       return surfacemask;
+}
+
+void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, const int *elements, int numsidetris, const int *sidetotals, const unsigned char *sides, const int *sidetris)
+{
+       int i, j, outtriangles = 0;
+       int *outelement3i[6];
+       if (!numverts || !numsidetris || !r_shadow_compilingrtlight)
                return;
+       outtriangles = sidetotals[0] + sidetotals[1] + sidetotals[2] + sidetotals[3] + sidetotals[4] + sidetotals[5];
        // make sure shadowelements is big enough for this mesh
-       if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
-               R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
+       if (maxshadowtriangles < outtriangles)
+               R_Shadow_ResizeShadowArrays(0, outtriangles, 0, 1);
 
-       // gather up the (sparse) triangles into one array
-       outelement3i = shadowelements;
-       for (i = 0;i < nummarktris;i++)
+       // compute the offset and size of the separate index lists for each cubemap side
+       outtriangles = 0;
+       for (i = 0;i < 6;i++)
        {
-               element = elements + marktris[i] * 3;
-               outelement3i[0] = element[0];
-               outelement3i[1] = element[1];
-               outelement3i[2] = element[2];
-               outelement3i += 3;
+               outelement3i[i] = shadowelements + outtriangles * 3;
+               r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sideoffsets[i] = outtriangles;
+               r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap->sidetotals[i] = sidetotals[i];
+               outtriangles += sidetotals[i];
        }
 
-       r_refdef.stats.lights_dynamicshadowtriangles += tris;
-       r_refdef.stats.lights_shadowtriangles += tris;
-       R_Mesh_VertexPointer(vertex3f, vertex3f_bufferobject, vertex3f_bufferoffset);
-       R_Mesh_Draw(0, numverts, 0, tris, shadowelements, NULL, 0, 0);
+       // gather up the (sparse) triangles into separate index lists for each cubemap side
+       for (i = 0;i < numsidetris;i++)
+       {
+               const int *element = elements + sidetris[i] * 3;
+               for (j = 0;j < 6;j++)
+               {
+                       if (sides[i] & (1 << j))
+                       {
+                               outelement3i[j][0] = element[0];
+                               outelement3i[j][1] = element[1];
+                               outelement3i[j][2] = element[2];
+                               outelement3i[j] += 3;
+                       }
+               }
+       }
+                       
+       Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
 }
 
 static void R_Shadow_MakeTextures_MakeCorona(void)
@@ -1310,7 +1684,7 @@ static void R_Shadow_MakeTextures_MakeCorona(void)
                        pixels[y][x][3] = 255;
                }
        }
-       r_shadow_lightcorona = R_LoadTexture2D(r_shadow_texturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR, NULL);
+       r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_PRECACHE | TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
 }
 
 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
@@ -1326,6 +1700,7 @@ static void R_Shadow_MakeTextures(void)
        int x, y, z;
        float intensity, dist;
        unsigned int *data;
+       R_Shadow_FreeShadowMaps();
        R_FreeTexturePool(&r_shadow_texturepool);
        r_shadow_texturepool = R_AllocTexturePool();
        r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
@@ -1363,12 +1738,114 @@ static void R_Shadow_MakeTextures(void)
        R_Shadow_MakeTextures_MakeCorona();
 
        // Editor light sprites
-       r_editlights_sprcursor = Draw_CachePic ("gfx/editlights/cursor");
-       r_editlights_sprlight = Draw_CachePic ("gfx/editlights/light");
-       r_editlights_sprnoshadowlight = Draw_CachePic ("gfx/editlights/noshadow");
-       r_editlights_sprcubemaplight = Draw_CachePic ("gfx/editlights/cubemaplight");
-       r_editlights_sprcubemapnoshadowlight = Draw_CachePic ("gfx/editlights/cubemapnoshadowlight");
-       r_editlights_sprselection = Draw_CachePic ("gfx/editlights/selection");
+       r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+       "................"
+       ".3............3."
+       "..5...2332...5.."
+       "...7.3....3.7..."
+       "....7......7...."
+       "...3.7....7.3..."
+       "..2...7..7...2.."
+       "..3..........3.."
+       "..3..........3.."
+       "..2...7..7...2.."
+       "...3.7....7.3..."
+       "....7......7...."
+       "...7.3....3.7..."
+       "..5...2332...5.."
+       ".3............3."
+       "................"
+       , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
+       r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+       "................"
+       "................"
+       "......1111......"
+       "....11233211...."
+       "...1234554321..."
+       "...1356776531..."
+       "..124677776421.."
+       "..135777777531.."
+       "..135777777531.."
+       "..124677776421.."
+       "...1356776531..."
+       "...1234554321..."
+       "....11233211...."
+       "......1111......"
+       "................"
+       "................"
+       , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
+       r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+       "................"
+       "................"
+       "......1111......"
+       "....11233211...."
+       "...1234554321..."
+       "...1356226531..."
+       "..12462..26421.."
+       "..1352....2531.."
+       "..1352....2531.."
+       "..12462..26421.."
+       "...1356226531..."
+       "...1234554321..."
+       "....11233211...."
+       "......1111......"
+       "................"
+       "................"
+       , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
+       r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+       "................"
+       "................"
+       "......2772......"
+       "....27755772...."
+       "..277533335772.."
+       "..753333333357.."
+       "..777533335777.."
+       "..735775577537.."
+       "..733357753337.."
+       "..733337733337.."
+       "..753337733357.."
+       "..277537735772.."
+       "....27777772...."
+       "......2772......"
+       "................"
+       "................"
+       , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
+       r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+       "................"
+       "................"
+       "......2772......"
+       "....27722772...."
+       "..2772....2772.."
+       "..72........27.."
+       "..7772....2777.."
+       "..7.27722772.7.."
+       "..7...2772...7.."
+       "..7....77....7.."
+       "..72...77...27.."
+       "..2772.77.2772.."
+       "....27777772...."
+       "......2772......"
+       "................"
+       "................"
+       , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
+       r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
+       "................"
+       ".777752..257777."
+       ".742........247."
+       ".72..........27."
+       ".7............7."
+       ".5............5."
+       ".2............2."
+       "................"
+       "................"
+       ".2............2."
+       ".5............5."
+       ".7............7."
+       ".72..........27."
+       ".742........247."
+       ".777752..257777."
+       "................"
+       , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
 }
 
