]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
Redesigned TaskQueue to have a queue and distributor model so that threads can keep...
[xonotic/darkplaces.git] / r_shadow.c
index 8b43bf44b6b477a202928a49a4dc3952c4373ba6..3d14ab03dcc9ad09610f0e83a9421667d7e4ecf0 100644 (file)
@@ -1,150 +1,8 @@
-
-/*
-Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
-An extrusion of the lit faces, beginning at the original geometry and ending
-further from the light source than the original geometry (presumably at least
-as far as the light's radius, if the light has a radius at all), capped at
-both front and back to avoid any problems (extrusion from dark faces also
-works but has a different set of problems)
-
-This is normally rendered using Carmack's Reverse technique, in which
-backfaces behind zbuffer (zfail) increment the stencil, and frontfaces behind
-zbuffer (zfail) decrement the stencil, the result is a stencil value of zero
-where shadows did not intersect the visible geometry, suitable as a stencil
-mask for rendering lighting everywhere but shadow.
-
-In our case to hopefully avoid the Creative Labs patent, we draw the backfaces
-as decrement and the frontfaces as increment, and we redefine the DepthFunc to
-GL_LESS (the patent uses GL_GEQUAL) which causes zfail when behind surfaces
-and zpass when infront (the patent draws where zpass with a GL_GEQUAL test),
-additionally we clear stencil to 128 to avoid the need for the unclamped
-incr/decr extension (not related to patent).
-
-Patent warning:
-This algorithm may be covered by Creative's patent (US Patent #6384822),
-however that patent is quite specific about increment on backfaces and
-decrement on frontfaces where zpass with GL_GEQUAL depth test, which is
-opposite this implementation and partially opposite Carmack's Reverse paper
-(which uses GL_LESS, but increments on backfaces and decrements on frontfaces).
-
-
-
-Terminology: Stencil Light Volume (sometimes called Light Volumes)
-Similar to a Stencil Shadow Volume, but inverted; rather than containing the
-areas in shadow it contains the areas in light, this can only be built
-quickly for certain limited cases (such as portal visibility from a point),
-but is quite useful for some effects (sunlight coming from sky polygons is
-one possible example, translucent occluders is another example).
-
-
-
-Terminology: Optimized Stencil Shadow Volume
-A Stencil Shadow Volume that has been processed sufficiently to ensure it has
-no duplicate coverage of areas (no need to shadow an area twice), often this
-greatly improves performance but is an operation too costly to use on moving
-lights (however completely optimal Stencil Light Volumes can be constructed
-in some ideal cases).
-
-
-
-Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
-Per pixel evaluation of lighting equations, at a bare minimum this involves
-DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
-vector and surface normal, using a texture of the surface bumps, called a
-NormalMap) if supported by hardware; in our case there is support for cards
-which are incapable of DOT3, the quality is quite poor however.  Additionally
-it is desirable to have specular evaluation per pixel, per vertex
-normalization of specular halfangle vectors causes noticable distortion but
-is unavoidable on hardware without GL_ARB_fragment_program or
-GL_ARB_fragment_shader.
-
-
-
-Terminology: Normalization CubeMap
-A cubemap containing normalized dot3-encoded (vectors of length 1 or less
-encoded as RGB colors) for any possible direction, this technique allows per
-pixel calculation of incidence vector for per pixel lighting purposes, which
-would not otherwise be possible per pixel without GL_ARB_fragment_program or
-GL_ARB_fragment_shader.
-
-
-
-Terminology: 2D+1D Attenuation Texturing
-A very crude approximation of light attenuation with distance which results
-in cylindrical light shapes which fade vertically as a streak (some games
-such as Doom3 allow this to be rotated to be less noticable in specific
-cases), the technique is simply modulating lighting by two 2D textures (which
-can be the same) on different axes of projection (XY and Z, typically), this
-is the second best technique available without 3D Attenuation Texturing,
-GL_ARB_fragment_program or GL_ARB_fragment_shader technology.
-
-
-
-Terminology: 2D+1D Inverse Attenuation Texturing
-A clever method described in papers on the Abducted engine, this has a squared
-distance texture (bright on the outside, black in the middle), which is used
-twice using GL_ADD blending, the result of this is used in an inverse modulate
-(GL_ONE_MINUS_DST_ALPHA, GL_ZERO) to implement the equation
-lighting*=(1-((X*X+Y*Y)+(Z*Z))) which is spherical (unlike 2D+1D attenuation
-texturing).
-
-
-
-Terminology: 3D Attenuation Texturing
-A slightly crude approximation of light attenuation with distance, its flaws
-are limited radius and resolution (performance tradeoffs).
-
-
-
-Terminology: 3D Attenuation-Normalization Texturing
-A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
-vectors shorter the lighting becomes darker, a very effective optimization of
-diffuse lighting if 3D Attenuation Textures are already used.
-
-
-
-Terminology: Light Cubemap Filtering
-A technique for modeling non-uniform light distribution according to
-direction, for example a lantern may use a cubemap to describe the light
-emission pattern of the cage around the lantern (as well as soot buildup
-discoloring the light in certain areas), often also used for softened grate
-shadows and light shining through a stained glass window (done crudely by
-texturing the lighting with a cubemap), another good example would be a disco
-light.  This technique is used heavily in many games (Doom3 does not support
-this however).
-
-
-
-Terminology: Light Projection Filtering
-A technique for modeling shadowing of light passing through translucent
-surfaces, allowing stained glass windows and other effects to be done more
-elegantly than possible with Light Cubemap Filtering by applying an occluder
-texture to the lighting combined with a stencil light volume to limit the lit
-area, this technique is used by Doom3 for spotlights and flashlights, among
-other things, this can also be used more generally to render light passing
-through multiple translucent occluders in a scene (using a light volume to
-describe the area beyond the occluder, and thus mask off rendering of all
-other areas).
-
-
-
-Terminology: Doom3 Lighting
-A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
-CubeMap, 2D+1D Attenuation Texturing, and Light Projection Filtering, as
-demonstrated by the game Doom3.
-*/
-
 #include "quakedef.h"
 #include "r_shadow.h"
 #include "cl_collision.h"
 #include "portals.h"
 #include "image.h"
-#include "dpsoftrast.h"
-
-#ifdef SUPPORTD3D
-#include <d3d9.h>
-extern LPDIRECT3DDEVICE9 vid_d3d9dev;
-#endif
 
 static void R_Shadow_EditLights_Init(void);
 
@@ -157,10 +15,6 @@ typedef enum r_shadow_rendermode_e
        R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
        R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
        R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
-       R_SHADOW_RENDERMODE_LIGHT_VERTEX,
-       R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
-       R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
-       R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
        R_SHADOW_RENDERMODE_LIGHT_GLSL,
        R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
        R_SHADOW_RENDERMODE_VISIBLELIGHTING,
@@ -170,15 +24,12 @@ r_shadow_rendermode_t;
 
 typedef enum r_shadow_shadowmode_e
 {
-       R_SHADOW_SHADOWMODE_STENCIL,
        R_SHADOW_SHADOWMODE_SHADOWMAP2D
 }
 r_shadow_shadowmode_t;
 
 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
-r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
-r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
 int r_shadow_scenemaxlights;
 int r_shadow_scenenumlights;
 rtlight_t **r_shadow_scenelightlist; // includes both static lights and dlights, as filtered by appropriate flags
@@ -252,8 +103,6 @@ unsigned char *r_shadow_buffer_lighttrispvs;
 
 rtexturepool_t *r_shadow_texturepool;
 rtexture_t *r_shadow_attenuationgradienttexture;
-rtexture_t *r_shadow_attenuation2dtexture;
-rtexture_t *r_shadow_attenuation3dtexture;
 skinframe_t *r_shadow_lightcorona;
 rtexture_t *r_shadow_shadowmap2ddepthbuffer;
 rtexture_t *r_shadow_shadowmap2ddepthtexture;
@@ -269,10 +118,13 @@ rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
 rtexture_t *r_shadow_prepasslightingdiffusetexture;
 rtexture_t *r_shadow_prepasslightingspeculartexture;
 
-// keep track of the provided framebuffer info
-static int r_shadow_fb_fbo;
-static rtexture_t *r_shadow_fb_depthtexture;
-static rtexture_t *r_shadow_fb_colortexture;
+int r_shadow_viewfbo;
+rtexture_t *r_shadow_viewdepthtexture;
+rtexture_t *r_shadow_viewcolortexture;
+int r_shadow_viewx;
+int r_shadow_viewy;
+int r_shadow_viewwidth;
+int r_shadow_viewheight;
 
 // lights are reloaded when this changes
 char r_shadow_mapname[MAX_QPATH];
@@ -283,120 +135,123 @@ unsigned int r_shadow_occlusion_buf = 0;
 // used only for light filters (cubemaps)
 rtexturepool_t *r_shadow_filters_texturepool;
 
-cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
-cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
-cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
-cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
-cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
-cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
-cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
-cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
-cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
-cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
-cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
-cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
-cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
-cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
-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_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"};
-cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
-cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
-cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
-cvar_t r_shadow_realtime_world_importlightentitiesfrommap = {0, "r_shadow_realtime_world_importlightentitiesfrommap", "1", "load lights from .ent file or map entities at startup if no .rtlights or .lights file is present (if set to 2, always use the .ent or map entities)"};
-cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
-cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
-cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
-cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
-cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
-cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "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", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
-cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
-cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
-cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
-cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
-cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "limit of shadowmap side size - must be at least r_shadow_shadowmapping_bordersize+2"};
-cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "limit of shadowmap side size - can not be more than 1/8th of atlassize because lights store 6 sides (2x3 grid) and sometimes 12 sides (4x3 grid for shadows from EF_NOSELFSHADOW entities) and there are multiple lights..."};
-cvar_t r_shadow_shadowmapping_texturesize = { CVAR_SAVE, "r_shadow_shadowmapping_texturesize", "4096", "size of shadowmap atlas texture - all shadowmaps are packed into this texture at frame start"};
-cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
-//cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
-//cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
-cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
-cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
-cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
-cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
-cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
-cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
-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)"};
-cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
-cvar_t r_shadow_bouncegrid_blur = {CVAR_SAVE, "r_shadow_bouncegrid_blur", "0", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"};
-cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
-cvar_t r_shadow_bouncegrid_dynamic_bounceminimumintensity = { CVAR_SAVE, "r_shadow_bouncegrid_dynamic_bounceminimumintensity", "0.05", "stop bouncing once intensity drops below this fraction of the original particle color" };
-cvar_t r_shadow_bouncegrid_dynamic_culllightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_culllightpaths", "1", "skip accumulating light in the bouncegrid texture where the light paths are out of view (dynamic mode only)"};
-cvar_t r_shadow_bouncegrid_dynamic_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
-cvar_t r_shadow_bouncegrid_dynamic_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_dlightparticlemultiplier", "1", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
-cvar_t r_shadow_bouncegrid_dynamic_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
-cvar_t r_shadow_bouncegrid_dynamic_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_lightradiusscale", "2", "particles stop at this fraction of light radius (can be more than 1)"};
-cvar_t r_shadow_bouncegrid_dynamic_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"};
-cvar_t r_shadow_bouncegrid_dynamic_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxphotons", "25000", "upper bound on photons to shoot per update, divided proportionately between lights - normally the number of photons is calculated by energyperphoton"};
-cvar_t r_shadow_bouncegrid_dynamic_quality = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_quality", "1", "amount of photons that should be fired (this is multiplied by spacing^2 to make it adaptive with spacing changes)"};
-cvar_t r_shadow_bouncegrid_dynamic_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_spacing", "64", "unit size of bouncegrid pixel"};
-cvar_t r_shadow_bouncegrid_dynamic_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
-cvar_t r_shadow_bouncegrid_dynamic_x = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_x", "64", "maximum texture size of bouncegrid on X axis"};
-cvar_t r_shadow_bouncegrid_dynamic_y = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_y", "64", "maximum texture size of bouncegrid on Y axis"};
-cvar_t r_shadow_bouncegrid_dynamic_z = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_z", "32", "maximum texture size of bouncegrid on Z axis"};
-cvar_t r_shadow_bouncegrid_floatcolors = {CVAR_SAVE, "r_shadow_bouncegrid_floatcolors", "1", "upload texture as RGBA16F (or RGBA32F when set to 2) rather than RGBA8 format - this gives more dynamic range and accuracy"};
-cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
-cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_lightpathsize_conespread = {CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize_conespread", "0.015625", "increase lightpathsize over distance at this rate per grid cell"};
-cvar_t r_shadow_bouncegrid_lightpathsize_initial = {CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize_initial", "0.5", "width (in grid cells) of the light path for accumulation of light in the bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_normalizevectors = { CVAR_SAVE, "r_shadow_bouncegrid_normalizevectors", "1", "normalize random vectors (otherwise their length can vary, which dims the lighting further from the light)" };
-cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "2", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
-cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "0.25", "brightness of particles contributing to bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_rng_seed = { CVAR_SAVE, "r_shadow_bouncegrid_rng_seed", "0", "0+ = use this number as RNG seed, -1 = use time instead for disco-like craziness in dynamic mode" };
-cvar_t r_shadow_bouncegrid_rng_type = { CVAR_SAVE, "r_shadow_bouncegrid_rng_type", "0", "0 = Lehmer 128bit RNG (slow but high quality), 1 = lhcheeserand 32bit RNG (quick)" };
-cvar_t r_shadow_bouncegrid_sortlightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_sortlightpaths", "1", "sort light paths before accumulating them into the bouncegrid texture, this reduces cpu cache misses"};
-cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
-cvar_t r_shadow_bouncegrid_static_bounceminimumintensity = { CVAR_SAVE, "r_shadow_bouncegrid_static_bounceminimumintensity", "0.01", "stop bouncing once intensity drops below this fraction of the original particle color" };
-cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
-cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "2", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
-cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
-cvar_t r_shadow_bouncegrid_static_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxphotons", "250000", "upper bound on photons in static mode"};
-cvar_t r_shadow_bouncegrid_static_quality = { CVAR_SAVE, "r_shadow_bouncegrid_static_quality", "16", "amount of photons that should be fired (this is multiplied by spacing^2 to make it adaptive with spacing changes)" };
-cvar_t r_shadow_bouncegrid_static_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_static_spacing", "64", "unit size of bouncegrid pixel when in static mode"};
-cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
-cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
-cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "0", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility) - bad performance (synchronous rendering) - worse on multi-gpu!"};
-cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
-cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
-cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
-cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
-cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
-cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
-cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
-cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
-cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
-cvar_t r_editlights_drawproperties = {0, "r_editlights_drawproperties", "1", "draw properties of currently selected light"};
-cvar_t r_editlights_current_origin = {0, "r_editlights_current_origin", "0 0 0", "origin of selected light"};
-cvar_t r_editlights_current_angles = {0, "r_editlights_current_angles", "0 0 0", "angles of selected light"};
-cvar_t r_editlights_current_color = {0, "r_editlights_current_color", "1 1 1", "color of selected light"};
-cvar_t r_editlights_current_radius = {0, "r_editlights_current_radius", "0", "radius of selected light"};
-cvar_t r_editlights_current_corona = {0, "r_editlights_current_corona", "0", "corona intensity of selected light"};
-cvar_t r_editlights_current_coronasize = {0, "r_editlights_current_coronasize", "0", "corona size of selected light"};
-cvar_t r_editlights_current_style = {0, "r_editlights_current_style", "0", "style of selected light"};
-cvar_t r_editlights_current_shadows = {0, "r_editlights_current_shadows", "0", "shadows flag of selected light"};
-cvar_t r_editlights_current_cubemap = {0, "r_editlights_current_cubemap", "0", "cubemap of selected light"};
-cvar_t r_editlights_current_ambient = {0, "r_editlights_current_ambient", "0", "ambient intensity of selected light"};
-cvar_t r_editlights_current_diffuse = {0, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"};
-cvar_t r_editlights_current_specular = {0, "r_editlights_current_specular", "1", "specular intensity of selected light"};
-cvar_t r_editlights_current_normalmode = {0, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"};
-cvar_t r_editlights_current_realtimemode = {0, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"};
+cvar_t r_shadow_bumpscale_basetexture = {CVAR_CLIENT, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
+cvar_t r_shadow_bumpscale_bumpmap = {CVAR_CLIENT, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
+cvar_t r_shadow_debuglight = {CVAR_CLIENT, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
+cvar_t r_shadow_deferred = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
+cvar_t r_shadow_usebihculling = {CVAR_CLIENT, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
+cvar_t r_shadow_usenormalmap = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
+cvar_t r_shadow_gloss = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
+cvar_t r_shadow_gloss2intensity = {CVAR_CLIENT, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
+cvar_t r_shadow_glossintensity = {CVAR_CLIENT, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
+cvar_t r_shadow_glossexponent = {CVAR_CLIENT, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
+cvar_t r_shadow_gloss2exponent = {CVAR_CLIENT, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
+cvar_t r_shadow_glossexact = {CVAR_CLIENT, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
+cvar_t r_shadow_lightattenuationdividebias = {CVAR_CLIENT, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
+cvar_t r_shadow_lightattenuationlinearscale = {CVAR_CLIENT, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
+cvar_t r_shadow_lightintensityscale = {CVAR_CLIENT, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
+cvar_t r_shadow_lightradiusscale = {CVAR_CLIENT, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
+cvar_t r_shadow_projectdistance = {CVAR_CLIENT, "r_shadow_projectdistance", "0", "how far to cast shadows"};
+cvar_t r_shadow_frontsidecasting = {CVAR_CLIENT, "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_CLIENT | 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_CLIENT | CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
+cvar_t r_shadow_realtime_dlight_svbspculling = {CVAR_CLIENT, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
+cvar_t r_shadow_realtime_dlight_portalculling = {CVAR_CLIENT, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
+cvar_t r_shadow_realtime_world = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
+cvar_t r_shadow_realtime_world_importlightentitiesfrommap = {CVAR_CLIENT, "r_shadow_realtime_world_importlightentitiesfrommap", "1", "load lights from .ent file or map entities at startup if no .rtlights or .lights file is present (if set to 2, always use the .ent or map entities)"};
+cvar_t r_shadow_realtime_world_lightmaps = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
+cvar_t r_shadow_realtime_world_shadows = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
+cvar_t r_shadow_realtime_world_compile = {CVAR_CLIENT, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
+cvar_t r_shadow_realtime_world_compileshadow = {CVAR_CLIENT, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
+cvar_t r_shadow_realtime_world_compilesvbsp = {CVAR_CLIENT, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
+cvar_t r_shadow_realtime_world_compileportalculling = {CVAR_CLIENT, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
+cvar_t r_shadow_scissor = {CVAR_CLIENT, "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_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (shadow rendering by depth texture sampling)"};
+cvar_t r_shadow_shadowmapping_filterquality = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
+cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
+cvar_t r_shadow_shadowmapping_depthbits = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
+cvar_t r_shadow_shadowmapping_vsdct = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
+cvar_t r_shadow_shadowmapping_minsize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "limit of shadowmap side size - must be at least r_shadow_shadowmapping_bordersize+2"};
+cvar_t r_shadow_shadowmapping_maxsize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "limit of shadowmap side size - can not be more than 1/8th of atlassize because lights store 6 sides (2x3 grid) and sometimes 12 sides (4x3 grid for shadows from EF_NOSELFSHADOW entities) and there are multiple lights..."};
+cvar_t r_shadow_shadowmapping_texturesize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_texturesize", "8192", "size of shadowmap atlas texture - all shadowmaps are packed into this texture at frame start"};
+cvar_t r_shadow_shadowmapping_precision = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
+//cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
+//cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
+cvar_t r_shadow_shadowmapping_bordersize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "5", "shadowmap size bias for filtering"};
+cvar_t r_shadow_shadowmapping_nearclip = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
+cvar_t r_shadow_shadowmapping_bias = {CVAR_CLIENT | 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_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
+cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
+cvar_t r_shadow_sortsurfaces = {CVAR_CLIENT, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
+cvar_t r_shadow_culllights_pvs = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_pvs", "1", "check if light overlaps any visible bsp leafs when determining if the light is visible"};
+cvar_t r_shadow_culllights_trace = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace", "1", "use raytraces from the eye to random places within light bounds to determine if the light is visible"};
+cvar_t r_shadow_culllights_trace_eyejitter = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"};
+cvar_t r_shadow_culllights_trace_enlarge = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0", "make light bounds bigger by *(1.0+enlarge)"};
+cvar_t r_shadow_culllights_trace_expand = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_expand", "8", "make light bounds bigger by this many units"};
+cvar_t r_shadow_culllights_trace_pad = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_pad", "8", "accept traces that hit within this many units of the light bounds"};
+cvar_t r_shadow_culllights_trace_samples = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_samples", "16", "use this many traces to random positions (in addition to center trace)"};
+cvar_t r_shadow_culllights_trace_tempsamples = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_tempsamples", "16", "use this many traces if the light was created by csqc (no inter-frame caching), -1 disables the check (to avoid flicker entirely)"};
+cvar_t r_shadow_culllights_trace_delay = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_delay", "1", "light will be considered visible for this many seconds after any trace connects"};
+cvar_t r_shadow_bouncegrid = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
+cvar_t r_shadow_bouncegrid_blur = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_blur", "0", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"};
+cvar_t r_shadow_bouncegrid_dynamic_bounceminimumintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_bounceminimumintensity", "0.05", "stop bouncing once intensity drops below this fraction of the original particle color"};
+cvar_t r_shadow_bouncegrid_dynamic_culllightpaths = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_culllightpaths", "0", "skip accumulating light in the bouncegrid texture where the light paths are out of view (dynamic mode only)"};
+cvar_t r_shadow_bouncegrid_dynamic_directionalshading = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_directionalshading", "1", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
+cvar_t r_shadow_bouncegrid_dynamic_dlightparticlemultiplier = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_dlightparticlemultiplier", "1", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
+cvar_t r_shadow_bouncegrid_dynamic_hitmodels = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
+cvar_t r_shadow_bouncegrid_dynamic_lightradiusscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_lightradiusscale", "5", "particles stop at this fraction of light radius (can be more than 1)"};
+cvar_t r_shadow_bouncegrid_dynamic_maxbounce = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0)"};
+cvar_t r_shadow_bouncegrid_dynamic_maxphotons = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxphotons", "25000", "upper bound on photons to shoot per update, divided proportionately between lights - normally the number of photons is calculated by energyperphoton"};
+cvar_t r_shadow_bouncegrid_dynamic_quality = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_quality", "1", "amount of photons that should be fired (this is multiplied by spacing ^ 2 to make it adaptive with spacing changes)"};
+cvar_t r_shadow_bouncegrid_dynamic_spacing = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_spacing", "64", "unit size of bouncegrid pixel"};
+cvar_t r_shadow_bouncegrid_dynamic_updateinterval = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
+cvar_t r_shadow_bouncegrid_dynamic_x = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_x", "64", "maximum texture size of bouncegrid on X axis"};
+cvar_t r_shadow_bouncegrid_dynamic_y = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_y", "64", "maximum texture size of bouncegrid on Y axis"};
+cvar_t r_shadow_bouncegrid_dynamic_z = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_z", "32", "maximum texture size of bouncegrid on Z axis"};
+cvar_t r_shadow_bouncegrid_floatcolors = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_floatcolors", "1", "upload texture as RGBA16F (or RGBA32F when set to 2) rather than RGBA8 format - this gives more dynamic range and accuracy"};
+cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
+cvar_t r_shadow_bouncegrid_intensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_lightpathsize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize", "64", "radius (in game units) of the light path for accumulation of light in the bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_normalizevectors = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_normalizevectors", "1", "normalize random vectors (otherwise their length can vary, which dims the lighting further from the light)"};
+cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
+cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_rng_seed = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_rng_seed", "0", "0+ = use this number as RNG seed, -1 = use time instead for disco-like craziness in dynamic mode"};
+cvar_t r_shadow_bouncegrid_rng_type = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_rng_type", "0", "0 = Lehmer 128bit RNG (slow but high quality), 1 = lhcheeserand 32bit RNG (quick)"};
+cvar_t r_shadow_bouncegrid_static = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
+cvar_t r_shadow_bouncegrid_static_bounceminimumintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_bounceminimumintensity", "0.01", "stop bouncing once intensity drops below this fraction of the original particle color"};
+cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
+cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "5", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
+cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
+cvar_t r_shadow_bouncegrid_static_maxphotons = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_maxphotons", "250000", "upper bound on photons in static mode"};
+cvar_t r_shadow_bouncegrid_static_quality = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_quality", "16", "amount of photons that should be fired (this is multiplied by spacing ^ 2 to make it adaptive with spacing changes)"};
+cvar_t r_shadow_bouncegrid_static_spacing = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_spacing", "64", "unit size of bouncegrid pixel when in static mode"};
+cvar_t r_shadow_bouncegrid_subsamples = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_subsamples", "1", "when generating the texture, sample this many points along each dimension (multisampling uses more compute but not more memory bandwidth)"};
+cvar_t r_shadow_bouncegrid_threaded = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_threaded", "1", "enables use of taskqueue_maxthreads to perform the traces and slice rendering of bouncegrid"};
+cvar_t r_coronas = {CVAR_CLIENT | CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
+cvar_t r_coronas_occlusionsizescale = {CVAR_CLIENT | CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
+cvar_t r_coronas_occlusionquery = {CVAR_CLIENT | CVAR_SAVE, "r_coronas_occlusionquery", "0", "fades coronas according to visibility"};
+cvar_t gl_flashblend = {CVAR_CLIENT | CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
+cvar_t r_editlights = {CVAR_CLIENT, "r_editlights", "0", "enables .rtlights file editing mode"};
+cvar_t r_editlights_cursordistance = {CVAR_CLIENT, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
+cvar_t r_editlights_cursorpushback = {CVAR_CLIENT, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
+cvar_t r_editlights_cursorpushoff = {CVAR_CLIENT, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
+cvar_t r_editlights_cursorgrid = {CVAR_CLIENT, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
+cvar_t r_editlights_quakelightsizescale = {CVAR_CLIENT | CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
+cvar_t r_editlights_drawproperties = {CVAR_CLIENT, "r_editlights_drawproperties", "1", "draw properties of currently selected light"};
+cvar_t r_editlights_current_origin = {CVAR_CLIENT, "r_editlights_current_origin", "0 0 0", "origin of selected light"};
+cvar_t r_editlights_current_angles = {CVAR_CLIENT, "r_editlights_current_angles", "0 0 0", "angles of selected light"};
+cvar_t r_editlights_current_color = {CVAR_CLIENT, "r_editlights_current_color", "1 1 1", "color of selected light"};
+cvar_t r_editlights_current_radius = {CVAR_CLIENT, "r_editlights_current_radius", "0", "radius of selected light"};
+cvar_t r_editlights_current_corona = {CVAR_CLIENT, "r_editlights_current_corona", "0", "corona intensity of selected light"};
+cvar_t r_editlights_current_coronasize = {CVAR_CLIENT, "r_editlights_current_coronasize", "0", "corona size of selected light"};
+cvar_t r_editlights_current_style = {CVAR_CLIENT, "r_editlights_current_style", "0", "style of selected light"};
+cvar_t r_editlights_current_shadows = {CVAR_CLIENT, "r_editlights_current_shadows", "0", "shadows flag of selected light"};
+cvar_t r_editlights_current_cubemap = {CVAR_CLIENT, "r_editlights_current_cubemap", "0", "cubemap of selected light"};
+cvar_t r_editlights_current_ambient = {CVAR_CLIENT, "r_editlights_current_ambient", "0", "ambient intensity of selected light"};
+cvar_t r_editlights_current_diffuse = {CVAR_CLIENT, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"};
+cvar_t r_editlights_current_specular = {CVAR_CLIENT, "r_editlights_current_specular", "1", "specular intensity of selected light"};
+cvar_t r_editlights_current_normalmode = {CVAR_CLIENT, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"};
+cvar_t r_editlights_current_realtimemode = {CVAR_CLIENT, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"};
 
 r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state;
 
