]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
reuse screenspace depth texture unit for orthographic shadowmaps so they can coexist...
[xonotic/darkplaces.git] / r_shadow.c
index fc10c8c78a37d2b0e32a245de6f98c196023b7f5..2b9f48e2d9dde8acf3091b6c138c9e61ba35b293 100644 (file)
@@ -140,8 +140,6 @@ demonstrated by the game Doom3.
 #include "portals.h"
 #include "image.h"
 
-#define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
-
 extern void R_Shadow_EditLights_Init(void);
 
 typedef enum r_shadow_rendermode_e
@@ -182,6 +180,7 @@ r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_N
 qboolean r_shadow_usingshadowmaprect;
 qboolean r_shadow_usingshadowmap2d;
 qboolean r_shadow_usingshadowmapcube;
+qboolean r_shadow_usingshadowmaportho;
 int r_shadow_shadowmapside;
 float r_shadow_shadowmap_texturescale[2];
 float r_shadow_shadowmap_parameters[4];
@@ -202,6 +201,7 @@ qboolean r_shadow_shadowmapvsdct;
 qboolean r_shadow_shadowmapsampler;
 int r_shadow_shadowmappcf;
 int r_shadow_shadowmapborder;
+matrix4x4_t r_shadow_shadowmapmatrix;
 int r_shadow_lightscissor[4];
 qboolean r_shadow_usingdeferredprepass;
 
@@ -288,8 +288,7 @@ cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdivid
 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_projectdistance = {0, "r_shadow_projectdistance", "0", "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"};
@@ -300,8 +299,8 @@ cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_
 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_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
+cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "0", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
 cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
 cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
@@ -318,7 +317,6 @@ cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nea
 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
-cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
@@ -354,16 +352,6 @@ vec3_t r_editlights_cursorlocation;
 
 extern int con_vislines;
 
-typedef struct cubemapinfo_s
-{
-       char basename[64];
-       rtexture_t *texture;
-}
-cubemapinfo_t;
-
-static int numcubemaps;
-static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
-
 void R_Shadow_UncompileWorldLights(void);
 void R_Shadow_ClearWorldLights(void);
 void R_Shadow_SaveWorldLights(void);
@@ -398,17 +386,18 @@ void R_Shadow_SetShadowMode(void)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
                if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
                {
                        if(r_shadow_shadowmapfilterquality < 0)
                        {
-                               if(strstr(gl_vendor, "NVIDIA")) 
+                               if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
+                                       r_shadow_shadowmappcf = 1;
+                               else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) 
                                {
                                        r_shadow_shadowmapsampler = vid.support.arb_shadow;
                                        r_shadow_shadowmappcf = 1;
                                }
-                               else if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) 
-                                       r_shadow_shadowmappcf = 1;
                                else if(strstr(gl_vendor, "ATI")) 
                                        r_shadow_shadowmappcf = 1;
                                else 
@@ -462,6 +451,19 @@ void R_Shadow_SetShadowMode(void)
        }
 }
 
+qboolean R_Shadow_ShadowMappingEnabled(void)
+{
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+       case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
+               return true;
+       default:
+               return false;
+       }
+}
+
 void R_Shadow_FreeShadowMaps(void)
 {
        int i;
@@ -508,7 +510,6 @@ void R_Shadow_FreeShadowMaps(void)
 void r_shadow_start(void)
 {
        // allocate vertex processing arrays
-       numcubemaps = 0;
        r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
@@ -584,7 +585,6 @@ void r_shadow_shutdown(void)
        r_shadow_prepass_width = r_shadow_prepass_height = 0;
 
        CHECKGLERROR
-       numcubemaps = 0;
        r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
@@ -682,7 +682,6 @@ void R_Shadow_Init(void)
        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);
@@ -712,7 +711,6 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
-       Cvar_RegisterVariable(&r_shadow_culltriangles);
        Cvar_RegisterVariable(&r_shadow_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_texture3d);
@@ -1335,7 +1333,6 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
                r_refdef.stats.lights_shadowtriangles += tris;
                CHECKGLERROR
                R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
-               GL_LockArrays(0, outverts);
                if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
                {
                        // increment stencil if frontface is infront of depthbuffer
@@ -1357,7 +1354,6 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
                        qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
                }
                R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
-               GL_LockArrays(0, 0);
                CHECKGLERROR
        }
 }
@@ -1690,7 +1686,7 @@ static void R_Shadow_MakeTextures_MakeCorona(void)
                        pixels[y][x][3] = 255;
                }
        }
-       r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_PRECACHE | TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
+       r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
 }
 
 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
@@ -1722,12 +1718,12 @@ static void R_Shadow_MakeTextures(void)
        // 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, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
+       r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
        // 2D circle texture
        for (y = 0;y < ATTEN2DSIZE;y++)
                for (x = 0;x < ATTEN2DSIZE;x++)
                        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, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
+       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
        // 3D sphere texture
        if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
        {
@@ -1735,7 +1731,7 @@ static void R_Shadow_MakeTextures(void)
                        for (y = 0;y < ATTEN3DSIZE;y++)
                                for (x = 0;x < ATTEN3DSIZE;x++)
                                        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, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
+               r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
        }
        else
                r_shadow_attenuation3dtexture = NULL;
@@ -1744,7 +1740,7 @@ static void R_Shadow_MakeTextures(void)
        R_Shadow_MakeTextures_MakeCorona();
 
