]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
corrected a few LittleLongs to LittleFloat in md3 loading (EEP those were bad)
[xonotic/darkplaces.git] / r_shadow.c
index 742ed5a6ede11065a97574713626d56105ffbec6..1e3f3ec55a93b53d205c0abe43b922cf0272b2f0 100644 (file)
@@ -1,4 +1,107 @@
 
+/*
+Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
+An extrusion of the lit faces, beginning at the original geometry and ending
+further from the light source than the original geometry (presumably at least
+as far as the light's radius, if the light has a radius at all), capped at
+both front and back to avoid any problems (extrusion from dark faces also
+works but has a different set of problems)
+
+This is rendered using Carmack's Reverse technique, in which backfaces behind
+zbuffer (zfail) increment the stencil, and frontfaces behind zbuffer (zfail)
+decrement the stencil, the result is a stencil value of zero where shadows
+did not intersect the visible geometry, suitable as a stencil mask for
+rendering lighting everywhere but shadow.
+
+In our case we use a biased stencil clear of 128 to avoid requiring the
+stencil wrap extension (but probably should support it).
+
+
+
+Terminology: Stencil Light Volume (sometimes called Light Volumes)
+Similar to a Stencil Shadow Volume, but inverted; rather than containing the
+areas in shadow it contanis the areas in light, this can only be built
+quickly for certain limited cases (such as portal visibility from a point),
+but is quite useful for some effects (sunlight coming from sky polygons is
+one possible example, translucent occluders is another example).
+
+
+
+Terminology: Optimized Stencil Shadow Volume
+A Stencil Shadow Volume that has been processed sufficiently to ensure it has
+no duplicate coverage of areas (no need to shadow an area twice), often this
+greatly improves performance but is an operation too costly to use on moving
+lights (however completely optimal Stencil Light Volumes can be constructed
+in some ideal cases).
+
+
+
+Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
+Per pixel evaluation of lighting equations, at a bare minimum this involves
+DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
+vector and surface normal, using a texture of the surface bumps, called a
+NormalMap) if supported by hardware; in our case there is support for cards
+which are incapable of DOT3, the quality is quite poor however.  Additionally
+it is desirable to have specular evaluation per pixel, per vertex
+normalization of specular halfangle vectors causes noticable distortion but
+is unavoidable on hardware without GL_ARB_fragment_program.
+
+
+
+Terminology: Normalization CubeMap
+A cubemap containing normalized dot3-encoded (vectors of length 1 or less
+encoded as RGB colors) for any possible direction, this technique allows per
+pixel calculation of incidence vector for per pixel lighting purposes, which
+would not otherwise be possible per pixel without GL_ARB_fragment_program.
+
+
+
+Terminology: 2D Attenuation Texturing
+A very crude approximation of light attenuation with distance which results
+in cylindrical light shapes which fade vertically as a streak (some games
+such as Doom3 allow this to be rotated to be less noticable in specific
+cases), the technique is simply modulating lighting by two 2D textures (which
+can be the same) on different axes of projection (XY and Z, typically), this
+is the best technique available without 3D Attenuation Texturing or
+GL_ARB_fragment_program technology.
+
+
+
+Terminology: 3D Attenuation Texturing
+A slightly crude approximation of light attenuation with distance, its flaws
+are limited radius and resolution (performance tradeoffs).
+
+
+
+Terminology: 3D Attenuation-Normalization Texturing
+A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
+vectors shorter the lighting becomes darker, a very effective optimization of
+diffuse lighting if 3D Attenuation Textures are already used.
+
+
+
+Terminology: Light Cubemap Filtering
+A technique for modeling non-uniform light distribution according to
+direction, for example projecting a stained glass window image onto a wall,
+this is done by texturing the lighting with a cubemap.
+
+
+
+Terminology: Light Projection Filtering
+A technique for modeling shadowing of light passing through translucent
+surfaces, allowing stained glass windows and other effects to be done more
+elegantly than possible with Light Cubemap Filtering by applying an occluder
+texture to the lighting combined with a stencil light volume to limit the lit
+area (this allows evaluating multiple translucent occluders in a scene).
+
+
+
+Terminology: Doom3 Lighting
+A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
+CubeMap, 2D Attenuation Texturing, and Light Filtering, as demonstrated by
+the (currently upcoming) game Doom3.
+*/
+
 #include "quakedef.h"
 #include "r_shadow.h"
 #include "cl_collision.h"
@@ -14,17 +117,21 @@ extern void R_Shadow_EditLights_Init(void);
 int r_shadowstage = SHADOWSTAGE_NONE;
 int r_shadow_reloadlights = false;
 
-int r_shadow_lightingmode = 0;
-
 mempool_t *r_shadow_mempool;
 
 int maxshadowelements;
 int *shadowelements;
 int maxtrianglefacinglight;
 qbyte *trianglefacinglight;
+int *trianglefacinglightlist;
+
+int maxvertexupdate;
+int *vertexupdate;
+int *vertexremap;
+int vertexupdatenum;
 
 rtexturepool_t *r_shadow_texturepool;
-rtexture_t *r_shadow_normalscubetexture;
+rtexture_t *r_shadow_normalcubetexture;
 rtexture_t *r_shadow_attenuation2dtexture;
 rtexture_t *r_shadow_attenuation3dtexture;
 rtexture_t *r_shadow_blankbumptexture;
@@ -34,16 +141,21 @@ rtexture_t *r_shadow_blankwhitetexture;
 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
-cvar_t r_shadow_realtime = {0, "r_shadow_realtime", "0"};
+cvar_t r_shadow_realtime_world = {0, "r_shadow_realtime_world", "0"};
+cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "0"};
+cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
 cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
+cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
+cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
-cvar_t r_shadow_shadownudge = {0, "r_shadow_shadownudge", "1"};
+cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "0"};
 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
-cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "100000"};
+cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "10000"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
+cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
 
 int c_rt_lights, c_rt_clears, c_rt_scissored;
 int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
@@ -61,9 +173,14 @@ void r_shadow_start(void)
        r_shadow_mempool = Mem_AllocPool("R_Shadow");
        maxshadowelements = 0;
        shadowelements = NULL;
+       maxvertexupdate = 0;
+       vertexupdate = NULL;
+       vertexremap = NULL;
+       vertexupdatenum = 0;
        maxtrianglefacinglight = 0;
        trianglefacinglight = NULL;
-       r_shadow_normalscubetexture = NULL;
+       trianglefacinglightlist = NULL;
+       r_shadow_normalcubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
        r_shadow_blankbumptexture = NULL;
@@ -78,7 +195,7 @@ void r_shadow_shutdown(void)
 {
        R_Shadow_ClearWorldLights();
        r_shadow_reloadlights = true;
-       r_shadow_normalscubetexture = NULL;
+       r_shadow_normalcubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
        r_shadow_blankbumptexture = NULL;
@@ -87,8 +204,13 @@ void r_shadow_shutdown(void)
        R_FreeTexturePool(&r_shadow_texturepool);
        maxshadowelements = 0;
        shadowelements = NULL;
+       maxvertexupdate = 0;
+       vertexupdate = NULL;
+       vertexremap = NULL;
+       vertexupdatenum = 0;
        maxtrianglefacinglight = 0;
        trianglefacinglight = NULL;
+       trianglefacinglightlist = NULL;
        Mem_FreePool(&r_shadow_mempool);
 }
 
@@ -103,242 +225,387 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
        Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
        Cvar_RegisterVariable(&r_shadow_lightintensityscale);
-       Cvar_RegisterVariable(&r_shadow_realtime);
+       Cvar_RegisterVariable(&r_shadow_realtime_world);
+       Cvar_RegisterVariable(&r_shadow_realtime_dlight);
+       Cvar_RegisterVariable(&r_shadow_visiblevolumes);
        Cvar_RegisterVariable(&r_shadow_gloss);
+       Cvar_RegisterVariable(&r_shadow_glossintensity);
+       Cvar_RegisterVariable(&r_shadow_gloss2intensity);
        Cvar_RegisterVariable(&r_shadow_debuglight);
        Cvar_RegisterVariable(&r_shadow_scissor);
        Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
        Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
-       Cvar_RegisterVariable(&r_shadow_shadownudge);
+       Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_portallight);
        Cvar_RegisterVariable(&r_shadow_projectdistance);
        Cvar_RegisterVariable(&r_shadow_texture3d);
+       Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
        R_Shadow_EditLights_Init();
        R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
 }
 
-void R_Shadow_ProjectVertices(float *verts, int numverts, const float *relativelightorigin, float projectdistance)
+void R_Shadow_ResizeTriangleFacingLight(int numtris)
 {
-       int i;
-       float *in, *out, diff[4];
-       in = verts;
-       out = verts + numverts * 4;
-       for (i = 0;i < numverts;i++, in += 4, out += 4)
+       // make sure trianglefacinglight is big enough for this volume
+       // ameks ru ertaignelaficgnilhg tsib gie ongu hof rhtsiv lomu e
+       // m4k3 5ur3 7r14ng13f4c1n5115h7 15 b15 3n0u5h f0r 7h15 v01um3
+       if (maxtrianglefacinglight < numtris)
        {
-               VectorSubtract(in, relativelightorigin, diff);
-               VectorNormalizeFast(diff);
-               VectorMA(in, projectdistance, diff, out);
-               VectorMA(in, r_shadow_shadownudge.value, diff, in);
+               maxtrianglefacinglight = numtris;
+               if (trianglefacinglight)
+                       Mem_Free(trianglefacinglight);
+               if (trianglefacinglightlist)
+                       Mem_Free(trianglefacinglightlist);
+               trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight);
+               trianglefacinglightlist = Mem_Alloc(r_shadow_mempool, sizeof(int) * maxtrianglefacinglight);
        }
 }
 