@@ -426,8 +281,7 @@ void R_Shadow_SaveWorldLights(void);
 void R_Shadow_LoadWorldLights(void);
 void R_Shadow_LoadLightsFile(void);
 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
-void R_Shadow_EditLights_Reload_f(void);
-void R_Shadow_ValidateCvars(void);
+void R_Shadow_EditLights_Reload_f(cmd_state_t *cmd);
 static void R_Shadow_MakeTextures(void);
 
 #define EDLIGHTSPRSIZE                 8
@@ -446,39 +300,39 @@ static void R_Shadow_SetShadowMode(void)
        r_shadow_shadowmapborder = bound(1, r_shadow_shadowmapping_bordersize.integer, 16);
        r_shadow_shadowmaptexturesize = bound(256, r_shadow_shadowmapping_texturesize.integer, (int)vid.maxtexturesize_2d);
        r_shadow_shadowmapmaxsize = bound(r_shadow_shadowmapborder+2, r_shadow_shadowmapping_maxsize.integer, r_shadow_shadowmaptexturesize / 8);
-       r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
+       r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL32;
        r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
        r_shadow_shadowmapshadowsampler = r_shadow_shadowmapping_useshadowsampler.integer != 0;
        r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
        r_shadow_shadowmapsampler = false;
        r_shadow_shadowmappcf = 0;
        r_shadow_shadowmapdepthtexture = r_fb.usedepthtextures;
-       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
+       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
        Mod_AllocLightmap_Init(&r_shadow_shadowmapatlas_state, r_main_mempool, r_shadow_shadowmaptexturesize, r_shadow_shadowmaptexturesize);
-       if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
+       if (r_shadow_shadowmapping.integer || r_shadow_deferred.integer)
        {
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                        if(r_shadow_shadowmapfilterquality < 0)
                        {
                                if (!r_fb.usedepthtextures)
                                        r_shadow_shadowmappcf = 1;
-                               else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && vid.support.arb_shadow && r_shadow_shadowmapshadowsampler) 
+                               else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && r_shadow_shadowmapshadowsampler)
                                {
                                        r_shadow_shadowmapsampler = true;
                                        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") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa")) 
+                               else if((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa"))
                                        r_shadow_shadowmappcf = 1;
-                               else 
-                                       r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
+                               else
+                                       r_shadow_shadowmapsampler = r_shadow_shadowmapshadowsampler;
                        }
-                       else 
+                       else
                        {
-                r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
+                r_shadow_shadowmapsampler = r_shadow_shadowmapshadowsampler;
                                switch (r_shadow_shadowmapfilterquality)
                                {
                                case 1:
@@ -498,24 +352,13 @@ static void R_Shadow_SetShadowMode(void)
                                r_shadow_shadowmapsampler = false;
                        r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
                        break;
-               case RENDERPATH_D3D9:
-               case RENDERPATH_D3D10:
-               case RENDERPATH_D3D11:
-               case RENDERPATH_SOFT:
-                       r_shadow_shadowmapsampler = false;
-                       r_shadow_shadowmappcf = 1;
-                       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
-                       break;
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GLES1:
                case RENDERPATH_GLES2:
                        break;
                }
        }
 
        if(R_CompileShader_CheckStaticParms())
-               R_GLSL_Restart_f();
+               R_GLSL_Restart_f(&cmd_client);
 }
 
 qboolean R_Shadow_ShadowMappingEnabled(void)
@@ -557,9 +400,7 @@ static void r_shadow_start(void)
        // allocate vertex processing arrays
        memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state));
        r_shadow_attenuationgradienttexture = NULL;
-       r_shadow_attenuation2dtexture = NULL;
-       r_shadow_attenuation3dtexture = NULL;
-       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
+       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
        r_shadow_shadowmap2ddepthtexture = NULL;
        r_shadow_shadowmap2ddepthbuffer = NULL;
        r_shadow_shadowmapvsdcttexture = NULL;
@@ -576,7 +417,6 @@ static void r_shadow_start(void)
 
        r_shadow_texturepool = NULL;
        r_shadow_filters_texturepool = NULL;
-       R_Shadow_ValidateCvars();
        R_Shadow_MakeTextures();
        r_shadow_scenemaxlights = 0;
        r_shadow_scenenumlights = 0;
@@ -618,22 +458,13 @@ static void r_shadow_start(void)
        // these out per frame...
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
                r_shadow_bouncegrid_state.allowdirectionalshading = true;
-               r_shadow_bouncegrid_state.capable = vid.support.ext_texture_3d;
+               r_shadow_bouncegrid_state.capable = true;
                break;
        case RENDERPATH_GLES2:
                // for performance reasons, do not use directional shading on GLES devices
-               r_shadow_bouncegrid_state.capable = vid.support.ext_texture_3d;
-               break;
-               // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
+               r_shadow_bouncegrid_state.capable = true;
                break;
        }
 }
@@ -662,12 +493,11 @@ static void r_shadow_shutdown(void)
        if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL;
        if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL;
        if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL;
-       if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL;
-       r_shadow_bouncegrid_state.maxsplatpaths = 0;
+       if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL;
+       if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL;
+       if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL;
        memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state));
        r_shadow_attenuationgradienttexture = NULL;
-       r_shadow_attenuation2dtexture = NULL;
-       r_shadow_attenuation3dtexture = NULL;
        R_FreeTexturePool(&r_shadow_texturepool);
        R_FreeTexturePool(&r_shadow_filters_texturepool);
        maxshadowtriangles = 0;
@@ -733,22 +563,24 @@ static void r_shadow_shutdown(void)
 static void r_shadow_newmap(void)
 {
        r_shadow_bouncegrid_state.highpixels = NULL;
-       if (r_shadow_bouncegrid_state.blurpixels[0]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL;
-       if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL;
-       if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL;
-       if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL;
-       if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL;
-       r_shadow_bouncegrid_state.maxsplatpaths = 0;
-       if (r_shadow_bouncegrid_state.texture)    R_FreeTexture(r_shadow_bouncegrid_state.texture);r_shadow_bouncegrid_state.texture = NULL;
-       if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
-       if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
-       if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
-       if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
-       if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
-       if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
-       if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
+       if (r_shadow_bouncegrid_state.blurpixels[0]) { Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL; }
+       if (r_shadow_bouncegrid_state.blurpixels[1]) { Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; }
+       if (r_shadow_bouncegrid_state.u8pixels) { Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; }
+       if (r_shadow_bouncegrid_state.fp16pixels) { Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; }
+       if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL;
+       if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL;
+       if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL;
+
+       if (r_shadow_bouncegrid_state.texture)    { R_FreeTexture(r_shadow_bouncegrid_state.texture);r_shadow_bouncegrid_state.texture = NULL; }
+       if (r_shadow_lightcorona)                 { R_SkinFrame_MarkUsed(r_shadow_lightcorona); }
+       if (r_editlights_sprcursor)               { R_SkinFrame_MarkUsed(r_editlights_sprcursor); }
+       if (r_editlights_sprlight)                { R_SkinFrame_MarkUsed(r_editlights_sprlight); }
+       if (r_editlights_sprnoshadowlight)        { R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight); }
+       if (r_editlights_sprcubemaplight)         { R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight); }
+       if (r_editlights_sprcubemapnoshadowlight) { R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight); }
+       if (r_editlights_sprselection)            { R_SkinFrame_MarkUsed(r_editlights_sprselection); }
        if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
-               R_Shadow_EditLights_Reload_f();
+               R_Shadow_EditLights_Reload_f(&cmd_client);
 }
 
 void R_Shadow_Init(void)
@@ -801,12 +633,17 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_sortsurfaces);
-       Cvar_RegisterVariable(&r_shadow_polygonfactor);
-       Cvar_RegisterVariable(&r_shadow_polygonoffset);
-       Cvar_RegisterVariable(&r_shadow_texture3d);
+       Cvar_RegisterVariable(&r_shadow_culllights_pvs);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_eyejitter);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_enlarge);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_expand);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_pad);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_samples);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_tempsamples);
+       Cvar_RegisterVariable(&r_shadow_culllights_trace_delay);
        Cvar_RegisterVariable(&r_shadow_bouncegrid);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_blur);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_bounceminimumintensity);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_culllightpaths);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_directionalshading);
@@ -824,14 +661,12 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_bouncegrid_floatcolors);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize_conespread);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize_initial);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_normalizevectors);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_rng_seed);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_rng_type);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_sortlightpaths);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static_bounceminimumintensity);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
@@ -840,12 +675,12 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxphotons);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static_quality);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static_spacing);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_subsamples);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_threaded);
        Cvar_RegisterVariable(&r_coronas);
        Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
        Cvar_RegisterVariable(&r_coronas_occlusionquery);
        Cvar_RegisterVariable(&gl_flashblend);
-       Cvar_RegisterVariable(&gl_ext_separatestencil);
-       Cvar_RegisterVariable(&gl_ext_stenciltwoside);
        R_Shadow_EditLights_Init();
        Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
        r_shadow_scenemaxlights = 0;
@@ -1010,476 +845,6 @@ void R_Shadow_PrepareShadowSides(int numtris)
        numshadowsides = 0;
 }
 