        // Editor light sprites
-       r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+       r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
        "................"
        ".3............3."
        "..5...2332...5.."
@@ -1762,7 +1758,7 @@ static void R_Shadow_MakeTextures(void)
        ".3............3."
        "................"
        , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
-       r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+       r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
        "................"
        "................"
        "......1111......"
@@ -1780,7 +1776,7 @@ static void R_Shadow_MakeTextures(void)
        "................"
        "................"
        , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
-       r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+       r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
        "................"
        "................"
        "......1111......"
@@ -1798,7 +1794,7 @@ static void R_Shadow_MakeTextures(void)
        "................"
        "................"
        , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
-       r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+       r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
        "................"
        "................"
        "......2772......"
@@ -1816,7 +1812,7 @@ static void R_Shadow_MakeTextures(void)
        "................"
        "................"
        , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
-       r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+       r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
        "................"
        "................"
        "......2772......"
@@ -1834,7 +1830,7 @@ static void R_Shadow_MakeTextures(void)
        "................"
        "................"
        , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
-       r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
+       r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
        "................"
        ".777752..257777."
        ".742........247."
@@ -1910,6 +1906,7 @@ void R_Shadow_RenderMode_Begin(void)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
                r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
                break;
        case RENDERPATH_GL13:
@@ -1966,19 +1963,20 @@ void R_Shadow_RenderMode_Reset(void)
        qglDepthFunc(GL_LEQUAL);CHECKGLERROR
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
        qglDisable(GL_STENCIL_TEST);CHECKGLERROR
-       qglStencilMask(~0);CHECKGLERROR
+       qglStencilMask(255);CHECKGLERROR
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
-       qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
+       qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR
        r_refdef.view.cullface_front = r_shadow_cullface_front;
        r_refdef.view.cullface_back = r_shadow_cullface_back;
        GL_CullFace(r_refdef.view.cullface_back);
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
-       R_SetupGenericShader(false);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
        r_shadow_usingshadowmaprect = false;
        r_shadow_usingshadowmapcube = false;
        r_shadow_usingshadowmap2d = false;
+       r_shadow_usingshadowmaportho = false;
        CHECKGLERROR
 }
 
@@ -1998,7 +1996,7 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
        R_Shadow_RenderMode_Reset();
        GL_ColorMask(0, 0, 0, 0);
        GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
-       R_SetupDepthOrShadowShader();
+       R_SetupShader_DepthOrShadow();
        qglDepthFunc(GL_LESS);CHECKGLERROR
        qglEnable(GL_STENCIL_TEST);CHECKGLERROR
        r_shadow_rendermode = mode;
@@ -2020,20 +2018,20 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
                GL_CullFace(GL_NONE);
                qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
                qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
-               qglStencilMask(~0);CHECKGLERROR
+               qglStencilMask(255);CHECKGLERROR
                qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
                qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
-               qglStencilMask(~0);CHECKGLERROR
+               qglStencilMask(255);CHECKGLERROR
                qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
                break;
        case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
                GL_CullFace(GL_NONE);
                qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
                qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
-               qglStencilMask(~0);CHECKGLERROR
+               qglStencilMask(255);CHECKGLERROR
                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
                qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
-               qglStencilMask(~0);CHECKGLERROR
+               qglStencilMask(255);CHECKGLERROR
                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
                break;
        }
@@ -2056,18 +2054,57 @@ static void R_Shadow_MakeVSDCT(void)
                0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
                0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
        };
-       r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_ALWAYSPRECACHE | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL); 
+       r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL);
 }
 
-void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
+static void R_Shadow_MakeShadowMap(int side, int size)
 {
        int status;
-       int maxsize;
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               if (r_shadow_shadowmap2dtexture) return;
+               r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
+               qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
+               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
+               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
+               break;
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+               if (r_shadow_shadowmaprectangletexture) return;
+               r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", size*2, size*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
+               qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
+               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
+               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
+               break;
+       case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
+               if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) return;
+               r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
+               qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
+               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
+               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
+               break;
+       default:
+               return;
+       }
+       // render depth into the fbo, do not render color at all
+       qglDrawBuffer(GL_NONE);CHECKGLERROR
+       qglReadBuffer(GL_NONE);CHECKGLERROR
+       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
+       {
+               Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
+               Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
+               Cvar_SetValueQuick(&r_shadow_deferred, 0);
+       }
+}
+       
+void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
+{
        float nearclip, farclip, bias;
        r_viewport_t viewport;
+       int flipped;
        GLuint fbo = 0;
        CHECKGLERROR
-       maxsize = r_shadow_shadowmapmaxsize;
        nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
        farclip = 1.0f;
        bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
@@ -2075,8 +2112,9 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
        r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
        r_shadow_shadowmapside = side;
        r_shadow_shadowmapsize = size;
-       if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
+       switch (r_shadow_shadowmode)
        {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
                r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
                r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
                R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
@@ -2086,33 +2124,14 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
                if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
                        R_Shadow_MakeVSDCT();
                if (!r_shadow_shadowmap2dtexture)
-               {
-#if 1
-                       int w = maxsize*2, h = vid.support.arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
-                       r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
-                       qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
-            // render depth into the fbo, do not render color at all
-                       qglDrawBuffer(GL_NONE);CHECKGLERROR
-                       qglReadBuffer(GL_NONE);CHECKGLERROR
-                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
-                       {
-                               Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
-                               Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
-                               Cvar_SetValueQuick(&r_shadow_deferred, 0);
-                       }
-#endif
-               }
+                       R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
                CHECKGLERROR
                if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
                r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
                r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
                r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
-       }
-       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
-       {
+               break;
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
                r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
                r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
                R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
@@ -2122,32 +2141,14 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
                if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
                        R_Shadow_MakeVSDCT();
                if (!r_shadow_shadowmaprectangletexture)
-               {
-#if 1
-                       r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
-                       qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
-                       // render depth into the fbo, do not render color at all
-                       qglDrawBuffer(GL_NONE);CHECKGLERROR
-                       qglReadBuffer(GL_NONE);CHECKGLERROR
-                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
-                       {
-                               Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
-                               Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
-                               Cvar_SetValueQuick(&r_shadow_deferred, 0);
-                       }
-#endif
-               }
+                       R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
                CHECKGLERROR
                if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
                r_shadow_shadowmap_texturescale[0] = 1.0f;
                r_shadow_shadowmap_texturescale[1] = 1.0f;
                r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
-       }
-       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
-       {
+               break;
+       case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
                r_shadow_shadowmap_parameters[0] = 1.0f;
                r_shadow_shadowmap_parameters[1] = 1.0f;
                R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
@@ -2155,40 +2156,26 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
 