-void R_Shadow_MakeTriangleShadowFlags(const int *elements, const float *vertex, int numtris, qbyte *trianglefacinglight, const float *relativelightorigin, float lightradius)
+int *R_Shadow_ResizeShadowElements(int numtris)
 {
-       int i;
-       const float *v0, *v1, *v2;
-       for (i = 0;i < numtris;i++, elements += 3)
-       {
-               // calculate triangle facing flag
-               v0 = vertex + elements[0] * 4;
-               v1 = vertex + elements[1] * 4;
-               v2 = vertex + elements[2] * 4;
-               // we do not need to normalize the surface normal because both sides
-               // of the comparison use it, therefore they are both multiplied the
-               // same amount...  furthermore the subtract can be done on the
-               // vectors, saving a little bit of math in the dotproducts
-#if 1
-               // fast version
-               // subtracts v1 from v0 and v2, combined into a crossproduct,
-               // combined with a dotproduct of the light location relative to the
-               // first point of the triangle (any point works, since the triangle
-               // is obviously flat), and finally a comparison to determine if the
-               // light is infront of the triangle (the goal of this statement)
-               trianglefacinglight[i] =
-                  (relativelightorigin[0] - v0[0]) * ((v0[1] - v1[1]) * (v2[2] - v1[2]) - (v0[2] - v1[2]) * (v2[1] - v1[1]))
-                + (relativelightorigin[1] - v0[1]) * ((v0[2] - v1[2]) * (v2[0] - v1[0]) - (v0[0] - v1[0]) * (v2[2] - v1[2]))
-                + (relativelightorigin[2] - v0[2]) * ((v0[0] - v1[0]) * (v2[1] - v1[1]) - (v0[1] - v1[1]) * (v2[0] - v1[0])) > 0;
-#else
-               // readable version
+       // make sure shadowelements is big enough for this volume
+       if (maxshadowelements < numtris * 24)
+       {
+               maxshadowelements = numtris * 24;
+               if (shadowelements)
+                       Mem_Free(shadowelements);
+               shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
+       }
+       return shadowelements;
+}
+
+/*
+// readable version of some code found below
+//if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+int PointInfrontOfTriangle(const float *p, const float *a, const float *b, const float *c)
+{
+       float dir0[3], dir1[3], normal[3];
+
+       // calculate two mostly perpendicular edge directions
+       VectorSubtract(a, b, dir0);
+       VectorSubtract(c, b, dir1);
+
+       // we have two edge directions, we can calculate a third vector from
+       // them, which is the direction of the surface normal (it's magnitude
+       // is not 1 however)
+       CrossProduct(dir0, dir1, normal);
+
+       // compare distance of light along normal, with distance of any point
+       // of the triangle along the same normal (the triangle is planar,
+       // I.E. flat, so all points give the same answer)
+       return DotProduct(p, normal) > DotProduct(a, normal);
+}
+int checkcastshadowfromedge(int t, int i)
+{
+       int *te;
+       float *v[3];
+       if (t >= trianglerange_start && t < trianglerange_end)
+       {
+               if (t < i && !trianglefacinglight[t])
+                       return true;
+               else
+                       return false;
+       }
+       else
+       {
+               if (t < 0)
+                       return true;
+               else
                {
-               float dir0[3], dir1[3], temp[3];
-
-               // calculate two mostly perpendicular edge directions
-               VectorSubtract(v0, v1, dir0);
-               VectorSubtract(v2, v1, dir1);
-
-               // we have two edge directions, we can calculate a third vector from
-               // them, which is the direction of the surface normal (it's magnitude
-               // is not 1 however)
-               CrossProduct(dir0, dir1, temp);
-
-               // this is entirely unnecessary, but kept for clarity
-               //VectorNormalize(temp);
-
-               // compare distance of light along normal, with distance of any point
-               // of the triangle along the same normal (the triangle is planar,
-               // I.E. flat, so all points give the same answer)
-               // the normal is not normalized because it is used on both sides of
-               // the comparison, so it's magnitude does not matter
-               trianglefacinglight[i] = DotProduct(relativelightorigin, temp) >= DotProduct(v0, temp);
+                       te = inelement3i + t * 3;
+                       v[0] = invertex3f + te[0] * 3;
+                       v[1] = invertex3f + te[1] * 3;
+                       v[2] = invertex3f + te[2] * 3;
+                       if (!PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+                               return true;
+                       else
+                               return false;
                }
-#endif
        }
 }
+*/
 
