]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
removed rsurface_entity field, and copied all fields that were accessed
[xonotic/darkplaces.git] / r_shadow.c
index d1023740e5cb7a00501fad600975c08b5340bf99..2214404de1dbe93450cdf85926c5b65c4e598e10 100644 (file)
@@ -146,6 +146,7 @@ typedef enum r_shadow_rendermode_e
 {
        R_SHADOW_RENDERMODE_NONE,
        R_SHADOW_RENDERMODE_STENCIL,
+       R_SHADOW_RENDERMODE_SEPARATESTENCIL,
        R_SHADOW_RENDERMODE_STENCILTWOSIDE,
        R_SHADOW_RENDERMODE_LIGHT_VERTEX,
        R_SHADOW_RENDERMODE_LIGHT_DOT3,
@@ -184,7 +185,20 @@ int r_shadow_buffer_numsurfacepvsbytes;
 unsigned char *r_shadow_buffer_surfacepvs;
 int *r_shadow_buffer_surfacelist;
 
+int r_shadow_buffer_numshadowtrispvsbytes;
+unsigned char *r_shadow_buffer_shadowtrispvs;
+int r_shadow_buffer_numlighttrispvsbytes;
+unsigned char *r_shadow_buffer_lighttrispvs;
+
+// current light's cull box (copied out of an rtlight or calculated by GetLightInfo)
+vec3_t r_shadow_rtlight_cullmins;
+vec3_t r_shadow_rtlight_cullmaxs;
+// current light's culling planes
+int r_shadow_rtlight_numfrustumplanes;
+mplane_t r_shadow_rtlight_frustumplanes[12+6+6]; // see R_Shadow_ComputeShadowCasterCullingPlanes
+
 rtexturepool_t *r_shadow_texturepool;
+rtexture_t *r_shadow_attenuationgradienttexture;
 rtexture_t *r_shadow_attenuation2dtexture;
 rtexture_t *r_shadow_attenuation3dtexture;
 
@@ -197,27 +211,35 @@ rtexturepool_t *r_shadow_filters_texturepool;
 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
+cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
-cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
+cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
-cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_glsl lighting)"};
-cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_glsl lighting)"};
+cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
+cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
+cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
+cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
+cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
-cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal culling optimizations on dynamic lights (slow!  you probably don't want this!)"};
+cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
+cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
-cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
+cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
+cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
-cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
-cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
+cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
+cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
+cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
+cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
@@ -226,7 +248,16 @@ cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how
 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
 
-float r_shadow_attenpower, r_shadow_attenscale;
+// note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
+#define ATTENTABLESIZE 256
+// 1D gradient, 2D circle and 3D sphere attenuation textures
+#define ATTEN1DSIZE 32
+#define ATTEN2DSIZE 64
+#define ATTEN3DSIZE 32
+
+static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
+static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
+static float r_shadow_attentable[ATTENTABLESIZE+1];
 
 rtlight_t *r_shadow_compilingrtlight;
 dlight_t *r_shadow_worldlightchain;
@@ -256,12 +287,12 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
 void R_Shadow_EditLights_Reload_f(void);
 void R_Shadow_ValidateCvars(void);
 static void R_Shadow_MakeTextures(void);
-void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
 
 void r_shadow_start(void)
 {
        // allocate vertex processing arrays
        numcubemaps = 0;
+       r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
        r_shadow_texturepool = NULL;
@@ -287,12 +318,17 @@ void r_shadow_start(void)
        r_shadow_buffer_numsurfacepvsbytes = 0;
        r_shadow_buffer_surfacepvs = NULL;
        r_shadow_buffer_surfacelist = NULL;
+       r_shadow_buffer_numshadowtrispvsbytes = 0;
+       r_shadow_buffer_shadowtrispvs = NULL;
+       r_shadow_buffer_numlighttrispvsbytes = 0;
+       r_shadow_buffer_lighttrispvs = NULL;
 }
 
 void r_shadow_shutdown(void)
 {
        R_Shadow_UncompileWorldLights();
        numcubemaps = 0;
+       r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
        R_FreeTexturePool(&r_shadow_texturepool);
@@ -335,6 +371,12 @@ void r_shadow_shutdown(void)
        if (r_shadow_buffer_surfacelist)
                Mem_Free(r_shadow_buffer_surfacelist);
        r_shadow_buffer_surfacelist = NULL;
+       r_shadow_buffer_numshadowtrispvsbytes = 0;
+       if (r_shadow_buffer_shadowtrispvs)
+               Mem_Free(r_shadow_buffer_shadowtrispvs);
+       r_shadow_buffer_numlighttrispvsbytes = 0;
+       if (r_shadow_buffer_lighttrispvs)
+               Mem_Free(r_shadow_buffer_lighttrispvs);
 }
 
 void r_shadow_newmap(void)
@@ -352,23 +394,22 @@ void R_Shadow_Help_f(void)
 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
 "r_shadow_gloss2intensity : brightness of forced gloss\n"
 "r_shadow_glossintensity : brightness of textured gloss\n"
-"r_shadow_lightattenuationpower : used to generate attenuation texture\n"
-"r_shadow_lightattenuationscale : used to generate attenuation texture\n"
+"r_shadow_lightattenuationlinearscale : used to generate attenuation texture\n"
+"r_shadow_lightattenuationdividebias : used to generate attenuation texture\n"
 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
+"r_shadow_lightradiusscale : scale rendering radius of all lights\n"
 "r_shadow_portallight : use portal visibility for static light precomputation\n"
 "r_shadow_projectdistance : shadow volume projection distance\n"
 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
-"r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
 "r_shadow_realtime_world : use high quality world lighting mode\n"
-"r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
 "r_shadow_scissor : use scissor optimization\n"
-"r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
-"r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
+"r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
+"r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
 "r_showlighting : useful for performance testing; bright = slow!\n"
 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
@@ -381,28 +422,36 @@ void R_Shadow_Init(void)
 {
        Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
        Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
+       Cvar_RegisterVariable(&r_shadow_usenormalmap);
        Cvar_RegisterVariable(&r_shadow_debuglight);
        Cvar_RegisterVariable(&r_shadow_gloss);
        Cvar_RegisterVariable(&r_shadow_gloss2intensity);
        Cvar_RegisterVariable(&r_shadow_glossintensity);
-       Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
-       Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
+       Cvar_RegisterVariable(&r_shadow_glossexponent);
+       Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
+       Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
        Cvar_RegisterVariable(&r_shadow_lightintensityscale);
+       Cvar_RegisterVariable(&r_shadow_lightradiusscale);
        Cvar_RegisterVariable(&r_shadow_portallight);
        Cvar_RegisterVariable(&r_shadow_projectdistance);
+       Cvar_RegisterVariable(&r_shadow_frontsidecasting);
        Cvar_RegisterVariable(&r_shadow_realtime_dlight);
        Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
+       Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
        Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
        Cvar_RegisterVariable(&r_shadow_realtime_world);
-       Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
        Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
        Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
        Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
        Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
+       Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
+       Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
        Cvar_RegisterVariable(&r_shadow_scissor);
-       Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
-       Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
+       Cvar_RegisterVariable(&r_shadow_culltriangles);
+       Cvar_RegisterVariable(&r_shadow_polygonfactor);
+       Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_texture3d);
+       Cvar_RegisterVariable(&gl_ext_separatestencil);
        Cvar_RegisterVariable(&gl_ext_stenciltwoside);
        if (gamemode == GAME_TENEBRAE)
        {
@@ -431,6 +480,8 @@ void R_Shadow_Init(void)
        r_shadow_buffer_numsurfacepvsbytes = 0;
        r_shadow_buffer_surfacepvs = NULL;
        r_shadow_buffer_surfacelist = NULL;
+       r_shadow_buffer_shadowtrispvs = NULL;
+       r_shadow_buffer_lighttrispvs = NULL;
        R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
 }
 
@@ -474,10 +525,12 @@ void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
        }
 }
 
-static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
+static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
 {
        int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
        int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
+       int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
+       int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
        if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
        {
                if (r_shadow_buffer_leafpvs)
@@ -498,6 +551,20 @@ static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
                r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
                r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
        }
+       if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
+       {
+               if (r_shadow_buffer_shadowtrispvs)
+                       Mem_Free(r_shadow_buffer_shadowtrispvs);
+               r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
+               r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
+       }
+       if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
+       {
+               if (r_shadow_buffer_lighttrispvs)
+                       Mem_Free(r_shadow_buffer_lighttrispvs);
+               r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
+               r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
+       }
 }
 
 void R_Shadow_PrepareShadowMark(int numtris)
@@ -524,12 +591,18 @@ void R_Shadow_PrepareShadowMark(int numtris)
        numshadowmark = 0;
 }
 
-int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
+int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
 {
        int i, j;
        int outtriangles = 0, outvertices = 0;
        const int *element;
        const float *vertex;
+       float ratio, direction[3], projectvector[3];
+
+       if (projectdirection)
+               VectorScale(projectdirection, projectdistance, projectvector);
+       else
+               VectorClear(projectvector);
 
        if (maxvertexupdate < innumvertices)
        {
@@ -553,91 +626,183 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *
        for (i = 0;i < numshadowmarktris;i++)
                shadowmark[shadowmarktris[i]] = shadowmarkcount;
 