                // simple cube approach
                if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
-               {
- #if 1
-                       r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
-                       qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
-                       // render depth into the fbo, do not render color at all
-                       qglDrawBuffer(GL_NONE);CHECKGLERROR
-                       qglReadBuffer(GL_NONE);CHECKGLERROR
-                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
-                       {
-                               Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
-                               Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
-                               Cvar_SetValueQuick(&r_shadow_deferred, 0);
-                       }
- #endif
-               }
+                       R_Shadow_MakeShadowMap(side, size);
                CHECKGLERROR
                if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
                r_shadow_shadowmap_texturescale[0] = 0.0f;
                r_shadow_shadowmap_texturescale[1] = 0.0f;
                r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
+               break;
+       default:
+               break;
        }
 
        R_Shadow_RenderMode_Reset();
        if (fbo)
        {
                qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
-               R_SetupDepthOrShadowShader();
+               R_SetupShader_DepthOrShadow();
        }
        else
        {
-               R_SetupShowDepthShader();
+               R_SetupShader_ShowDepth();
                qglClearColor(1,1,1,1);CHECKGLERROR
        }
        CHECKGLERROR
@@ -2200,51 +2187,38 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
 
 init_done:
        R_SetViewport(&viewport);
-       GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
-       if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE)
+       switch (r_shadow_rendermode)
        {
-               int flipped = (side&1)^(side>>2);
+       case R_SHADOW_RENDERMODE_SHADOWMAP2D:
+       case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
+               flipped = (side & 1) ^ (side >> 2);
                r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
                r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
                GL_CullFace(r_refdef.view.cullface_back);
-       }
-       else if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE)
-       {
+               if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
+               {
+                       // get tightest scissor rectangle that encloses all viewports in the clear mask
+                       int x1 = clear & 0x15 ? 0 : size;
+                       int x2 = clear & 0x2A ? 2 * size : size;
+                       int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
+                       int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
+                       GL_Scissor(x1, y1, x2 - x1, y2 - y1);
+                       GL_Clear(GL_DEPTH_BUFFER_BIT);
+               }
+               GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+               break;
+       case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
                qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
+               GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+               if (clear)
+                       GL_Clear(GL_DEPTH_BUFFER_BIT);
+               break;
+       default:
+               break;
        }
-       if (clear)
-               qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT |  GL_STENCIL_BUFFER_BIT);
        CHECKGLERROR
 }
 
-void R_Shadow_RenderMode_SetShadowMapTexture(void)
-{
-       if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
-       {
-               r_shadow_usingshadowmap2d = true;
-               R_Mesh_TexBind(GL20TU_SHADOWMAP2D, R_GetTexture(r_shadow_shadowmap2dtexture));
-               CHECKGLERROR
-       }
-       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
-       {
-               r_shadow_usingshadowmaprect = true;
-               R_Mesh_TexBindAll(GL20TU_SHADOWMAPRECT, 0, 0, 0, R_GetTexture(r_shadow_shadowmaprectangletexture));
-               CHECKGLERROR
-       }
-       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
-       {
-               r_shadow_usingshadowmapcube = true;
-               R_Mesh_TexBindAll(GL20TU_SHADOWMAPCUBE, 0, 0, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);
-               CHECKGLERROR
-       }
-
-       if (r_shadow_shadowmapvsdct && (r_shadow_usingshadowmap2d || r_shadow_usingshadowmaprect))
-       {
-               R_Mesh_TexBindAll(GL20TU_CUBEPROJECTION, 0, 0, R_GetTexture(r_shadow_shadowmapvsdcttexture), 0);
-               CHECKGLERROR
-       }
-}
-
 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
 {
        if (transparent)
@@ -2266,17 +2240,31 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb
                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
+               qglStencilFunc(GL_EQUAL, 128, 255);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)
        {
-               R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0); // light filter
                GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
                CHECKGLERROR
-               if (shadowmapping)
-                       R_Shadow_RenderMode_SetShadowMapTexture();
+       }
+       if (shadowmapping)
+       {
+               switch (r_shadow_shadowmode)
+               {
+               case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+                       r_shadow_usingshadowmap2d = true;
+                       break;
+               case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+                       r_shadow_usingshadowmaprect = true;
+                       break;
+               case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
+                       r_shadow_usingshadowmapcube = true;
+                       break;
+               default:
+                       break;
+               }
        }
        R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
        CHECKGLERROR
@@ -2313,44 +2301,49 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow
        R_Shadow_RenderMode_Reset();
        r_shadow_rendermode = r_shadow_lightingrendermode;
        // do global setup needed for the chosen lighting mode
-       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
        {
-               R_Mesh_Matrix(&identitymatrix);
+               R_EntityMatrix(&identitymatrix);
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                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
+                       qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
                }
                qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
-               R_Mesh_TexBindAll(GL20TU_SCREENDEPTH, 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrydepthtexture));
-               R_Mesh_TexBindAll(GL20TU_SCREENNORMALMAP, 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture));
-               R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0); // light filter
                if (shadowmapping)
-                       R_Shadow_RenderMode_SetShadowMapTexture();
-               R_SetupDeferredLightShader(rsurface.rtlight);
-               //R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
-               R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
+               {
+                       switch (r_shadow_shadowmode)
+                       {
+                       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+                               r_shadow_usingshadowmap2d = true;
+                               break;
+                       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+                               r_shadow_usingshadowmaprect = true;
+                               break;
+                       case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
+                               r_shadow_usingshadowmapcube = true;
+                               break;
+                       default:
+                               break;
+                       }
+               }
 