-int R_Shadow_BuildShadowVolumeTriangles(const int *elements, const int *neighbors, int numtris, int numverts, const qbyte *trianglefacinglight, int *out)
+int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, int trianglerange_end, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *relativelightorigin, float projectdistance)
 {
-       int i, tris;
-       // check each frontface for bordering backfaces,
-       // and cast shadow polygons from those edges,
-       // also create front and back caps for shadow volume
-       tris = 0;
-       for (i = 0;i < numtris;i++, elements += 3, neighbors += 3)
-       {
-               if (trianglefacinglight[i])
+       int i, j, tris = 0, numfacing = 0, vr[3], t, outvertices = 0;
+       const float *v[3];
+       const int *e, *n, *te;
+       float f, temp[3];
+
+       // make sure trianglefacinglight is big enough for this volume
+       if (maxtrianglefacinglight < trianglerange_end)
+               R_Shadow_ResizeTriangleFacingLight(trianglerange_end);
+
+       if (maxvertexupdate < innumvertices)
+       {
+               maxvertexupdate = innumvertices;
+               if (vertexupdate)
+                       Mem_Free(vertexupdate);
+               if (vertexremap)
+                       Mem_Free(vertexremap);
+               vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+               vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+       }
+       vertexupdatenum++;
+
+       if (r_shadow_singlepassvolumegeneration.integer)
+       {
+               // one pass approach (identify lit/dark faces and generate sides while doing so)
+               for (i = trianglerange_start, e = inelement3i + i * 3, n = inneighbor3i + i * 3;i < trianglerange_end;i++, e += 3, n += 3)
                {
-                       // triangle is frontface and therefore casts shadow,
-                       // output front and back caps for shadow volume
-                       // front cap
-                       out[0] = elements[0];
-                       out[1] = elements[1];
-                       out[2] = elements[2];
-                       // rear cap (with flipped winding order)
-                       out[3] = elements[0] + numverts;
-                       out[4] = elements[2] + numverts;
-                       out[5] = elements[1] + numverts;
-                       out += 6;
-                       tris += 2;
-                       // check the edges
-                       if (neighbors[0] < 0 || !trianglefacinglight[neighbors[0]])
+                       // calculate triangle facing flag
+                       v[0] = invertex3f + e[0] * 3;
+                       v[1] = invertex3f + e[1] * 3;
+                       v[2] = invertex3f + e[2] * 3;
+                       if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
                        {
-                               out[0] = elements[1];
-                               out[1] = elements[0];
-                               out[2] = elements[0] + numverts;
-                               out[3] = elements[1];
-                               out[4] = elements[0] + numverts;
-                               out[5] = elements[1] + numverts;
-                               out += 6;
+                               // make sure the vertices are created
+                               for (j = 0;j < 3;j++)
+                               {
+                                       if (vertexupdate[e[j]] != vertexupdatenum)
+                                       {
+                                               vertexupdate[e[j]] = vertexupdatenum;
+                                               vertexremap[e[j]] = outvertices;
+                                               VectorCopy(v[j], outvertex3f);
+                                               VectorSubtract(v[j], relativelightorigin, temp);
+                                               f = projectdistance / VectorLength(temp);
+                                               VectorMA(relativelightorigin, f, temp, (outvertex3f + 3));
+                                               outvertex3f += 6;
+                                               outvertices += 2;
+                                       }
+                               }
+                               // output the front and back triangles
+                               vr[0] = vertexremap[e[0]];
+                               vr[1] = vertexremap[e[1]];
+                               vr[2] = vertexremap[e[2]];
+                               outelement3i[0] = vr[0];
+                               outelement3i[1] = vr[1];
+                               outelement3i[2] = vr[2];
+                               outelement3i[3] = vr[2] + 1;
+                               outelement3i[4] = vr[1] + 1;
+                               outelement3i[5] = vr[0] + 1;
+                               outelement3i += 6;
                                tris += 2;
+                               // output the sides (facing outward from this triangle)
+                               t = n[0];
+                               if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+                               {
+                                       outelement3i[0] = vr[1];
+                                       outelement3i[1] = vr[0];
+                                       outelement3i[2] = vr[0] + 1;
+                                       outelement3i[3] = vr[1];
+                                       outelement3i[4] = vr[0] + 1;
+                                       outelement3i[5] = vr[1] + 1;
+                                       outelement3i += 6;
+                                       tris += 2;
+                               }
+                               t = n[1];
+                               if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+                               {
+                                       outelement3i[0] = vr[2];
+                                       outelement3i[1] = vr[1];
+                                       outelement3i[2] = vr[1] + 1;
+                                       outelement3i[3] = vr[2];
+                                       outelement3i[4] = vr[1] + 1;
+                                       outelement3i[5] = vr[2] + 1;
+                                       outelement3i += 6;
+                                       tris += 2;
+                               }
+                               t = n[2];
+                               if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+                               {
+                                       outelement3i[0] = vr[0];
+                                       outelement3i[1] = vr[2];
+                                       outelement3i[2] = vr[2] + 1;
+                                       outelement3i[3] = vr[0];
+                                       outelement3i[4] = vr[2] + 1;
+                                       outelement3i[5] = vr[0] + 1;
+                                       outelement3i += 6;
+                                       tris += 2;
+                               }
                        }
-                       if (neighbors[1] < 0 || !trianglefacinglight[neighbors[1]])
+                       else
+                       {
+                               // this triangle is not facing the light
+                               // output the sides (facing inward to this triangle)
+                               t = n[0];
+                               if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
+                               {
+                                       vr[0] = vertexremap[e[0]];
+                                       vr[1] = vertexremap[e[1]];
+                                       outelement3i[0] = vr[1];
+                                       outelement3i[1] = vr[0] + 1;
+                                       outelement3i[2] = vr[0];
+                                       outelement3i[3] = vr[1];
+                                       outelement3i[4] = vr[1] + 1;
+                                       outelement3i[5] = vr[0] + 1;
+                                       outelement3i += 6;
+                                       tris += 2;
+                               }
+                               t = n[1];
+                               if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
+                               {
+                                       vr[1] = vertexremap[e[1]];
+                                       vr[2] = vertexremap[e[2]];
+                                       outelement3i[0] = vr[2];
+                                       outelement3i[1] = vr[1] + 1;
+                                       outelement3i[2] = vr[1];
+                                       outelement3i[3] = vr[2];
+                                       outelement3i[4] = vr[2] + 1;
+                                       outelement3i[5] = vr[1] + 1;
+                                       outelement3i += 6;
+                                       tris += 2;
+                               }
+                               t = n[2];
+                               if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
+                               {
+                                       vr[0] = vertexremap[e[0]];
+                                       vr[2] = vertexremap[e[2]];
+                                       outelement3i[0] = vr[0];
+                                       outelement3i[1] = vr[2] + 1;
+                                       outelement3i[2] = vr[2];
+                                       outelement3i[3] = vr[0];
+                                       outelement3i[4] = vr[0] + 1;
+                                       outelement3i[5] = vr[2] + 1;
+                                       outelement3i += 6;
+                                       tris += 2;
+                               }
+                       }
+               }
+       }
+       else
+       {
+               // two pass approach (identify lit/dark faces and then generate sides)
+               for (i = trianglerange_start, e = inelement3i + i * 3, numfacing = 0;i < trianglerange_end;i++, e += 3)
+               {
+                       // calculate triangle facing flag
+                       v[0] = invertex3f + e[0] * 3;
+                       v[1] = invertex3f + e[1] * 3;
+                       v[2] = invertex3f + e[2] * 3;
+                       if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
                        {
-                               out[0] = elements[2];
-                               out[1] = elements[1];
-                               out[2] = elements[1] + numverts;
-                               out[3] = elements[2];
-                               out[4] = elements[1] + numverts;
-                               out[5] = elements[2] + numverts;
-                               out += 6;
+                               trianglefacinglightlist[numfacing++] = i;
+                               // make sure the vertices are created
+                               for (j = 0;j < 3;j++)
+                               {
+                                       if (vertexupdate[e[j]] != vertexupdatenum)
+                                       {
+                                               vertexupdate[e[j]] = vertexupdatenum;
+                                               vertexremap[e[j]] = outvertices;
+                                               VectorSubtract(v[j], relativelightorigin, temp);
+                                               f = projectdistance / VectorLength(temp);
+                                               VectorCopy(v[j], outvertex3f);
+                                               VectorMA(relativelightorigin, f, temp, (outvertex3f + 3));
+                                               outvertex3f += 6;
+                                               outvertices += 2;
+                                       }
+                               }
+                               // output the front and back triangles
+                               outelement3i[0] = vertexremap[e[0]];
+                               outelement3i[1] = vertexremap[e[1]];
+                               outelement3i[2] = vertexremap[e[2]];
+                               outelement3i[3] = vertexremap[e[2]] + 1;
+                               outelement3i[4] = vertexremap[e[1]] + 1;
+                               outelement3i[5] = vertexremap[e[0]] + 1;
+                               outelement3i += 6;
+                               tris += 2;
+                       }
+               }
+               for (i = 0;i < numfacing;i++)
+               {
+                       t = trianglefacinglightlist[i];
+                       e = inelement3i + t * 3;
+                       n = inneighbor3i + t * 3;
+                       // output the sides (facing outward from this triangle)
+                       t = n[0];
+                       if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+                       {
+                               vr[0] = vertexremap[e[0]];
+                               vr[1] = vertexremap[e[1]];
+                               outelement3i[0] = vr[1];
+                               outelement3i[1] = vr[0];
+                               outelement3i[2] = vr[0] + 1;
+                               outelement3i[3] = vr[1];
+                               outelement3i[4] = vr[0] + 1;
+                               outelement3i[5] = vr[1] + 1;
+                               outelement3i += 6;
                                tris += 2;
                        }
-                       if (neighbors[2] < 0 || !trianglefacinglight[neighbors[2]])
+                       t = n[1];
+                       if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
                        {
-                               out[0] = elements[0];
-                               out[1] = elements[2];
-                               out[2] = elements[2] + numverts;
-                               out[3] = elements[0];
-                               out[4] = elements[2] + numverts;
-                               out[5] = elements[0] + numverts;
-                               out += 6;
+                               vr[1] = vertexremap[e[1]];
+                               vr[2] = vertexremap[e[2]];
+                               outelement3i[0] = vr[2];
+                               outelement3i[1] = vr[1];
+                               outelement3i[2] = vr[1] + 1;
+                               outelement3i[3] = vr[2];
+                               outelement3i[4] = vr[1] + 1;
+                               outelement3i[5] = vr[2] + 1;
+                               outelement3i += 6;
+                               tris += 2;
+                       }
+                       t = n[2];
+                       if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+                       {
+                               vr[0] = vertexremap[e[0]];
+                               vr[2] = vertexremap[e[2]];
+                               outelement3i[0] = vr[0];
+                               outelement3i[1] = vr[2];
+                               outelement3i[2] = vr[2] + 1;
+                               outelement3i[3] = vr[0];
+                               outelement3i[4] = vr[2] + 1;
+                               outelement3i[5] = vr[0] + 1;
+                               outelement3i += 6;
                                tris += 2;
                        }
                }
        }
+       if (outnumvertices)
+               *outnumvertices = outvertices;
        return tris;
 }
 
-void R_Shadow_ResizeTriangleFacingLight(int numtris)
-{
-       // make sure trianglefacinglight is big enough for this volume
-       if (maxtrianglefacinglight < numtris)
-       {
-               maxtrianglefacinglight = numtris;
-               if (trianglefacinglight)
-                       Mem_Free(trianglefacinglight);
-               trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight);
-       }
-}
-
-void R_Shadow_ResizeShadowElements(int numtris)
-{
-       // make sure shadowelements is big enough for this volume
-       if (maxshadowelements < numtris * 24)
-       {
-               maxshadowelements = numtris * 24;
-               if (shadowelements)
-                       Mem_Free(shadowelements);
-               shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
-       }
-}
+float varray_vertex3f2[65536*3];
 
-void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)
+void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)
 {
-       int tris;
+       int tris, outverts;
        if (projectdistance < 0.1)
        {
                Con_Printf("R_Shadow_Volume: projectdistance %f\n");
                return;
        }
-// terminology:
-//
-// frontface:
-// a triangle facing the light source
-//
-// backface:
-// a triangle not facing the light source
-//
-// shadow volume:
-// an extrusion of the frontfaces, beginning at the original geometry and
-// ending further from the light source than the original geometry
-// (presumably at least as far as the light's radius, if the light has a
-// radius at all), capped at both front and back to avoid any problems
-//
-// description:
-// draws the shadow volumes of the model.
-// requirements:
-// vertex locations must already be in varray_vertex before use.
-// varray_vertex must have capacity for numverts * 2.
-
-       // make sure trianglefacinglight is big enough for this volume
-       if (maxtrianglefacinglight < numtris)
-               R_Shadow_ResizeTriangleFacingLight(numtris);
+       if (!numverts)
+               return;
 
        // make sure shadowelements is big enough for this volume
        if (maxshadowelements < numtris * 24)
                R_Shadow_ResizeShadowElements(numtris);
 