-       for (i = 0;i < numshadowmarktris;i++)
+       // create the vertices
+       if (projectdirection)
        {
-               element = inelement3i + shadowmarktris[i] * 3;
-               // make sure the vertices are created
-               for (j = 0;j < 3;j++)
+               for (i = 0;i < numshadowmarktris;i++)
                {
-                       if (vertexupdate[element[j]] != vertexupdatenum)
+                       element = inelement3i + shadowmarktris[i] * 3;
+                       for (j = 0;j < 3;j++)
                        {
-                               float ratio, direction[3];
-                               vertexupdate[element[j]] = vertexupdatenum;
-                               vertexremap[element[j]] = outvertices;
-                               vertex = invertex3f + element[j] * 3;
-                               // project one copy of the vertex to the sphere radius of the light
-                               // (FIXME: would projecting it to the light box be better?)
-                               VectorSubtract(vertex, projectorigin, direction);
-                               ratio = projectdistance / VectorLength(direction);
-                               VectorCopy(vertex, outvertex3f);
-                               VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
-                               outvertex3f += 6;
-                               outvertices += 2;
+                               if (vertexupdate[element[j]] != vertexupdatenum)
+                               {
+                                       vertexupdate[element[j]] = vertexupdatenum;
+                                       vertexremap[element[j]] = outvertices;
+                                       vertex = invertex3f + element[j] * 3;
+                                       // project one copy of the vertex according to projectvector
+                                       VectorCopy(vertex, outvertex3f);
+                                       VectorAdd(vertex, projectvector, (outvertex3f + 3));
+                                       outvertex3f += 6;
+                                       outvertices += 2;
+                               }
                        }
                }
        }
-
-       for (i = 0;i < numshadowmarktris;i++)
+       else
        {
-               int remappedelement[3];
-               int markindex;
-               const int *neighbortriangle;
-
-               markindex = shadowmarktris[i] * 3;
-               element = inelement3i + markindex;
-               neighbortriangle = inneighbor3i + markindex;
-               // output the front and back triangles
-               outelement3i[0] = vertexremap[element[0]];
-               outelement3i[1] = vertexremap[element[1]];
-               outelement3i[2] = vertexremap[element[2]];
-               outelement3i[3] = vertexremap[element[2]] + 1;
-               outelement3i[4] = vertexremap[element[1]] + 1;
-               outelement3i[5] = vertexremap[element[0]] + 1;
-
-               outelement3i += 6;
-               outtriangles += 2;
-               // output the sides (facing outward from this triangle)
-               if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
-               {
-                       remappedelement[0] = vertexremap[element[0]];
-                       remappedelement[1] = vertexremap[element[1]];
-                       outelement3i[0] = remappedelement[1];
-                       outelement3i[1] = remappedelement[0];
-                       outelement3i[2] = remappedelement[0] + 1;
-                       outelement3i[3] = remappedelement[1];
-                       outelement3i[4] = remappedelement[0] + 1;
-                       outelement3i[5] = remappedelement[1] + 1;
-
-                       outelement3i += 6;
-                       outtriangles += 2;
+               for (i = 0;i < numshadowmarktris;i++)
+               {
+                       element = inelement3i + shadowmarktris[i] * 3;
+                       for (j = 0;j < 3;j++)
+                       {
+                               if (vertexupdate[element[j]] != vertexupdatenum)
+                               {
+                                       vertexupdate[element[j]] = vertexupdatenum;
+                                       vertexremap[element[j]] = outvertices;
+                                       vertex = invertex3f + element[j] * 3;
+                                       // project one copy of the vertex to the sphere radius of the light
+                                       // (FIXME: would projecting it to the light box be better?)
+                                       VectorSubtract(vertex, projectorigin, direction);
+                                       ratio = projectdistance / VectorLength(direction);
+                                       VectorCopy(vertex, outvertex3f);
+                                       VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
+                                       outvertex3f += 6;
+                                       outvertices += 2;
+                               }
+                       }
                }
-               if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
+       }
+
+       if (r_shadow_frontsidecasting.integer)
+       {
+               for (i = 0;i < numshadowmarktris;i++)
                {
-                       remappedelement[1] = vertexremap[element[1]];
-                       remappedelement[2] = vertexremap[element[2]];
-                       outelement3i[0] = remappedelement[2];
-                       outelement3i[1] = remappedelement[1];
-                       outelement3i[2] = remappedelement[1] + 1;
-                       outelement3i[3] = remappedelement[2];
-                       outelement3i[4] = remappedelement[1] + 1;
-                       outelement3i[5] = remappedelement[2] + 1;
+                       int remappedelement[3];
+                       int markindex;
+                       const int *neighbortriangle;
+
+                       markindex = shadowmarktris[i] * 3;
+                       element = inelement3i + markindex;
+                       neighbortriangle = inneighbor3i + markindex;
+                       // output the front and back triangles
+                       outelement3i[0] = vertexremap[element[0]];
+                       outelement3i[1] = vertexremap[element[1]];
+                       outelement3i[2] = vertexremap[element[2]];
+                       outelement3i[3] = vertexremap[element[2]] + 1;
+                       outelement3i[4] = vertexremap[element[1]] + 1;
+                       outelement3i[5] = vertexremap[element[0]] + 1;
 
                        outelement3i += 6;
                        outtriangles += 2;
+                       // output the sides (facing outward from this triangle)
+                       if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
+                       {
+                               remappedelement[0] = vertexremap[element[0]];
+                               remappedelement[1] = vertexremap[element[1]];
+                               outelement3i[0] = remappedelement[1];
+                               outelement3i[1] = remappedelement[0];
+                               outelement3i[2] = remappedelement[0] + 1;
+                               outelement3i[3] = remappedelement[1];
+                               outelement3i[4] = remappedelement[0] + 1;
+                               outelement3i[5] = remappedelement[1] + 1;
+
+                               outelement3i += 6;
+                               outtriangles += 2;
+                       }
+                       if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
+                       {
+                               remappedelement[1] = vertexremap[element[1]];
+                               remappedelement[2] = vertexremap[element[2]];
+                               outelement3i[0] = remappedelement[2];
+                               outelement3i[1] = remappedelement[1];
+                               outelement3i[2] = remappedelement[1] + 1;
+                               outelement3i[3] = remappedelement[2];
+                               outelement3i[4] = remappedelement[1] + 1;
+                               outelement3i[5] = remappedelement[2] + 1;
+
+                               outelement3i += 6;
+                               outtriangles += 2;
+                       }
+                       if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
+                       {
+                               remappedelement[0] = vertexremap[element[0]];
+                               remappedelement[2] = vertexremap[element[2]];
+                               outelement3i[0] = remappedelement[0];
+                               outelement3i[1] = remappedelement[2];
+                               outelement3i[2] = remappedelement[2] + 1;
+                               outelement3i[3] = remappedelement[0];
+                               outelement3i[4] = remappedelement[2] + 1;
+                               outelement3i[5] = remappedelement[0] + 1;
+
+                               outelement3i += 6;
+                               outtriangles += 2;
+                       }
                }
-               if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
+       }
+       else
+       {
+               for (i = 0;i < numshadowmarktris;i++)
                {
-                       remappedelement[0] = vertexremap[element[0]];
-                       remappedelement[2] = vertexremap[element[2]];
-                       outelement3i[0] = remappedelement[0];
-                       outelement3i[1] = remappedelement[2];
-                       outelement3i[2] = remappedelement[2] + 1;
-                       outelement3i[3] = remappedelement[0];
-                       outelement3i[4] = remappedelement[2] + 1;
-                       outelement3i[5] = remappedelement[0] + 1;
+                       int remappedelement[3];
+                       int markindex;
+                       const int *neighbortriangle;
+
+                       markindex = shadowmarktris[i] * 3;
+                       element = inelement3i + markindex;
+                       neighbortriangle = inneighbor3i + markindex;
+                       // output the front and back triangles
+                       outelement3i[0] = vertexremap[element[2]];
+                       outelement3i[1] = vertexremap[element[1]];
+                       outelement3i[2] = vertexremap[element[0]];
+                       outelement3i[3] = vertexremap[element[0]] + 1;
+                       outelement3i[4] = vertexremap[element[1]] + 1;
+                       outelement3i[5] = vertexremap[element[2]] + 1;
 
                        outelement3i += 6;
                        outtriangles += 2;
+                       // output the sides (facing outward from this triangle)
+                       if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
+                       {
+                               remappedelement[0] = vertexremap[element[0]];
+                               remappedelement[1] = vertexremap[element[1]];
+                               outelement3i[0] = remappedelement[0];
+                               outelement3i[1] = remappedelement[1];
+                               outelement3i[2] = remappedelement[1] + 1;
+                               outelement3i[3] = remappedelement[0];
+                               outelement3i[4] = remappedelement[1] + 1;
+                               outelement3i[5] = remappedelement[0] + 1;
+
+                               outelement3i += 6;
+                               outtriangles += 2;
+                       }
+                       if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
+                       {
+                               remappedelement[1] = vertexremap[element[1]];
+                               remappedelement[2] = vertexremap[element[2]];
+                               outelement3i[0] = remappedelement[1];
+                               outelement3i[1] = remappedelement[2];
+                               outelement3i[2] = remappedelement[2] + 1;
+                               outelement3i[3] = remappedelement[1];
+                               outelement3i[4] = remappedelement[2] + 1;
+                               outelement3i[5] = remappedelement[1] + 1;
+
+                               outelement3i += 6;
+                               outtriangles += 2;
+                       }
+                       if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
+                       {
+                               remappedelement[0] = vertexremap[element[0]];
+                               remappedelement[2] = vertexremap[element[2]];
+                               outelement3i[0] = remappedelement[2];
+                               outelement3i[1] = remappedelement[0];
+                               outelement3i[2] = remappedelement[0] + 1;
+                               outelement3i[3] = remappedelement[2];
+                               outelement3i[4] = remappedelement[0] + 1;
+                               outelement3i[5] = remappedelement[2] + 1;
+
+                               outelement3i += 6;
+                               outtriangles += 2;
+                       }
                }
        }
        if (outnumvertices)
@@ -645,12 +810,12 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *
        return outtriangles;
 }
 
-void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
+void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris)
 {
        int tris, outverts;
        if (projectdistance < 0.1)
        {
-               Con_Printf("R_Shadow_Volume: projectdistance %f\n");
+               Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
                return;
        }
        if (!numverts || !nummarktris)
@@ -658,44 +823,66 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
        // make sure shadowelements is big enough for this volume
        if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
                R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
-       tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdistance, nummarktris, marktris);
+       tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
        r_refdef.stats.lights_dynamicshadowtriangles += tris;
        R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements);
 }
 
-void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
+void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
 {
        int t, tend;
        const int *e;
        const float *v[3];
+       float normal[3];
        if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
                return;
        tend = firsttriangle + numtris;
-       if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
-        && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
-        && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
+       if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
        {
                // surface box entirely inside light box, no box cull
-               for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
-                       if (PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
-                               shadowmarklist[numshadowmark++] = t;
+               if (projectdirection)
+               {
+                       for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
+                       {
+                               TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
+                               if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
+                                       shadowmarklist[numshadowmark++] = t;
+                       }
+               }
+               else
+               {
+                       for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
+                               if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
+                                       shadowmarklist[numshadowmark++] = t;
+               }
        }
        else
        {
                // surface box not entirely inside light box, cull each triangle
-               for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
+               if (projectdirection)
                {
-                       v[0] = invertex3f + e[0] * 3;
-                       v[1] = invertex3f + e[1] * 3;
-                       v[2] = invertex3f + e[2] * 3;
-                       if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
-                        && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
-                        && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
-                        && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
-                        && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
-                        && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
-                        && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
-                               shadowmarklist[numshadowmark++] = t;
+                       for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
+                       {
+                               v[0] = invertex3f + e[0] * 3;
+                               v[1] = invertex3f + e[1] * 3;
+                               v[2] = invertex3f + e[2] * 3;
+                               TriangleNormal(v[0], v[1], v[2], normal);
+                               if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
+                                && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
+                                       shadowmarklist[numshadowmark++] = t;
+                       }
+               }
+               else
+               {
+                       for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
+                       {
+                               v[0] = invertex3f + e[0] * 3;
+                               v[1] = invertex3f + e[1] * 3;
+                               v[2] = invertex3f + e[2] * 3;
+                               if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
+                                && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
+                                       shadowmarklist[numshadowmark++] = t;
+                       }
                }
        }
 }
@@ -710,77 +897,71 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte
        }
        r_refdef.stats.lights_shadowtriangles += numtriangles;
        CHECKGLERROR
-       R_Mesh_VertexPointer(vertex3f);
+       R_Mesh_VertexPointer(vertex3f, 0, 0);
        GL_LockArrays(0, numvertices);
        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
        {
                // decrement stencil if backface is behind depthbuffer
-               qglCullFace(GL_BACK);CHECKGLERROR // quake is backwards, this culls front faces
+               GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
-               R_Mesh_Draw(0, numvertices, numtriangles, element3i);
+               R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0);
                // increment stencil if frontface is behind depthbuffer
-               qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
+               GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
        }
-       R_Mesh_Draw(0, numvertices, numtriangles, element3i);
+       R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0);
        GL_LockArrays(0, 0);
        CHECKGLERROR
 }
 