 void R_Shadow_ValidateCvars(void)
@@ -1383,8 +1860,10 @@ void R_Shadow_ValidateCvars(void)
 
 void R_Shadow_RenderMode_Begin(void)
 {
+#if 0
        GLint drawbuffer;
        GLint readbuffer;
+#endif
        R_Shadow_ValidateCvars();
 
        if (!r_shadow_attenuation2dtexture
@@ -1424,16 +1903,20 @@ void R_Shadow_RenderMode_Begin(void)
 
        if (r_glsl.integer && gl_support_fragment_shader)
                r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
-       else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
+       else if (gl_dot3arb && gl_texturecubemap && r_shadow_dot3.integer && gl_stencil)
                r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
        else
                r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
 
        CHECKGLERROR
+#if 0
        qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
        qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
        r_shadow_drawbuffer = drawbuffer;
        r_shadow_readbuffer = readbuffer;
+#endif
+       r_shadow_cullface_front = r_refdef.view.cullface_front;
+       r_shadow_cullface_back = r_refdef.view.cullface_back;
 }
 
 void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
@@ -1452,8 +1935,10 @@ void R_Shadow_RenderMode_Reset(void)
        {
                qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
        }
+#if 0
        qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
        qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
+#endif
        R_SetViewport(&r_refdef.view.viewport);
        GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
        R_Mesh_ColorPointer(NULL, 0, 0);
@@ -1467,6 +1952,8 @@ void R_Shadow_RenderMode_Reset(void)
        qglStencilMask(~0);CHECKGLERROR
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
        qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
+       r_refdef.view.cullface_front = r_shadow_cullface_front;
+       r_refdef.view.cullface_back = r_shadow_cullface_back;
        GL_CullFace(r_refdef.view.cullface_back);
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
@@ -1552,16 +2039,16 @@ static void R_Shadow_MakeVSDCT(void)
                0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
                0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
        };
-       r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_ALWAYSPRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALPHA, NULL); 
+       r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_ALWAYSPRECACHE | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL); 
 }
 