+               // render the lighting
+               R_SetupShader_DeferredLight(rsurface.rtlight);
                for (i = 0;i < 8;i++)
                        Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
                CHECKGLERROR
-               //qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
                R_Mesh_VertexPointer(vertex3f, 0, 0);
                R_Mesh_ColorPointer(NULL, 0, 0);
                GL_ColorMask(1,1,1,1);
-               //GL_Color(0.25f,0.05f,0.02f,1.0f);
-               //R_SetupGenericShader(false);
                GL_DepthMask(false);
                GL_DepthRange(0, 1);
                GL_PolygonOffset(0, 0);
                GL_DepthTest(true);
                qglDepthFunc(GL_GREATER);CHECKGLERROR
                GL_CullFace(r_refdef.view.cullface_back);
-               //GL_AlphaTest(false);
-               //qglDisable(GL_STENCIL_TEST);CHECKGLERROR
                R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
        }
 }
@@ -2383,7 +2376,7 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar
        if (stenciltest)
        {
                qglEnable(GL_STENCIL_TEST);CHECKGLERROR
-               qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
+               qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
        }
        r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
 }
@@ -2710,35 +2703,7 @@ static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvert
 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
-       R_SetupSurfaceShader(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
-       if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
-               R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
-       else
-               R_Mesh_ColorPointer(NULL, 0, 0);
-       R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
-       R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
-       R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
-       R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
-       R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
-       if (rsurface.texture->backgroundcurrentskinframe)
-       {
-               R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
-               R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
-               R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
-               R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
-       }
-       //R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0);
-       R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
-       if(rsurface.texture->colormapping)
-       {
-               R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
-               R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
-       }
-       R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
-       R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
-       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);
+       R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
        {
                qglDepthFunc(GL_EQUAL);CHECKGLERROR
@@ -2764,7 +2729,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
        int maxtriangles = 4096;
        static int newelements[4096*3];
        R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
-       for (renders = 0;renders < 64;renders++)
+       for (renders = 0;renders < 4;renders++)
        {
                stop = true;
                newfirstvertex = 0;
@@ -2849,8 +2814,8 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice
        const float *surfacepants = rsurface.colormap_pantscolor;
        const float *surfaceshirt = rsurface.colormap_shirtcolor;
        rtexture_t *basetexture = rsurface.texture->basetexture;
-       rtexture_t *pantstexture = rsurface.texture->currentskinframe->pants;
-       rtexture_t *shirttexture = rsurface.texture->currentskinframe->shirt;
+       rtexture_t *pantstexture = rsurface.texture->pantstexture;
+       rtexture_t *shirttexture = rsurface.texture->shirttexture;
        qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
        qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
        ambientscale *= 2 * r_refdef.view.colorscale;
@@ -2861,26 +2826,26 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice
        diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
        ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
        diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
-       R_Mesh_TexBind(0, R_GetTexture(basetexture));
+       R_Mesh_TexBind(0, basetexture);
        R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
        R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
        R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
        switch(r_shadow_rendermode)
        {
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
-               R_Mesh_TexBindAll(1, 0, R_GetTexture(r_shadow_attenuation3dtexture), 0, 0);
+               R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
                R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
                R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
                R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
                break;
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
-               R_Mesh_TexBind(2, R_GetTexture(r_shadow_attenuation2dtexture));
+               R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
                R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
                R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
                R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
                // fall through
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
-               R_Mesh_TexBind(1, R_GetTexture(r_shadow_attenuation2dtexture));
+               R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
                R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
                R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
                R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
@@ -2890,16 +2855,16 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice
        default:
                break;
        }
-       //R_Mesh_TexBind(0, R_GetTexture(basetexture));
+       //R_Mesh_TexBind(0, basetexture);
        R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
        if (dopants)
        {
-               R_Mesh_TexBind(0, R_GetTexture(pantstexture));
+               R_Mesh_TexBind(0, pantstexture);
                R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
        }
        if (doshirt)
        {
-               R_Mesh_TexBind(0, R_GetTexture(shirttexture));
+               R_Mesh_TexBind(0, shirttexture);
                R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
        }
 }
@@ -3096,8 +3061,8 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                        if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
                                shadowtris++;
 