+static unsigned char R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
+{
+       float dist = sqrt(x*x+y*y+z*z);
+       float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
+       return (unsigned char)bound(0, intensity * 256.0f, 255);
+}
+
 static void R_Shadow_MakeTextures(void)
 {
-       int x, y, z, d;
-       float v[3], intensity;
+       int x, y, z;
+       float intensity, dist;
        unsigned char *data;
+       unsigned int palette[256];
        R_FreeTexturePool(&r_shadow_texturepool);
        r_shadow_texturepool = R_AllocTexturePool();
-       r_shadow_attenpower = r_shadow_lightattenuationpower.value;
-       r_shadow_attenscale = r_shadow_lightattenuationscale.value;
-#define ATTEN2DSIZE 64
-#define ATTEN3DSIZE 32
-       data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
+       r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
+       r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
+       // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
+       for (x = 0;x < 256;x++)
+               palette[x] = x * 0x01010101;
+       data = (unsigned char *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE));
+       // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
+       for (x = 0;x <= ATTENTABLESIZE;x++)
+       {
+               dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
+               intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
+               r_shadow_attentable[x] = bound(0, intensity, 1);
+       }
+       // 1D gradient texture
+       for (x = 0;x < ATTEN1DSIZE;x++)
+               data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
+       r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette);
+       // 2D circle texture
        for (y = 0;y < ATTEN2DSIZE;y++)
-       {
                for (x = 0;x < ATTEN2DSIZE;x++)
-               {
-                       v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
-                       v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
-                       v[2] = 0;
-                       intensity = 1.0f - sqrt(DotProduct(v, v));
-                       if (intensity > 0)
-                               intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
-                       d = (int)bound(0, intensity, 255);
-                       data[(y*ATTEN2DSIZE+x)*4+0] = d;
-                       data[(y*ATTEN2DSIZE+x)*4+1] = d;
-                       data[(y*ATTEN2DSIZE+x)*4+2] = d;
-                       data[(y*ATTEN2DSIZE+x)*4+3] = d;
-               }
-       }
-       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
+                       data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
+       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette);
+       // 3D sphere texture
        if (r_shadow_texture3d.integer && gl_texture3d)
        {
                for (z = 0;z < ATTEN3DSIZE;z++)
-               {
                        for (y = 0;y < ATTEN3DSIZE;y++)
-                       {
                                for (x = 0;x < ATTEN3DSIZE;x++)
-                               {
-                                       v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
-                                       v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
-                                       v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
-                                       intensity = 1.0f - sqrt(DotProduct(v, v));
-                                       if (intensity > 0)
-                                               intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
-                                       d = (int)bound(0, intensity, 255);
-                                       data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
-                                       data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
-                                       data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
-                                       data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
-                               }
-                       }
-               }
-               r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
+                                       data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
+               r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette);
        }
+       else
+               r_shadow_attenuation3dtexture = NULL;
        Mem_Free(data);
 }
 
@@ -788,6 +969,8 @@ void R_Shadow_ValidateCvars(void)
 {
        if (r_shadow_texture3d.integer && !gl_texture3d)
                Cvar_SetValueQuick(&r_shadow_texture3d, 0);
+       if (gl_ext_separatestencil.integer && !gl_support_separatestencil)
+               Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
        if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
                Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
 }
@@ -812,24 +995,25 @@ void R_Shadow_RenderMode_Begin(void)
 
        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_lightattenuationdividebias.value != r_shadow_attendividebias
+        || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
                R_Shadow_MakeTextures();
 
        CHECKGLERROR
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
        GL_BlendFunc(GL_ONE, GL_ZERO);
-       GL_DepthMask(false);
+       GL_DepthRange(0, 1);
        GL_DepthTest(true);
+       GL_DepthMask(false);
        GL_Color(0, 0, 0, 1);
-       qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
-       qglEnable(GL_CULL_FACE);CHECKGLERROR
        GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
 
        r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 
-       if (gl_ext_stenciltwoside.integer)
+       if (gl_ext_separatestencil.integer)
+               r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL;
+       else if (gl_ext_stenciltwoside.integer)
                r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
        else
                r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
@@ -858,28 +1042,41 @@ void R_Shadow_RenderMode_Reset(void)
        {
                qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
        }
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
+       GL_DepthRange(0, 1);
+       GL_DepthTest(true);
+       GL_DepthMask(false);
+       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+       qglStencilMask(~0);CHECKGLERROR
+       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
+       qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
+       GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+       GL_Color(1, 1, 1, 1);
+       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
 }
 
-void R_Shadow_RenderMode_StencilShadowVolumes(void)
+void R_Shadow_RenderMode_StencilShadowVolumes(qboolean clearstencil)
 {
        CHECKGLERROR
        R_Shadow_RenderMode_Reset();
-       GL_Color(1, 1, 1, 1);
        GL_ColorMask(0, 0, 0, 0);
-       GL_BlendFunc(GL_ONE, GL_ZERO);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
        qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
        qglDepthFunc(GL_LESS);CHECKGLERROR
-       qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
        qglEnable(GL_STENCIL_TEST);CHECKGLERROR
-       qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
        r_shadow_rendermode = r_shadow_shadowingrendermode;
-       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
+       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SEPARATESTENCIL)
        {
-               qglDisable(GL_CULL_FACE);CHECKGLERROR
+               GL_CullFace(GL_NONE);
+               qglStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR // quake is backwards, this is front faces
+               qglStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR // quake is backwards, this is back faces
+       }
+       else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
+       {
+               GL_CullFace(GL_NONE);
                qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
                qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR // quake is backwards, this is front faces
                qglStencilMask(~0);CHECKGLERROR
@@ -888,14 +1085,8 @@ void R_Shadow_RenderMode_StencilShadowVolumes(void)
                qglStencilMask(~0);CHECKGLERROR
                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
        }
-       else
-       {
-               qglEnable(GL_CULL_FACE);CHECKGLERROR
-               qglStencilMask(~0);CHECKGLERROR
-               // this is changed by every shadow render so its value here is unimportant
-               qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
-       }
-       GL_Clear(GL_STENCIL_BUFFER_BIT);
+       if (clearstencil)
+               GL_Clear(GL_STENCIL_BUFFER_BIT);
        r_refdef.stats.lights_clears++;
 }
 
@@ -904,35 +1095,17 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
        CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
-       //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
-       GL_Color(1, 1, 1, 1);
-       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
-       if (transparent)
-       {
-               qglDepthFunc(GL_LEQUAL);CHECKGLERROR
-       }
-       else
+       if (!transparent)
        {
                qglDepthFunc(GL_EQUAL);CHECKGLERROR
        }
-       qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
-       qglEnable(GL_CULL_FACE);CHECKGLERROR
        if (stenciltest)
        {
                qglEnable(GL_STENCIL_TEST);CHECKGLERROR
+               // only draw light where this geometry was already rendered AND the
+               // stencil is 128 (values other than this mean shadow)
+               qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
        }
-       else
-       {
-               qglDisable(GL_STENCIL_TEST);CHECKGLERROR
-       }
-       qglStencilMask(~0);CHECKGLERROR
-       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
-       // only draw light where this geometry was already rendered AND the
-       // stencil is 128 (values other than this mean shadow)
-       qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
        r_shadow_rendermode = r_shadow_lightingrendermode;
        // do global setup needed for the chosen lighting mode
        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
@@ -959,15 +1132,11 @@ void R_Shadow_RenderMode_VisibleShadowVolumes(void)
        CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_ONE, GL_ONE);
-       GL_DepthMask(false);
-       GL_DepthTest(!r_showdisabledepthtest.integer);
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       GL_DepthRange(0, 1);
+       GL_DepthTest(r_showshadowvolumes.integer < 2);
        GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1);
-       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
-       qglDepthFunc(GL_GEQUAL);CHECKGLERROR
-       qglCullFace(GL_FRONT);CHECKGLERROR // this culls back
-       qglDisable(GL_CULL_FACE);CHECKGLERROR
-       qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+       qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
+       GL_CullFace(GL_NONE);
        r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
 }
 
@@ -976,28 +1145,17 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar
        CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_ONE, GL_ONE);
-       GL_DepthMask(false);
-       GL_DepthTest(!r_showdisabledepthtest.integer);
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       GL_DepthRange(0, 1);
+       GL_DepthTest(r_showlighting.integer < 2);
        GL_Color(0.1 * r_view.colorscale, 0.0125 * r_view.colorscale, 0, 1);
-       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
-       if (transparent)
-       {
-               qglDepthFunc(GL_LEQUAL);CHECKGLERROR
-       }
-       else
+       if (!transparent)
        {
                qglDepthFunc(GL_EQUAL);CHECKGLERROR
        }
-       qglCullFace(GL_FRONT);CHECKGLERROR // this culls back
-       qglEnable(GL_CULL_FACE);CHECKGLERROR
        if (stenciltest)
        {
                qglEnable(GL_STENCIL_TEST);CHECKGLERROR
-       }
-       else
-       {
-               qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+               qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
        }
        r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
 }
@@ -1007,25 +1165,8 @@ void R_Shadow_RenderMode_End(void)
        CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        R_Shadow_RenderMode_ActiveLight(NULL);
-       GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
-       GL_DepthTest(true);
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
-       //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
-       GL_Color(1, 1, 1, 1);
-       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
        GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
-       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
-       qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
-       qglEnable(GL_CULL_FACE);CHECKGLERROR
-       qglDisable(GL_STENCIL_TEST);CHECKGLERROR
-       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
-       if (gl_support_stenciltwoside)
-       {
-               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
-       }
-       qglStencilMask(~0);CHECKGLERROR
-       qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
        r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 }
 