-static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
-{
-       int i, j;
-       int outtriangles = 0, outvertices = 0;
-       const int *element;
-       const float *vertex;
-       float ratio, direction[3], projectvector[3];
-
-       if (projectdirection)
-               VectorScale(projectdirection, projectdistance, projectvector);
-       else
-               VectorClear(projectvector);
-
-       // create the vertices
-       if (projectdirection)
-       {
-               for (i = 0;i < numshadowmarktris;i++)
-               {
-                       element = inelement3i + shadowmarktris[i] * 3;
-                       for (j = 0;j < 3;j++)
-                       {
-                               if (vertexupdate[element[j]] != vertexupdatenum)
-                               {
-                                       vertexupdate[element[j]] = vertexupdatenum;
-                                       vertexremap[element[j]] = outvertices;
-                                       vertex = invertex3f + element[j] * 3;
-                                       // project one copy of the vertex according to projectvector
-                                       VectorCopy(vertex, outvertex3f);
-                                       VectorAdd(vertex, projectvector, (outvertex3f + 3));
-                                       outvertex3f += 6;
-                                       outvertices += 2;
-                               }
-                       }
-               }
-       }
-       else
-       {
-               for (i = 0;i < numshadowmarktris;i++)
-               {
-                       element = inelement3i + shadowmarktris[i] * 3;
-                       for (j = 0;j < 3;j++)
-                       {
-                               if (vertexupdate[element[j]] != vertexupdatenum)
-                               {
-                                       vertexupdate[element[j]] = vertexupdatenum;
-                                       vertexremap[element[j]] = outvertices;
-                                       vertex = invertex3f + element[j] * 3;
-                                       // project one copy of the vertex to the sphere radius of the light
-                                       // (FIXME: would projecting it to the light box be better?)
-                                       VectorSubtract(vertex, projectorigin, direction);
-                                       ratio = projectdistance / VectorLength(direction);
-                                       VectorCopy(vertex, outvertex3f);
-                                       VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
-                                       outvertex3f += 6;
-                                       outvertices += 2;
-                               }
-                       }
-               }
-       }
-
-       if (r_shadow_frontsidecasting.integer)
-       {
-               for (i = 0;i < numshadowmarktris;i++)
-               {
-                       int remappedelement[3];
-                       int markindex;
-                       const int *neighbortriangle;
-
-                       markindex = shadowmarktris[i] * 3;
-                       element = inelement3i + markindex;
-                       neighbortriangle = inneighbor3i + markindex;
-                       // output the front and back triangles
-                       outelement3i[0] = vertexremap[element[0]];
-                       outelement3i[1] = vertexremap[element[1]];
-                       outelement3i[2] = vertexremap[element[2]];
-                       outelement3i[3] = vertexremap[element[2]] + 1;
-                       outelement3i[4] = vertexremap[element[1]] + 1;
-                       outelement3i[5] = vertexremap[element[0]] + 1;
-
-                       outelement3i += 6;
-                       outtriangles += 2;
-                       // output the sides (facing outward from this triangle)
-                       if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
-                       {
-                               remappedelement[0] = vertexremap[element[0]];
-                               remappedelement[1] = vertexremap[element[1]];
-                               outelement3i[0] = remappedelement[1];
-                               outelement3i[1] = remappedelement[0];
-                               outelement3i[2] = remappedelement[0] + 1;
-                               outelement3i[3] = remappedelement[1];
-                               outelement3i[4] = remappedelement[0] + 1;
-                               outelement3i[5] = remappedelement[1] + 1;
-
-                               outelement3i += 6;
-                               outtriangles += 2;
-                       }
-                       if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
-                       {
-                               remappedelement[1] = vertexremap[element[1]];
-                               remappedelement[2] = vertexremap[element[2]];
-                               outelement3i[0] = remappedelement[2];
-                               outelement3i[1] = remappedelement[1];
-                               outelement3i[2] = remappedelement[1] + 1;
-                               outelement3i[3] = remappedelement[2];
-                               outelement3i[4] = remappedelement[1] + 1;
-                               outelement3i[5] = remappedelement[2] + 1;
-
-                               outelement3i += 6;
-                               outtriangles += 2;
-                       }
-                       if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
-                       {
-                               remappedelement[0] = vertexremap[element[0]];
-                               remappedelement[2] = vertexremap[element[2]];
-                               outelement3i[0] = remappedelement[0];
-                               outelement3i[1] = remappedelement[2];
-                               outelement3i[2] = remappedelement[2] + 1;
-                               outelement3i[3] = remappedelement[0];
-                               outelement3i[4] = remappedelement[2] + 1;
-                               outelement3i[5] = remappedelement[0] + 1;
-
-                               outelement3i += 6;
-                               outtriangles += 2;
-                       }
-               }
-       }
-       else
-       {
-               for (i = 0;i < numshadowmarktris;i++)
-               {
-                       int remappedelement[3];
-                       int markindex;
-                       const int *neighbortriangle;
-
-                       markindex = shadowmarktris[i] * 3;
-                       element = inelement3i + markindex;
-                       neighbortriangle = inneighbor3i + markindex;
-                       // output the front and back triangles
-                       outelement3i[0] = vertexremap[element[2]];
-                       outelement3i[1] = vertexremap[element[1]];
-                       outelement3i[2] = vertexremap[element[0]];
-                       outelement3i[3] = vertexremap[element[0]] + 1;
-                       outelement3i[4] = vertexremap[element[1]] + 1;
-                       outelement3i[5] = vertexremap[element[2]] + 1;
-
-                       outelement3i += 6;
-                       outtriangles += 2;
-                       // output the sides (facing outward from this triangle)
-                       if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
-                       {
-                               remappedelement[0] = vertexremap[element[0]];
-                               remappedelement[1] = vertexremap[element[1]];
-                               outelement3i[0] = remappedelement[0];
-                               outelement3i[1] = remappedelement[1];
-                               outelement3i[2] = remappedelement[1] + 1;
-                               outelement3i[3] = remappedelement[0];
-                               outelement3i[4] = remappedelement[1] + 1;
-                               outelement3i[5] = remappedelement[0] + 1;
-
-                               outelement3i += 6;
-                               outtriangles += 2;
-                       }
-                       if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
-                       {
-                               remappedelement[1] = vertexremap[element[1]];
-                               remappedelement[2] = vertexremap[element[2]];
-                               outelement3i[0] = remappedelement[1];
-                               outelement3i[1] = remappedelement[2];
-                               outelement3i[2] = remappedelement[2] + 1;
-                               outelement3i[3] = remappedelement[1];
-                               outelement3i[4] = remappedelement[2] + 1;
-                               outelement3i[5] = remappedelement[1] + 1;
-
-                               outelement3i += 6;
-                               outtriangles += 2;
-                       }
-                       if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
-                       {
-                               remappedelement[0] = vertexremap[element[0]];
-                               remappedelement[2] = vertexremap[element[2]];
-                               outelement3i[0] = remappedelement[2];
-                               outelement3i[1] = remappedelement[0];
-                               outelement3i[2] = remappedelement[0] + 1;
-                               outelement3i[3] = remappedelement[2];
-                               outelement3i[4] = remappedelement[0] + 1;
-                               outelement3i[5] = remappedelement[2] + 1;
-
-                               outelement3i += 6;
-                               outtriangles += 2;
-                       }
-               }
-       }
-       if (outnumvertices)
-               *outnumvertices = outvertices;
-       return outtriangles;
-}
-
-static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
-{
-       int i, j, k;
-       int outtriangles = 0, outvertices = 0;
-       const int *element;
-       const float *vertex;
-       float ratio, direction[3], projectvector[3];
-       qboolean side[4];
-
-       if (projectdirection)
-               VectorScale(projectdirection, projectdistance, projectvector);
-       else
-               VectorClear(projectvector);
-
-       for (i = 0;i < numshadowmarktris;i++)
-       {
-               int remappedelement[3];
-               int markindex;
-               const int *neighbortriangle;
-
-               markindex = shadowmarktris[i] * 3;
-               neighbortriangle = inneighbor3i + markindex;
-               side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
-               side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
-               side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
-               if (side[0] + side[1] + side[2] == 0)
-                       continue;
-
-               side[3] = side[0];
-               element = inelement3i + markindex;
-
-               // create the vertices
-               for (j = 0;j < 3;j++)
-               {
-                       if (side[j] + side[j+1] == 0)
-                               continue;
-                       k = element[j];
-                       if (vertexupdate[k] != vertexupdatenum)
-                       {
-                               vertexupdate[k] = vertexupdatenum;
-                               vertexremap[k] = outvertices;
-                               vertex = invertex3f + k * 3;
-                               VectorCopy(vertex, outvertex3f);
-                               if (projectdirection)
-                               {
-                                       // project one copy of the vertex according to projectvector
-                                       VectorAdd(vertex, projectvector, (outvertex3f + 3));
-                               }
-                               else
-                               {
-                                       // project one copy of the vertex to the sphere radius of the light
-                                       // (FIXME: would projecting it to the light box be better?)
-                                       VectorSubtract(vertex, projectorigin, direction);
-                                       ratio = projectdistance / VectorLength(direction);
-                                       VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
-                               }
-                               outvertex3f += 6;
-                               outvertices += 2;
-                       }
-               }
-
-               // output the sides (facing outward from this triangle)
-               if (!side[0])
-               {
-                       remappedelement[0] = vertexremap[element[0]];
-                       remappedelement[1] = vertexremap[element[1]];
-                       outelement3i[0] = remappedelement[1];
-                       outelement3i[1] = remappedelement[0];
-                       outelement3i[2] = remappedelement[0] + 1;
-                       outelement3i[3] = remappedelement[1];
-                       outelement3i[4] = remappedelement[0] + 1;
-                       outelement3i[5] = remappedelement[1] + 1;
-
-                       outelement3i += 6;
-                       outtriangles += 2;
-               }
-               if (!side[1])
-               {
-                       remappedelement[1] = vertexremap[element[1]];
-                       remappedelement[2] = vertexremap[element[2]];
-                       outelement3i[0] = remappedelement[2];
-                       outelement3i[1] = remappedelement[1];
-                       outelement3i[2] = remappedelement[1] + 1;
-                       outelement3i[3] = remappedelement[2];
-                       outelement3i[4] = remappedelement[1] + 1;
-                       outelement3i[5] = remappedelement[2] + 1;
-
-                       outelement3i += 6;
-                       outtriangles += 2;
-               }
-               if (!side[2])
-               {
-                       remappedelement[0] = vertexremap[element[0]];
-                       remappedelement[2] = vertexremap[element[2]];
-                       outelement3i[0] = remappedelement[0];
-                       outelement3i[1] = remappedelement[2];
-                       outelement3i[2] = remappedelement[2] + 1;
-                       outelement3i[3] = remappedelement[0];
-                       outelement3i[4] = remappedelement[2] + 1;
-                       outelement3i[5] = remappedelement[0] + 1;
-
-                       outelement3i += 6;
-                       outtriangles += 2;
-               }
-       }
-       if (outnumvertices)
-               *outnumvertices = outvertices;
-       return outtriangles;
-}
-
-void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
-{
-       int t, tend;
-       const int *e;
-       const float *v[3];
-       float normal[3];
-       if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
-               return;
-       tend = firsttriangle + numtris;
-       if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
-       {
-               // surface box entirely inside light box, no box cull
-               if (projectdirection)
-               {
-                       for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
-                       {
-                               TriangleNormal(invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3, normal);
-                               if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0))
-                                       shadowmarklist[numshadowmark++] = t;
-                       }
-               }
-               else
-               {
-                       for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
-                               if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, invertex3f + e[0] * 3, invertex3f + e[1] * 3, invertex3f + e[2] * 3))
-                                       shadowmarklist[numshadowmark++] = t;
-               }
-       }
-       else
-       {
-               // surface box not entirely inside light box, cull each triangle
-               if (projectdirection)
-               {
-                       for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
-                       {
-                               v[0] = invertex3f + e[0] * 3;
-                               v[1] = invertex3f + e[1] * 3;
-                               v[2] = invertex3f + e[2] * 3;
-                               TriangleNormal(v[0], v[1], v[2], normal);
-                               if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
-                                && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
-                                       shadowmarklist[numshadowmark++] = t;
-                       }
-               }
-               else
-               {
-                       for (t = firsttriangle, e = elements + t * 3;t < tend;t++, e += 3)
-                       {
-                               v[0] = invertex3f + e[0] * 3;
-                               v[1] = invertex3f + e[1] * 3;
-                               v[2] = invertex3f + e[2] * 3;
-                               if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
-                                && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
-                                       shadowmarklist[numshadowmark++] = t;
-                       }
-               }
-       }
-}
-
-static qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
-{
-#if 1
-       return false;
-#else
-       if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
-               return false;
-       // check if the shadow volume intersects the near plane
-       //
-       // a ray between the eye and light origin may intersect the caster,
-       // indicating that the shadow may touch the eye location, however we must
-       // test the near plane (a polygon), not merely the eye location, so it is
-       // easiest to enlarge the caster bounding shape slightly for this.
-       // TODO
-       return true;
-#endif
-}
-
-void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
-{
-       int i, tris, outverts;
-       if (projectdistance < 0.1)
-       {
-               Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
-               return;
-       }
-       if (!numverts || !nummarktris)
-               return;
-       // make sure shadowelements is big enough for this volume
-       if (maxshadowtriangles < nummarktris*8 || maxshadowvertices < numverts*2)
-               R_Shadow_ResizeShadowArrays(numverts, nummarktris, 2, 8);
-
-       if (maxvertexupdate < numverts)
-       {
-               maxvertexupdate = numverts;
-               if (vertexupdate)
-                       Mem_Free(vertexupdate);
-               if (vertexremap)
-                       Mem_Free(vertexremap);
-               vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
-               vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
-               vertexupdatenum = 0;
-       }
-       vertexupdatenum++;
-       if (vertexupdatenum == 0)
-       {
-               vertexupdatenum = 1;
-               memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
-               memset(vertexremap, 0, maxvertexupdate * sizeof(int));
-       }
-
-       for (i = 0;i < nummarktris;i++)
-               shadowmark[marktris[i]] = shadowmarkcount;
-
-       if (r_shadow_compilingrtlight)
-       {
-               // if we're compiling an rtlight, capture the mesh
-               //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
-               //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
-               tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
-               Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
-       }
-       else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
-       {
-               tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
-               R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0);
-               R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
-       }
-       else
-       {
-               // decide which type of shadow to generate and set stencil mode
-               R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
-               // generate the sides or a solid volume, depending on type
-               if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
-                       tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
-               else
-                       tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
-               r_refdef.stats[r_stat_lights_dynamicshadowtriangles] += tris;
-               r_refdef.stats[r_stat_lights_shadowtriangles] += tris;
-               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
-               {
-                       // increment stencil if frontface is infront of depthbuffer
-                       GL_CullFace(r_refdef.view.cullface_front);
-                       R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
-                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
-                       // decrement stencil if backface is infront of depthbuffer
-                       GL_CullFace(r_refdef.view.cullface_back);
-                       R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
-               }
-               else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
-               {
-                       // decrement stencil if backface is behind depthbuffer
-                       GL_CullFace(r_refdef.view.cullface_front);
-                       R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
-                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
-                       // increment stencil if frontface is behind depthbuffer
-                       GL_CullFace(r_refdef.view.cullface_back);
-                       R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
-               }
-               R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL, 0);
-               R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
-       }
-}
-
 int R_Shadow_CalcTriangleSideMask(const vec3_t p1, const vec3_t p2, const vec3_t p3, float bias)
 {
        // p1, p2, p3 are in the cubemap's local coordinate system
@@ -1607,7 +972,7 @@ static int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float borde
        int sides = 0x3F, masks[6] = { 3<<4, 3<<4, 3<<0, 3<<0, 3<<2, 3<<2 };
        float scale = (size - 2*border)/size, len;
        float bias = border / (float)(size - border), dp, dn, ap, an;
-       // check if cone enclosing side would cross frustum plane 
+       // check if cone enclosing side would cross frustum plane
        scale = 2 / (scale*scale + 2);
        Matrix4x4_OriginFromMatrix(&rtlight->matrix_lighttoworld, o);
        for (i = 0;i < 5;i++)
@@ -1815,8 +1180,8 @@ void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f
                        }
                }
        }
-                       
-       Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, outtriangles, shadowelements);
+
+       Mod_ShadowMesh_AddMesh(r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, vertex3f, outtriangles, shadowelements);
 }
 
 static void R_Shadow_MakeTextures_MakeCorona(void)
@@ -1838,7 +1203,7 @@ static void R_Shadow_MakeTextures_MakeCorona(void)
                        pixels[y][x][3] = 255;
                }
        }
-       r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
+       r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, 0, 0, 0, false);
 }
 
 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
@@ -1851,7 +1216,7 @@ static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
 
 static void R_Shadow_MakeTextures(void)
 {
-       int x, y, z;
+       int x;
        float intensity, dist;
        unsigned int *data;
        R_Shadow_FreeShadowMaps();
@@ -1871,22 +1236,6 @@ static void R_Shadow_MakeTextures(void)
        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_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, 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_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
-       // 3D sphere texture
-       if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
-       {
-               for (z = 0;z < ATTEN3DSIZE;z++)
-                       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_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
-       }
-       else
-               r_shadow_attenuation3dtexture = NULL;
        Mem_Free(data);
 
        R_Shadow_MakeTextures_MakeCorona();
@@ -2002,27 +1351,14 @@ static void R_Shadow_MakeTextures(void)
        , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
 }
 
-void R_Shadow_ValidateCvars(void)
-{
-       if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
-               Cvar_SetValueQuick(&r_shadow_texture3d, 0);
-       if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
-               Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
-       if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
-               Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
-}
-
 void R_Shadow_RenderMode_Begin(void)
 {
 #if 0
        GLint drawbuffer;
        GLint readbuffer;
 #endif
-       R_Shadow_ValidateCvars();
 
-       if (!r_shadow_attenuation2dtexture
-        || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
-        || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
+       if (r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
         || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
                R_Shadow_MakeTextures();
 
@@ -2037,46 +1373,7 @@ void R_Shadow_RenderMode_Begin(void)
        GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
        
        r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
-
-       if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
-       {
-               r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
-               r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
-       }
-       else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
-       {
-               r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
-               r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
-       }
-       else
-       {
-               r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
-               r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
-       }
-
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL20:
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_GLES2:
-               r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
-               break;
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
-               if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
-                       r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
-               else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
-                       r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
-               else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
-                       r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
-               else
-                       r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
-               break;
-       }
+       r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
 