 void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
 {
-       int i;
        int status;
        int maxsize;
        float nearclip, farclip, bias;
        r_viewport_t viewport;
+       GLuint fbo = 0;
        CHECKGLERROR
        maxsize = r_shadow_shadowmapmaxsize;
        nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
@@ -1569,8 +2056,15 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
        bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
        r_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
        r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
-       if (r_shadow_shadowmode == 1)
+       r_shadow_shadowmapside = side;
+       r_shadow_shadowmapsize = size;
+       if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
        {
+               r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
+               r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
+               R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
+               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
+
                // complex unrolled cube approach (more flexible)
                if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
                        R_Shadow_MakeVSDCT();
@@ -1578,136 +2072,126 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
                {
 #if 1
                        int w = maxsize*2, h = gl_support_arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
-                       r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapsampler);
+                       r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
                        qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
                        qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
                        qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
-#endif
-               }
-               CHECKGLERROR
-               R_Shadow_RenderMode_Reset();
-               if (r_shadow_shadowmap2dtexture)
-               {
-                       // render depth into the fbo, do not render color at all
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
+            // render depth into the fbo, do not render color at all
                        qglDrawBuffer(GL_NONE);CHECKGLERROR
                        qglReadBuffer(GL_NONE);CHECKGLERROR
                        status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer)
                        {
                                Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
                                Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
                        }
-                       R_SetupDepthOrShadowShader();
-               }
-               else
-               {
-                       R_SetupShowDepthShader();
-                       qglClearColor(1,1,1,1);CHECKGLERROR
+#endif
                }
-               R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
+               CHECKGLERROR
+               if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
                r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
                r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
-               r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
-               r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
                r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
        }
-       else if (r_shadow_shadowmode == 2)
+       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
        {
+               r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
+               r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
+               R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
+               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
+
                // complex unrolled cube approach (more flexible)
                if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
                        R_Shadow_MakeVSDCT();
                if (!r_shadow_shadowmaprectangletexture)
                {
 #if 1
-                       r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapsampler);
+                       r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
                        qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
                        qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
                        qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
-#endif
-               }
-               CHECKGLERROR
-               R_Shadow_RenderMode_Reset();
-               if (r_shadow_shadowmaprectangletexture)
-               {
                        // render depth into the fbo, do not render color at all
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
                        qglDrawBuffer(GL_NONE);CHECKGLERROR
                        qglReadBuffer(GL_NONE);CHECKGLERROR
                        status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer)
                        {
                                Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
                                Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
                        }
-                       R_SetupDepthOrShadowShader();
-               }
-               else
-               {
-                       R_SetupShowDepthShader();
-                       qglClearColor(1,1,1,1);CHECKGLERROR
+#endif
                }
-               R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
+               CHECKGLERROR
+               if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
                r_shadow_shadowmap_texturescale[0] = 1.0f;
                r_shadow_shadowmap_texturescale[1] = 1.0f;
-               r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
-               r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
                r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
        }
-       else if (r_shadow_shadowmode == 3)
+       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
        {
+               r_shadow_shadowmap_parameters[0] = 1.0f;
+               r_shadow_shadowmap_parameters[1] = 1.0f;
+               R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
+               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
+
                // simple cube approach
                if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
                {
  #if 1
-                       r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", bound(1, maxsize >> r_shadow_shadowmaplod, 2048), r_shadow_shadowmapsampler);
-                       qglGenFramebuffersEXT(6, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
-                       for (i = 0;i < 6;i++)
-                       {
-                               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod][i]);CHECKGLERROR
-                               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + i, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
-                       }
- #endif
-               }
-               CHECKGLERROR
-               R_Shadow_RenderMode_Reset();
-               if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
-               {
+                       r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
+                       qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
+                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
                        // render depth into the fbo, do not render color at all
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod][side]);CHECKGLERROR
                        qglDrawBuffer(GL_NONE);CHECKGLERROR
                        qglReadBuffer(GL_NONE);CHECKGLERROR
                        status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer)
                        {
                                Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
                                Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
                        }
-                       R_SetupDepthOrShadowShader();
-               }
-               else
-               {
-                       R_SetupShowDepthShader();
-                       qglClearColor(1,1,1,1);CHECKGLERROR
+ #endif
                }
-               R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
-               r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
-               r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureWidth(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
-               r_shadow_shadowmap_parameters[0] = 1.0f;
-               r_shadow_shadowmap_parameters[1] = 1.0f;
+               CHECKGLERROR
+               if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
+               r_shadow_shadowmap_texturescale[0] = 0.0f;
+               r_shadow_shadowmap_texturescale[1] = 0.0f;
                r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
        }
-       r_shadow_shadowmap_texturescale[2] = 1.0f / r_shadow_shadowmap_texturescale[0];
-       r_shadow_shadowmap_texturescale[3] = 1.0f / r_shadow_shadowmap_texturescale[1];
+
+       R_Shadow_RenderMode_Reset();
+       if (fbo)
+       {
+               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
+               R_SetupDepthOrShadowShader();
+       }
+       else
+       {
+               R_SetupShowDepthShader();
+               qglClearColor(1,1,1,1);CHECKGLERROR
+       }
        CHECKGLERROR
-       R_SetViewport(&viewport);
-       GL_PolygonOffset(0, 0);
-       GL_CullFace(GL_NONE); // quake is backwards
-       GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+       GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
        GL_DepthMask(true);
        GL_DepthTest(true);
-       qglClearDepth(1);CHECKGLERROR
+       qglClearDepth(1);
        CHECKGLERROR
+
+init_done:
+       R_SetViewport(&viewport);
+       GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+       if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE)
+       {
+               int flipped = (side&1)^(side>>2);
+               r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
+               r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
+               GL_CullFace(r_refdef.view.cullface_back);
+       }
+       else if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE)
+       {
+               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
+       }
        if (clear)
                qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT |  GL_STENCIL_BUFFER_BIT);
        CHECKGLERROR
@@ -1715,6 +2199,13 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
 
 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
 {
+       if (transparent)
+       {
+               r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
+               r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
+               r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
+               r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
+       }
        CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
@@ -1738,19 +2229,19 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb
                CHECKGLERROR
                if (shadowmapping)
                {
-                       if (r_shadow_shadowmode == 1)
+                       if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
                        {
                                r_shadow_usingshadowmap2d = true;
                                R_Mesh_TexBind(GL20TU_SHADOWMAP2D, R_GetTexture(r_shadow_shadowmap2dtexture));
                                CHECKGLERROR
                        }
-                       else if (r_shadow_shadowmode == 2)
+                       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
                        {
                                r_shadow_usingshadowmaprect = true;
                                R_Mesh_TexBindRectangle(GL20TU_SHADOWMAPRECT, R_GetTexture(r_shadow_shadowmaprectangletexture));
                                CHECKGLERROR
                        }
-                       else if (r_shadow_shadowmode == 3)
+                       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
                        {
                                r_shadow_usingshadowmapcube = true;
                                R_Mesh_TexBindCubeMap(GL20TU_SHADOWMAPCUBE, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]));
@@ -1766,7 +2257,7 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb
        }
        else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_VERTEX)
                R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       //GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        CHECKGLERROR
 }
 