@@ -1120,192 +1261,245 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        return false;
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
+static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
 {
-       int numverts = surface->num_vertices;
-       float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
-       float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
-       float *color4f = rsurface_array_color4f + 4 * surface->num_firstvertex;
+       float *vertex3f = rsurface_vertex3f + 3 * firstvertex;
+       float *normal3f = rsurface_normal3f + 3 * firstvertex;
+       float *color4f = rsurface_array_color4f + 4 * firstvertex;
        float dist, dot, distintensity, shadeintensity, v[3], n[3];
        if (r_textureunits.integer >= 3)
        {
-               for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+               if (VectorLength2(diffusecolor) > 0)
+               {
+                       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+                       {
+                               Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+                               Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
+                               if ((dot = DotProduct(n, v)) < 0)
+                               {
+                                       shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
+                                       VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
+                               }
+                               else
+                                       VectorCopy(ambientcolor, color4f);
+                               if (r_refdef.fogenabled)
+                               {
+                                       float f;
+                                       f = FogPoint_Model(vertex3f);
+                                       VectorScale(color4f, f, color4f);
+                               }
+                               color4f[3] = 1;
+                       }
+               }
+               else
                {
-                       Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
-                       Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
-                       if ((dot = DotProduct(n, v)) < 0)
+                       for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
                        {
-                               shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                               color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
-                               color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
-                               color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
+                               VectorCopy(ambientcolor, color4f);
                                if (r_refdef.fogenabled)
                                {
-                                       float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                                       float f;
+                                       Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+                                       f = FogPoint_Model(vertex3f);
                                        VectorScale(color4f, f, color4f);
                                }
+                               color4f[3] = 1;
                        }
-                       else
-                               VectorClear(color4f);
-                       color4f[3] = 1;
                }
        }
        else if (r_textureunits.integer >= 2)
        {
-               for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+               if (VectorLength2(diffusecolor) > 0)
                {
-                       Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
-                       if ((dist = fabs(v[2])) < 1)
+                       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
-                               distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
-                               Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
-                               if ((dot = DotProduct(n, v)) < 0)
+                               Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+                               if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
                                {
-                                       shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                                       color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
-                                       color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
-                                       color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
+                                       Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
+                                       if ((dot = DotProduct(n, v)) < 0)
+                                       {
+                                               shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
+                                               color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
+                                               color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
+                                               color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
+                                       }
+                                       else
+                                       {
+                                               color4f[0] = ambientcolor[0] * distintensity;
+                                               color4f[1] = ambientcolor[1] * distintensity;
+                                               color4f[2] = ambientcolor[2] * distintensity;
+                                       }
+                                       if (r_refdef.fogenabled)
+                                       {
+                                               float f;
+                                               f = FogPoint_Model(vertex3f);
+                                               VectorScale(color4f, f, color4f);
+                                       }
                                }
                                else
+                                       VectorClear(color4f);
+                               color4f[3] = 1;
+                       }
+               }
+               else
+               {
+                       for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+                       {
+                               Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+                               if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
                                {
                                        color4f[0] = ambientcolor[0] * distintensity;
                                        color4f[1] = ambientcolor[1] * distintensity;
                                        color4f[2] = ambientcolor[2] * distintensity;
+                                       if (r_refdef.fogenabled)
+                                       {
+                                               float f;
+                                               f = FogPoint_Model(vertex3f);
+                                               VectorScale(color4f, f, color4f);
+                                       }
                                }
-                               if (r_refdef.fogenabled)
-                               {
-                                       float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
-                                       VectorScale(color4f, f, color4f);
-                               }
+                               else
+                                       VectorClear(color4f);
+                               color4f[3] = 1;
                        }
-                       else
-                               VectorClear(color4f);
-                       color4f[3] = 1;
                }
        }
        else
        {
-               for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+               if (VectorLength2(diffusecolor) > 0)
                {
-                       Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
-                       if ((dist = DotProduct(v, v)) < 1)
+                       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
-                               dist = sqrt(dist);
-                               distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
-                               Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
-                               if ((dot = DotProduct(n, v)) < 0)
+                               Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+                               if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
                                {
-                                       shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                                       color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
-                                       color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
-                                       color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
+                                       distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
+                                       Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
+                                       if ((dot = DotProduct(n, v)) < 0)
+                                       {
+                                               shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
+                                               color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
+                                               color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
+                                               color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
+                                       }
+                                       else
+                                       {
+                                               color4f[0] = ambientcolor[0] * distintensity;
+                                               color4f[1] = ambientcolor[1] * distintensity;
+                                               color4f[2] = ambientcolor[2] * distintensity;
+                                       }
+                                       if (r_refdef.fogenabled)
+                                       {
+                                               float f;
+                                               f = FogPoint_Model(vertex3f);
+                                               VectorScale(color4f, f, color4f);
+                                       }
                                }
                                else
+                                       VectorClear(color4f);
+                               color4f[3] = 1;
+                       }
+               }
+               else
+               {
+                       for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+                       {
+                               Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+                               if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
                                {
+                                       distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
                                        color4f[0] = ambientcolor[0] * distintensity;
                                        color4f[1] = ambientcolor[1] * distintensity;
                                        color4f[2] = ambientcolor[2] * distintensity;
+                                       if (r_refdef.fogenabled)
+                                       {
+                                               float f;
+                                               f = FogPoint_Model(vertex3f);
+                                               VectorScale(color4f, f, color4f);
+                                       }
                                }
-                               if (r_refdef.fogenabled)
-                               {
-                                       float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
-                                       VectorScale(color4f, f, color4f);
-                               }
+                               else
+                                       VectorClear(color4f);
+                               color4f[3] = 1;
                        }
-                       else
-                               VectorClear(color4f);
-                       color4f[3] = 1;
                }
        }
 }
 
 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
 
-static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
+static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
 {
-       int surfacelistindex;
-       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
-       {
-               const msurface_t *surface = surfacelist[surfacelistindex];
-               int i;
-               float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
-               const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
-               const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
-               const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
-               const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
-               float lightdir[3];
-               for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
-               {
-                       VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
-                       // the cubemap normalizes this for us
-                       out3f[0] = DotProduct(svector3f, lightdir);
-                       out3f[1] = DotProduct(tvector3f, lightdir);
-                       out3f[2] = DotProduct(normal3f, lightdir);
-               }
+       int i;
+       float       *out3f     = rsurface_array_texcoord3f + 3 * firstvertex;
+       const float *vertex3f  = rsurface_vertex3f         + 3 * firstvertex;
+       const float *svector3f = rsurface_svector3f        + 3 * firstvertex;
+       const float *tvector3f = rsurface_tvector3f        + 3 * firstvertex;
+       const float *normal3f  = rsurface_normal3f         + 3 * firstvertex;
+       float lightdir[3];
+       for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
+       {
+               VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
+               // the cubemap normalizes this for us
+               out3f[0] = DotProduct(svector3f, lightdir);
+               out3f[1] = DotProduct(tvector3f, lightdir);
+               out3f[2] = DotProduct(normal3f, lightdir);
        }
 }
 
-static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
+static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
 {
-       int surfacelistindex;
-       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
-       {
-               const msurface_t *surface = surfacelist[surfacelistindex];
-               int i;
-               float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
-               const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
-               const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
-               const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
-               const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
-               float lightdir[3], eyedir[3], halfdir[3];
-               for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
-               {
-                       VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
-                       VectorNormalize(lightdir);
-                       VectorSubtract(rsurface_modelorg, vertex3f, eyedir);
-                       VectorNormalize(eyedir);
-                       VectorAdd(lightdir, eyedir, halfdir);
-                       // the cubemap normalizes this for us
-                       out3f[0] = DotProduct(svector3f, halfdir);
-                       out3f[1] = DotProduct(tvector3f, halfdir);
-                       out3f[2] = DotProduct(normal3f, halfdir);
-               }
+       int i;
+       float       *out3f     = rsurface_array_texcoord3f + 3 * firstvertex;
+       const float *vertex3f  = rsurface_vertex3f         + 3 * firstvertex;
+       const float *svector3f = rsurface_svector3f        + 3 * firstvertex;
+       const float *tvector3f = rsurface_tvector3f        + 3 * firstvertex;
+       const float *normal3f  = rsurface_normal3f         + 3 * firstvertex;
+       float lightdir[3], eyedir[3], halfdir[3];
+       for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
+       {
+               VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
+               VectorNormalize(lightdir);
+               VectorSubtract(rsurface_modelorg, vertex3f, eyedir);
+               VectorNormalize(eyedir);
+               VectorAdd(lightdir, eyedir, halfdir);
+               // the cubemap normalizes this for us
+               out3f[0] = DotProduct(svector3f, halfdir);
+               out3f[1] = DotProduct(tvector3f, halfdir);
+               out3f[2] = DotProduct(normal3f, halfdir);
        }
 }
 
-static void R_Shadow_RenderSurfacesLighting_VisibleLighting(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // used to display how many times a surface is lit for level design purposes
        GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1);
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
-       RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist);
-       RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-       GL_LockArrays(0, 0);
+       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
-       RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
-       R_SetupSurfaceShader(lightcolorbase, false);
-       R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
-       R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
-       R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
-       R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
+       R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale);
+       R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordtexture2f);
+       R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, rsurface_svector3f_bufferobject, rsurface_svector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, rsurface_tvector3f_bufferobject, rsurface_tvector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, rsurface_normal3f_bufferobject, rsurface_normal3f_bufferoffset);
        if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
        {
                qglDepthFunc(GL_EQUAL);CHECKGLERROR
        }
-       RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-       GL_LockArrays(0, 0);
+       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
        if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
        {
                qglDepthFunc(GL_LEQUAL);CHECKGLERROR
        }
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(int numsurfaces, msurface_t **surfacelist, float r, float g, float b)
+static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, float r, float g, float b)
 {
        // shared final code for all the dot3 layers
        int renders;
@@ -1313,12 +1507,11 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(int numsurfaces,
        for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
        {
                GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
        }
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
 {
        rmeshstate_t m;
        // colorscale accounts for how much we multiply the brightness
@@ -1335,12 +1528,18 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfac
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(basetexture);
                m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[1] = rsurface_texture->currenttexmatrix;
                m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                m.pointer_texcoord3f[2] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[2] = r_shadow_entitytolight;
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
@@ -1350,9 +1549,13 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfac
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(basetexture);
                m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[1] = rsurface_texture->currenttexmatrix;
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
@@ -1362,17 +1565,25 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfac
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                m.tex[2] = R_GetTexture(basetexture);
                m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[2] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[2] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[2] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                        m.pointer_texcoord3f[3] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[3] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[3] = rsurface_vertex3f_bufferoffset;
                        m.texmatrix[3] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_ONE, GL_ONE);
@@ -1383,12 +1594,18 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfac
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                m.tex[2] = R_GetTexture(basetexture);
                m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[2] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[2] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[2] = rsurface_texture->currenttexmatrix;
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
@@ -1398,35 +1615,42 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfac
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                        m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
        // this final code is shared
        R_Mesh_TextureState(&m);
-       R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
 {
        rmeshstate_t m;
        // colorscale accounts for how much we multiply the brightness
@@ -1438,7 +1662,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac
        // Limit mult to 64 for sanity sake.
        GL_Color(1,1,1,1);
        // generate normalization cubemap texcoords
-       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(numsurfaces, surfacelist);
+       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
        if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
        {
                // 3/2 3D combine path (Geforce3, Radeon 8500)
@@ -1446,28 +1670,37 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[2] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                        m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -1478,36 +1711,44 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                        m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -1519,23 +1760,30 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
@@ -1546,31 +1794,42 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[2] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
                m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[3] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[3] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[3] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[3] = r_shadow_entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                        m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -1581,105 +1840,119 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                        m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
        // this final code is shared
        R_Mesh_TextureState(&m);
-       R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
 {
+       float glossexponent;
        rmeshstate_t m;
        // FIXME: detect blendsquare!
        //if (!gl_support_blendsquare)
        //      return;
        GL_Color(1,1,1,1);
        // generate normalization cubemap texcoords
-       R_Shadow_GenTexCoords_Specular_NormalCubeMap(numsurfaces, surfacelist);
+       R_Shadow_GenTexCoords_Specular_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
        if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
        {
                // 2/0/0/1/2 3D combine blendsquare path
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second and third pass
                R_Mesh_ResetTextureState();
                // square alpha in framebuffer a few times to make it shiny
                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 (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)
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // fourth pass
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // fifth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(glosstexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                        m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -1690,36 +1963,38 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfa
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second and third pass
                R_Mesh_ResetTextureState();
                // square alpha in framebuffer a few times to make it shiny
                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 (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)
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // fourth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(glosstexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
@@ -1729,166 +2004,162 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfa
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second and third pass
                R_Mesh_ResetTextureState();
                // square alpha in framebuffer a few times to make it shiny
                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 (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)
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // fourth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // fifth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(glosstexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                        m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
        // this final code is shared
        R_Mesh_TextureState(&m);
-       R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // ARB path (any Geforce, any Radeon)
-       qboolean doambient = r_shadow_rtlight->ambientscale > 0;
-       qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
+       qboolean doambient = ambientscale > 0;
+       qboolean dodiffuse = diffusescale > 0;
        qboolean dospecular = specularscale > 0;
        if (!doambient && !dodiffuse && !dospecular)
                return;
-       RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        if (doambient)
-               R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
+               R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, ambientscale * r_view.colorscale);
        if (dodiffuse)
-               R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
+               R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_view.colorscale);
        if (dopants)
        {
                if (doambient)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
+                       R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, ambientscale * r_view.colorscale);
                if (dodiffuse)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
+                       R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_view.colorscale);
        }
        if (doshirt)
        {
                if (doambient)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
+                       R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, ambientscale * r_view.colorscale);
                if (dodiffuse)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
+                       R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_view.colorscale);
        }
        if (dospecular)
-               R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(numsurfaces, surfacelist, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
+               R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
 }
 