-       if (developer.integer >= 10)
-               Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
+       if (developer_extra.integer)
+               Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
 }
 
 void R_RTLight_Uncompile(rtlight_t *rtlight)
@@ -3360,7 +3325,6 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co
                {
                        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_ZPASS_STENCIL)
                        {
                                // increment stencil if frontface is infront of depthbuffer
@@ -3382,12 +3346,12 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co
                                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
                        }
                        R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
-                       GL_LockArrays(0, 0);
                }
                CHECKGLERROR
        }
-       else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
+       else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
        {
+               // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
                R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
                for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
@@ -3410,6 +3374,7 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent)
        vec_t relativeshadowradius;
        RSurf_ActiveModelEntity(ent, false, false, false);
        Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
+       // we need to re-init the shader for each entity because the matrix changed
        relativeshadowradius = rsurface.rtlight->radius / ent->scale;
        relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
        relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
@@ -3417,12 +3382,17 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent)
        relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
        relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
        relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
-       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
+       switch (r_shadow_rendermode)
        {
+       case R_SHADOW_RENDERMODE_SHADOWMAP2D:
+       case R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE:
+       case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
                ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
-       }
-       else
+               break;
+       default:
                ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
+               break;
+       }
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
@@ -3435,17 +3405,9 @@ void R_Shadow_SetupEntityLight(const entity_render_t *ent)
        Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
        Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
        Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
-       switch(r_shadow_lightingrendermode)
-       {
-       case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-               R_Mesh_TexMatrix(3, &rsurface.entitytolight);
-               break;
-       default:
-               break;
-       }
 }
 
-void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
+void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
 {
        if (!r_refdef.scene.worldmodel->DrawLight)
                return;
@@ -3457,16 +3419,8 @@ void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned c
        Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
        Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
        VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
-       switch(r_shadow_lightingrendermode)
-       {
-       case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-               R_Mesh_TexMatrix(3, &rsurface.entitytolight);
-               break;
-       default:
-               break;
-       }
 
-       r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs);
+       r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
 
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
@@ -3490,7 +3444,10 @@ void R_Shadow_PrepareLight(rtlight_t *rtlight)
        float f;
        int numleafs, numsurfaces;
        int *leaflist, *surfacelist;
-       unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs, *surfacesides;
+       unsigned char *leafpvs;
+       unsigned char *shadowtrispvs;
+       unsigned char *lighttrispvs;
+       //unsigned char *surfacesides;
        int numlightentities;
        int numlightentities_noselfshadow;
        int numshadowentities;
@@ -3519,7 +3476,7 @@ void R_Shadow_PrepareLight(rtlight_t *rtlight)
        }
 
        // load cubemap
-       rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
+       rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
 
        // look up the light style value at this time
        f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
@@ -3554,7 +3511,7 @@ void R_Shadow_PrepareLight(rtlight_t *rtlight)
                leafpvs = rtlight->static_leafpvs;
                numsurfaces = rtlight->static_numsurfaces;
                surfacelist = rtlight->static_surfacelist;
-               surfacesides = NULL;
+               //surfacesides = NULL;
                shadowtrispvs = rtlight->static_shadowtrispvs;
                lighttrispvs = rtlight->static_lighttrispvs;
        }
@@ -3567,7 +3524,7 @@ void R_Shadow_PrepareLight(rtlight_t *rtlight)
                leaflist = r_shadow_buffer_leaflist;
                leafpvs = r_shadow_buffer_leafpvs;
                surfacelist = r_shadow_buffer_surfacelist;
-               surfacesides = r_shadow_buffer_surfacesides;
+               //surfacesides = r_shadow_buffer_surfacesides;
                shadowtrispvs = r_shadow_buffer_shadowtrispvs;
                lighttrispvs = r_shadow_buffer_lighttrispvs;
                // if the reduced leaf bounds are offscreen, skip it
@@ -3582,7 +3539,7 @@ void R_Shadow_PrepareLight(rtlight_t *rtlight)
                leafpvs = NULL;
                numsurfaces = 0;
                surfacelist = NULL;
-               surfacesides = NULL;
+               //surfacesides = NULL;
                shadowtrispvs = NULL;
                lighttrispvs = NULL;
        }
@@ -3696,8 +3653,10 @@ void R_Shadow_PrepareLight(rtlight_t *rtlight)
        rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
        if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
        {
-               rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, shadowtrispvs);
-               rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(r_refdef.scene.worldmodel->surfmesh.num_triangles, lighttrispvs);
+               int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
+               int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
+               rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
+               rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
                rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
        }
        else
@@ -3866,7 +3825,7 @@ void R_Shadow_DrawLight(rtlight_t *rtlight)
                // render shadow casters into 6 sided depth texture
                for (side = 0;side < 6;side++) if (receivermask & (1 << side))
                {
-                       R_Shadow_RenderMode_ShadowMap(side, true, size);
+                       R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
                        if (! (castermask & (1 << side))) continue;
                        if (numsurfaces)
                                R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
@@ -3888,7 +3847,7 @@ void R_Shadow_DrawLight(rtlight_t *rtlight)
                {
                        for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
                        {
-                               R_Shadow_RenderMode_ShadowMap(side, false, size);
+                               R_Shadow_RenderMode_ShadowMap(side, 0, size);
                                for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
                                        R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
                        }
@@ -4006,7 +3965,7 @@ void R_Shadow_DrawPrepass(void)
        if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
                r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
        if (r_timereport_active)
-               R_TimeReport("prepassgeometry");
+               R_TimeReport("prepassworld");
 
        for (i = 0;i < r_refdef.scene.numentities;i++)
        {
@@ -4017,6 +3976,9 @@ void R_Shadow_DrawPrepass(void)
                        ent->model->DrawPrepass(ent);
        }
 