@@ -1949,8 +2440,8 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
 
 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
 {
-       float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
-       float *normal3f = rsurface.normal3f + 3 * firstvertex;
+       const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
+       const float *normal3f = rsurface.normal3f + 3 * firstvertex;
        float *color4f = rsurface.array_color4f + 4 * firstvertex;
        float dist, dot, distintensity, shadeintensity, v[3], n[3];
        if (r_textureunits.integer >= 3)
@@ -1971,7 +2462,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                if (r_refdef.fogenabled)
                                {
                                        float f;
-                                       f = FogPoint_Model(vertex3f);
+                                       f = RSurf_FogVertex(vertex3f);
                                        VectorScale(color4f, f, color4f);
                                }
                                color4f[3] = 1;
@@ -1986,7 +2477,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                {
                                        float f;
                                        Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                                       f = FogPoint_Model(vertex3f);
+                                       f = RSurf_FogVertex(vertex3f);
                                        VectorScale(color4f, f, color4f);
                                }
                                color4f[3] = 1;
@@ -2019,7 +2510,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        if (r_refdef.fogenabled)
                                        {
                                                float f;
-                                               f = FogPoint_Model(vertex3f);
+                                               f = RSurf_FogVertex(vertex3f);
                                                VectorScale(color4f, f, color4f);
                                        }
                                }
@@ -2041,7 +2532,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        if (r_refdef.fogenabled)
                                        {
                                                float f;
-                                               f = FogPoint_Model(vertex3f);
+                                               f = RSurf_FogVertex(vertex3f);
                                                VectorScale(color4f, f, color4f);
                                        }
                                }
@@ -2078,7 +2569,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        if (r_refdef.fogenabled)
                                        {
                                                float f;
-                                               f = FogPoint_Model(vertex3f);
+                                               f = RSurf_FogVertex(vertex3f);
                                                VectorScale(color4f, f, color4f);
                                        }
                                }
@@ -2101,7 +2592,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        if (r_refdef.fogenabled)
                                        {
                                                float f;
-                                               f = FogPoint_Model(vertex3f);
+                                               f = RSurf_FogVertex(vertex3f);
                                                VectorScale(color4f, f, color4f);
                                        }
                                }
@@ -2147,7 +2638,7 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int nu
        {
                VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
                VectorNormalize(lightdir);
-               VectorSubtract(rsurface.modelorg, vertex3f, eyedir);
+               VectorSubtract(rsurface.localvieworigin, vertex3f, eyedir);
                VectorNormalize(eyedir);
                VectorAdd(lightdir, eyedir, halfdir);
                // the cubemap normalizes this for us
@@ -2919,7 +3410,7 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice
                m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
                if (r_textureunits.integer >= 3)
                {
-                       // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
+                       // Voodoo4 or Kyro (or Geforce3/Radeon with r_shadow_dot3 off)
                        m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
                        m.texmatrix[2] = rsurface.entitytoattenuationz;
                        m.pointer_texcoord3f[2] = rsurface.vertex3f;
@@ -2946,6 +3437,7 @@ extern cvar_t gl_lightmaps;
 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
 {
        float ambientscale, diffusescale, specularscale;
+       qboolean negated;
        vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
        rtexture_t *nmap;
        // calculate colors to render this texture with
@@ -2963,6 +3455,12 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle
        }
        if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
                return;
+       negated = (lightcolorbase[0] + lightcolorbase[1] + lightcolorbase[2] < 0) && gl_support_ext_blend_subtract;
+       if(negated)
+       {
+               VectorNegate(lightcolorbase, lightcolorbase);
+               qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
+       }
        RSurf_SetupDepthAndCulling();
        nmap = rsurface.texture->currentskinframe->nmap;
        if (gl_lightmaps.integer)
@@ -3029,6 +3527,8 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle
                        break;
                }
        }
+       if(negated)
+               qglBlendEquationEXT(GL_FUNC_ADD_EXT);
 }
 
 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
@@ -3086,12 +3586,15 @@ void R_RTLight_Compile(rtlight_t *rtlight)
 
        // compile the light
        rtlight->compiled = true;
+       rtlight->shadowmode = rtlight->shadow ? (int)r_shadow_shadowmode : -1;
        rtlight->static_numleafs = 0;
        rtlight->static_numleafpvsbytes = 0;
        rtlight->static_leaflist = NULL;
        rtlight->static_leafpvs = NULL;
        rtlight->static_numsurfaces = 0;
        rtlight->static_surfacelist = NULL;
+       rtlight->static_shadowmap_receivers = 0x3F;
+       rtlight->static_shadowmap_casters = 0x3F;
        rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
        rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
        rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
@@ -3101,7 +3604,7 @@ void R_RTLight_Compile(rtlight_t *rtlight)
 