-void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int numsurfaces, msurface_t **surfacelist, vec3_t diffusecolor2, vec3_t ambientcolor2)
+void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, vec3_t diffusecolor2, vec3_t ambientcolor2)
 {
-       int surfacelistindex;
        int renders;
-       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
-       {
-               const msurface_t *surface = surfacelist[surfacelistindex];
-               R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
-       }
+       int i;
+       int stop;
+       int newfirstvertex;
+       int newlastvertex;
+       int newnumtriangles;
+       int *newe;
+       const int *e;
+       float *c;
+       int newelements[4096*3];
+       R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
        for (renders = 0;renders < 64;renders++)
        {
-               const int *e;
-               int stop;
-               int firstvertex;
-               int lastvertex;
-               int newnumtriangles;
-               int *newe;
-               int newelements[3072];
                stop = true;
-               firstvertex = 0;
-               lastvertex = 0;
+               newfirstvertex = 0;
+               newlastvertex = 0;
                newnumtriangles = 0;
                newe = newelements;
-               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               // due to low fillrate on the cards this vertex lighting path is
+               // designed for, we manually cull all triangles that do not
+               // contain a lit vertex
+               // this builds batches of triangles from multiple surfaces and
+               // renders them at once
+               for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
                {
-                       const msurface_t *surface = surfacelist[surfacelistindex];
-                       const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
-                       int i;
-                       // due to low fillrate on the cards this vertex lighting path is
-                       // designed for, we manually cull all triangles that do not
-                       // contain a lit vertex
-                       // this builds batches of triangles from multiple surfaces and
-                       // renders them at once
-                       for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
+                       if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
                        {
-                               if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
+                               if (newnumtriangles)
                                {
-                                       if (newnumtriangles)
-                                       {
-                                               firstvertex = min(firstvertex, e[0]);
-                                               lastvertex = max(lastvertex, e[0]);
-                                       }
-                                       else
-                                       {
-                                               firstvertex = e[0];
-                                               lastvertex = e[0];
-                                       }
-                                       firstvertex = min(firstvertex, e[1]);
-                                       lastvertex = max(lastvertex, e[1]);
-                                       firstvertex = min(firstvertex, e[2]);
-                                       lastvertex = max(lastvertex, e[2]);
-                                       newe[0] = e[0];
-                                       newe[1] = e[1];
-                                       newe[2] = e[2];
-                                       newnumtriangles++;
-                                       newe += 3;
-                                       if (newnumtriangles >= 1024)
-                                       {
-                                               GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
-                                               R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
-                                               newnumtriangles = 0;
-                                               newe = newelements;
-                                               stop = false;
-                                       }
+                                       newfirstvertex = min(newfirstvertex, e[0]);
+                                       newlastvertex  = max(newlastvertex, e[0]);
+                               }
+                               else
+                               {
+                                       newfirstvertex = e[0];
+                                       newlastvertex = e[0];
+                               }
+                               newfirstvertex = min(newfirstvertex, e[1]);
+                               newlastvertex  = max(newlastvertex, e[1]);
+                               newfirstvertex = min(newfirstvertex, e[2]);
+                               newlastvertex  = max(newlastvertex, e[2]);
+                               newe[0] = e[0];
+                               newe[1] = e[1];
+                               newe[2] = e[2];
+                               newnumtriangles++;
+                               newe += 3;
+                               if (newnumtriangles >= (int)(sizeof(newelements)/sizeof(float[3])))
+                               {
+                                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0);
+                                       newnumtriangles = 0;
+                                       newe = newelements;
+                                       stop = false;
                                }
                        }
                }
                if (newnumtriangles >= 1)
                {
-                       GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
-                       R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
+                       // if all triangles are included, use the original array to take advantage of the bufferobject if possible
+                       if (newnumtriangles == numtriangles)
+                               R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+                       else
+                               R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0);
                        stop = false;
                }
-               GL_LockArrays(0, 0);
                // if we couldn't find any lit triangles, exit early
                if (stop)
                        break;
@@ -1897,23 +2168,17 @@ void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int
                // handling of negative colors
                // (some old drivers even have improper handling of >1 color)
                stop = true;
-               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               for (i = 0, c = rsurface_array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
                {
-                       int i;
-                       float *c;
-                       const msurface_t *surface = surfacelist[surfacelistindex];
-                       for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+                       if (c[0] > 1 || c[1] > 1 || c[2] > 1)
                        {
-                               if (c[0] > 1 || c[1] > 1 || c[2] > 1)
-                               {
-                                       c[0] = max(0, c[0] - 1);
-                                       c[1] = max(0, c[1] - 1);
-                                       c[2] = max(0, c[2] - 1);
-                                       stop = false;
-                               }
-                               else
-                                       VectorClear(c);
+                               c[0] = max(0, c[0] - 1);
+                               c[1] = max(0, c[1] - 1);
+                               c[2] = max(0, c[2] - 1);
+                               stop = false;
                        }
+                       else
+                               VectorClear(c);
                }
                // another check...
                if (stop)
@@ -1921,110 +2186,120 @@ void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int
        }
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Vertex(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // OpenGL 1.1 path (anything)
-       model_t *model = rsurface_entity->model;
+       const model_t *model = rsurface_model;
        float ambientcolorbase[3], diffusecolorbase[3];
        float ambientcolorpants[3], diffusecolorpants[3];
        float ambientcolorshirt[3], diffusecolorshirt[3];
        rmeshstate_t m;
-       VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorbase);
-       VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorbase);
-       VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorpants);
-       VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorpants);
-       VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorshirt);
-       VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorshirt);
+       VectorScale(lightcolorbase, ambientscale * 2 * r_view.colorscale, ambientcolorbase);
+       VectorScale(lightcolorbase, diffusescale * 2 * r_view.colorscale, diffusecolorbase);
+       VectorScale(lightcolorpants, ambientscale * 2 * r_view.colorscale, ambientcolorpants);
+       VectorScale(lightcolorpants, diffusescale * 2 * r_view.colorscale, diffusecolorpants);
+       VectorScale(lightcolorshirt, ambientscale * 2 * r_view.colorscale, ambientcolorshirt);
+       VectorScale(lightcolorshirt, diffusescale * 2 * r_view.colorscale, diffusecolorshirt);
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       R_Mesh_ColorPointer(rsurface_array_color4f);
+       R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
        memset(&m, 0, sizeof(m));
        m.tex[0] = R_GetTexture(basetexture);
        m.texmatrix[0] = rsurface_texture->currenttexmatrix;
        m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+       m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+       m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
        if (r_textureunits.integer >= 2)
        {
                // voodoo2 or TNT
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                if (r_textureunits.integer >= 3)
                {
                        // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
                        m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
                        m.texmatrix[2] = r_shadow_entitytoattenuationz;
                        m.pointer_texcoord3f[2] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
                }
        }
        R_Mesh_TextureState(&m);
-       RSurf_PrepareVerticesForBatch(true, false, numsurfaces, surfacelist);
-       R_Mesh_TexBind(0, R_GetTexture(basetexture));
-       R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorbase, ambientcolorbase);
+       //R_Mesh_TexBind(0, R_GetTexture(basetexture));
+       R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorbase, ambientcolorbase);
        if (dopants)
        {
                R_Mesh_TexBind(0, R_GetTexture(pantstexture));
-               R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorpants, ambientcolorpants);
+               R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorpants, ambientcolorpants);
        }
        if (doshirt)
        {
                R_Mesh_TexBind(0, R_GetTexture(shirttexture));
-               R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorshirt, ambientcolorshirt);
+               R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorshirt, ambientcolorshirt);
        }
 }
 
-void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist)
+void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset)
 {
-       // FIXME: support MATERIALFLAG_NODEPTHTEST
+       float ambientscale, diffusescale, specularscale;
        vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
        // calculate colors to render this texture with
-       lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_entity->colormod[0] * rsurface_texture->currentalpha;
-       lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_entity->colormod[1] * rsurface_texture->currentalpha;
-       lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha;
-       if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
+       lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_texture->currentlayers[0].color[0] * rsurface_texture->currentlayers[0].color[3];
+       lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_texture->currentlayers[0].color[1] * rsurface_texture->currentlayers[0].color[3];
+       lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_texture->currentlayers[0].color[2] * rsurface_texture->currentlayers[0].color[3];
+       ambientscale = r_shadow_rtlight->ambientscale;
+       diffusescale = r_shadow_rtlight->diffusescale;
+       specularscale = r_shadow_rtlight->specularscale * rsurface_texture->specularscale;
+       if (!r_shadow_usenormalmap.integer)
+       {
+               ambientscale += 1.0f * diffusescale;
+               diffusescale = 0;
+               specularscale = 0;
+       }
+       if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
                return;
-       if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
-       {
-               qglDisable(GL_CULL_FACE);CHECKGLERROR
-       }
-       else
-       {
-               qglEnable(GL_CULL_FACE);CHECKGLERROR
-       }
+       GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+       GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+       GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
        if (rsurface_texture->colormapping)
        {
-               qboolean dopants = rsurface_texture->skin.pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f);
-               qboolean doshirt = rsurface_texture->skin.shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f);
+               qboolean dopants = rsurface_texture->currentskinframe->pants != NULL && VectorLength2(rsurface_colormap_pantscolor) >= (1.0f / 1048576.0f);
+               qboolean doshirt = rsurface_texture->currentskinframe->shirt != NULL && VectorLength2(rsurface_colormap_shirtcolor) >= (1.0f / 1048576.0f);
                if (dopants)
                {
-                       lightcolorpants[0] = lightcolorbase[0] * rsurface_entity->colormap_pantscolor[0];
-                       lightcolorpants[1] = lightcolorbase[1] * rsurface_entity->colormap_pantscolor[1];
-                       lightcolorpants[2] = lightcolorbase[2] * rsurface_entity->colormap_pantscolor[2];
+                       lightcolorpants[0] = lightcolorbase[0] * rsurface_colormap_pantscolor[0];
+                       lightcolorpants[1] = lightcolorbase[1] * rsurface_colormap_pantscolor[1];
+                       lightcolorpants[2] = lightcolorbase[2] * rsurface_colormap_pantscolor[2];
                }
                else
                        VectorClear(lightcolorpants);
                if (doshirt)
                {
-                       lightcolorshirt[0] = lightcolorbase[0] * rsurface_entity->colormap_shirtcolor[0];
-                       lightcolorshirt[1] = lightcolorbase[1] * rsurface_entity->colormap_shirtcolor[1];
-                       lightcolorshirt[2] = lightcolorbase[2] * rsurface_entity->colormap_shirtcolor[2];
+                       lightcolorshirt[0] = lightcolorbase[0] * rsurface_colormap_shirtcolor[0];
+                       lightcolorshirt[1] = lightcolorbase[1] * rsurface_colormap_shirtcolor[1];
+                       lightcolorshirt[2] = lightcolorbase[2] * rsurface_colormap_shirtcolor[2];
                }
                else
                        VectorClear(lightcolorshirt);
                switch (r_shadow_rendermode)
                {
                case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
-                       R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
+                       GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
+                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-                       R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
+                       R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_DOT3:
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
+                       R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-                       R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
+                       R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
                        break;
                default:
-                       Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
+                       Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
                        break;
                }
        }
@@ -2033,35 +2308,56 @@ void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist)
                switch (r_shadow_rendermode)
                {
                case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
-                       R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
+                       GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
+                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-                       R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
+                       R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_DOT3:
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
+                       R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-                       R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
+                       R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
                        break;
                default:
-                       Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
+                       Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
                        break;
                }
        }
 }
 
-void R_RTLight_Update(dlight_t *light, int isstatic)
+void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, qboolean shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
 {
-       int j, k;
-       float scale;
-       rtlight_t *rtlight = &light->rtlight;
+       matrix4x4_t tempmatrix = *matrix;
+       Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
+
+       // if this light has been compiled before, free the associated data
        R_RTLight_Uncompile(rtlight);
+
+       // clear it completely to avoid any lingering data
        memset(rtlight, 0, sizeof(*rtlight));
 