        CHECKGLERROR
 #if 0
@@ -2097,7 +1394,7 @@ void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
 void R_Shadow_RenderMode_Reset(void)
 {
        R_Mesh_ResetTextureState();
-       R_Mesh_SetRenderTargets(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture, NULL, NULL, NULL);
+       R_Mesh_SetRenderTargets(r_shadow_viewfbo, r_shadow_viewdepthtexture, r_shadow_viewcolortexture, NULL, NULL, NULL);
        R_SetViewport(&r_refdef.view.viewport);
        GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
        GL_DepthRange(0, 1);
@@ -2113,42 +1410,14 @@ void R_Shadow_RenderMode_Reset(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        R_SetupShader_Generic_NoTexture(false, false);
        r_shadow_usingshadowmap2d = false;
-       R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
 }
 
 void R_Shadow_ClearStencil(void)
 {
-       GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
+       GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 0);
        r_refdef.stats[r_stat_lights_clears]++;
 }
 
-void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
-{
-       r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
-       if (r_shadow_rendermode == mode)
-               return;
-       R_Shadow_RenderMode_Reset();
-       GL_DepthFunc(GL_LESS);
-       GL_ColorMask(0, 0, 0, 0);
-       GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
-       GL_CullFace(GL_NONE);
-       R_SetupShader_DepthOrShadow(false, false, false); // FIXME test if we have a skeletal model?
-       r_shadow_rendermode = mode;
-       switch(mode)
-       {
-       default:
-               break;
-       case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
-       case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
-               R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
-               break;
-       case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
-       case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
-               R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
-               break;
-       }
-}
-
 static void R_Shadow_MakeVSDCT(void)
 {
        // maps to a 2x3 texture rectangle with normalized coordinates
@@ -2228,21 +1497,10 @@ void R_Shadow_ClearShadowMapTexture(void)
                GL_ColorMask(0, 0, 0, 0);
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_GLES1:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                GL_CullFace(r_refdef.view.cullface_back);
                break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               // we invert the cull mode because we flip the projection matrix
-               // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
-               GL_CullFace(r_refdef.view.cullface_front);
-               break;
        }
        Vector4Set(clearcolor, 1, 1, 1, 1);
        if (r_shadow_shadowmap2ddepthbuffer)
@@ -2314,28 +1572,17 @@ static void R_Shadow_RenderMode_ShadowMap(int side, int size, int x, int y)
                GL_ColorMask(0,0,0,0);
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_GLES1:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                GL_CullFace(r_refdef.view.cullface_back);
                break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               // we invert the cull mode because we flip the projection matrix
-               // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
-               GL_CullFace(r_refdef.view.cullface_front);
-               break;
        }
 
        // used in R_Q1BSP_DrawShadowMap code to check surfacesides[]
        r_shadow_shadowmapside = side;
 }
 
-void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass)
+void R_Shadow_RenderMode_Lighting(qboolean transparent, qboolean shadowmapping, qboolean noselfshadowpass)
 {
        R_Mesh_ResetTextureState();
        if (transparent)
@@ -2356,12 +1603,6 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb
                GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
        r_shadow_usingshadowmap2d = shadowmapping;
        r_shadow_rendermode = r_shadow_lightingrendermode;
-       // only draw light where this geometry was already rendered AND the
-       // stencil is 128 (values other than this mean shadow)
-       if (stenciltest)
-               R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
-       else
-               R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
 }
 
 static const unsigned short bboxelements[36] =
@@ -2396,7 +1637,6 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping)
        r_shadow_rendermode = r_shadow_lightingrendermode;
        R_EntityMatrix(&identitymatrix);
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
        if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
                R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthbuffer, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
        else
@@ -2419,118 +1659,14 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping)
        R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
 }
 
-#define MAXBOUNCEGRIDSPLATSIZE 7
-#define MAXBOUNCEGRIDSPLATSIZE1 (MAXBOUNCEGRIDSPLATSIZE+1)
-
-// these are temporary data per-frame, sorted and performed in a more
-// cache-friendly order than the original photons
-typedef struct r_shadow_bouncegrid_splatpath_s
+static qboolean R_Shadow_BounceGrid_CheckEnable(int flag)
 {
-       vec3_t point;
-       vec3_t step;
-       vec3_t splatcolor;
-       vec3_t splatdir;
-       vec_t splatintensity;
-       vec_t splatsize_current;
-       vec_t splatsize_perstep;
-       int remainingsplats;
-}
-r_shadow_bouncegrid_splatpath_t;
-
-static void R_Shadow_BounceGrid_AddSplatPath(vec3_t originalstart, vec3_t originalend, vec3_t color, vec_t distancetraveled)
-{
-       int bestaxis;
-       int numsplats;
-       float len;
-       float ilen;
-       vec3_t start;
-       vec3_t end;
-       vec3_t diff;
-       vec3_t originaldir;
-       r_shadow_bouncegrid_splatpath_t *path;
-
-       // cull paths that fail R_CullBox in dynamic mode
-       if (!r_shadow_bouncegrid_state.settings.staticmode
-        && r_shadow_bouncegrid_dynamic_culllightpaths.integer)
-       {
-               vec3_t cullmins, cullmaxs;
-               cullmins[0] = min(originalstart[0], originalend[0]) - r_shadow_bouncegrid_state.settings.spacing[0];
-               cullmins[1] = min(originalstart[1], originalend[1]) - r_shadow_bouncegrid_state.settings.spacing[1];
-               cullmins[2] = min(originalstart[2], originalend[2]) - r_shadow_bouncegrid_state.settings.spacing[2];
-               cullmaxs[0] = max(originalstart[0], originalend[0]) + r_shadow_bouncegrid_state.settings.spacing[0];
-               cullmaxs[1] = max(originalstart[1], originalend[1]) + r_shadow_bouncegrid_state.settings.spacing[1];
-               cullmaxs[2] = max(originalstart[2], originalend[2]) + r_shadow_bouncegrid_state.settings.spacing[2];
-               if (R_CullBox(cullmins, cullmaxs))
-                       return;
-       }
-
-       // if the light path is going upward, reverse it - we always draw down.
-       if (originalend[2] < originalstart[2])
-       {
-               VectorCopy(originalend, start);
-               VectorCopy(originalstart, end);
-       }
-       else
-       {
-               VectorCopy(originalstart, start);
-               VectorCopy(originalend, end);
-       }
-
-       // transform to texture pixels
-       start[0] = (start[0] - r_shadow_bouncegrid_state.mins[0]) * r_shadow_bouncegrid_state.ispacing[0];
-       start[1] = (start[1] - r_shadow_bouncegrid_state.mins[1]) * r_shadow_bouncegrid_state.ispacing[1];
-       start[2] = (start[2] - r_shadow_bouncegrid_state.mins[2]) * r_shadow_bouncegrid_state.ispacing[2];
-       end[0] = (end[0] - r_shadow_bouncegrid_state.mins[0]) * r_shadow_bouncegrid_state.ispacing[0];
-       end[1] = (end[1] - r_shadow_bouncegrid_state.mins[1]) * r_shadow_bouncegrid_state.ispacing[1];
-       end[2] = (end[2] - r_shadow_bouncegrid_state.mins[2]) * r_shadow_bouncegrid_state.ispacing[2];
-
-       // check if we need to grow the splatpaths array
-       if (r_shadow_bouncegrid_state.maxsplatpaths <= r_shadow_bouncegrid_state.numsplatpaths)
-       {
-               // double the limit, this will persist from frame to frame so we don't
-               // make the same mistake each time
-               r_shadow_bouncegrid_state.maxsplatpaths *= 2;
-               if (r_shadow_bouncegrid_state.maxsplatpaths < 16384)
-                       r_shadow_bouncegrid_state.maxsplatpaths = 16384;
-               r_shadow_bouncegrid_state.splatpaths = (r_shadow_bouncegrid_splatpath_t *)Mem_Realloc(r_main_mempool, r_shadow_bouncegrid_state.splatpaths, sizeof(r_shadow_bouncegrid_splatpath_t) * r_shadow_bouncegrid_state.maxsplatpaths);
-       }
-
-       // divide a series of splats along the length using the maximum axis
-       VectorSubtract(end, start, diff);
-       // pick the best axis to trace along
-       bestaxis = 0;
-       if (diff[1]*diff[1] > diff[bestaxis]*diff[bestaxis])
-               bestaxis = 1;
-       if (diff[2]*diff[2] > diff[bestaxis]*diff[bestaxis])
-               bestaxis = 2;
-       len = fabs(diff[bestaxis]);
-       ilen = 1.0f / len;
-       numsplats = (int)(floor(len + 0.5f));
-       // sanity limits
-       numsplats = bound(0, numsplats, 1024);
-
-       VectorSubtract(originalstart, originalend, originaldir);
-       VectorNormalize(originaldir);
-
-       path = r_shadow_bouncegrid_state.splatpaths + r_shadow_bouncegrid_state.numsplatpaths++;
-       VectorCopy(start, path->point);
-       VectorScale(diff, ilen, path->step);
-       VectorCopy(color, path->splatcolor);
-       VectorCopy(originaldir, path->splatdir);
-       path->splatsize_current = r_shadow_bouncegrid_state.settings.lightpathsize_initial + r_shadow_bouncegrid_state.settings.lightpathsize_conespread * distancetraveled * r_shadow_bouncegrid_state.ispacing[0];
-       path->splatsize_perstep = r_shadow_bouncegrid_state.settings.lightpathsize_conespread;
-       path->splatintensity = VectorLength(color);
-       path->remainingsplats = numsplats;
-}
-
-static qboolean R_Shadow_BounceGrid_CheckEnable(int flag)
-{
-       qboolean enable = r_shadow_bouncegrid_state.capable && r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
-       int lightindex;
-       int range;
-       dlight_t *light;
-       rtlight_t *rtlight;
-       vec3_t lightcolor;
+       qboolean enable = r_shadow_bouncegrid_state.capable && r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
+       int lightindex;
+       int range;
+       dlight_t *light;
+       rtlight_t *rtlight;
+       vec3_t lightcolor;
 
        // see if there are really any lights to render...
        if (enable && r_shadow_bouncegrid_static.integer)
@@ -2565,15 +1701,13 @@ static void R_Shadow_BounceGrid_GenerateSettings(r_shadow_bouncegrid_settings_t
        float bounceminimumintensity = s ? r_shadow_bouncegrid_static_bounceminimumintensity.value : r_shadow_bouncegrid_dynamic_bounceminimumintensity.value;
 
        // prevent any garbage in alignment padded areas as we'll be using memcmp
-       memset(settings, 0, sizeof(*settings)); 
+       memset(settings, 0, sizeof(*settings));
 
        // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
        settings->staticmode                    = s;
        settings->blur                          = r_shadow_bouncegrid_blur.integer != 0;
        settings->floatcolors                   = bound(0, r_shadow_bouncegrid_floatcolors.integer, 2);
-       settings->lightpathsize_initial         = bound(0.0f, r_shadow_bouncegrid_lightpathsize_initial.value, 1024.0f);
-       settings->lightpathsize_conespread      = bound(0.0f, r_shadow_bouncegrid_lightpathsize_conespread.value, 1024.0f);
-       settings->bounceanglediffuse            = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
+       settings->lightpathsize                 = bound(0.0f, r_shadow_bouncegrid_lightpathsize.value, 1024.0f);
        settings->directionalshading            = (s ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_dynamic_directionalshading.integer != 0) && r_shadow_bouncegrid_state.allowdirectionalshading;
        settings->dlightparticlemultiplier      = s ? 0 : r_shadow_bouncegrid_dynamic_dlightparticlemultiplier.value;
        settings->hitmodels                     = s ? false : r_shadow_bouncegrid_dynamic_hitmodels.integer != 0;
@@ -2581,9 +1715,9 @@ static void R_Shadow_BounceGrid_GenerateSettings(r_shadow_bouncegrid_settings_t
        settings->lightradiusscale              = (s ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_dynamic_lightradiusscale.value);
        settings->maxbounce                     = (s ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_dynamic_maxbounce.integer);
        settings->particlebounceintensity       = r_shadow_bouncegrid_particlebounceintensity.value;
-       settings->particleintensity             = r_shadow_bouncegrid_particleintensity.value * (settings->directionalshading ? 4.0f : 1.0f) * 16384 / (spacing * spacing) / 262144.0f;
+       settings->particleintensity             = r_shadow_bouncegrid_particleintensity.value * (settings->directionalshading ? 4.0f : 1.0f) / 65536.0f;
        settings->maxphotons                    = s ? r_shadow_bouncegrid_static_maxphotons.integer : r_shadow_bouncegrid_dynamic_maxphotons.integer;
-       settings->energyperphoton               = spacing * spacing / quality;
+       settings->energyperphoton               = 4096.0f / quality;
        settings->spacing[0]                    = spacing;
        settings->spacing[1]                    = spacing;
        settings->spacing[2]                    = spacing;
@@ -2592,6 +1726,7 @@ static void R_Shadow_BounceGrid_GenerateSettings(r_shadow_bouncegrid_settings_t
        settings->bounceminimumintensity2       = bounceminimumintensity * bounceminimumintensity;
        settings->bounceminimumintensity2       = bounceminimumintensity * bounceminimumintensity;
        settings->normalizevectors              = r_shadow_bouncegrid_normalizevectors.integer != 0;
+       settings->subsamples                    = bound(1, r_shadow_bouncegrid_subsamples.integer, 4);
 