        if (model && model->GetLightInfo)
        {
-               // this variable must be set for the CompileShadowVolume code
+               // this variable must be set for the CompileShadowVolume/CompileShadowMap code
                r_shadow_compilingrtlight = rtlight;
                R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles);
                model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs);
@@ -3129,8 +3632,19 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                        memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
                if (rtlight->static_numlighttrispvsbytes)
                        memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
-               if (model->CompileShadowVolume && rtlight->shadow)
-                       model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+               switch (rtlight->shadowmode)
+               {
+               case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+               case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
+                       if (model->CompileShadowMap && rtlight->shadow)
+                               model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+                       break;
+               default:
+                       if (model->CompileShadowVolume && rtlight->shadow)
+                               model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+                       break;
+               }
                // now we're done compiling the rtlight
                r_shadow_compilingrtlight = NULL;
        }
@@ -3176,6 +3690,9 @@ void R_RTLight_Uncompile(rtlight_t *rtlight)
                if (rtlight->static_meshchain_shadow_zfail)
                        Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
                rtlight->static_meshchain_shadow_zfail = NULL;
+               if (rtlight->static_meshchain_shadow_shadowmap)
+                       Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
+               rtlight->static_meshchain_shadow_shadowmap = NULL;
                // these allocations are grouped
                if (rtlight->static_surfacelist)
                        Mem_Free(rtlight->static_surfacelist);
@@ -3373,7 +3890,34 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
 #endif
 }
 
-void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
+void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
+{
+       shadowmesh_t *mesh;
+
+       RSurf_ActiveWorldEntity();
+
+       if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
+       {
+               CHECKGLERROR
+               GL_CullFace(GL_NONE);
+        mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
+        for (;mesh;mesh = mesh->next)
+        {
+                       if (!mesh->sidetotals[r_shadow_shadowmapside])
+                               continue;
+            r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
+            R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
+            R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
+        }
+        CHECKGLERROR
+    }
+       else if (r_refdef.scene.worldentity->model)
+               r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
+
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+}
+
+void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
 {
        qboolean zpass;
        shadowmesh_t *mesh;
@@ -3382,13 +3926,6 @@ void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned
        msurface_t *surface;
 
        RSurf_ActiveWorldEntity();
-       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
-       {
-               if (r_refdef.scene.worldentity->model)
-                       r_refdef.scene.worldmodel->DrawShadowMap(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
-               rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
-               return;
-       }
 
        if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
        {
@@ -3458,7 +3995,9 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent)
        relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
        relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
-               ent->model->DrawShadowMap(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
+       {
+               ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
+       }
        else
                ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
@@ -3510,70 +4049,22 @@ void R_Shadow_DrawEntityLight(entity_render_t *ent)
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
-/*
-{{  0,   0, 0}, "px",  true,  true,  true},
-{{  0,  90, 0}, "py", false,  true, false},
-{{  0, 180, 0}, "nx", false, false,  true},
-{{  0, 270, 0}, "ny",  true, false, false},
-{{-90, 180, 0}, "pz", false, false,  true},
-{{ 90, 180, 0}, "nz", false, false,  true}
-*/
-
-static const double shadowviewmat16[6][4][4] =
-{
-       {
-               {-1,  0,  0, 0},
-               { 0, -1,  0, 0},
-               { 0,  0,  1, 0},
-               { 0,  0,  0, 1},
-       },
-       {
-               { 0, -1,  0, 0},
-               {-1,  0,  0, 0},
-               { 0,  0,  1, 0},
-               { 0,  0,  0, 1},
-       },
-       {
-               {-1,  0,  0, 0},
-               { 0, -1,  0, 0},
-               { 0,  0,  1, 0},
-               { 0,  0,  0, 1},
-       },
-       {
-               { 0, -1,  0, 0},
-               {-1,  0,  0, 0},
-               { 0,  0,  1, 0},
-               { 0,  0,  0, 1},
-       },
-       {
-               { 0,  0,  1, 0},
-               { 0, -1,  0, 0},
-               { 1,  0,  0, 0},
-               { 0,  0,  0, 1},
-       },
-       {
-               { 0,  0, -1, 0},
-               { 0, -1,  0, 0},
-               {-1,  0,  0, 0},
-               { 0,  0,  0, 1},
-       },
-};
-
 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
 {
        int i;
        float f;
        int numleafs, numsurfaces;
        int *leaflist, *surfacelist;
-       unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs;
+       unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs, *surfacesides;
        int numlightentities;
        int numlightentities_noselfshadow;
        int numshadowentities;
        int numshadowentities_noselfshadow;
        static entity_render_t *lightentities[MAX_EDICTS];
-       static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
        static entity_render_t *shadowentities[MAX_EDICTS];
-       static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
+       static unsigned char entitysides[MAX_EDICTS];
+       int lightentities_noselfshadow;
+       int shadowentities_noselfshadow;
        vec3_t nearestpoint;
        vec_t distance;
        qboolean castshadows;
@@ -3588,8 +4079,13 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        // all at once at the start of a level, not when it stalls gameplay.
        // (especially important to benchmarks)
        // compile light
-       if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
+       if (rtlight->isstatic && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
+       {
+               if (rtlight->compiled)
+                       R_RTLight_Uncompile(rtlight);
                R_RTLight_Compile(rtlight);
+       }
+
        // load cubemap
        rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
 