-       VectorCopy(light->origin, rtlight->shadoworigin);
-       VectorCopy(light->color, rtlight->color);
-       rtlight->radius = light->radius;
+       // copy the properties
+       rtlight->matrix_lighttoworld = tempmatrix;
+       Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
+       Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
+       rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
+       VectorCopy(color, rtlight->color);
+       rtlight->cubemapname[0] = 0;
+       if (cubemapname && cubemapname[0])
+               strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
+       rtlight->shadow = shadow;
+       rtlight->corona = corona;
+       rtlight->style = style;
+       rtlight->isstatic = isstatic;
+       rtlight->coronasizescale = coronasizescale;
+       rtlight->ambientscale = ambientscale;
+       rtlight->diffusescale = diffusescale;
+       rtlight->specularscale = specularscale;
+       rtlight->flags = flags;
+
+       // compute derived data
        //rtlight->cullradius = rtlight->radius;
        //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
        rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
@@ -2070,34 +2366,15 @@ void R_RTLight_Update(dlight_t *light, int isstatic)
        rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
        rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
        rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
-       rtlight->cubemapname[0] = 0;
-       if (light->cubemapname[0])
-               strlcpy(rtlight->cubemapname, light->cubemapname, sizeof(rtlight->cubemapname));
-       else if (light->cubemapnum > 0)
-               sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
-       rtlight->shadow = light->shadow;
-       rtlight->corona = light->corona;
-       rtlight->style = light->style;
-       rtlight->isstatic = isstatic;
-       rtlight->coronasizescale = light->coronasizescale;
-       rtlight->ambientscale = light->ambientscale;
-       rtlight->diffusescale = light->diffusescale;
-       rtlight->specularscale = light->specularscale;
-       rtlight->flags = light->flags;
-       Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
-       // ConcatScale won't work here because this needs to scale rotate and
-       // translate, not just rotate
-       scale = 1.0f / rtlight->radius;
-       for (k = 0;k < 3;k++)
-               for (j = 0;j < 4;j++)
-                       rtlight->matrix_worldtolight.m[k][j] *= scale;
 }
 
 // compiles rtlight geometry
 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
 void R_RTLight_Compile(rtlight_t *rtlight)
 {
-       int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
+       int i;
+       int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
+       int lighttris, shadowtris, shadowmeshes, shadowmeshtris;
        entity_render_t *ent = r_refdef.worldentity;
        model_t *model = r_refdef.worldmodel;
        unsigned char *data;
@@ -2121,24 +2398,34 @@ void R_RTLight_Compile(rtlight_t *rtlight)
        {
                // this variable must be set for the CompileShadowVolume code
                r_shadow_compilingrtlight = rtlight;
-               R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
-               model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+               R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles);
+               model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs);
                numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
-               data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
+               numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
+               numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
+               data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
+               rtlight->static_numsurfaces = numsurfaces;
+               rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
                rtlight->static_numleafs = numleafs;
-               rtlight->static_numleafpvsbytes = numleafpvsbytes;
                rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
+               rtlight->static_numleafpvsbytes = numleafpvsbytes;
                rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
-               rtlight->static_numsurfaces = numsurfaces;
-               rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
-               if (numleafs)
+               rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
+               rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
+               rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
+               rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
+               if (rtlight->static_numsurfaces)
+                       memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
+               if (rtlight->static_numleafs)
                        memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
-               if (numleafpvsbytes)
+               if (rtlight->static_numleafpvsbytes)
                        memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
-               if (numsurfaces)
-                       memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
+               if (rtlight->static_numshadowtrispvsbytes)
+                       memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
+               if (rtlight->static_numlighttrispvsbytes)
+                       memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
                if (model->CompileShadowVolume && rtlight->shadow)
-                       model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+                       model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
                // now we're done compiling the rtlight
                r_shadow_compilingrtlight = NULL;
        }
@@ -2149,19 +2436,31 @@ void R_RTLight_Compile(rtlight_t *rtlight)
        //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
 
        shadowmeshes = 0;
-       shadowtris = 0;
+       shadowmeshtris = 0;
        if (rtlight->static_meshchain_shadow)
        {
                shadowmesh_t *mesh;
                for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
                {
                        shadowmeshes++;
-                       shadowtris += mesh->numtriangles;
+                       shadowmeshtris += mesh->numtriangles;
                }
        }
 
+       lighttris = 0;
+       if (rtlight->static_numlighttrispvsbytes)
+               for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
+                       if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
+                               lighttris++;
+
+       shadowtris = 0;
+       if (rtlight->static_numlighttrispvsbytes)
+               for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
+                       if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
+                               shadowtris++;
+
        if (developer.integer >= 10)
-               Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
+               Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i compiled shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowmeshtris, shadowmeshes);
 }
 
 void R_RTLight_Uncompile(rtlight_t *rtlight)
@@ -2172,14 +2471,18 @@ void R_RTLight_Uncompile(rtlight_t *rtlight)
                        Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
                rtlight->static_meshchain_shadow = NULL;
                // these allocations are grouped
-               if (rtlight->static_leaflist)
-                       Mem_Free(rtlight->static_leaflist);
+               if (rtlight->static_surfacelist)
+                       Mem_Free(rtlight->static_surfacelist);
                rtlight->static_numleafs = 0;
                rtlight->static_numleafpvsbytes = 0;
                rtlight->static_leaflist = NULL;
                rtlight->static_leafpvs = NULL;
                rtlight->static_numsurfaces = 0;
                rtlight->static_surfacelist = NULL;
+               rtlight->static_numshadowtrispvsbytes = 0;
+               rtlight->static_shadowtrispvs = NULL;
+               rtlight->static_numlighttrispvsbytes = 0;
+               rtlight->static_lighttrispvs = NULL;
                rtlight->compiled = false;
        }
 }
@@ -2191,63 +2494,225 @@ void R_Shadow_UncompileWorldLights(void)
                R_RTLight_Uncompile(&light->rtlight);
 }
 
-void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
+void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
 {
-       model_t *model = ent->model;
-       vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
-       vec_t relativeshadowradius;
-       if (ent == r_refdef.worldentity)
+       int i, j;
+       mplane_t plane;
+       // reset the count of frustum planes
+       // see r_shadow_rtlight_frustumplanes definition for how much this array
+       // can hold
+       r_shadow_rtlight_numfrustumplanes = 0;
+
+#if 1
+       // generate a deformed frustum that includes the light origin, this is
+       // used to cull shadow casting surfaces that can not possibly cast a
+       // shadow onto the visible light-receiving surfaces, which can be a
+       // performance gain
+       //
+       // if the light origin is onscreen the result will be 4 planes exactly
+       // if the light origin is offscreen on only one axis the result will
+       // be exactly 5 planes (split-side case)
+       // if the light origin is offscreen on two axes the result will be
+       // exactly 4 planes (stretched corner case)
+       for (i = 0;i < 4;i++)
+       {
+               // quickly reject standard frustum planes that put the light
+               // origin outside the frustum
+               if (PlaneDiff(rtlight->shadoworigin, &r_view.frustum[i]) < -0.03125)
+                       continue;
+               // copy the plane
+               r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = r_view.frustum[i];
+       }
+       // if all the standard frustum planes were accepted, the light is onscreen
+       // otherwise we need to generate some more planes below...
+       if (r_shadow_rtlight_numfrustumplanes < 4)
        {
-               if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
+               // at least one of the stock frustum planes failed, so we need to
+               // create one or two custom planes to enclose the light origin
+               for (i = 0;i < 4;i++)
                {
-                       shadowmesh_t *mesh;
-                       R_Mesh_Matrix(&ent->matrix);
-                       CHECKGLERROR
-                       for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
+                       // create a plane using the view origin and light origin, and a
+                       // single point from the frustum corner set
+                       TriangleNormal(r_view.origin, r_view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
+                       VectorNormalize(plane.normal);
+                       plane.dist = DotProduct(r_view.origin, plane.normal);
+                       // see if this plane is backwards and flip it if so
+                       for (j = 0;j < 4;j++)
+                               if (j != i && DotProduct(r_view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
+                                       break;
+                       if (j < 4)
                        {
-                               r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
-                               R_Mesh_VertexPointer(mesh->vertex3f);
-                               GL_LockArrays(0, mesh->numverts);
-                               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
-                               {
-                                       // decrement stencil if backface is behind depthbuffer
-                                       qglCullFace(GL_BACK);CHECKGLERROR // quake is backwards, this culls front faces
-                                       qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
-                                       R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
-                                       // increment stencil if frontface is behind depthbuffer
-                                       qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
-                                       qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
-                               }
-                               R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
-                               GL_LockArrays(0, 0);
+                               VectorNegate(plane.normal, plane.normal);
+                               plane.dist *= -1;
+                               // flipped plane, test again to see if it is now valid
+                               for (j = 0;j < 4;j++)
+                                       if (j != i && DotProduct(r_view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
+                                               break;
+                               // if the plane is still not valid, then it is dividing the
+                               // frustum and has to be rejected
+                               if (j < 4)
+                                       continue;
                        }
-                       CHECKGLERROR
+                       // we have created a valid plane, compute extra info
+                       PlaneClassify(&plane);
+                       // copy the plane
+                       r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = plane;
+#if 1
+                       // if we've found 5 frustum planes then we have constructed a
+                       // proper split-side case and do not need to keep searching for
+                       // planes to enclose the light origin
+                       if (r_shadow_rtlight_numfrustumplanes == 5)
+                               break;
+#endif
                }
-               else if (numsurfaces)
+       }
+#endif
+
+#if 0
+       for (i = 0;i < r_shadow_rtlight_numfrustumplanes;i++)
+       {
+               plane = r_shadow_rtlight_frustumplanes[i];
+               Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_view.frustumcorner[0], &plane), PlaneDiff(r_view.frustumcorner[1], &plane), PlaneDiff(r_view.frustumcorner[2], &plane), PlaneDiff(r_view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
+       }
+#endif
+
+#if 0
+       // now add the light-space box planes if the light box is rotated, as any
+       // caster outside the oriented light box is irrelevant (even if it passed
+       // the worldspace light box, which is axial)
+       if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
+       {
+               for (i = 0;i < 6;i++)
                {
-                       R_Mesh_Matrix(&ent->matrix);
-                       model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
+                       vec3_t v;
+                       VectorClear(v);
+                       v[i >> 1] = (i & 1) ? -1 : 1;
+                       Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
+                       VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
+                       plane.dist = VectorNormalizeLength(plane.normal);
+                       plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
+                       r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = plane;
                }
        }
-       else
+#endif
+
+#if 0
+       // add the world-space reduced box planes
+       for (i = 0;i < 6;i++)
+       {
+               VectorClear(plane.normal);
+               plane.normal[i >> 1] = (i & 1) ? -1 : 1;
+               plane.dist = (i & 1) ? -r_shadow_rtlight_cullmaxs[i >> 1] : r_shadow_rtlight_cullmins[i >> 1];
+               r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = plane;
+       }
+#endif
+
+#if 0
+       {
+       int j, oldnum;
+       vec3_t points[8];
+       vec_t bestdist;
+       // reduce all plane distances to tightly fit the rtlight cull box, which
+       // is in worldspace
+       VectorSet(points[0], r_shadow_rtlight_cullmins[0], r_shadow_rtlight_cullmins[1], r_shadow_rtlight_cullmins[2]);
+       VectorSet(points[1], r_shadow_rtlight_cullmaxs[0], r_shadow_rtlight_cullmins[1], r_shadow_rtlight_cullmins[2]);
+       VectorSet(points[2], r_shadow_rtlight_cullmins[0], r_shadow_rtlight_cullmaxs[1], r_shadow_rtlight_cullmins[2]);
+       VectorSet(points[3], r_shadow_rtlight_cullmaxs[0], r_shadow_rtlight_cullmaxs[1], r_shadow_rtlight_cullmins[2]);
+       VectorSet(points[4], r_shadow_rtlight_cullmins[0], r_shadow_rtlight_cullmins[1], r_shadow_rtlight_cullmaxs[2]);
+       VectorSet(points[5], r_shadow_rtlight_cullmaxs[0], r_shadow_rtlight_cullmins[1], r_shadow_rtlight_cullmaxs[2]);
+       VectorSet(points[6], r_shadow_rtlight_cullmins[0], r_shadow_rtlight_cullmaxs[1], r_shadow_rtlight_cullmaxs[2]);
+       VectorSet(points[7], r_shadow_rtlight_cullmaxs[0], r_shadow_rtlight_cullmaxs[1], r_shadow_rtlight_cullmaxs[2]);
+       oldnum = r_shadow_rtlight_numfrustumplanes;
+       r_shadow_rtlight_numfrustumplanes = 0;
+       for (j = 0;j < oldnum;j++)
+       {
+               // find the nearest point on the box to this plane
+               bestdist = DotProduct(r_shadow_rtlight_frustumplanes[j].normal, points[0]);
+               for (i = 1;i < 8;i++)
+               {
+                       dist = DotProduct(r_shadow_rtlight_frustumplanes[j].normal, points[i]);
+                       if (bestdist > dist)
+                               bestdist = dist;
+               }
+               Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, r_shadow_rtlight_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, r_shadow_rtlight_frustumplanes[j].normal[0], r_shadow_rtlight_frustumplanes[j].normal[1], r_shadow_rtlight_frustumplanes[j].normal[2], r_shadow_rtlight_frustumplanes[j].dist, bestdist);
+               // if the nearest point is near or behind the plane, we want this
+               // plane, otherwise the plane is useless as it won't cull anything
+               if (r_shadow_rtlight_frustumplanes[j].dist < bestdist + 0.03125)
+               {
+                       PlaneClassify(&r_shadow_rtlight_frustumplanes[j]);
+                       r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = r_shadow_rtlight_frustumplanes[j];
+               }
+       }
+       }
+#endif
+}
+
+void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
+{
+       RSurf_ActiveWorldEntity();
+       if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
+       {
+               shadowmesh_t *mesh;
+               CHECKGLERROR
+               for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
+               {
+                       r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
+                       R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
+                       GL_LockArrays(0, mesh->numverts);
+                       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
+                       {
+                               // decrement stencil if backface is behind depthbuffer
+                               GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
+                               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
+                               R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
+                               // increment stencil if frontface is behind depthbuffer
+                               GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+                               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+                       }
+                       R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
+                       GL_LockArrays(0, 0);
+               }
+               CHECKGLERROR
+       }
+       else if (numsurfaces && r_refdef.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
        {
-               Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
-               relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
-               relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
-               relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
-               relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
-               relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
-               relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
-               relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
-               R_Mesh_Matrix(&ent->matrix);
-               model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, model->nummodelsurfaces, model->surfacelist, relativeshadowmins, relativeshadowmaxs);
+               int t, tend;
+               int surfacelistindex;
+               msurface_t *surface;
+               R_Shadow_PrepareShadowMark(r_refdef.worldmodel->brush.shadowmesh->numtriangles);
+               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               {
+                       surface = r_refdef.worldmodel->data_surfaces + surfacelist[surfacelistindex];
+                       for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
+                               if (CHECKPVSBIT(trispvs, t))
+                                       shadowmarklist[numshadowmark++] = t;
+               }
+               R_Shadow_VolumeFromList(r_refdef.worldmodel->brush.shadowmesh->numverts, r_refdef.worldmodel->brush.shadowmesh->numtriangles, r_refdef.worldmodel->brush.shadowmesh->vertex3f, r_refdef.worldmodel->brush.shadowmesh->element3i, r_refdef.worldmodel->brush.shadowmesh->neighbor3i, r_shadow_rtlight->shadoworigin, NULL, r_shadow_rtlight->radius + r_refdef.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
        }
+       else if (numsurfaces)
+               r_refdef.worldmodel->DrawShadowVolume(r_refdef.worldentity, r_shadow_rtlight->shadoworigin, NULL, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs);
+}
+
+void R_Shadow_DrawEntityShadow(entity_render_t *ent)
+{
+       vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
+       vec_t relativeshadowradius;
+       RSurf_ActiveModelEntity(ent, false, false);
+       Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
+       relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
+       relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
+       relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
+       relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
+       relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
+       relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
+       relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
+       ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
 }
 