        // bound the values for sanity
        settings->maxphotons = bound(1, settings->maxphotons, 25000000);
@@ -2626,8 +1761,54 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void)
        // calculate texture size enclosing entire world bounds at the spacing
        if (r_refdef.scene.worldmodel)
        {
-               VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
-               VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
+               int lightindex;
+               int range;
+               qboolean bounds_set = false;
+               dlight_t *light;
+               rtlight_t *rtlight;
+
+               // calculate bounds enclosing world lights as they should be noticably tighter 
+               // than the world bounds on maps with unlit monster containers (see e1m7 etc)
+               range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+               for (lightindex = 0;lightindex < range;lightindex++)
+               {
+                       const vec_t *rtlmins, *rtlmaxs;
+
+                       light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                       if (!light)
+                               continue;
+
+                       rtlight = &light->rtlight;
+                       rtlmins = rtlight->cullmins;
+                       rtlmaxs = rtlight->cullmaxs;
+
+                       if (!bounds_set)
+                       {
+                               VectorCopy(rtlmins, mins);
+                               VectorCopy(rtlmaxs, maxs);
+                               bounds_set = true;
+                       }
+                       else
+                       {
+                               mins[0] = min(mins[0], rtlmins[0]);
+                               mins[1] = min(mins[1], rtlmins[1]);
+                               mins[2] = min(mins[2], rtlmins[2]);
+                               maxs[0] = max(maxs[0], rtlmaxs[0]);
+                               maxs[1] = max(maxs[1], rtlmaxs[1]);
+                               maxs[2] = max(maxs[2], rtlmaxs[2]);
+                       }
+               }
+
+               // limit to no larger than the world bounds
+               mins[0] = max(mins[0], r_refdef.scene.worldmodel->normalmins[0]);
+               mins[1] = max(mins[1], r_refdef.scene.worldmodel->normalmins[1]);
+               mins[2] = max(mins[2], r_refdef.scene.worldmodel->normalmins[2]);
+               maxs[0] = min(maxs[0], r_refdef.scene.worldmodel->normalmaxs[0]);
+               maxs[1] = min(maxs[1], r_refdef.scene.worldmodel->normalmaxs[1]);
+               maxs[2] = min(maxs[2], r_refdef.scene.worldmodel->normalmaxs[2]);
+
+               VectorMA(mins, -2.0f, spacing, mins);
+               VectorMA(maxs, 2.0f, spacing, maxs);
        }
        else
        {
@@ -2640,21 +1821,9 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void)
        c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
        c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
        // figure out the exact texture size (honoring power of 2 if required)
-       c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
-       c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
-       c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
-       if (vid.support.arb_texture_non_power_of_two)
-       {
-               resolution[0] = c[0];
-               resolution[1] = c[1];
-               resolution[2] = c[2];
-       }
-       else
-       {
-               for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
-               for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
-               for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
-       }
+       resolution[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
+       resolution[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
+       resolution[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
        size[0] = spacing[0] * resolution[0];
        size[1] = spacing[1] * resolution[1];
        size[2] = spacing[2] * resolution[2];
@@ -2667,22 +1836,10 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void)
                c[0] = r_shadow_bouncegrid_dynamic_x.integer;
                c[1] = r_shadow_bouncegrid_dynamic_y.integer;
                c[2] = r_shadow_bouncegrid_dynamic_z.integer;
-               // now we can calculate the texture size (power of 2 if required)
-               c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
-               c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
-               c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
-               if (vid.support.arb_texture_non_power_of_two)
-               {
-                       resolution[0] = c[0];
-                       resolution[1] = c[1];
-                       resolution[2] = c[2];
-               }
-               else
-               {
-                       for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
-                       for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
-                       for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
-               }
+               // now we can calculate the texture size
+               resolution[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
+               resolution[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
+               resolution[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
                size[0] = spacing[0] * resolution[0];
                size[1] = spacing[1] * resolution[1];
                size[2] = spacing[2] * resolution[2];
@@ -2712,14 +1869,18 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void)
        numpixels = r_shadow_bouncegrid_state.pixelsperband*r_shadow_bouncegrid_state.pixelbands;
        if (r_shadow_bouncegrid_state.numpixels != numpixels)
        {
-               if (r_shadow_bouncegrid_state.texture) R_FreeTexture(r_shadow_bouncegrid_state.texture);r_shadow_bouncegrid_state.texture = NULL;
+               if (r_shadow_bouncegrid_state.texture) { R_FreeTexture(r_shadow_bouncegrid_state.texture);r_shadow_bouncegrid_state.texture = NULL; }
+
                r_shadow_bouncegrid_state.highpixels = NULL;
-               if (r_shadow_bouncegrid_state.blurpixels[0]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL;
-               if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL;
-               if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL;
-               if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL;
-               if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL;
-               r_shadow_bouncegrid_state.maxsplatpaths = 0;
+
+               if (r_shadow_bouncegrid_state.blurpixels[0]) { Mem_Free(r_shadow_bouncegrid_state.blurpixels[0]); r_shadow_bouncegrid_state.blurpixels[0] = NULL; }
+               if (r_shadow_bouncegrid_state.blurpixels[1]) { Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; }
+               if (r_shadow_bouncegrid_state.u8pixels) { Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; }
+               if (r_shadow_bouncegrid_state.fp16pixels) { Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; }
+               if (r_shadow_bouncegrid_state.photons) { Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL; }
+               if (r_shadow_bouncegrid_state.photons_tasks) { Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL; }
+               if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL;
+
                r_shadow_bouncegrid_state.numpixels = numpixels;
        }
 
@@ -2735,13 +1896,37 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void)
        Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegrid_state.matrix, m);
 }
 
+static float R_Shadow_BounceGrid_RefractiveIndexAtPoint(vec3_t point)
+{
+       // check material at shadoworigin to see what the initial refractive index should be
+       int hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
+       int skipsupercontentsmask = 0;
+       int skipmaterialflagsmask = MATERIALFLAG_CUSTOMBLEND;
+       trace_t trace = CL_TracePoint(point, r_shadow_bouncegrid_state.settings.staticmode ? MOVE_WORLDONLY : (r_shadow_bouncegrid_state.settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask, true, false, NULL, true);
+       if (trace.starttexture && (trace.starttexture->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER)))
+               return trace.starttexture->refractive_index;
+       else if (trace.startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
+               return 1.333f; // water
+       else
+               return 1.0003f; // air
+}
+
 // enumerate world rtlights and sum the overall amount of light in the world,
 // from that we can calculate a scaling factor to fairly distribute photons
 // to all the lights
 //
 // this modifies rtlight->photoncolor and rtlight->photons
-static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *settings, unsigned int range, unsigned int range1, unsigned int range2, int flag)
+static void R_Shadow_BounceGrid_AssignPhotons_Task(taskqueue_task_t *t)
 {
+       // get the range of light numbers we'll be looping over:
+       // range = static lights
+       // range1 = dynamic lights (optional)
+       // range2 = range + range1
+       unsigned int range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+       unsigned int range1 = r_shadow_bouncegrid_state.settings.staticmode ? 0 : r_refdef.scene.numlights;
+       unsigned int range2 = range + range1;
+       int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+
        float normalphotonscaling;
        float photonscaling;
        float photonintensity;
@@ -2755,7 +1940,15 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
        unsigned int lightindex;
        dlight_t *light;
        rtlight_t *rtlight;
-       normalphotonscaling = 1.0f / max(0.0001f, settings->energyperphoton);
+       int shootparticles;
+       int shotparticles;
+       float bounceminimumintensity2;
+       float startrefractiveindex;
+       unsigned int seed;
+       randomseed_t randomseed;
+       vec3_t baseshotcolor;
+
+       normalphotonscaling = 1.0f / max(0.0000001f, r_shadow_bouncegrid_state.settings.energyperphoton);
        for (lightindex = 0;lightindex < range2;lightindex++)
        {
                if (lightindex < range)
@@ -2771,7 +1964,7 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
                        rtlight->bouncegrid_effectiveradius = 0;
                        if (!(light->flags & flag))
                                continue;
-                       if (settings->staticmode)
+                       if (r_shadow_bouncegrid_state.settings.staticmode)
                        {
                                // when static, we skip styled lights because they tend to change...
                                if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2)
@@ -2790,7 +1983,7 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
                        rtlight->bouncegrid_effectiveradius = 0;
                }
                // draw only visible lights (major speedup)
-               radius = rtlight->radius * settings->lightradiusscale;
+               radius = rtlight->radius * r_shadow_bouncegrid_state.settings.lightradiusscale;
                cullmins[0] = rtlight->shadoworigin[0] - radius;
                cullmins[1] = rtlight->shadoworigin[1] - radius;
                cullmins[2] = rtlight->shadoworigin[2] - radius;
@@ -2798,14 +1991,28 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
                cullmaxs[1] = rtlight->shadoworigin[1] + radius;
                cullmaxs[2] = rtlight->shadoworigin[2] + radius;
                w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
-               if (!settings->staticmode)
+               if (!r_shadow_bouncegrid_state.settings.staticmode)
                {
-                       if (R_CullBox(cullmins, cullmaxs))
-                               continue;
+                       // skip if the expanded light box does not touch any visible leafs
                        if (r_refdef.scene.worldmodel
-                        && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
-                        && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
+                               && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
+                               && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
                                continue;
+                       // skip if the expanded light box is not visible to traceline
+                       // note that PrepareLight already did this check but for a smaller box, so we
+                       // end up casting more traces per frame per light when using bouncegrid, which
+                       // is probably fine (and they use the same timer)
+                       if (r_shadow_culllights_trace.integer)
+                       {
+                               if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_shadow_culllights_trace_expand.value, r_shadow_culllights_trace_pad.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
+                                       rtlight->trace_timer = realtime;
+                               if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value)
+                                       continue;
+                       }
+                       // skip if expanded light box is offscreen
+                       if (R_CullBox(cullmins, cullmaxs))
+                               continue;
+                       // skip if overall light intensity is zero
                        if (w * VectorLength2(rtlight->color) == 0.0f)
                                continue;
                }
@@ -2826,10 +2033,10 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
                s = rtlight->radius;
                lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
                if (lightindex >= range)
-                       lightintensity *= settings->dlightparticlemultiplier;
+                       lightintensity *= r_shadow_bouncegrid_state.settings.dlightparticlemultiplier;
                rtlight->bouncegrid_photons = lightintensity * s * s * normalphotonscaling;
                photoncount += rtlight->bouncegrid_photons;
-               VectorScale(rtlight->bouncegrid_photoncolor, settings->particleintensity * settings->energyperphoton, rtlight->bouncegrid_photoncolor);
+               VectorScale(rtlight->bouncegrid_photoncolor, r_shadow_bouncegrid_state.settings.particleintensity * r_shadow_bouncegrid_state.settings.energyperphoton, rtlight->bouncegrid_photoncolor);
                // if the lightstyle happens to be off right now, we can skip actually
                // firing the photons, but we did have to count them in the total.
                //if (VectorLength2(rtlight->photoncolor) == 0.0f)
@@ -2841,9 +2048,9 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
        // like doing that in the typical case
        photonscaling = 1.0f;
        photonintensity = 1.0f;
-       if (photoncount > settings->maxphotons)
+       if (photoncount > r_shadow_bouncegrid_state.settings.maxphotons)
        {
-               photonscaling = settings->maxphotons / photoncount;
+               photonscaling = r_shadow_bouncegrid_state.settings.maxphotons / photoncount;
                photonintensity = 1.0f / photonscaling;
        }
 
@@ -2862,174 +2069,290 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
                rtlight->bouncegrid_photons *= photonscaling;
                VectorScale(rtlight->bouncegrid_photoncolor, photonintensity, rtlight->bouncegrid_photoncolor);
        }
-}
 
-static int R_Shadow_BounceGrid_SplatPathCompare(const void *pa, const void *pb)
-{
-       r_shadow_bouncegrid_splatpath_t *a = (r_shadow_bouncegrid_splatpath_t *)pa;
-       r_shadow_bouncegrid_splatpath_t *b = (r_shadow_bouncegrid_splatpath_t *)pb;
-       // we only really care about sorting by Z
-       if (a->point[2] < b->point[2])
-               return -1;
-       if (a->point[2] > b->point[2])
-               return 1;
-       return 0;
-}
+       // compute a seed for the unstable random modes
+       Math_RandomSeed_FromInts(&randomseed, 0, 0, 0, realtime * 1000.0);
+       seed = realtime * 1000.0;
 
-static void R_Shadow_BounceGrid_ClearPixels(void)
-{
-       // clear the highpixels array we'll be accumulating into
-       if (r_shadow_bouncegrid_state.blurpixels[0] == NULL)
-               r_shadow_bouncegrid_state.blurpixels[0] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
-       if (r_shadow_bouncegrid_state.settings.blur && r_shadow_bouncegrid_state.blurpixels[1] == NULL)
-               r_shadow_bouncegrid_state.blurpixels[1] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
-       r_shadow_bouncegrid_state.highpixels_index = 0;
-       r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
-       memset(r_shadow_bouncegrid_state.highpixels, 0, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+       for (lightindex = 0; lightindex < range2; lightindex++)
+       {
+               if (lightindex < range)
+               {
+                       light = (dlight_t *)Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                       if (!light)
+                               continue;
+                       rtlight = &light->rtlight;
+               }
+               else
+                       rtlight = r_refdef.scene.lights[lightindex - range];
+               // note that this code used to keep track of residual photons and
+               // distribute them evenly to achieve exactly a desired photon count,
+               // but that caused unwanted flickering in dynamic mode
+               shootparticles = (int)floor(rtlight->bouncegrid_photons);
+               // skip if we won't be shooting any photons
+               if (!shootparticles)
+                       continue;
+               radius = rtlight->radius * r_shadow_bouncegrid_state.settings.lightradiusscale;
+               //s = settings.particleintensity / shootparticles;
+               //VectorScale(rtlight->bouncegrid_photoncolor, s, baseshotcolor);
+               VectorCopy(rtlight->bouncegrid_photoncolor, baseshotcolor);
+               if (VectorLength2(baseshotcolor) <= 0.0f)
+                       continue;
+               r_refdef.stats[r_stat_bouncegrid_lights]++;
+               r_refdef.stats[r_stat_bouncegrid_particles] += shootparticles;
+               // we stop caring about bounces once the brightness goes below this fraction of the original intensity
+               bounceminimumintensity2 = VectorLength(baseshotcolor) * r_shadow_bouncegrid_state.settings.bounceminimumintensity2;
+
+               // check material at shadoworigin to see what the initial refractive index should be
+               startrefractiveindex = R_Shadow_BounceGrid_RefractiveIndexAtPoint(rtlight->shadoworigin);
+
+               // for seeded random we start the RNG with the position of the light
+               if (r_shadow_bouncegrid_state.settings.rng_seed >= 0)
+               {
+                       union
+                       {
+                               unsigned int i[4];
+                               float f[4];
+                       }
+                       u;
+                       u.f[0] = rtlight->shadoworigin[0];
+                       u.f[1] = rtlight->shadoworigin[1];
+                       u.f[2] = rtlight->shadoworigin[2];
+                       u.f[3] = 1;
+                       switch (r_shadow_bouncegrid_state.settings.rng_type)
+                       {
+                       default:
+                       case 0:
+                               // we have to shift the seed provided by the user because the result must be odd
+                               Math_RandomSeed_FromInts(&randomseed, u.i[0], u.i[1], u.i[2], u.i[3] ^ (r_shadow_bouncegrid_state.settings.rng_seed << 1));
+                               break;
+                       case 1:
+                               seed = u.i[0] ^ u.i[1] ^ u.i[2] ^ u.i[3] ^ r_shadow_bouncegrid_state.settings.rng_seed;
+                               break;
+                       }
+               }
+
+               for (shotparticles = 0; shotparticles < shootparticles && r_shadow_bouncegrid_state.numphotons < r_shadow_bouncegrid_state.settings.maxphotons; shotparticles++)
+               {
+                       r_shadow_bouncegrid_photon_t *p = r_shadow_bouncegrid_state.photons + r_shadow_bouncegrid_state.numphotons++;
+                       VectorCopy(baseshotcolor, p->color);
+                       VectorCopy(rtlight->shadoworigin, p->start);
+                       switch (r_shadow_bouncegrid_state.settings.rng_type)
+                       {
+                       default:
+                       case 0:
+                               // figure out a random direction for the initial photon to go
+                               VectorLehmerRandom(&randomseed, p->end);
+                               break;
+                       case 1:
+                               // figure out a random direction for the initial photon to go
+                               VectorCheeseRandom(seed, p->end);
+                               break;
+                       }
+
+                       // we want a uniform distribution spherically, not merely within the sphere
+                       if (r_shadow_bouncegrid_state.settings.normalizevectors)
+                               VectorNormalize(p->end);
+
+                       VectorMA(p->start, radius, p->end, p->end);
+                       p->bounceminimumintensity2 = bounceminimumintensity2;
+                       p->startrefractiveindex = startrefractiveindex;
+                       p->numpaths = 0;
+               }
+       }
+
+       t->done = 1;
 }
 