@@ -3624,6 +4120,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                leafpvs = rtlight->static_leafpvs;
                numsurfaces = rtlight->static_numsurfaces;
                surfacelist = rtlight->static_surfacelist;
+               surfacesides = NULL;
                shadowtrispvs = rtlight->static_shadowtrispvs;
                lighttrispvs = rtlight->static_lighttrispvs;
        }
@@ -3636,6 +4133,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                leaflist = r_shadow_buffer_leaflist;
                leafpvs = r_shadow_buffer_leafpvs;
                surfacelist = r_shadow_buffer_surfacelist;
+               surfacesides = r_shadow_buffer_surfacesides;
                shadowtrispvs = r_shadow_buffer_shadowtrispvs;
                lighttrispvs = r_shadow_buffer_lighttrispvs;
                // if the reduced leaf bounds are offscreen, skip it
@@ -3650,6 +4148,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                leafpvs = NULL;
                numsurfaces = 0;
                surfacelist = NULL;
+               surfacesides = NULL;
                shadowtrispvs = NULL;
                lighttrispvs = NULL;
        }
@@ -3671,8 +4170,11 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        // make a list of lit entities and shadow casting entities
        numlightentities = 0;
        numlightentities_noselfshadow = 0;
+       lightentities_noselfshadow = sizeof(lightentities)/sizeof(lightentities[0]) - 1;
        numshadowentities = 0;
        numshadowentities_noselfshadow = 0;
+       shadowentities_noselfshadow = sizeof(shadowentities)/sizeof(shadowentities[0]) - 1;
+
        // add dynamic entities that are lit by the light
        if (r_drawentities.integer)
        {
@@ -3698,7 +4200,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                                if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
                                        continue;
                                if (ent->flags & RENDER_NOSELFSHADOW)
-                                       lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
+                                       lightentities[lightentities_noselfshadow - numlightentities_noselfshadow++] = ent;
                                else
                                        lightentities[numlightentities++] = ent;
                                // since it is lit, it probably also casts a shadow...
@@ -3713,7 +4215,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                                        // RENDER_NOSELFSHADOW entities such as the gun
                                        // (very weird, but keeps the player shadow off the gun)
                                        if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
-                                               shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
+                                               shadowentities[shadowentities_noselfshadow - numshadowentities_noselfshadow++] = ent;
                                        else
                                                shadowentities[numshadowentities++] = ent;
                                }
@@ -3731,7 +4233,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                                if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
                                {
                                        if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
-                                               shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
+                                               shadowentities[shadowentities_noselfshadow - numshadowentities_noselfshadow++] = ent;
                                        else
                                                shadowentities[numshadowentities++] = ent;
                                }
@@ -3758,11 +4260,11 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                // for performance analysis by level designers
                R_Shadow_RenderMode_VisibleShadowVolumes();
                if (numsurfaces)
-                       R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
+                       R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
                for (i = 0;i < numshadowentities;i++)
                        R_Shadow_DrawEntityShadow(shadowentities[i]);
                for (i = 0;i < numshadowentities_noselfshadow;i++)
-                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
+                       R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]);
        }
 
        if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
@@ -3775,7 +4277,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                for (i = 0;i < numlightentities;i++)
                        R_Shadow_DrawEntityLight(lightentities[i]);
                for (i = 0;i < numlightentities_noselfshadow;i++)
-                       R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
+                       R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
        }
 
        castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
@@ -3784,31 +4286,80 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
        nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
        distance = VectorDistance(nearestpoint, r_refdef.view.origin);
-       lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
-       lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapping_maxsize.integer);
 
-       if (castshadows && r_shadow_shadowmode >= 1 && r_shadow_shadowmode <= 3 && r_glsl.integer && gl_support_fragment_shader)
+       lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
+       //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
+       lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
+
+       if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
        {
+               float borderbias;
                int side;
                int size;
+               int castermask = 0;
+               int receivermask = 0;
+               matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
+               Matrix4x4_Abs(&radiustolight);
 
                r_shadow_shadowmaplod = 0;
                for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
-                       if ((r_shadow_shadowmapping_maxsize.integer >> i) > lodlinear)
+                       if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
                                r_shadow_shadowmaplod = i;
 
-               size = r_shadow_shadowmode == 3 ? r_shadow_shadowmapping_maxsize.integer >> r_shadow_shadowmaplod : lodlinear;
-               size = bound(1, size, 2048);
+               if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
+                       size = max(1, r_shadow_shadowmapmaxsize >> r_shadow_shadowmaplod);
+               else
+                       size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
+                       
+               borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
+
+               if (numsurfaces)
+               {
+                       if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
+                       {
+                               castermask = rtlight->static_shadowmap_casters;
+                               receivermask = rtlight->static_shadowmap_receivers;
+                       }
+                       else
+                       {
+                               for(i = 0;i < numsurfaces;i++)
+                               {
+                                       msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
+                                       surfacesides[i] = R_Shadow_CalcBBoxSideMask(surface->mins, surface->maxs, &rtlight->matrix_worldtolight, &radiustolight, borderbias);           
+                                       castermask |= surfacesides[i];
+                                       receivermask |= surfacesides[i];
+                               }
+                       }
+               }
+               if (receivermask < 0x3F) 
+               {
+                       for (i = 0;i < numlightentities;i++)
+                               receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
+                       if (receivermask < 0x3F)
+                               for(i = 0; i < numlightentities_noselfshadow;i++)
+                                       receivermask |= R_Shadow_CalcEntitySideMask(lightentities[lightentities_noselfshadow - i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
+               }
+
+               receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
+
+               if (receivermask)
+               {
+                       for (i = 0;i < numshadowentities;i++)
+                               castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
+                       for (i = 0;i < numshadowentities_noselfshadow;i++)
+                               castermask |= (entitysides[shadowentities_noselfshadow - i] = R_Shadow_CalcEntitySideMask(shadowentities[shadowentities_noselfshadow - i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
+               }
 