 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
 {
        // set up properties for rendering light onto this entity
-       RSurf_ActiveEntity(ent, true, true);
+       RSurf_ActiveModelEntity(ent, true, true);
        Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
        Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
        Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
@@ -2256,29 +2721,49 @@ void R_Shadow_SetupEntityLight(const entity_render_t *ent)
                R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
 }
 
+void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
+{
+       if (!r_refdef.worldmodel->DrawLight)
+               return;
+
+       // set up properties for rendering light onto this entity
+       RSurf_ActiveWorldEntity();
+       r_shadow_entitytolight = r_shadow_rtlight->matrix_worldtolight;
+       Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
+       Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
+       VectorCopy(r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
+       if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
+               R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
+
+       r_refdef.worldmodel->DrawLight(r_refdef.worldentity, numsurfaces, surfacelist, trispvs);
+}
+
 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
 {
        model_t *model = ent->model;
        if (!model->DrawLight)
                return;
+
        R_Shadow_SetupEntityLight(ent);
-       if (ent == r_refdef.worldentity)
-               model->DrawLight(ent, numsurfaces, surfacelist);
-       else
-               model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist);
+
+       model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist, NULL);
 }
 
 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
 {
-       int i, usestencil;
+       int i;
        float f;
        int numleafs, numsurfaces;
        int *leaflist, *surfacelist;
-       unsigned char *leafpvs;
+       unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs;
        int numlightentities;
+       int numlightentities_noselfshadow;
        int numshadowentities;
+       int numshadowentities_noselfshadow;
        entity_render_t *lightentities[MAX_EDICTS];
+       entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
        entity_render_t *shadowentities[MAX_EDICTS];
+       entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
 
        // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
        // skip lights that are basically invisible (color 0 0 0)
@@ -2313,6 +2798,9 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
                return;
 
+       VectorCopy(rtlight->cullmins, r_shadow_rtlight_cullmins);
+       VectorCopy(rtlight->cullmaxs, r_shadow_rtlight_cullmaxs);
+
        if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
        {
                // compiled light, world available and can receive realtime lighting
@@ -2322,18 +2810,22 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                leafpvs = rtlight->static_leafpvs;
                numsurfaces = rtlight->static_numsurfaces;
                surfacelist = rtlight->static_surfacelist;
+               shadowtrispvs = rtlight->static_shadowtrispvs;
+               lighttrispvs = rtlight->static_lighttrispvs;
        }
        else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
        {
                // dynamic light, world available and can receive realtime lighting
                // calculate lit surfaces and leafs
-               R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
-               r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+               R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces, r_refdef.worldmodel->brush.shadowmesh ? r_refdef.worldmodel->brush.shadowmesh->numtriangles : r_refdef.worldmodel->surfmesh.num_triangles, r_refdef.worldmodel->surfmesh.num_triangles);
+               r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs);
                leaflist = r_shadow_buffer_leaflist;
                leafpvs = r_shadow_buffer_leafpvs;
                surfacelist = r_shadow_buffer_surfacelist;
+               shadowtrispvs = r_shadow_buffer_shadowtrispvs;
+               lighttrispvs = r_shadow_buffer_lighttrispvs;
                // if the reduced leaf bounds are offscreen, skip it
-               if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
+               if (R_CullBox(r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
                        return;
        }
        else
@@ -2344,6 +2836,8 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                leafpvs = NULL;
                numsurfaces = 0;
                surfacelist = NULL;
+               shadowtrispvs = NULL;
+               lighttrispvs = NULL;
        }
        // check if light is illuminating any visible leafs
        if (numleafs)
@@ -2355,18 +2849,16 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                        return;
        }
        // set up a scissor rectangle for this light
-       if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
+       if (R_Shadow_ScissorForBBox(r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
                return;
 
+       R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
+
        // make a list of lit entities and shadow casting entities
        numlightentities = 0;
+       numlightentities_noselfshadow = 0;
        numshadowentities = 0;
-       // don't count the world unless some surfaces are actually lit
-       if (numsurfaces)
-       {
-               lightentities[numlightentities++] = r_refdef.worldentity;
-               shadowentities[numshadowentities++] = r_refdef.worldentity;
-       }
+       numshadowentities_noselfshadow = 0;
        // add dynamic entities that are lit by the light
        if (r_drawentities.integer)
        {
@@ -2374,22 +2866,67 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                {
                        model_t *model;
                        entity_render_t *ent = r_refdef.entities[i];
-                       if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
-                        && (model = ent->model)
-                        && !(ent->flags & RENDER_TRANSPARENT)
-                        && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
+                       vec3_t org;
+                       if (!BoxesOverlap(ent->mins, ent->maxs, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
+                               continue;
+                       // skip the object entirely if it is not within the valid
+                       // shadow-casting region (which includes the lit region)
+                       if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, r_shadow_rtlight_numfrustumplanes, r_shadow_rtlight_frustumplanes))
+                               continue;
+                       if (!(model = ent->model))
+                               continue;
+                       if (r_viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
                        {
-                               // about the VectorDistance2 - light emitting entities should not cast their own shadow
-                               if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
-                                       shadowentities[numshadowentities++] = ent;
-                               if (r_viewcache.entityvisible[i] && (ent->flags & RENDER_LIGHT) && model->DrawLight)
+                               // this entity wants to receive light, is visible, and is
+                               // inside the light box
+                               // TODO: check if the surfaces in the model can receive light
+                               // so now check if it's in a leaf seen by the light
+                               if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))
+                                       continue;
+                               if (ent->flags & RENDER_NOSELFSHADOW)
+                                       lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
+                               else
                                        lightentities[numlightentities++] = ent;
+                               // since it is lit, it probably also casts a shadow...
+                               // about the VectorDistance2 - light emitting entities should not cast their own shadow
+                               Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+                               if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
+                               {
+                                       // note: exterior models without the RENDER_NOSELFSHADOW
+                                       // flag still create a RENDER_NOSELFSHADOW shadow but
+                                       // are lit normally, this means that they are
+                                       // self-shadowing but do not shadow other
+                                       // RENDER_NOSELFSHADOW entities such as the gun
+                                       // (very weird, but keeps the player shadow off the gun)
+                                       if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
+                                               shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
+                                       else
+                                               shadowentities[numshadowentities++] = ent;
+                               }
+                       }
+                       else if (ent->flags & RENDER_SHADOW)
+                       {
+                               // this entity is not receiving light, but may still need to
+                               // cast a shadow...
+                               // TODO: check if the surfaces in the model can cast shadow
+                               // now check if it is in a leaf seen by the light
+                               if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))
+                                       continue;
+                               // about the VectorDistance2 - light emitting entities should not cast their own shadow
+                               Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+                               if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
+                               {
+                                       if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
+                                               shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
+                                       else
+                                               shadowentities[numshadowentities++] = ent;
+                               }
                        }
                }
        }
 
        // return if there's nothing at all to light
-       if (!numlightentities)
+       if (!numlightentities && !numsurfaces)
                return;
 
        // don't let sound skip if going slow
@@ -2401,47 +2938,100 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        // count this light in the r_speeds
        r_refdef.stats.lights++;
 