-       // check which triangles are facing the light
-       R_Shadow_MakeTriangleShadowFlags(elements, varray_vertex, numtris, trianglefacinglight, relativelightorigin, lightradius);
-
-       // generate projected vertices
-       // by clever use of elements we'll construct the whole shadow from
-       // the unprojected vertices and these projected vertices
-       R_Shadow_ProjectVertices(varray_vertex, numverts, relativelightorigin, projectdistance);
-
-       // output triangle elements
-       tris = R_Shadow_BuildShadowVolumeTriangles(elements, neighbors, numtris, numverts, trianglefacinglight, shadowelements);
-       R_Shadow_RenderVolume(numverts * 2, tris, shadowelements);
-}
-
-void R_Shadow_RenderVolume(int numverts, int numtris, int *elements)
-{
-       if (!numverts || !numtris)
-               return;
-       if (r_shadowstage == SHADOWSTAGE_STENCIL)
+       // check which triangles are facing the light, and then output
+       // triangle elements and vertices...  by clever use of elements we
+       // can construct the whole shadow from the unprojected vertices and
+       // the projected vertices
+       if ((tris = R_Shadow_ConstructShadowVolume(numverts, 0, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, relativelightorigin, r_shadow_projectdistance.value/*projectdistance*/)))
        {
-               // increment stencil if backface is behind depthbuffer
-               qglCullFace(GL_BACK); // quake is backwards, this culls front faces
-               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
-               R_Mesh_Draw(numverts, numtris, elements);
+               GL_VertexPointer(varray_vertex3f2);
+               if (r_shadowstage == SHADOWSTAGE_STENCIL)
+               {
+                       // increment stencil if backface is behind depthbuffer
+                       qglCullFace(GL_BACK); // quake is backwards, this culls front faces
+                       qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+                       R_Mesh_Draw(outverts, tris, shadowelements);
+                       c_rt_shadowmeshes++;
+                       c_rt_shadowtris += numtris;
+                       // decrement stencil if frontface is behind depthbuffer
+                       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+                       qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+               }
+               R_Mesh_Draw(outverts, tris, shadowelements);
                c_rt_shadowmeshes++;
                c_rt_shadowtris += numtris;
-               // decrement stencil if frontface is behind depthbuffer
-               qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
-               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
        }
-       R_Mesh_Draw(numverts, numtris, elements);
-       c_rt_shadowmeshes++;
-       c_rt_shadowtris += numtris;
 }
 
 void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
@@ -351,9 +618,8 @@ void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
                for (mesh = firstmesh;mesh;mesh = mesh->next)
                {
-                       R_Mesh_ResizeCheck(mesh->numverts);
-                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->elements);
+                       GL_VertexPointer(mesh->vertex3f);
+                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
                        c_rtcached_shadowmeshes++;
                        c_rtcached_shadowtris += mesh->numtriangles;
                }
@@ -363,9 +629,8 @@ void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
        }
        for (mesh = firstmesh;mesh;mesh = mesh->next)
        {
-               R_Mesh_ResizeCheck(mesh->numverts);
-               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->elements);
+               GL_VertexPointer(mesh->vertex3f);
+               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
                c_rtcached_shadowmeshes++;
                c_rtcached_shadowtris += mesh->numtriangles;
        }
@@ -400,56 +665,61 @@ static void R_Shadow_MakeTextures(void)
        data[2] = 255;
        data[3] = 255;
        r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-       for (side = 0;side < 6;side++)
+       if (gl_texturecubemap)
        {
-               for (y = 0;y < NORMSIZE;y++)
+               for (side = 0;side < 6;side++)
                {
-                       for (x = 0;x < NORMSIZE;x++)
+                       for (y = 0;y < NORMSIZE;y++)
                        {
-                               s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
-                               t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
-                               switch(side)
+                               for (x = 0;x < NORMSIZE;x++)
                                {
-                               case 0:
-                                       v[0] = 1;
-                                       v[1] = -t;
-                                       v[2] = -s;
-                                       break;
-                               case 1:
-                                       v[0] = -1;
-                                       v[1] = -t;
-                                       v[2] = s;
-                                       break;
-                               case 2:
-                                       v[0] = s;
-                                       v[1] = 1;
-                                       v[2] = t;
-                                       break;
-                               case 3:
-                                       v[0] = s;
-                                       v[1] = -1;
-                                       v[2] = -t;
-                                       break;
-                               case 4:
-                                       v[0] = s;
-                                       v[1] = -t;
-                                       v[2] = 1;
-                                       break;
-                               case 5:
-                                       v[0] = -s;
-                                       v[1] = -t;
-                                       v[2] = -1;
-                                       break;
+                                       s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+                                       t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+                                       switch(side)
+                                       {
+                                       case 0:
+                                               v[0] = 1;
+                                               v[1] = -t;
+                                               v[2] = -s;
+                                               break;
+                                       case 1:
+                                               v[0] = -1;
+                                               v[1] = -t;
+                                               v[2] = s;
+                                               break;
+                                       case 2:
+                                               v[0] = s;
+                                               v[1] = 1;
+                                               v[2] = t;
+                                               break;
+                                       case 3:
+                                               v[0] = s;
+                                               v[1] = -1;
+                                               v[2] = -t;
+                                               break;
+                                       case 4:
+                                               v[0] = s;
+                                               v[1] = -t;
+                                               v[2] = 1;
+                                               break;
+                                       case 5:
+                                               v[0] = -s;
+                                               v[1] = -t;
+                                               v[2] = -1;
+                                               break;
+                                       }
+                                       intensity = 127.0f / sqrt(DotProduct(v, v));
+                                       data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0];
+                                       data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1];
+                                       data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2];
+                                       data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255;
                                }
-                               intensity = 127.0f / sqrt(DotProduct(v, v));
-                               data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0];
-                               data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1];
-                               data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2];
-                               data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255;
                        }
                }
+               r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
        }
-       r_shadow_normalscubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalscube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+       else
+               r_shadow_normalcubetexture = NULL;
        for (y = 0;y < ATTEN2DSIZE;y++)
        {
                for (x = 0;x < ATTEN2DSIZE;x++)
@@ -502,12 +772,29 @@ void R_Shadow_Stage_Begin(void)
        if (r_shadow_texture3d.integer && !gl_texture3d)
                Cvar_SetValueQuick(&r_shadow_texture3d, 0);
 
-       //cl.worldmodel->numlights = min(cl.worldmodel->numlights, 1);
+       //cl.worldmodel->brushq1.numlights = min(cl.worldmodel->brushq1.numlights, 1);
        if (!r_shadow_attenuation2dtexture
         || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
         || r_shadow_lightattenuationpower.value != r_shadow_attenpower
         || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
                R_Shadow_MakeTextures();
+
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       R_Mesh_State_Texture(&m);
+       GL_Color(0, 0, 0, 1);
+       qglDisable(GL_SCISSOR_TEST);
+       r_shadowstage = SHADOWSTAGE_NONE;
+
+       c_rt_lights = c_rt_clears = c_rt_scissored = 0;
+       c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
+       c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
+}
+
+void R_Shadow_LoadWorldLightsIfNeeded(void)
+{
        if (r_shadow_reloadlights && cl.worldmodel)
        {
                R_Shadow_ClearWorldLights();
@@ -520,34 +807,29 @@ void R_Shadow_Stage_Begin(void)
                                R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
                }
        }
-
-       memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_ONE;
-       m.blendfunc2 = GL_ZERO;
-       R_Mesh_State(&m);
-       GL_Color(0, 0, 0, 1);
-       r_shadowstage = SHADOWSTAGE_NONE;
-
-       c_rt_lights = c_rt_clears = c_rt_scissored = 0;
-       c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
-       c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
 }
 