+       if (r_timereport_active)
+               R_TimeReport("prepassmodels");
+
        GL_DepthMask(false);
        GL_ColorMask(1,1,1,1);
        GL_Color(1,1,1,1);
@@ -4081,10 +4043,13 @@ void R_Shadow_PrepareLights(void)
                r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
                R_Shadow_FreeShadowMaps();
 
+       r_shadow_usingshadowmaportho = false;
+
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
-               if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || !vid.support.arb_texture_rectangle || vid.maxdrawbuffers < 2)
+       case RENDERPATH_CGGL:
+               if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
                {
                        r_shadow_usingdeferredprepass = false;
                        if (r_shadow_prepass_width)
@@ -4100,19 +4065,22 @@ void R_Shadow_PrepareLights(void)
                        r_shadow_usingdeferredprepass = true;
                        r_shadow_prepass_width = vid.width;
                        r_shadow_prepass_height = vid.height;
-                       r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
-                       r_shadow_prepassgeometrynormalmaptexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
-                       r_shadow_prepasslightingdiffusetexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
-                       r_shadow_prepasslightingspeculartexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
+                       r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
+                       r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
+                       r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
+                       r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
 
                        // set up the geometry pass fbo (depth + normalmap)
                        qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
                        qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
                        // render depth into one texture and normalmap into the other
-                       qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
-                       qglReadBuffer(GL_NONE);CHECKGLERROR
+                       if (qglDrawBuffersARB)
+                       {
+                               qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
+                               qglReadBuffer(GL_NONE);CHECKGLERROR
+                       }
                        status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
                        if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
                        {
@@ -4124,14 +4092,17 @@ void R_Shadow_PrepareLights(void)
                        // set up the lighting pass fbo (diffuse + specular)
                        qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
                        qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
                        // render diffuse into one texture and specular into another,
                        // with depth and normalmap bound as textures,
                        // with depth bound as attachment as well
-                       qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
-                       qglReadBuffer(GL_NONE);CHECKGLERROR
+                       if (qglDrawBuffersARB)
+                       {
+                               qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
+                               qglReadBuffer(GL_NONE);CHECKGLERROR
+                       }
                        status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
                        if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
                        {
@@ -4231,6 +4202,151 @@ extern cvar_t r_shadows_drawafterrtlighting;
 extern cvar_t r_shadows_castfrombmodels;
 extern cvar_t r_shadows_throwdistance;
 extern cvar_t r_shadows_throwdirection;
+
+void R_DrawModelShadowMaps(void)
+{
+       int i;
+       float relativethrowdistance, scale, size, nearclip, farclip, dot1, dot2;
+       entity_render_t *ent;
+       vec3_t relativelightorigin;
+       vec3_t relativelightdirection;
+       vec3_t relativeshadowmins, relativeshadowmaxs;
+       vec3_t shadowdir, shadowforward;
+       float m[12];
+       matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix;
+       r_viewport_t viewport;
+       GLuint fbo = 0;
+
+       if (!r_refdef.scene.numentities)
+               return;
+
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+               break;
+       default:
+               return;
+       }
+
+       CHECKGLERROR
+       R_ResetViewRendering3D();
+       R_Shadow_RenderMode_Begin();
+       R_Shadow_RenderMode_ActiveLight(NULL);
+
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               if (!r_shadow_shadowmap2dtexture)
+                       R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
+               fbo = r_shadow_fbo2d;
+               r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
+               r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
+               r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
+               break;
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+               if (!r_shadow_shadowmaprectangletexture)
+                       R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
+               fbo = r_shadow_fborectangle;
+               r_shadow_shadowmap_texturescale[0] = 1.0f;
+               r_shadow_shadowmap_texturescale[1] = 1.0f;
+               r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
+               break;
+       default:
+               break;
+       }
+
+       size = 2*r_shadow_shadowmapmaxsize;
+
+       r_shadow_shadowmap_parameters[0] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
+       r_shadow_shadowmap_parameters[1] = 1.0f;
+       r_shadow_shadowmap_parameters[2] = size;
+       r_shadow_shadowmap_parameters[3] = size;
+
+       scale = r_shadow_shadowmapping_precision.value;
+       nearclip = -r_shadows_throwdistance.value;
+       farclip = r_shadows_throwdistance.value;
+       Math_atov(r_shadows_throwdirection.string, shadowdir);
+       VectorNormalize(shadowdir);
+       dot1 = DotProduct(r_refdef.view.forward, shadowdir);
+       dot2 = DotProduct(r_refdef.view.up, shadowdir);
+       if (fabs(dot1) <= fabs(dot2)) 
+               VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
+       else
+               VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
+       VectorNormalize(shadowforward);
+       VectorM(scale, shadowforward, &m[0]);
+       m[3] = fabs(dot1) * 0.5f * size - DotProduct(r_refdef.view.origin, &m[0]);
+       CrossProduct(shadowdir, shadowforward, &m[4]);
+       VectorM(scale, &m[4], &m[4]);
+       m[7] = 0.5f * size - DotProduct(r_refdef.view.origin, &m[4]);
+       VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
+       m[11] = 0.5f - DotProduct(r_refdef.view.origin, &m[8]);
+       Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
+       Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
+       R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, size, size, 0, 0, -1, NULL); 
+
+#if 0
+       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
+       R_SetupShader_ShowDepth();
+#else
+       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
+       R_SetupShader_DepthOrShadow();
+#endif
+       CHECKGLERROR
+       GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       R_SetViewport(&viewport);
+       GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
+       qglClearDepth(1);
+#if 0
+       qglClearColor(1,1,1,1);
+       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+#else
+       GL_Clear(GL_DEPTH_BUFFER_BIT);
+#endif
+       GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
+       CHECKGLERROR
+
+       for (i = 0;i < r_refdef.scene.numentities;i++)
+       {
+               ent = r_refdef.scene.entities[i];
+
+               // cast shadows from anything of the map (submodels are optional)
+               if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
+               {
+                       relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
+                       VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
+                       VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
+                       Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
+                       VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
+                       RSurf_ActiveModelEntity(ent, false, false, false);
+                       ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
+                       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+               }
+       }
+
+       R_Shadow_RenderMode_End();
+
+       Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
+       Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
+       Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &shadowmatrix, &invmvpmatrix);
+
+       r_shadow_usingshadowmaportho = true;
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               r_shadow_usingshadowmap2d = true;
+               break;
+       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+               r_shadow_usingshadowmaprect = true;
+               break;
+       default:
+               break;
+       }
+}
+
 void R_DrawModelShadows(void)
 {
        int i;
@@ -4241,7 +4357,7 @@ void R_DrawModelShadows(void)
        vec3_t relativeshadowmins, relativeshadowmaxs;
        vec3_t tmp, shadowdir;
 