-       usestencil = false;
-       if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
+       if (r_showshadowvolumes.integer && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
+       {
+               // optionally draw visible shape of the shadow volumes
+               // for performance analysis by level designers
+               R_Shadow_RenderMode_VisibleShadowVolumes();
+               if (numsurfaces)
+                       R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
+               for (i = 0;i < numshadowentities;i++)
+                       R_Shadow_DrawEntityShadow(shadowentities[i]);
+               for (i = 0;i < numshadowentities_noselfshadow;i++)
+                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
+       }
+
+       if (gl_stencil && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
        {
                // draw stencil shadow volumes to mask off pixels that are in shadow
                // so that they won't receive lighting
-               if (gl_stencil)
+               R_Shadow_RenderMode_StencilShadowVolumes(true);
+               if (numsurfaces)
+                       R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
+               for (i = 0;i < numshadowentities;i++)
+                       R_Shadow_DrawEntityShadow(shadowentities[i]);
+               if (numlightentities_noselfshadow)
                {
-                       usestencil = true;
-                       R_Shadow_RenderMode_StencilShadowVolumes();
-                       for (i = 0;i < numshadowentities;i++)
-                               R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
+                       // draw lighting in the unmasked areas
+                       R_Shadow_RenderMode_Lighting(true, false);
+                       for (i = 0;i < numlightentities_noselfshadow;i++)
+                               R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+
+                       // optionally draw the illuminated areas
+                       // for performance analysis by level designers
+                       if (r_showlighting.integer)
+                       {
+                               R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
+                               for (i = 0;i < numlightentities_noselfshadow;i++)
+                                       R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+                       }
+
+                       R_Shadow_RenderMode_StencilShadowVolumes(false);
                }
+               for (i = 0;i < numshadowentities_noselfshadow;i++)
+                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
 
-               // optionally draw visible shape of the shadow volumes
-               // for performance analysis by level designers
-               if (r_showshadowvolumes.integer)
+               if (numsurfaces + numlightentities)
                {
-                       R_Shadow_RenderMode_VisibleShadowVolumes();
-                       for (i = 0;i < numshadowentities;i++)
-                               R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
+                       // draw lighting in the unmasked areas
+                       R_Shadow_RenderMode_Lighting(true, false);
+                       if (numsurfaces)
+                               R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+                       for (i = 0;i < numlightentities;i++)
+                               R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+
+                       // optionally draw the illuminated areas
+                       // for performance analysis by level designers
+                       if (r_showlighting.integer)
+                       {
+                               R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
+                               if (numsurfaces)
+                                       R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+                               for (i = 0;i < numlightentities;i++)
+                                       R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+                       }
                }
        }
-
-       if (numlightentities)
+       else
        {
-               // draw lighting in the unmasked areas
-               R_Shadow_RenderMode_Lighting(usestencil, false);
-               for (i = 0;i < numlightentities;i++)
-                       R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
-
-               // optionally draw the illuminated areas
-               // for performance analysis by level designers
-               if (r_showlighting.integer)
+               if (numsurfaces + numlightentities)
                {
-                       R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
+                       // draw lighting in the unmasked areas
+                       R_Shadow_RenderMode_Lighting(false, false);
+                       if (numsurfaces)
+                               R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
                        for (i = 0;i < numlightentities;i++)
                                R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+                       for (i = 0;i < numlightentities_noselfshadow;i++)
+                               R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+
+                       // optionally draw the illuminated areas
+                       // for performance analysis by level designers
+                       if (r_showlighting.integer)
+                       {
+                               R_Shadow_RenderMode_VisibleLighting(false, false);
+                               if (numsurfaces)
+                                       R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+                               for (i = 0;i < numlightentities;i++)
+                                       R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+                               for (i = 0;i < numlightentities_noselfshadow;i++)
+                                       R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+                       }
                }
        }
 }
 
+void R_Shadow_DrawLightSprites(void);
 void R_ShadowVolumeLighting(qboolean visible)
 {
        int lnum, flag;
@@ -2450,6 +3040,9 @@ void R_ShadowVolumeLighting(qboolean visible)
        if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
                R_Shadow_EditLights_Reload_f();
 
+       if (r_editlights.integer)
+               R_Shadow_DrawLightSprites();
+
        R_Shadow_RenderMode_Begin();
 
        flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
@@ -2465,11 +3058,100 @@ void R_ShadowVolumeLighting(qboolean visible)
                                R_DrawRTLight(&light->rtlight, visible);
        if (r_refdef.rtdlight)
                for (lnum = 0;lnum < r_refdef.numlights;lnum++)
-                       R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
+                       R_DrawRTLight(&r_refdef.lights[lnum], visible);
+
+       R_Shadow_RenderMode_End();
+}
+
+extern void R_SetupView(const matrix4x4_t *matrix);
+extern cvar_t r_shadows_throwdistance;
+void R_DrawModelShadows(void)
+{
+       int i;
+       float relativethrowdistance;
+       entity_render_t *ent;
+       vec3_t relativelightorigin;
+       vec3_t relativelightdirection;
+       vec3_t relativeshadowmins, relativeshadowmaxs;
+       float vertex3f[12];
+
+       if (!r_drawentities.integer || !gl_stencil)
+               return;
+
+       CHECKGLERROR
+       GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
+
+       r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
+
+       if (gl_ext_separatestencil.integer)
+               r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL;
+       else if (gl_ext_stenciltwoside.integer)
+               r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
+       else
+               r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
+
+       R_Shadow_RenderMode_StencilShadowVolumes(true);
+
+       for (i = 0;i < r_refdef.numentities;i++)
+       {
+               ent = r_refdef.entities[i];
+               // cast shadows from anything that is not a submodel of the map
+               if (ent->model && ent->model->DrawShadowVolume != NULL && !ent->model->brush.submodel && (ent->flags & RENDER_SHADOW))
+               {
+                       relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
+                       VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
+                       VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
+                       VectorNegate(ent->modellight_lightdir, relativelightdirection);
+                       VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
+                       RSurf_ActiveModelEntity(ent, false, false);
+                       ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
+               }
+       }
+
+       // not really the right mode, but this will disable any silly stencil features
+       R_Shadow_RenderMode_VisibleLighting(true, true);
+
+       // vertex coordinates for a quad that covers the screen exactly
+       vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
+       vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
+       vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
+       vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
+
+       // set up ortho view for rendering this pass
+       GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
+       GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
+       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+       GL_ScissorTest(true);
+       R_Mesh_Matrix(&identitymatrix);
+       R_Mesh_ResetTextureState();
+       R_Mesh_VertexPointer(vertex3f, 0, 0);
+       R_Mesh_ColorPointer(NULL, 0, 0);
 
+       // set up a 50% darkening blend on shadowed areas
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthRange(0, 1);
+       GL_DepthTest(false);
+       GL_DepthMask(false);
+       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       GL_Color(0, 0, 0, 0.5);
+       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+       qglDepthFunc(GL_ALWAYS);CHECKGLERROR
+       qglEnable(GL_STENCIL_TEST);CHECKGLERROR
+       qglStencilMask(~0);CHECKGLERROR
+       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
+       qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
+
+       // apply the blend to the shadowed areas
+       R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
+
+       // restoring the perspective view is done by R_RenderScene
+       //R_SetupView(&r_view.matrix);
+
+       // restore other state to normal
        R_Shadow_RenderMode_End();
 }
 
+
 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
 typedef struct suffixinfo_s
 {
@@ -2601,6 +3283,17 @@ dlight_t *R_Shadow_NewWorldLight(void)
 
 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
 {
+       matrix4x4_t matrix;
+       // validate parameters
+       if (style < 0 || style >= MAX_LIGHTSTYLES)
+       {
+               Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
+               style = 0;
+       }
+       if (!cubemapname)
+               cubemapname = "";
+
+       // copy to light properties
        VectorCopy(origin, light->origin);
        light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
        light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
@@ -2610,24 +3303,18 @@ void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, ve
        light->color[2] = max(color[2], 0);
        light->radius = max(radius, 0);
        light->style = style;
-       if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
-       {
-               Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
-               light->style = 0;
-       }
        light->shadow = shadowenable;
        light->corona = corona;
-       if (!cubemapname)
-               cubemapname = "";
        strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
        light->coronasizescale = coronasizescale;
        light->ambientscale = ambientscale;
        light->diffusescale = diffusescale;
        light->specularscale = specularscale;
        light->flags = flags;
-       Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
 
-       R_RTLight_Update(light, true);
+       // update renderable light data
+       Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
+       R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
 }
 
 void R_Shadow_FreeWorldLight(dlight_t *light)
@@ -2662,7 +3349,7 @@ void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const r
 {
        // this is never batched (there can be only one)
        float scale = r_editlights_cursorgrid.value * 0.5f;
-       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
 }
 
 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
@@ -2676,7 +3363,7 @@ void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, co
                intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
        if (!light->shadow)
                intensity *= 0.5f;
-       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5f);
 }
 
 void R_Shadow_DrawLightSprites(void)
@@ -2702,7 +3389,7 @@ void R_Shadow_SelectLightInView(void)
                if (rating >= 0.95)
                {
                        rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
-                       if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_view.origin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
+                       if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
                        {
                                bestrating = rating;
                                best = light;
@@ -2929,7 +3616,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                data = r_refdef.worldmodel->brush.entities;
        if (!data)
                return;
-       for (entnum = 0;COM_ParseTokenConsole(&data) && com_token[0] == '{';entnum++)
+       for (entnum = 0;COM_ParseToken_Simple(&data, false) && com_token[0] == '{';entnum++)
        {
                type = LIGHTTYPE_MINUSX;
                origin[0] = origin[1] = origin[2] = 0;
@@ -2947,7 +3634,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                islight = false;
                while (1)
                {
-                       if (!COM_ParseTokenConsole(&data))
+                       if (!COM_ParseToken_Simple(&data, false))
                                break; // error
                        if (com_token[0] == '}')
                                break; // end of entity
@@ -2957,7 +3644,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                strlcpy(key, com_token, sizeof(key));
                        while (key[strlen(key)-1] == ' ') // remove trailing spaces
                                key[strlen(key)-1] = 0;
-                       if (!COM_ParseTokenConsole(&data))
+                       if (!COM_ParseToken_Simple(&data, false))
                                break; // error
                        strlcpy(value, com_token, sizeof(value));
 
@@ -3131,7 +3818,7 @@ void R_Shadow_SetCursorLocationForView(void)
        vec3_t dest, endpos;
        trace_t trace;
        VectorMA(r_view.origin, r_editlights_cursordistance.value, r_view.forward, dest);
-       trace = CL_TraceBox(r_view.origin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
+       trace = CL_Move(r_view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
        if (trace.fraction < 1)
        {
                dist = trace.fraction * r_editlights_cursordistance.value;
@@ -3157,7 +3844,6 @@ void R_Shadow_UpdateWorldLightSelection(void)
        {
                R_Shadow_SetCursorLocationForView();
                R_Shadow_SelectLightInView();
-               R_Shadow_DrawLightSprites();
        }
        else
                R_Shadow_SelectLight(NULL);
@@ -3566,24 +4252,24 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void)
        for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
                if (light == r_shadow_selectedlight)
                        lightnumber = lightcount;
-       sprintf(temp, "Cursor  %f %f %f  Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Cursor  %f %f %f  Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
        if (r_shadow_selectedlight == NULL)
                return;
-       sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Radius       : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Corona       : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Ambient      : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Specular     : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Radius       : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Corona       : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Ambient      : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Specular     : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
 }
 
 void R_Shadow_EditLights_ToggleShadow_f(void)