 void R_Shadow_Stage_ShadowVolumes(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_TextureState(&m);
+       R_Mesh_State_Texture(&m);
        GL_Color(1, 1, 1, 1);
        qglColorMask(0, 0, 0, 0);
-       qglDisable(GL_BLEND);
-       qglDepthMask(0);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       if (r_shadow_polygonoffset.value != 0)
+       {
+               qglPolygonOffset(1.0f, r_shadow_polygonoffset.value);
+               qglEnable(GL_POLYGON_OFFSET_FILL);
+       }
+       else
+               qglDisable(GL_POLYGON_OFFSET_FILL);
        qglDepthFunc(GL_LESS);
        qglEnable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        qglStencilFunc(GL_ALWAYS, 128, 0xFF);
-       qglEnable(GL_CULL_FACE);
-       qglEnable(GL_DEPTH_TEST);
        r_shadowstage = SHADOWSTAGE_STENCIL;
        qglClear(GL_STENCIL_BUFFER_BIT);
        c_rt_clears++;
@@ -564,20 +846,17 @@ void R_Shadow_Stage_LightWithoutShadows(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_TextureState(&m);
-       qglActiveTexture(GL_TEXTURE0_ARB);
-
-       qglEnable(GL_BLEND);
-       qglBlendFunc(GL_ONE, GL_ONE);
+       R_Mesh_State_Texture(&m);
+       GL_BlendFunc(GL_ONE, GL_ONE);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
        qglColorMask(1, 1, 1, 1);
-       qglDepthMask(0);
        qglDepthFunc(GL_EQUAL);
        qglDisable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        qglStencilFunc(GL_EQUAL, 128, 0xFF);
-       qglEnable(GL_CULL_FACE);
-       qglEnable(GL_DEPTH_TEST);
        r_shadowstage = SHADOWSTAGE_LIGHT;
        c_rt_lights++;
 }
@@ -586,22 +865,19 @@ void R_Shadow_Stage_LightWithShadows(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_TextureState(&m);
-       qglActiveTexture(GL_TEXTURE0_ARB);
-
-       qglEnable(GL_BLEND);
-       qglBlendFunc(GL_ONE, GL_ONE);
+       R_Mesh_State_Texture(&m);
+       GL_BlendFunc(GL_ONE, GL_ONE);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
        qglColorMask(1, 1, 1, 1);
-       qglDepthMask(0);
        qglDepthFunc(GL_EQUAL);
        qglEnable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        // only draw light where this geometry was already rendered AND the
        // stencil is 128 (values other than this mean shadow)
        qglStencilFunc(GL_EQUAL, 128, 0xFF);
-       qglEnable(GL_CULL_FACE);
-       qglEnable(GL_DEPTH_TEST);
        r_shadowstage = SHADOWSTAGE_LIGHT;
        c_rt_lights++;
 }
@@ -609,11 +885,12 @@ void R_Shadow_Stage_LightWithShadows(void)
 void R_Shadow_Stage_End(void)
 {
        rmeshstate_t m;
-       // attempt to restore state to what Mesh_State thinks it is
-       qglDisable(GL_BLEND);
-       qglBlendFunc(GL_ONE, GL_ZERO);
-       qglDepthMask(1);
-       // now restore the rest of the state to normal
+       memset(&m, 0, sizeof(m));
+       R_Mesh_State_Texture(&m);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
        qglColorMask(1, 1, 1, 1);
        qglDisable(GL_SCISSOR_TEST);
@@ -621,16 +898,6 @@ void R_Shadow_Stage_End(void)
        qglDisable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        qglStencilFunc(GL_ALWAYS, 128, 0xFF);
-       qglEnable(GL_CULL_FACE);
-       qglEnable(GL_DEPTH_TEST);
-       // force mesh state to reset by using various combinations of features
-       memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       R_Mesh_State(&m);
-       m.blendfunc1 = GL_ONE;
-       m.blendfunc2 = GL_ZERO;
-       R_Mesh_State(&m);
        r_shadowstage = SHADOWSTAGE_NONE;
 }
 
@@ -784,7 +1051,9 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        if (!r_shadow_scissor.integer)
                return false;
        // if view is inside the box, just say yes it's visible
-       if (BoxesOverlap(r_origin, r_origin, mins, maxs))
+       // LordHavoc: for some odd reason scissor seems broken without stencil
+       // (?!?  seems like a driver bug) so abort if gl_stencil is false
+       if (!gl_stencil || BoxesOverlap(r_origin, r_origin, mins, maxs))
        {
                qglDisable(GL_SCISSOR_TEST);
                return false;
@@ -806,8 +1075,7 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        if (DotProduct(vpn, v2) <= f)
        {
                // entirely behind nearclip plane
-               qglDisable(GL_SCISSOR_TEST);
-               return false;
+               return true;
        }
        if (DotProduct(vpn, v) >= f)
        {
@@ -946,133 +1214,178 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        return false;
 }
 
-void R_Shadow_VertexLighting(float *color, int numverts, const float *vertex, const float *normal, const float *lightcolor, const float *relativelightorigin, float lightradius)
+void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
 {
-       float dist, dot, intensity, iradius = 1.0f / lightradius, radius2 = lightradius * lightradius, v[3];
-       for (;numverts > 0;numverts--, vertex += 4, color += 4, normal += 4)
+       float *color4f = varray_color4f;
+       float dist, dot, intensity, v[3], n[3];
+       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
        {
-               VectorSubtract(vertex, relativelightorigin, v);
-               if ((dot = DotProduct(normal, v)) > 0 && (dist = DotProduct(v, v)) < radius2)
+               Matrix4x4_Transform(m, vertex3f, v);
+               if ((dist = DotProduct(v, v)) < 1)
                {
-                       dist = sqrt(dist);
-                       intensity = pow(1 - (dist * iradius), r_shadow_attenpower) * r_shadow_attenscale * dot / dist;
-                       VectorScale(lightcolor, intensity, color);
+                       Matrix4x4_Transform3x3(m, normal3f, n);
+                       if ((dot = DotProduct(n, v)) > 0)
+                       {
+                               dist = sqrt(dist);
+                               intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
+                               VectorScale(lightcolor, intensity, color4f);
+                               color4f[3] = 1;
+                       }
+                       else
+                       {
+                               VectorClear(color4f);
+                               color4f[3] = 1;
+                       }
                }
                else
-                       VectorClear(color);
+               {
+                       VectorClear(color4f);
+                       color4f[3] = 1;
+               }
        }
 }
 
-void R_Shadow_VertexLightingWithXYAttenuationTexture(float *color, int numverts, const float *vertex, const float *normal, const float *lightcolor, const float *relativelightorigin, float lightradius, const float *zdir)
+void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
 {
-       float dist, dot, intensity, iradius = 1.0f / lightradius, v[3];
-       for (;numverts > 0;numverts--, vertex += 4, color += 4, normal += 4)
+       float *color4f = varray_color4f;
+       float dist, dot, intensity, v[3], n[3];
+       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
        {
-               VectorSubtract(vertex, relativelightorigin, v);
-               if ((dot = DotProduct(normal, v)) > 0 && (dist = fabs(DotProduct(zdir, v))) < lightradius)
+               Matrix4x4_Transform(m, vertex3f, v);
+               if ((dist = fabs(v[2])) < 1)
                {
-                       intensity = pow(1 - (dist * iradius), r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(v,v));
-                       VectorScale(lightcolor, intensity, color);
+                       Matrix4x4_Transform3x3(m, normal3f, n);
+                       if ((dot = DotProduct(n, v)) > 0)
+                       {
+                               intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
+                               VectorScale(lightcolor, intensity, color4f);
+                               color4f[3] = 1;
+                       }
+                       else
+                       {
+                               VectorClear(color4f);
+                               color4f[3] = 1;
+                       }
                }
                else
-                       VectorClear(color);
+               {
+                       VectorClear(color4f);
+                       color4f[3] = 1;
+               }
        }
 }
 
 // FIXME: this should be done in a vertex program when possible
 // FIXME: if vertex program not available, this would really benefit from 3DNow! or SSE
-void R_Shadow_TransformVertices(float *out, int numverts, const float *vertex, const matrix4x4_t *matrix)
+void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
 {
        do
        {
-               Matrix4x4_Transform(matrix, vertex, out);
-               vertex += 4;
-               out += 4;
+               tc3f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
+               tc3f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
+               tc3f[2] = vertex3f[0] * matrix->m[2][0] + vertex3f[1] * matrix->m[2][1] + vertex3f[2] * matrix->m[2][2] + matrix->m[2][3];
+               vertex3f += 3;
+               tc3f += 3;
        }
        while (--numverts);
 }
 
-void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin)
+void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
+{
+       do
+       {
+               tc2f[0] = vertex3f[0] * matrix->m[0][0] + vertex3f[1] * matrix->m[0][1] + vertex3f[2] * matrix->m[0][2] + matrix->m[0][3];
+               tc2f[1] = vertex3f[0] * matrix->m[1][0] + vertex3f[1] * matrix->m[1][1] + vertex3f[2] * matrix->m[1][2] + matrix->m[1][3];
+               vertex3f += 3;
+               tc2f += 2;
+       }
+       while (--numverts);
+}
+
+void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
 {
        int i;
        float lightdir[3];
-       for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
+       for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
        {
-               VectorSubtract(vertex, relativelightorigin, lightdir);
+               VectorSubtract(vertex3f, relativelightorigin, lightdir);
                // the cubemap normalizes this for us
-               out[0] = DotProduct(svectors, lightdir);
-               out[1] = DotProduct(tvectors, lightdir);
-               out[2] = DotProduct(normals, lightdir);
+               out3f[0] = DotProduct(svector3f, lightdir);
+               out3f[1] = DotProduct(tvector3f, lightdir);
+               out3f[2] = DotProduct(normal3f, lightdir);
        }
 }
 
-void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
+void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
 {
        int i;
        float lightdir[3], eyedir[3], halfdir[3];
-       for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
+       for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
        {
-               VectorSubtract(vertex, relativelightorigin, lightdir);
+               VectorSubtract(vertex3f, relativelightorigin, lightdir);
                VectorNormalizeFast(lightdir);
-               VectorSubtract(vertex, relativeeyeorigin, eyedir);
+               VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
                VectorNormalizeFast(eyedir);
                VectorAdd(lightdir, eyedir, halfdir);
                // the cubemap normalizes this for us
-               out[0] = DotProduct(svectors, halfdir);
-               out[1] = DotProduct(tvectors, halfdir);
-               out[2] = DotProduct(normals, halfdir);
+               out3f[0] = DotProduct(svector3f, halfdir);
+               out3f[1] = DotProduct(tvector3f, halfdir);
+               out3f[2] = DotProduct(normal3f, halfdir);
        }
 }
 