-       if (!r_refdef.scene.numentities || !vid.stencil)
+       if (!r_refdef.scene.numentities || !vid.stencil || r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL)
                return;
 
        CHECKGLERROR
@@ -4320,12 +4436,12 @@ void R_DrawModelShadows(void)
        //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
        //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        //GL_ScissorTest(true);
-       //R_Mesh_Matrix(&identitymatrix);
+       //R_EntityMatrix(&identitymatrix);
        //R_Mesh_ResetTextureState();
        R_ResetViewRendering2D();
        R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
        R_Mesh_ColorPointer(NULL, 0, 0);
-       R_SetupGenericShader(false);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
 
        // set up a darkening blend on shadowed areas
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -4337,9 +4453,9 @@ void R_DrawModelShadows(void)
        //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
        qglEnable(GL_STENCIL_TEST);CHECKGLERROR
-       qglStencilMask(~0);CHECKGLERROR
+       qglStencilMask(255);CHECKGLERROR
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
-       qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
+       qglStencilFunc(GL_NOTEQUAL, 128, 255);CHECKGLERROR
 
        // apply the blend to the shadowed areas
        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
@@ -4444,7 +4560,7 @@ void R_Shadow_DrawCoronas(void)
        if (r_waterstate.renderingscene)
                return;
        flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
-       R_Mesh_Matrix(&identitymatrix);
+       R_EntityMatrix(&identitymatrix);
 
        range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
 
@@ -4475,7 +4591,7 @@ void R_Shadow_DrawCoronas(void)
                GL_DepthTest(true);
                R_Mesh_ColorPointer(NULL, 0, 0);
                R_Mesh_ResetTextureState();
-               R_SetupGenericShader(false);
+               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
        }
        for (lightindex = 0;lightindex < range;lightindex++)
        {
@@ -4534,140 +4650,6 @@ void R_Shadow_DrawCoronas(void)
 
 
 