                //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
 
                // render shadow casters into 6 sided depth texture
-               for (side = 0;side < 6;side++)
+               for (side = 0;side < 6;side++) if (receivermask & (1 << side))
                {
                        R_Shadow_RenderMode_ShadowMap(side, true, size);
+                       if (! (castermask & (1 << side))) continue;
                        if (numsurfaces)
-                               R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
-                       for (i = 0;i < numshadowentities;i++)
+                               R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
+                       for (i = 0;i < numshadowentities;i++) if (entitysides[i] & (1 << side))
                                R_Shadow_DrawEntityShadow(shadowentities[i]);
                }
 
@@ -3818,15 +4369,18 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                        // draw lighting in the unmasked areas
                        R_Shadow_RenderMode_Lighting(false, false, true);
                        for (i = 0;i < numlightentities_noselfshadow;i++)
-                               R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
+                               R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
                }
 
                // render shadow casters into 6 sided depth texture
-               for (side = 0;side < 6;side++)
+               if (numshadowentities_noselfshadow) 
                {
-                       R_Shadow_RenderMode_ShadowMap(side, false, size);
-                       for (i = 0;i < numshadowentities_noselfshadow;i++)
-                               R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
+                       for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
+                       {
+                               R_Shadow_RenderMode_ShadowMap(side, false, size);
+                               for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides[shadowentities_noselfshadow - i] & (1 << side))
+                                       R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]);
+                       }
                }
 
                // render lighting using the depth texture as shadowmap
@@ -3845,7 +4399,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
                R_Shadow_ClearStencil();
                if (numsurfaces)
-                       R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
+                       R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
                for (i = 0;i < numshadowentities;i++)
                        R_Shadow_DrawEntityShadow(shadowentities[i]);
                if (numlightentities_noselfshadow)
@@ -3853,7 +4407,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                        // draw lighting in the unmasked areas
                        R_Shadow_RenderMode_Lighting(true, false, false);
                        for (i = 0;i < numlightentities_noselfshadow;i++)
-                               R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
+                               R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
 
                        // optionally draw the illuminated areas
                        // for performance analysis by level designers
@@ -3861,11 +4415,11 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                        {
                                R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
                                for (i = 0;i < numlightentities_noselfshadow;i++)
-                                       R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
+                                       R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
                        }
                }
                for (i = 0;i < numshadowentities_noselfshadow;i++)
-                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
+                       R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]);
 
                if (numsurfaces + numlightentities)
                {
@@ -3888,7 +4442,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                        for (i = 0;i < numlightentities;i++)
                                R_Shadow_DrawEntityLight(lightentities[i]);
                        for (i = 0;i < numlightentities_noselfshadow;i++)
-                               R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
+                               R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
                }
        }
 }
@@ -3901,12 +4455,14 @@ void R_ShadowVolumeLighting(qboolean visible)
        size_t lightindex;
        dlight_t *light;
        size_t range;
+       float f;
 
-       if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, 2048) || 
-               (r_shadow_shadowmode != 0) != (r_shadow_shadowmapping.integer != 0) || 
+       if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, gl_max_size.integer / 4) ||
+               (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer && r_glsl.integer && gl_support_fragment_shader && gl_support_ext_framebuffer_object) || 
                r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) || 
                r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
                r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
+               r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
                r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
                R_Shadow_FreeShadowMaps();
 
@@ -3934,8 +4490,19 @@ void R_ShadowVolumeLighting(qboolean visible)
                }
        }
        if (r_refdef.scene.rtdlight)
+       {
                for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
                        R_DrawRTLight(r_refdef.scene.lights[lnum], visible);
+       }
+       else if(gl_flashblend.integer)
+       {
+               for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
+               {
+                       rtlight_t *rtlight = r_refdef.scene.lights[lnum];
+                       f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
+                       VectorScale(rtlight->color, f, rtlight->currentcolor);
+               }
+       }
 
        R_Shadow_RenderMode_End();
 }
@@ -4061,7 +4628,7 @@ void R_DrawModelShadows(void)
        qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
 
        // apply the blend to the shadowed areas
-       R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
+       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
 
        // restore the viewport
        R_SetViewport(&r_refdef.view.viewport);
@@ -4074,8 +4641,9 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
 {
        float zdist;
        vec3_t centerorigin;
+       float vertex3f[12];
        // if it's too close, skip it
-       if (VectorLength(rtlight->color) < (1.0f / 256.0f))
+       if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
                return;
        zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
        if (zdist < 32)
@@ -4084,23 +4652,30 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
        {
                rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
                rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
+               // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
                VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
 
                CHECKGLERROR
-               // NOTE: we can't disable depth testing using R_DrawSprite's depthdisable argument, which calls GL_DepthTest, as that's broken in the ATI drivers
+               // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
                qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
                qglDepthFunc(GL_ALWAYS);
-               R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
+               R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
+               R_Mesh_VertexPointer(vertex3f, 0, 0);
+               R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
                qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
                qglDepthFunc(GL_LEQUAL);
                qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
-               R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
+               R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
+               R_Mesh_VertexPointer(vertex3f, 0, 0);
+               R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
                qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
                CHECKGLERROR
        }
        rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
 }
 