-void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
 {
        int renders;
-       float color[3];
+       float color[3], color2[3];
        rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       if (gl_dot3arb)
+       GL_VertexPointer(vertex3f);
+       if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
        {
                if (!bumptexture)
                        bumptexture = r_shadow_blankbumptexture;
+               GL_Color(1,1,1,1);
                // colorscale accounts for how much we multiply the brightness during combine
                // mult is how many times the final pass of the lighting will be
                // performed to get more brightness than otherwise possible
                // limit mult to 64 for sanity sake
                if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
                {
-                       // 3/2 3D combine path
+                       // 3/2 3D combine path (Geforce3, Radeon 8500)
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
                        m.texcombinergb[0] = GL_REPLACE;
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       m.pointer_texcoord[2] = varray_texcoord3f[2];
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(0,0,0,1);
-                       qglDisable(GL_BLEND);
-                       GL_Color(1,1,1,1);
-                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
-                       R_Shadow_TransformVertices(varray_texcoord[2], numverts, varray_vertex, matrix_modeltoattenuationxyz);
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(basetexture);
-                       m.tex[1] = 0;
                        m.texcubemap[1] = R_GetTexture(lightcubemap);
-                       m.tex3d[2] = 0;
-                       m.texcombinergb[0] = GL_MODULATE;
-                       m.texcombinergb[1] = GL_MODULATE;
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
-                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-                       qglEnable(GL_BLEND);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        if (lightcubemap)
-                               R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltofilter);
-
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
-                       for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
                                GL_Color(color[0], color[1], color[2], 1);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                                c_rt_lightmeshes++;
@@ -1081,44 +1394,48 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                }
                else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
                {
-                       // 1/2/2 3D combine path
+                       // 1/2/2 3D combine path (original Radeon)
+                       memset(&m, 0, sizeof(m));
                        m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = varray_texcoord3f[0];
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(0,0,0,1);
-                       qglDisable(GL_BLEND);
-                       GL_Color(1,1,1,1);
-                       R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_modeltoattenuationxyz);
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(bumptexture);
-                       m.tex3d[0] = 0;
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[0] = GL_REPLACE;
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       R_Mesh_TextureState(&m);
-                       qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
-                       qglEnable(GL_BLEND);
-                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       R_Mesh_State_Texture(&m);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(basetexture);
                        m.texcubemap[1] = R_GetTexture(lightcubemap);
-                       m.texcombinergb[0] = GL_MODULATE;
-                       m.texcombinergb[1] = GL_MODULATE;
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
-                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        if (lightcubemap)
-                               R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltofilter);
-
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
-                       for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
                                GL_Color(color[0], color[1], color[2], 1);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                                c_rt_lightmeshes++;
@@ -1127,35 +1444,37 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                }
                else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
                {
-                       // 2/2 3D combine path
+                       // 2/2 3D combine path (original Radeon)
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(bumptexture);
-                       m.tex3d[0] = 0;
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[0] = GL_REPLACE;
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       R_Mesh_TextureState(&m);
-                       GL_Color(1,1,1,1);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(0,0,0,1);
-                       qglDisable(GL_BLEND);
-                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(basetexture);
                        m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-                       m.texcombinergb[0] = GL_MODULATE;
-                       m.texcombinergb[1] = GL_MODULATE;
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
-                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-                       qglEnable(GL_BLEND);
-                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltoattenuationxyz);
-
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
-                       for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
                                GL_Color(color[0], color[1], color[2], 1);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                                c_rt_lightmeshes++;
@@ -1164,41 +1483,44 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                }
                else if (r_textureunits.integer >= 4)
                {
-                       // 4/2 2D combine path
+                       // 4/2 2D combine path (Geforce3, Radeon 8500)
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[0] = GL_REPLACE;
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                        m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
                        m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       m.pointer_texcoord[2] = varray_texcoord2f[2];
+                       m.pointer_texcoord[3] = varray_texcoord2f[3];
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(0,0,0,1);
-                       qglDisable(GL_BLEND);
-                       GL_Color(1,1,1,1);
-                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
-                       R_Shadow_TransformVertices(varray_texcoord[2], numverts, varray_vertex, matrix_modeltoattenuationxyz);
-                       R_Shadow_TransformVertices(varray_texcoord[3], numverts, varray_vertex, matrix_modeltoattenuationz);
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(basetexture);
                        m.texcubemap[1] = R_GetTexture(lightcubemap);
-                       m.texcombinergb[0] = GL_MODULATE;
-                       m.texcombinergb[1] = GL_MODULATE;
-                       m.tex[2] = 0;
-                       m.tex[3] = 0;
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
-                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-                       qglEnable(GL_BLEND);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        if (lightcubemap)
-                               R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltofilter);
-
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
-                       for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
                                GL_Color(color[0], color[1], color[2], 1);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                                c_rt_lightmeshes++;
@@ -1207,46 +1529,51 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                }
                else
                {
-                       // 2/2/2 2D combine path
+                       // 2/2/2 2D combine path (any dot3 card)
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                        m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = varray_texcoord2f[0];
+                       m.pointer_texcoord[1] = varray_texcoord2f[1];
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(0,0,0,1);
-                       qglDisable(GL_BLEND);
-                       GL_Color(1,1,1,1);
-                       R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_modeltoattenuationxyz);
-                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltoattenuationz);
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(bumptexture);
-                       m.tex[1] = 0;
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[0] = GL_REPLACE;
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       R_Mesh_TextureState(&m);
-                       qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
-                       qglEnable(GL_BLEND);
-                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       R_Mesh_State_Texture(&m);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(basetexture);
                        m.texcubemap[1] = R_GetTexture(lightcubemap);
-                       m.texcombinergb[0] = GL_MODULATE;
-                       m.texcombinergb[1] = GL_MODULATE;
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
-                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        if (lightcubemap)
-                               R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltofilter);
-
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
-                       for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
                                GL_Color(color[0], color[1], color[2], 1);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                                c_rt_lightmeshes++;
@@ -1256,124 +1583,115 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
        }
        else
        {
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               GL_DepthTest(true);
+               GL_ColorPointer(varray_color4f);
+               VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+               memset(&m, 0, sizeof(m));
+               m.tex[0] = R_GetTexture(basetexture);
+               m.pointer_texcoord[0] = texcoord2f;
                if (r_textureunits.integer >= 2)
                {
                        // voodoo2
-#if 1
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-                       R_Mesh_TextureState(&m);
-                       qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       qglEnable(GL_BLEND);
-#else
-                       m.tex[0] = R_GetTexture(basetexture);
                        m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-                       m.blendfunc1 = GL_SRC_ALPHA;
-                       m.blendfunc2 = GL_ONE;
-                       R_Mesh_State(&m);
-#endif
-                       GL_UseColorArray();
-                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltoattenuationxyz);
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
-                       R_Shadow_VertexLightingWithXYAttenuationTexture(varray_color, numverts, varray_vertex, normals, color, relativelightorigin, lightradius, matrix_modeltofilter->m[2]);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       m.pointer_texcoord[1] = varray_texcoord2f[1];
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
                }
-               else
+               R_Mesh_State_Texture(&m);
+               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                {
-                       // voodoo1
-#if 1
-                       m.tex[0] = R_GetTexture(basetexture);
-                       R_Mesh_TextureState(&m);
-                       qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       qglEnable(GL_BLEND);
-#else
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.blendfunc1 = GL_SRC_ALPHA;
-                       m.blendfunc2 = GL_ONE;
-                       R_Mesh_State(&m);
-#endif
-                       GL_UseColorArray();
-                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
-                       R_Shadow_VertexLighting(varray_color, numverts, varray_vertex, normals, color, relativelightorigin, lightradius);
+                       color[0] = bound(0, color2[0], 1);
+                       color[1] = bound(0, color2[1], 1);
+                       color[2] = bound(0, color2[2], 1);
+                       if (r_textureunits.integer >= 2)
+                               R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
+                       else
+                               R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
                        R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
                }
        }
 }
 