-//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
-typedef struct suffixinfo_s
-{
-       char *suffix;
-       qboolean flipx, flipy, flipdiagonal;
-}
-suffixinfo_t;
-static suffixinfo_t suffix[3][6] =
-{
-       {
-               {"px",   false, false, false},
-               {"nx",   false, false, false},
-               {"py",   false, false, false},
-               {"ny",   false, false, false},
-               {"pz",   false, false, false},
-               {"nz",   false, false, false}
-       },
-       {
-               {"posx", false, false, false},
-               {"negx", false, false, false},
-               {"posy", false, false, false},
-               {"negy", false, false, false},
-               {"posz", false, false, false},
-               {"negz", false, false, false}
-       },
-       {
-               {"rt",    true, false,  true},
-               {"lf",   false,  true,  true},
-               {"ft",    true,  true, false},
-               {"bk",   false, false, false},
-               {"up",    true, false,  true},
-               {"dn",    true, false,  true}
-       }
-};
-
-static int componentorder[4] = {0, 1, 2, 3};
-
-rtexture_t *R_Shadow_LoadCubemap(const char *basename)
-{
-       int i, j, cubemapsize;
-       unsigned char *cubemappixels, *image_buffer;
-       rtexture_t *cubemaptexture;
-       char name[256];
-       // must start 0 so the first loadimagepixels has no requested width/height
-       cubemapsize = 0;
-       cubemappixels = NULL;
-       cubemaptexture = NULL;
-       // keep trying different suffix groups (posx, px, rt) until one loads
-       for (j = 0;j < 3 && !cubemappixels;j++)
-       {
-               // load the 6 images in the suffix group
-               for (i = 0;i < 6;i++)
-               {
-                       // generate an image name based on the base and and suffix
-                       dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
-                       // load it
-                       if ((image_buffer = loadimagepixelsbgra(name, false, false)))
-                       {
-                               // an image loaded, make sure width and height are equal
-                               if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
-                               {
-                                       // if this is the first image to load successfully, allocate the cubemap memory
-                                       if (!cubemappixels && image_width >= 1)
-                                       {
-                                               cubemapsize = image_width;
-                                               // note this clears to black, so unavailable sides are black
-                                               cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
-                                       }
-                                       // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
-                                       if (cubemappixels)
-                                               Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
-                               }
-                               else
-                                       Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
-                               // free the image
-                               Mem_Free(image_buffer);
-                       }
-               }
-       }
-       // if a cubemap loaded, upload it
-       if (cubemappixels)
-       {
-               if (developer_loading.integer)
-                       Con_Printf("loading cubemap \"%s\"\n", basename);
-
-               if (!r_shadow_filters_texturepool)
-                       r_shadow_filters_texturepool = R_AllocTexturePool();
-               cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
-               Mem_Free(cubemappixels);
-       }
-       else
-       {
-               Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
-               if (developer_loading.integer)
-               {
-                       Con_Printf("(tried tried images ");
-                       for (j = 0;j < 3;j++)
-                               for (i = 0;i < 6;i++)
-                                       Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
-                       Con_Print(" and was unable to find any of them).\n");
-               }
-       }
-       return cubemaptexture;
-}
-
-rtexture_t *R_Shadow_Cubemap(const char *basename)
-{
-       int i;
-       for (i = 0;i < numcubemaps;i++)
-               if (!strcasecmp(cubemaps[i].basename, basename))
-                       return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube;
-       if (i >= MAX_CUBEMAPS)
-               return r_texture_whitecube;
-       numcubemaps++;
-       strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
-       cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
-       return cubemaps[i].texture;
-}
-
-void R_Shadow_FreeCubemaps(void)
-{
-       int i;
-       for (i = 0;i < numcubemaps;i++)
-       {
-               if (developer_loading.integer)
-                       Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
-               if (cubemaps[i].texture)
-                       R_FreeTexture(cubemaps[i].texture);
-       }
-
-       numcubemaps = 0;
-       R_FreeTexturePool(&r_shadow_filters_texturepool);
-}
-
 dlight_t *R_Shadow_NewWorldLight(void)
 {
        return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
@@ -4734,7 +4716,6 @@ void R_Shadow_ClearWorldLights(void)
                        R_Shadow_FreeWorldLight(light);
        }
        r_shadow_selectedlight = NULL;
-       R_Shadow_FreeCubemaps();
 }
 
 void R_Shadow_SelectLight(dlight_t *light)
@@ -5076,7 +5057,14 @@ typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX,
 
 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
 {
-       int entnum, style, islight, skin, pflags, effects, type, n;
+       int entnum;
+       int style;
+       int islight;
+       int skin;
+       int pflags;
+       //int effects;
+       int type;
+       int n;
        char *entfiledata;
        const char *data;
        float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
@@ -5110,7 +5098,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                style = 0;
                skin = 0;
                pflags = 0;
-               effects = 0;
+               //effects = 0;
                islight = false;
                while (1)
                {
@@ -5237,8 +5225,8 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                skin = (int)atof(value);
                        else if (!strcmp("pflags", key))
                                pflags = (int)atof(value);
-                       else if (!strcmp("effects", key))
-                               effects = (int)atof(value);
+                       //else if (!strcmp("effects", key))
+                       //      effects = (int)atof(value);
                        else if (cl.worldmodel->type == mod_brushq3)
                        {
                                if (!strcmp("scale", key))
@@ -5748,26 +5736,26 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void)
                        lightnumber = lightindex;
                lightcount++;
        }
-       dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
-       dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
        y += 8;
        if (r_shadow_selectedlight == NULL)
                return;
-       dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       dpsnprintf(temp, sizeof(temp), "Origin       : %.0f %.0f %.0f\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;
-       dpsnprintf(temp, sizeof(temp), "Angles       : %.0f %.0f %.0f\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;
-       dpsnprintf(temp, sizeof(temp), "Color        : %.2f %.2f %.2f\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;
-       dpsnprintf(temp, sizeof(temp), "Radius       : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       dpsnprintf(temp, sizeof(temp), "Corona       : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       dpsnprintf(temp, sizeof(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;
-       dpsnprintf(temp, sizeof(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;
-       dpsnprintf(temp, sizeof(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;
-       dpsnprintf(temp, sizeof(temp), "CoronaSize   : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       dpsnprintf(temp, sizeof(temp), "Ambient      : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       dpsnprintf(temp, sizeof(temp), "Diffuse      : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       dpsnprintf(temp, sizeof(temp), "Specular     : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       dpsnprintf(temp, sizeof(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;
-       dpsnprintf(temp, sizeof(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;
+       dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Origin       : %.0f %.0f %.0f\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, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Angles       : %.0f %.0f %.0f\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, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Color        : %.2f %.2f %.2f\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, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Radius       : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Corona       : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(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, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "CoronaSize   : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Ambient      : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Diffuse      : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Specular     : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(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, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(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, FONT_DEFAULT);y += 8;
 }
 
 void R_Shadow_EditLights_ToggleShadow_f(void)