+static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
+
 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
 {
        vec3_t color;
@@ -4121,12 +4696,25 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
        else
        {
                // FIXME: these traces should scan all render entities instead of cl.world
-               if (CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
+               if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
                        return;
        }
-       VectorScale(rtlight->color, cscale, color);
+       VectorScale(rtlight->currentcolor, cscale, color);
        if (VectorLength(color) > (1.0f / 256.0f))
-               R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, color[0], color[1], color[2], 1);
+       {
+               float vertex3f[12];
+               qboolean negated = (color[0] + color[1] + color[2] < 0) && gl_support_ext_blend_subtract;
+               if(negated)
+               {
+                       VectorNegate(color, color);
+                       qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
+               }
+               R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
+               RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
+               R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false);
+               if(negated)
+                       qglBlendEquationEXT(GL_FUNC_ADD_EXT);
+       }
 }
 
 void R_DrawCoronas(void)
@@ -4164,6 +4752,16 @@ void R_DrawCoronas(void)
                        qglGenQueriesARB(r_maxqueries - i, r_queries + i);
                        CHECKGLERROR
                }
+               RSurf_ActiveWorldEntity();
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_CullFace(GL_NONE);
+               GL_DepthMask(false);
+               GL_DepthRange(0, 1);
+               GL_PolygonOffset(0, 0);
+               GL_DepthTest(true);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               R_Mesh_ResetTextureState();
+               R_SetupGenericShader(false);
        }
        for (lightindex = 0;lightindex < range;lightindex++)
        {
@@ -4378,9 +4976,14 @@ void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, ve
        light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
        light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
        light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
+       /*
        light->color[0] = max(color[0], 0);
        light->color[1] = max(color[1], 0);
        light->color[2] = max(color[2], 0);
+       */
+       light->color[0] = color[0];
+       light->color[1] = color[1];
+       light->color[2] = color[2];
        light->radius = max(radius, 0);
        light->style = style;
        light->shadow = shadowenable;
@@ -4432,7 +5035,10 @@ void R_Shadow_SelectLight(dlight_t *light)
 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
        // this is never batched (there can be only one)
-       R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprcursor->tex, r_editlights_sprcursor->tex, false, false, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE, 1, 1, 1, 1);
+       float vertex3f[12];
+       R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
+       RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
+       R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false);
 }
 
 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
@@ -4440,12 +5046,16 @@ void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, co
        float intensity;
        float s;
        vec3_t spritecolor;
-       cachepic_t *pic;
+       skinframe_t *skinframe;
+       float vertex3f[12];
 
        // this is never batched (due to the ent parameter changing every time)
        // so numsurfaces == 1 and surfacelist[0] == lightnumber
        const dlight_t *light = (dlight_t *)ent;
        s = EDLIGHTSPRSIZE;
+
+       R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
+
        intensity = 0.5f;
        VectorScale(light->color, intensity, spritecolor);
        if (VectorLength(spritecolor) < 0.1732f)
@@ -4455,18 +5065,24 @@ void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, co
 
        // draw light sprite
        if (light->cubemapname[0] && !light->shadow)
-               pic = r_editlights_sprcubemapnoshadowlight;
+               skinframe = r_editlights_sprcubemapnoshadowlight;
        else if (light->cubemapname[0])
-               pic = r_editlights_sprcubemaplight;
+               skinframe = r_editlights_sprcubemaplight;
        else if (!light->shadow)
-               pic = r_editlights_sprnoshadowlight;
+               skinframe = r_editlights_sprnoshadowlight;
        else
-               pic = r_editlights_sprlight;
-       R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, pic->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, spritecolor[0], spritecolor[1], spritecolor[2], 1);
+               skinframe = r_editlights_sprlight;
+
+       RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
+       R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false);
+
        // draw selection sprite if light is selected
        if (light->selected)
-               R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprselection->tex, r_editlights_sprselection->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, 1, 1, 1, 1);
-       // VorteX todo: add normalmode/realtime mode light overlay sprites?
+       {
+               RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
+               R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false);
+               // VorteX todo: add normalmode/realtime mode light overlay sprites?
+       }
 }
 
 void R_Shadow_DrawLightSprites(void)
@@ -4502,7 +5118,7 @@ void R_Shadow_SelectLightInView(void)
                if (rating >= 0.95)
                {
                        rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
-                       if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
+                       if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
                        {
                                bestrating = rating;
                                best = light;
@@ -4948,7 +5564,7 @@ void R_Shadow_SetCursorLocationForView(void)
        vec3_t dest, endpos;
        trace_t trace;
        VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
-       trace = CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
+       trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
        if (trace.fraction < 1)
        {
                dist = trace.fraction * r_editlights_cursordistance.value;
@@ -5622,7 +6238,7 @@ void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffu
                        light = r_refdef.scene.lights[i];
                        Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
                        f = 1 - VectorLength2(v);
-                       if (f > 0 && CL_Move(p, vec3_origin, vec3_origin, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
+                       if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
                                VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
                }
        }