-void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
 {
        int renders;
-       float color[3];
+       float color[3], color2[3], colorscale;
        rmeshstate_t m;
-       if (!gl_dot3arb)
+       if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil)
                return;
-       memset(&m, 0, sizeof(m));
-       if (!bumptexture)
-               bumptexture = r_shadow_blankbumptexture;
        if (!glosstexture)
                glosstexture = r_shadow_blankglosstexture;
        if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
        {
+               colorscale = r_colorscale * r_shadow_glossintensity.value;
+               if (!bumptexture)
+                       bumptexture = r_shadow_blankbumptexture;
+               if (glosstexture == r_shadow_blankglosstexture)
+                       colorscale *= r_shadow_gloss2intensity.value;
+               GL_VertexPointer(vertex3f);
+               GL_Color(1,1,1,1);
                if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
                {
-                       // 2/0/0/0/1/2 3D combine blendsquare path
+                       // 2/0/0/1/2 3D combine blendsquare path
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(0,0,0,1);
-                       qglDisable(GL_BLEND);
-                       GL_Color(1,1,1,1);
-                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, relativeeyeorigin);
+                       // this squares the result
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
-                       m.tex[0] = 0;
-                       m.texcubemap[1] = 0;
-                       m.texcombinergb[1] = GL_MODULATE;
-                       R_Mesh_TextureState(&m);
+                       memset(&m, 0, sizeof(m));
+                       R_Mesh_State_Texture(&m);
                        // square alpha in framebuffer a few times to make it shiny
-                       qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
-                       qglEnable(GL_BLEND);
+                       GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                        // these comments are a test run through this math for intensity 0.5
-                       // 0.5 * 0.5 = 0.25
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-                       // 0.25 * 0.25 = 0.0625
+                       // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+                       // 0.25 * 0.25 = 0.0625 (this is another pass)
+                       // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
-                       // 0.0625 * 0.0625 = 0.00390625
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
+                       memset(&m, 0, sizeof(m));
                        m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-                       R_Mesh_TextureState(&m);
-                       qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
-                       R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_modeltoattenuationxyz);
+                       m.pointer_texcoord[0] = varray_texcoord3f[0];
+                       R_Mesh_State_Texture(&m);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
-                       m.tex3d[0] = 0;
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(glosstexture);
                        m.texcubemap[1] = R_GetTexture(lightcubemap);
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
-                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        if (lightcubemap)
-                               R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltofilter);
-
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color);
-                       for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                       VectorScale(lightcolor, colorscale, color2);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
                                GL_Color(color[0], color[1], color[2], 1);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                                c_rt_lightmeshes++;
@@ -1382,55 +1700,52 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                }
                else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
                {
-                       // 2/0/0/0/2 3D combine blendsquare path
+                       // 2/0/0/2 3D combine blendsquare path
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(0,0,0,1);
-                       qglDisable(GL_BLEND);
-                       GL_Color(1,1,1,1);
-                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, relativeeyeorigin);
+                       // this squares the result
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
-                       m.tex[0] = 0;
-                       m.texcubemap[1] = 0;
-                       m.texcombinergb[1] = GL_MODULATE;
-                       R_Mesh_TextureState(&m);
+                       memset(&m, 0, sizeof(m));
+                       R_Mesh_State_Texture(&m);
                        // square alpha in framebuffer a few times to make it shiny
-                       qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
-                       qglEnable(GL_BLEND);
+                       GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                        // these comments are a test run through this math for intensity 0.5
-                       // 0.5 * 0.5 = 0.25
+                       // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+                       // 0.25 * 0.25 = 0.0625 (this is another pass)
+                       // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
-                       // 0.25 * 0.25 = 0.0625
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-                       // 0.0625 * 0.0625 = 0.00390625
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
-                       m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-                       m.tex[1] = R_GetTexture(glosstexture);
-                       R_Mesh_TextureState(&m);
-                       R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_modeltoattenuationxyz);
-                       memcpy(varray_texcoord[1], texcoords, numverts * sizeof(float[4]));
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(glosstexture);
+                       m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
-                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color);
-                       for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                       VectorScale(lightcolor, colorscale, color2);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
                                GL_Color(color[0], color[1], color[2], 1);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                                c_rt_lightmeshes++;
@@ -1439,63 +1754,66 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                }
                else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
                {
-                       // 2/0/0/0/2/2 2D combine blendsquare path
+                       // 2/0/0/2/2 2D combine blendsquare path
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(0,0,0,1);
-                       qglDisable(GL_BLEND);
-                       GL_Color(1,1,1,1);
-                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, relativeeyeorigin);
+                       // this squares the result
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
-                       m.tex[0] = 0;
-                       m.texcubemap[1] = 0;
-                       m.texcombinergb[1] = GL_MODULATE;
-                       R_Mesh_TextureState(&m);
+                       memset(&m, 0, sizeof(m));
+                       R_Mesh_State_Texture(&m);
                        // square alpha in framebuffer a few times to make it shiny
-                       qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
-                       qglEnable(GL_BLEND);
+                       GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                        // these comments are a test run through this math for intensity 0.5
-                       // 0.5 * 0.5 = 0.25
+                       // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+                       // 0.25 * 0.25 = 0.0625 (this is another pass)
+                       // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
-                       // 0.25 * 0.25 = 0.0625
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-                       // 0.0625 * 0.0625 = 0.00390625
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                        m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-                       R_Mesh_TextureState(&m);
-                       qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
-                       R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_modeltoattenuationxyz);
-                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltoattenuationz);
+                       m.pointer_texcoord[0] = varray_texcoord2f[0];
+                       m.pointer_texcoord[1] = varray_texcoord2f[1];
+                       R_Mesh_State_Texture(&m);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(glosstexture);
                        m.texcubemap[1] = R_GetTexture(lightcubemap);
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
-                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        if (lightcubemap)
-                               R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_modeltofilter);
-
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color);
-                       for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                       VectorScale(lightcolor, colorscale, color2);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
                                GL_Color(color[0], color[1], color[2], 1);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                                c_rt_lightmeshes++;
@@ -1526,8 +1844,8 @@ vec3_t r_editlights_cursorlocation;
 static int castshadowcount = 1;
 void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname, int castshadow)
 {
-       int i, j, k, l, maxverts, *mark, tris;
-       float *verts;
+       int i, j, k, l, maxverts = 256, *mark, tris;
+       float *vertex3f = NULL;
        worldlight_t *e;
        shadowmesh_t *mesh, *castmesh;
        mleaf_t *leaf;
@@ -1571,22 +1889,22 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
        if (cl.worldmodel)
        {
                castshadowcount++;
-               i = Mod_PointContents(e->origin, cl.worldmodel);
+               i = CL_PointContents(e->origin);
                if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
                {
                        qbyte *byteleafpvs;
                        qbyte *bytesurfacepvs;
 
-                       byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->numleafs + 1);
-                       bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->numsurfaces);
+                       byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numleafs + 1);
+                       bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces);
 
                        Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin));
 
-                       for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
+                       for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.numleafs;i++, leaf++)
                                if (byteleafpvs[i+1] && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
                                        leaf->worldnodeframe = castshadowcount;
 
-                       for (i = 0, surf = cl.worldmodel->surfaces;i < cl.worldmodel->numsurfaces;i++, surf++)
+                       for (i = 0, surf = cl.worldmodel->brushq1.surfaces;i < cl.worldmodel->brushq1.numsurfaces;i++, surf++)
                                if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
                                        surf->castshadow = castshadowcount;
 
@@ -1595,16 +1913,16 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                }
                else
                {
-                       leaf = Mod_PointInLeaf(origin, cl.worldmodel);
-                       pvs = Mod_LeafPVS(leaf, cl.worldmodel);
-                       for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
+                       leaf = cl.worldmodel->brushq1.PointInLeaf(cl.worldmodel, origin);
+                       pvs = cl.worldmodel->brushq1.LeafPVS(cl.worldmodel, leaf);
+                       for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.numleafs;i++, leaf++)
                        {
                                if (pvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
                                {
                                        leaf->worldnodeframe = castshadowcount;
                                        for (j = 0, mark = leaf->firstmarksurface;j < leaf->nummarksurfaces;j++, mark++)
                                        {
-                                               surf = cl.worldmodel->surfaces + *mark;
+                                               surf = cl.worldmodel->brushq1.surfaces + *mark;
                                                if (surf->castshadow != castshadowcount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
                                                        surf->castshadow = castshadowcount;
                                        }
@@ -1613,11 +1931,11 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                }
 
                e->numleafs = 0;
-               for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
+               for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.numleafs;i++, leaf++)
                        if (leaf->worldnodeframe == castshadowcount)
                                e->numleafs++;
                e->numsurfaces = 0;
-               for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
+               for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
                        if (surf->castshadow == castshadowcount)
                                e->numsurfaces++;
 
@@ -1626,11 +1944,11 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                if (e->numsurfaces)
                        e->surfaces = Mem_Alloc(r_shadow_mempool, e->numsurfaces * sizeof(msurface_t *));
                e->numleafs = 0;
-               for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
+               for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.numleafs;i++, leaf++)
                        if (leaf->worldnodeframe == castshadowcount)
                                e->leafs[e->numleafs++] = leaf;
                e->numsurfaces = 0;
-               for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
+               for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
                        if (surf->castshadow == castshadowcount)
                                e->surfaces[e->numsurfaces++] = surf;
 
@@ -1656,8 +1974,6 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
 
                if (e->castshadows)
                {
-                       maxverts = 256;
-                       verts = NULL;
                        castshadowcount++;
                        for (j = 0;j < e->numsurfaces;j++)
                        {
@@ -1675,33 +1991,32 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                        for (j = 0;j < e->numsurfaces;j++)
                                if (e->surfaces[j]->castshadow == castshadowcount)
                                        for (surfmesh = e->surfaces[j]->mesh;surfmesh;surfmesh = surfmesh->chain)
-                                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, surfmesh->numverts, surfmesh->verts, surfmesh->numtriangles, surfmesh->index);
+                                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, surfmesh->vertex3f, surfmesh->numtriangles, surfmesh->element3i);
                        castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh);
 
                        // cast shadow volume from castmesh
                        for (mesh = castmesh;mesh;mesh = mesh->next)
                        {
-                               R_Shadow_ResizeTriangleFacingLight(castmesh->numtriangles);
                                R_Shadow_ResizeShadowElements(castmesh->numtriangles);
 