-static void R_Shadow_BounceGrid_PerformSplats(void)
+static void R_Shadow_BounceGrid_Slice(int zi)
 {
-       r_shadow_bouncegrid_splatpath_t *splatpaths = r_shadow_bouncegrid_state.splatpaths;
-       r_shadow_bouncegrid_splatpath_t *splatpath;
        float *highpixels = r_shadow_bouncegrid_state.highpixels;
-       int numsplatpaths = r_shadow_bouncegrid_state.numsplatpaths;
-       int splatindex;
-       vec3_t steppos;
-       vec3_t stepdelta;
-       vec3_t dir;
-       vec_t lightpathsize_current;
-       vec_t lightpathsize_perstep;
-       float splatcolor[32];
+       int xi, yi; // pixel increments
+       float color[32] = { 0 };
+       float radius = r_shadow_bouncegrid_state.settings.lightpathsize;
+       float iradius = 1.0f / radius;
+       int slicemins[3], slicemaxs[3];
        int resolution[3];
        int pixelsperband = r_shadow_bouncegrid_state.pixelsperband;
        int pixelbands = r_shadow_bouncegrid_state.pixelbands;
-       int numsteps;
-       int step;
+       int photonindex;
+       int samples = r_shadow_bouncegrid_state.settings.subsamples;
+       float isamples = 1.0f / samples;
+       float samplescolorscale = isamples * isamples * isamples;
 
-       // hush warnings about uninitialized data - pixelbands doesn't change but...
-       memset(splatcolor, 0, sizeof(splatcolor));
-
-       // we use this a lot, so get a local copy
+       // we use these a lot, so get a local copy
        VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
 
-       // sort the splats before we execute them, to reduce cache misses
-       if (r_shadow_bouncegrid_sortlightpaths.integer)
-               qsort(splatpaths, numsplatpaths, sizeof(*splatpaths), R_Shadow_BounceGrid_SplatPathCompare);
-
-       splatpath = splatpaths;
-       for (splatindex = 0;splatindex < numsplatpaths;splatindex++, splatpath++)
-       {
-               // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
-               // accumulate average shotcolor
-               VectorCopy(splatpath->splatdir, dir);
-               splatcolor[ 0] = splatpath->splatcolor[0];
-               splatcolor[ 1] = splatpath->splatcolor[1];
-               splatcolor[ 2] = splatpath->splatcolor[2];
-               splatcolor[ 3] = 0.0f;
-               if (pixelbands > 1)
-               {
-                       // store bentnormal in case the shader has a use for it,
-                       // bentnormal is an intensity-weighted average of the directions,
-                       // and will be normalized on conversion to texture pixels.
-                       splatcolor[ 4] = dir[0] * splatpath->splatintensity;
-                       splatcolor[ 5] = dir[1] * splatpath->splatintensity;
-                       splatcolor[ 6] = dir[2] * splatpath->splatintensity;
-                       splatcolor[ 7] = splatpath->splatintensity;
-                       // for each color component (R, G, B) calculate the amount that a
-                       // direction contributes
-                       splatcolor[ 8] = splatcolor[0] * max(0.0f, dir[0]);
-                       splatcolor[ 9] = splatcolor[0] * max(0.0f, dir[1]);
-                       splatcolor[10] = splatcolor[0] * max(0.0f, dir[2]);
-                       splatcolor[11] = 0.0f;
-                       splatcolor[12] = splatcolor[1] * max(0.0f, dir[0]);
-                       splatcolor[13] = splatcolor[1] * max(0.0f, dir[1]);
-                       splatcolor[14] = splatcolor[1] * max(0.0f, dir[2]);
-                       splatcolor[15] = 0.0f;
-                       splatcolor[16] = splatcolor[2] * max(0.0f, dir[0]);
-                       splatcolor[17] = splatcolor[2] * max(0.0f, dir[1]);
-                       splatcolor[18] = splatcolor[2] * max(0.0f, dir[2]);
-                       splatcolor[19] = 0.0f;
-                       // and do the same for negative directions
-                       splatcolor[20] = splatcolor[0] * max(0.0f, -dir[0]);
-                       splatcolor[21] = splatcolor[0] * max(0.0f, -dir[1]);
-                       splatcolor[22] = splatcolor[0] * max(0.0f, -dir[2]);
-                       splatcolor[23] = 0.0f;
-                       splatcolor[24] = splatcolor[1] * max(0.0f, -dir[0]);
-                       splatcolor[25] = splatcolor[1] * max(0.0f, -dir[1]);
-                       splatcolor[26] = splatcolor[1] * max(0.0f, -dir[2]);
-                       splatcolor[27] = 0.0f;
-                       splatcolor[28] = splatcolor[2] * max(0.0f, -dir[0]);
-                       splatcolor[29] = splatcolor[2] * max(0.0f, -dir[1]);
-                       splatcolor[30] = splatcolor[2] * max(0.0f, -dir[2]);
-                       splatcolor[31] = 0.0f;
-               }
-               // calculate the number of steps we need to traverse this distance
-               VectorCopy(splatpath->point, steppos);
-               VectorCopy(splatpath->step, stepdelta);
-               numsteps = splatpath->remainingsplats;
-               lightpathsize_current = splatpath->splatsize_current + 1.0f; // add 1.0 for the gradient fade around the sphere
-               lightpathsize_perstep = splatpath->splatsize_perstep;
-               for (step = 0;step < numsteps;step++)
+       for (photonindex = 0; photonindex < r_shadow_bouncegrid_state.numphotons; photonindex++)
+       {
+               r_shadow_bouncegrid_photon_t *photon = r_shadow_bouncegrid_state.photons + photonindex;
+               int pathindex;
+               for (pathindex = 0; pathindex < photon->numpaths; pathindex++)
                {
-                       // the middle row/column/layer of each splat are full intensity
-                       float splatmins[3];
-                       float splatmaxs[3];
-                       if (lightpathsize_current > MAXBOUNCEGRIDSPLATSIZE)
-                               lightpathsize_current = MAXBOUNCEGRIDSPLATSIZE;
-                       splatmins[0] = max(1.0f, steppos[0] - lightpathsize_current * 0.5f);
-                       splatmins[1] = max(1.0f, steppos[1] - lightpathsize_current * 0.5f);
-                       splatmins[2] = max(1.0f, steppos[2] - lightpathsize_current * 0.5f);
-                       splatmaxs[0] = min(steppos[0] + lightpathsize_current * 0.5f, resolution[0] - 1.0f);
-                       splatmaxs[1] = min(steppos[1] + lightpathsize_current * 0.5f, resolution[1] - 1.0f);
-                       splatmaxs[2] = min(steppos[2] + lightpathsize_current * 0.5f, resolution[2] - 1.0f);
-                       if (splatmaxs[0] > splatmins[0] && splatmaxs[1] > splatmins[1] && splatmaxs[2] > splatmins[2])
+                       r_shadow_bouncegrid_photon_path_t *path = photon->paths + pathindex;
+                       float pathstart[3], pathend[3], pathmins[3], pathmaxs[3], pathdelta[3], pathdir[3], pathlength2, pathilength;
+
+                       VectorSubtract(path->start, r_shadow_bouncegrid_state.mins, pathstart);
+                       VectorSubtract(path->end, r_shadow_bouncegrid_state.mins, pathend);
+
+                       pathmins[2] = min(pathstart[2], pathend[2]);
+                       slicemins[2] = (int)floor((pathmins[2] - radius) * r_shadow_bouncegrid_state.ispacing[2]);
+                       pathmaxs[2] = max(pathstart[2], pathend[2]);
+                       slicemaxs[2] = (int)floor((pathmaxs[2] + radius) * r_shadow_bouncegrid_state.ispacing[2] + 1);
+
+                       // skip if the path doesn't touch this slice
+                       if (zi < slicemins[2] || zi >= slicemaxs[2])
+                               continue;
+
+                       pathmins[0] = min(pathstart[0], pathend[0]);
+                       slicemins[0] = (int)floor((pathmins[0] - radius) * r_shadow_bouncegrid_state.ispacing[0]);
+                       slicemins[0] = max(slicemins[0], 1);
+                       pathmaxs[0] = max(pathstart[0], pathend[0]);
+                       slicemaxs[0] = (int)floor((pathmaxs[0] + radius) * r_shadow_bouncegrid_state.ispacing[0]);
+                       slicemaxs[0] = min(slicemaxs[0], resolution[0] - 1);
+
+                       pathmins[1] = min(pathstart[1], pathend[1]);
+                       slicemins[1] = (int)floor((pathmins[1] - radius) * r_shadow_bouncegrid_state.ispacing[1] + 1);
+                       slicemins[1] = max(slicemins[1], 1);
+                       pathmaxs[1] = max(pathstart[1], pathend[1]);
+                       slicemaxs[1] = (int)floor((pathmaxs[1] + radius) * r_shadow_bouncegrid_state.ispacing[1] + 1);
+                       slicemaxs[1] = min(slicemaxs[1], resolution[1] - 1);
+
+                       // skip if the path is out of bounds on X or Y
+                       if (slicemins[0] >= slicemaxs[0] || slicemins[1] >= slicemaxs[1])
+                               continue;
+
+                       // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
+                       // accumulate average shotcolor
+                       VectorSubtract(pathend, pathstart, pathdelta);
+                       pathlength2 = VectorLength2(pathdelta);
+                       pathilength = pathlength2 > 0.0f ? 1.0f / sqrt(pathlength2) : 0.0f;
+                       VectorScale(pathdelta, pathilength, pathdir);
+                       // the color is scaled by the number of subsamples
+                       color[0] = path->color[0] * samplescolorscale;
+                       color[1] = path->color[1] * samplescolorscale;
+                       color[2] = path->color[2] * samplescolorscale;
+                       color[3] = 0.0f;
+                       if (pixelbands > 1)
                        {
-                               // it is within bounds...  do the real work now
-                               int xi, yi, zi, band, row;
-                               float pixelpos[3];
-                               float w;
-                               float *p;
-                               float colorscale = 1.0f / lightpathsize_current;
-                               r_refdef.stats[r_stat_bouncegrid_splats]++;
-                               // accumulate light onto the pixels
-                               for (zi = (int)floor(splatmins[2]);zi < splatmaxs[2];zi++)
+                               // store bentnormal in case the shader has a use for it,
+                               // bentnormal is an intensity-weighted average of the directions,
+                               // and will be normalized on conversion to texture pixels.
+                               float intensity = VectorLength(color);
+                               color[4] = pathdir[0] * intensity;
+                               color[5] = pathdir[1] * intensity;
+                               color[6] = pathdir[2] * intensity;
+                               color[7] = intensity;
+                               // for each color component (R, G, B) calculate the amount that a
+                               // direction contributes
+                               color[8] = color[0] * max(0.0f, pathdir[0]);
+                               color[9] = color[0] * max(0.0f, pathdir[1]);
+                               color[10] = color[0] * max(0.0f, pathdir[2]);
+                               color[11] = 0.0f;
+                               color[12] = color[1] * max(0.0f, pathdir[0]);
+                               color[13] = color[1] * max(0.0f, pathdir[1]);
+                               color[14] = color[1] * max(0.0f, pathdir[2]);
+                               color[15] = 0.0f;
+                               color[16] = color[2] * max(0.0f, pathdir[0]);
+                               color[17] = color[2] * max(0.0f, pathdir[1]);
+                               color[18] = color[2] * max(0.0f, pathdir[2]);
+                               color[19] = 0.0f;
+                               // and do the same for negative directions
+                               color[20] = color[0] * max(0.0f, -pathdir[0]);
+                               color[21] = color[0] * max(0.0f, -pathdir[1]);
+                               color[22] = color[0] * max(0.0f, -pathdir[2]);
+                               color[23] = 0.0f;
+                               color[24] = color[1] * max(0.0f, -pathdir[0]);
+                               color[25] = color[1] * max(0.0f, -pathdir[1]);
+                               color[26] = color[1] * max(0.0f, -pathdir[2]);
+                               color[27] = 0.0f;
+                               color[28] = color[2] * max(0.0f, -pathdir[0]);
+                               color[29] = color[2] * max(0.0f, -pathdir[1]);
+                               color[30] = color[2] * max(0.0f, -pathdir[2]);
+                               color[31] = 0.0f;
+                       }
+
+                       for (yi = slicemins[1]; yi < slicemaxs[1]; yi++)
+                       {
+                               for (xi = slicemins[0]; xi < slicemaxs[0]; xi++)
                                {
-                                       pixelpos[2] = zi + 0.5f;
-                                       for (yi = (int)floor(splatmins[1]); yi < splatmaxs[1]; yi++)
+                                       float sample[3], diff[3], nearest[3], along, distance2;
+                                       float *p = highpixels + 4 * ((zi * resolution[1] + yi) * resolution[0] + xi);
+                                       int xs, ys, zs;
+                                       // loop over the subsamples
+                                       for (zs = 0; zs < samples; zs++)
                                        {
-                                               pixelpos[1] = yi + 0.5f;
-                                               row = (zi*resolution[1] + yi)*resolution[0];
-                                               for (xi = (int)floor(splatmins[0]); xi < splatmaxs[0]; xi++)
+                                               sample[2] = (zi + (zs + 0.5f) * isamples) * r_shadow_bouncegrid_state.spacing[2];
+                                               for (ys = 0; ys < samples; ys++)
                                                {
-                                                       pixelpos[0] = xi + 0.5f;
-                                                       // simple radial antialiased sphere - linear gradient fade over 1 pixel from the edge
-                                                       w = lightpathsize_current - VectorDistance(pixelpos, steppos);
-                                                       if (w > 0.0f)
+                                                       sample[1] = (yi + (ys + 0.5f) * isamples) * r_shadow_bouncegrid_state.spacing[1];
+                                                       for (xs = 0; xs < samples; xs++)
                                                        {
-                                                               if (w > 1.0f)
-                                                                       w = 1.0f;
-                                                               w *= colorscale;
-                                                               p = highpixels + 4 * (row + xi);
-                                                               for (band = 0; band < pixelbands; band++, p += pixelsperband * 4)
+                                                               sample[0] = (xi + (xs + 0.5f) * isamples) * r_shadow_bouncegrid_state.spacing[0];
+
+                                                               // measure distance from subsample to line segment and see if it is within radius
+                                                               along = DotProduct(sample, pathdir) * pathilength;
+                                                               if (along <= 0)
+                                                                       VectorCopy(pathstart, nearest);
+                                                               else if (along >= 1)
+                                                                       VectorCopy(pathend, nearest);
+                                                               else
+                                                                       VectorLerp(pathstart, along, pathend, nearest);
+                                                               VectorSubtract(sample, nearest, diff);
+                                                               VectorScale(diff, iradius, diff);
+                                                               distance2 = VectorLength2(diff);
+                                                               if (distance2 < 1.0f)
                                                                {
-                                                                       // add to the pixel color
-                                                                       p[0] += splatcolor[band * 4 + 0] * w;
-                                                                       p[1] += splatcolor[band * 4 + 1] * w;
-                                                                       p[2] += splatcolor[band * 4 + 2] * w;
-                                                                       p[3] += splatcolor[band * 4 + 3] * w;
+                                                                       // contribute some color to this pixel, across all bands
+                                                                       float w = 1.0f - sqrt(distance2);
+                                                                       int band;
+                                                                       w *= w;
+                                                                       if (pixelbands > 1)
+                                                                       {
+                                                                               // small optimization for alpha - only color[7] is non-zero, so skip the rest of the alpha elements.
+                                                                               p[pixelsperband * 4 + 3] += color[7] * w;
+                                                                       }
+                                                                       for (band = 0; band < pixelbands; band++)
+                                                                       {
+                                                                               // add to the pixel color (RGB only - see above)
+                                                                               p[band * pixelsperband * 4 + 0] += color[band * 4 + 0] * w;
+                                                                               p[band * pixelsperband * 4 + 1] += color[band * 4 + 1] * w;
+                                                                               p[band * pixelsperband * 4 + 2] += color[band * 4 + 2] * w;
+                                                                       }
                                                                }
                                                        }
                                                }
                                        }
                                }
                        }
-                       VectorAdd(steppos, stepdelta, steppos);
-                       lightpathsize_current += lightpathsize_perstep;
                }
        }
 }
 