                                if (maxverts < castmesh->numverts * 2)
                                {
                                        maxverts = castmesh->numverts * 2;
-                                       if (verts)
-                                               Mem_Free(verts);
-                                       verts = NULL;
+                                       if (vertex3f)
+                                               Mem_Free(vertex3f);
+                                       vertex3f = NULL;
                                }
-                               if (verts == NULL && maxverts > 0)
-                                       verts = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[4]));
-
-                               // now that we have the buffers big enough, construct shadow volume mesh
-                               memcpy(verts, castmesh->verts, castmesh->numverts * sizeof(float[4]));
-                               R_Shadow_ProjectVertices(verts, castmesh->numverts, e->origin, r_shadow_projectdistance.value);//, e->lightradius);
-                               R_Shadow_MakeTriangleShadowFlags(castmesh->elements, verts, castmesh->numtriangles, trianglefacinglight, e->origin, e->lightradius);
-                               tris = R_Shadow_BuildShadowVolumeTriangles(castmesh->elements, castmesh->neighbors, castmesh->numtriangles, castmesh->numverts, trianglefacinglight, shadowelements);
-                               // add the constructed shadow volume mesh
-                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, castmesh->numverts, verts, tris, shadowelements);
+                               if (vertex3f == NULL && maxverts > 0)
+                                       vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
+
+                               // now that we have the buffers big enough, construct and add
+                               // the shadow volume mesh
+                               if ((tris = R_Shadow_ConstructShadowVolume(castmesh->numverts, 0, castmesh->numtriangles, castmesh->element3i, castmesh->neighbor3i, castmesh->vertex3f, NULL, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value)))
+                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, vertex3f, tris, shadowelements);
                        }
+                       if (vertex3f)
+                               Mem_Free(vertex3f);
+                       vertex3f = NULL;
                        // we're done with castmesh now
                        Mod_ShadowMesh_Free(castmesh);
                        e->shadowvolume = Mod_ShadowMesh_Finish(r_shadow_mempool, e->shadowvolume);
@@ -1747,51 +2062,12 @@ void R_Shadow_SelectLight(worldlight_t *light)
                r_shadow_selectedlight->selected = true;
 }
 
-
-void R_DrawLightSprite(int texnum, const vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
-{
-       rmeshstate_t m;
-       float diff[3];
-
-       if (fogenabled)
-       {
-               VectorSubtract(origin, r_origin, diff);
-               ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
-       }
-
-       memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.tex[0] = texnum;
-       R_Mesh_Matrix(&r_identitymatrix);
-       R_Mesh_State(&m);
-
-       GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
-       varray_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 0;
-       varray_texcoord[0][ 4] = 0;varray_texcoord[0][ 5] = 1;
-       varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 1;
-       varray_texcoord[0][12] = 1;varray_texcoord[0][13] = 0;
-       varray_vertex[0] = origin[0] - vright[0] * scale - vup[0] * scale;
-       varray_vertex[1] = origin[1] - vright[1] * scale - vup[1] * scale;
-       varray_vertex[2] = origin[2] - vright[2] * scale - vup[2] * scale;
-       varray_vertex[4] = origin[0] - vright[0] * scale + vup[0] * scale;
-       varray_vertex[5] = origin[1] - vright[1] * scale + vup[1] * scale;
-       varray_vertex[6] = origin[2] - vright[2] * scale + vup[2] * scale;
-       varray_vertex[8] = origin[0] + vright[0] * scale + vup[0] * scale;
-       varray_vertex[9] = origin[1] + vright[1] * scale + vup[1] * scale;
-       varray_vertex[10] = origin[2] + vright[2] * scale + vup[2] * scale;
-       varray_vertex[12] = origin[0] + vright[0] * scale - vup[0] * scale;
-       varray_vertex[13] = origin[1] + vright[1] * scale - vup[1] * scale;
-       varray_vertex[14] = origin[2] + vright[2] * scale - vup[2] * scale;
-       R_Mesh_Draw(4, 2, polygonelements);
-}
+rtexture_t *lighttextures[5];
 
 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
 {
-       cachepic_t *pic;
-       pic = Draw_CachePic("gfx/crosshair1.tga");
-       if (pic)
-               R_DrawLightSprite(R_GetTexture(pic->tex), r_editlights_cursorlocation, r_editlights_cursorgrid.value * 0.5f, 1, 1, 1, 0.5);
+       float scale = r_editlights_cursorgrid.value * 0.5f;
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, vright, vup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
 }
 
 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
@@ -1802,29 +2078,26 @@ void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
        intensity = 0.5;
        if (light->selected)
                intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
-       if (light->shadowvolume)
-               R_DrawLightSprite(calldata2, light->origin, 8, intensity, intensity, intensity, 0.5);
-       else
-               R_DrawLightSprite(calldata2, light->origin, 8, intensity * 0.5, intensity * 0.5, intensity * 0.5, 0.5);
+       if (!light->shadowvolume)
+               intensity *= 0.5f;
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, vright, vup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
 }
 
 void R_Shadow_DrawLightSprites(void)
 {
-       int i, texnums[5];
+       int i;
        cachepic_t *pic;
        worldlight_t *light;
 
        for (i = 0;i < 5;i++)
        {
-               pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1));
-               if (pic)
-                       texnums[i] = R_GetTexture(pic->tex);
-               else
-                       texnums[i] = 0;
+               lighttextures[i] = NULL;
+               if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1))))
+                       lighttextures[i] = pic->tex;
        }
 
        for (light = r_shadow_worldlightchain;light;light = light->next)
-               R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, texnums[((int) light) % 5]);
+               R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, ((int) light) % 5);
        R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
 }
 
@@ -1861,9 +2134,9 @@ void R_Shadow_LoadWorldLights(void)
                Con_Printf("No map loaded.\n");
                return;
        }
-       COM_StripExtension(cl.worldmodel->name, name);
+       FS_StripExtension(cl.worldmodel->name, name);
        strcat(name, ".rtlights");
-       lightsstring = COM_LoadFile(name, false);
+       lightsstring = FS_LoadFile(name, false);
        if (lightsstring)
        {
                s = lightsstring;
@@ -1918,14 +2191,14 @@ void R_Shadow_SaveWorldLights(void)
                Con_Printf("No map loaded.\n");
                return;
        }
-       COM_StripExtension(cl.worldmodel->name, name);
+       FS_StripExtension(cl.worldmodel->name, name);
        strcat(name, ".rtlights");
        bufchars = bufmaxchars = 0;
        buf = NULL;
        for (light = r_shadow_worldlightchain;light;light = light->next)
        {
                sprintf(line, "%s%g %g %g %g %g %g %g %d %s\n", light->castshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "");
-               if (bufchars + strlen(line) > bufmaxchars)
+               if (bufchars + (int) strlen(line) > bufmaxchars)
                {
                        bufmaxchars = bufchars + strlen(line) + 2048;
                        oldbuf = buf;
@@ -1944,7 +2217,7 @@ void R_Shadow_SaveWorldLights(void)
                }
        }
        if (bufchars)
-               COM_WriteFile(name, buf, bufchars);
+               FS_WriteFile(name, buf, bufchars);
        if (buf)
                Mem_Free(buf);
 }
@@ -1959,9 +2232,9 @@ void R_Shadow_LoadLightsFile(void)
                Con_Printf("No map loaded.\n");
                return;
        }
-       COM_StripExtension(cl.worldmodel->name, name);
+       FS_StripExtension(cl.worldmodel->name, name);
        strcat(name, ".lights");
-       lightsstring = COM_LoadFile(name, false);
+       lightsstring = FS_LoadFile(name, false);
        if (lightsstring)
        {
                s = lightsstring;
@@ -2006,10 +2279,10 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                Con_Printf("No map loaded.\n");
                return;
        }
-       data = cl.worldmodel->entities;
+       data = cl.worldmodel->brush.entities;
        if (!data)
                return;
-       for (entnum = 0;COM_ParseToken(&data) && com_token[0] == '{';entnum++)
+       for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
        {
                light = 0;
                origin[0] = origin[1] = origin[2] = 0;
@@ -2021,7 +2294,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                islight = false;
                while (1)
                {
-                       if (!COM_ParseToken(&data))
+                       if (!COM_ParseToken(&data, false))
                                break; // error
                        if (com_token[0] == '}')
                                break; // end of entity
@@ -2031,7 +2304,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                strcpy(key, com_token);
                        while (key[strlen(key)-1] == ' ') // remove trailing spaces
                                key[strlen(key)-1] = 0;
-                       if (!COM_ParseToken(&data))
+                       if (!COM_ParseToken(&data, false))
                                break; // error
                        strcpy(value, com_token);
 
@@ -2152,18 +2425,6 @@ void R_Shadow_SetCursorLocationForView(void)
        r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
 }
 
-void R_Shadow_UpdateLightingMode(void)
-{
-       r_shadow_lightingmode = 0;
-       if (r_shadow_realtime.integer)
-       {
-               if (r_shadow_worldlightchain)
-                       r_shadow_lightingmode = 2;
-               else
-                       r_shadow_lightingmode = 1;
-       }
-}
-
 void R_Shadow_UpdateWorldLightSelection(void)
 {
        R_Shadow_SetCursorLocationForView();