+static void R_Shadow_BounceGrid_Slice_Task(taskqueue_task_t *t)
+{
+       R_Shadow_BounceGrid_Slice((int)t->i[0]);
+       t->done = 1;
+}
+
+static void R_Shadow_BounceGrid_EnqueueSlices_Task(taskqueue_task_t *t)
+{
+       int i, slices;
+       // we need to wait for the texture clear to finish before we start adding light to it
+       if (r_shadow_bouncegrid_state.cleartex_task.done == 0)
+       {
+               TaskQueue_Yield(t);
+               return;
+       }
+       slices = r_shadow_bouncegrid_state.resolution[2] - 2;
+       for (i = 0; i < slices; i++)
+               TaskQueue_Setup(r_shadow_bouncegrid_state.slices_tasks + i, NULL, R_Shadow_BounceGrid_Slice_Task, i + 1, 0, NULL, NULL);
+       TaskQueue_Enqueue(slices, r_shadow_bouncegrid_state.slices_tasks);
+       TaskQueue_Setup(&r_shadow_bouncegrid_state.slices_done_task, NULL, TaskQueue_Task_CheckTasksDone, slices, 0, r_shadow_bouncegrid_state.slices_tasks, 0);
+       TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.slices_done_task);
+       t->done = 1;
+}
+
 static void R_Shadow_BounceGrid_BlurPixelsInDirection(const float *inpixels, float *outpixels, int off)
 {
        const float *inpixel;
@@ -3062,31 +2385,31 @@ static void R_Shadow_BounceGrid_BlurPixelsInDirection(const float *inpixels, flo
        }
 }
 
-static void R_Shadow_BounceGrid_BlurPixels(void)
+static void R_Shadow_BounceGrid_BlurPixels_Task(taskqueue_task_t *t)
 {
        float *pixels[4];
        unsigned int resolution[3];
+       if (r_shadow_bouncegrid_state.settings.blur)
+       {
+               VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
 
-       if (!r_shadow_bouncegrid_state.settings.blur)
-               return;
-       
-       VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
-
-       pixels[0] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
-       pixels[1] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1];
-       pixels[2] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
-       pixels[3] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1];
+               pixels[0] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
+               pixels[1] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1];
+               pixels[2] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
+               pixels[3] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1];
 
-       // blur on X
-       R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[0], pixels[1], 4);
-       // blur on Y
-       R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[1], pixels[2], resolution[0] * 4);
-       // blur on Z
-       R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[2], pixels[3], resolution[0] * resolution[1] * 4);
+               // blur on X
+               R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[0], pixels[1], 4);
+               // blur on Y
+               R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[1], pixels[2], resolution[0] * 4);
+               // blur on Z
+               R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[2], pixels[3], resolution[0] * resolution[1] * 4);
 
-       // toggle the state, highpixels now points to pixels[3] result
-       r_shadow_bouncegrid_state.highpixels_index ^= 1;
-       r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
+               // toggle the state, highpixels now points to pixels[3] result
+               r_shadow_bouncegrid_state.highpixels_index ^= 1;
+               r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
+       }
+       t->done = 1;
 }
 
 static void R_Shadow_BounceGrid_ConvertPixelsAndUpload(void)
@@ -3263,214 +2586,175 @@ static void R_Shadow_BounceGrid_ConvertPixelsAndUpload(void)
        r_shadow_bouncegrid_state.lastupdatetime = realtime;
 }
 
-static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t settings, unsigned int range, unsigned int range1, unsigned int range2, int flag)
+void R_Shadow_BounceGrid_ClearTex_Task(taskqueue_task_t *t)
 {
-       vec3_t bouncerandom[10];
-       dlight_t *light;
-       int bouncecount;
-       int hitsupercontentsmask;
-       int skipsupercontentsmask;
-       int maxbounce;
-       int shootparticles;
-       int shotparticles;
-       float bounceminimumintensity2;
-       trace_t cliptrace;
-       //trace_t cliptrace2;
-       //trace_t cliptrace3;
-       unsigned int lightindex;
-       unsigned int seed;
-       randomseed_t randomseed;
-       vec3_t shotcolor;
-       vec3_t baseshotcolor;
-       vec3_t surfcolor;
-       vec3_t clipend;
-       vec3_t clipstart;
-       vec3_t clipdiff;
-       vec_t radius;
-       vec_t distancetraveled;
-       vec_t s;
-       rtlight_t *rtlight;
-
-       // compute a seed for the unstable random modes
-       Math_RandomSeed_FromInts(&randomseed, 0, 0, 0, realtime * 1000.0);
-       seed = realtime * 1000.0;
-
-       r_shadow_bouncegrid_state.numsplatpaths = 0;
+       memset(r_shadow_bouncegrid_state.highpixels, 0, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+       t->done = 1;
+}
 
+static void R_Shadow_BounceGrid_TracePhotons_Shot(r_shadow_bouncegrid_photon_t *p, int remainingbounces, vec3_t shotstart, vec3_t shotend, vec3_t shotcolor, float bounceminimumintensity2, float previousrefractiveindex)
+{
+       int hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask;
+       vec3_t shothit;
+       vec3_t surfacenormal;
+       vec3_t reflectstart, reflectend, reflectcolor;
+       vec3_t refractstart, refractend, refractcolor;
+       vec_t s;
+       float reflectamount = 1.0f;
+       trace_t cliptrace;
        // figure out what we want to interact with
-       if (settings.hitmodels)
-               hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
+       hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
+       skipsupercontentsmask = 0;
+       skipmaterialflagsmask = MATERIALFLAG_CUSTOMBLEND;
+       //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
+       //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
+       if (r_shadow_bouncegrid_state.settings.staticmode || r_shadow_bouncegrid_state.settings.rng_seed < 0 || r_shadow_bouncegrid_threaded.integer)
+       {
+               // static mode fires a LOT of rays but none of them are identical, so they are not cached
+               // non-stable random in dynamic mode also never reuses a direction, so there's no reason to cache it
+               cliptrace = CL_TraceLine(shotstart, shotend, r_shadow_bouncegrid_state.settings.staticmode ? MOVE_WORLDONLY : (r_shadow_bouncegrid_state.settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask, collision_extendmovelength.value, true, false, NULL, true, true);
+       }
        else
-               hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
-       skipsupercontentsmask = SUPERCONTENTS_SKY; // this allows the e1m5 sky shadow to work by ignoring the sky surfaces
-       maxbounce = settings.maxbounce;
-
-       for (lightindex = 0;lightindex < range2;lightindex++)
        {
-               if (lightindex < range)
+               // dynamic mode fires many rays and most will match the cache from the previous frame
+               cliptrace = CL_Cache_TraceLineSurfaces(shotstart, shotend, r_shadow_bouncegrid_state.settings.staticmode ? MOVE_WORLDONLY : (r_shadow_bouncegrid_state.settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
+       }
+       VectorCopy(cliptrace.endpos, shothit);
+       if ((remainingbounces == r_shadow_bouncegrid_state.settings.maxbounce || r_shadow_bouncegrid_state.settings.includedirectlighting) && p->numpaths < PHOTON_MAX_PATHS)
+       {
+               qboolean notculled = true;
+               // cull paths that fail R_CullBox in dynamic mode
+               if (!r_shadow_bouncegrid_state.settings.staticmode
+                       && r_shadow_bouncegrid_dynamic_culllightpaths.integer)
                {
-                       light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-                       if (!light)
-                               continue;
-                       rtlight = &light->rtlight;
+                       vec3_t cullmins, cullmaxs;
+                       cullmins[0] = min(shotstart[0], shothit[0]) - r_shadow_bouncegrid_state.settings.spacing[0] - r_shadow_bouncegrid_state.settings.lightpathsize;
+                       cullmins[1] = min(shotstart[1], shothit[1]) - r_shadow_bouncegrid_state.settings.spacing[1] - r_shadow_bouncegrid_state.settings.lightpathsize;
+                       cullmins[2] = min(shotstart[2], shothit[2]) - r_shadow_bouncegrid_state.settings.spacing[2] - r_shadow_bouncegrid_state.settings.lightpathsize;
+                       cullmaxs[0] = max(shotstart[0], shothit[0]) + r_shadow_bouncegrid_state.settings.spacing[0] + r_shadow_bouncegrid_state.settings.lightpathsize;
+                       cullmaxs[1] = max(shotstart[1], shothit[1]) + r_shadow_bouncegrid_state.settings.spacing[1] + r_shadow_bouncegrid_state.settings.lightpathsize;
+                       cullmaxs[2] = max(shotstart[2], shothit[2]) + r_shadow_bouncegrid_state.settings.spacing[2] + r_shadow_bouncegrid_state.settings.lightpathsize;
+                       if (R_CullBox(cullmins, cullmaxs))
+                               notculled = false;
                }
-               else
-                       rtlight = r_refdef.scene.lights[lightindex - range];
-               // note that this code used to keep track of residual photons and
-               // distribute them evenly to achieve exactly a desired photon count,
-               // but that caused unwanted flickering in dynamic mode
-               shootparticles = (int)floor(rtlight->bouncegrid_photons);
-               // skip if we won't be shooting any photons
-               if (!shootparticles)
-                       continue;
-               radius = rtlight->radius * settings.lightradiusscale;
-               //s = settings.particleintensity / shootparticles;
-               //VectorScale(rtlight->bouncegrid_photoncolor, s, baseshotcolor);
-               VectorCopy(rtlight->bouncegrid_photoncolor, baseshotcolor);
-               if (VectorLength2(baseshotcolor) <= 0.0f)
-                       continue;
-               r_refdef.stats[r_stat_bouncegrid_lights]++;
-               r_refdef.stats[r_stat_bouncegrid_particles] += shootparticles;
-               // we stop caring about bounces once the brightness goes below this fraction of the original intensity
-               bounceminimumintensity2 = VectorLength(baseshotcolor) * settings.bounceminimumintensity2;
-
-               // for seeded random we start the RNG with the position of the light
-               if (settings.rng_seed >= 0)
+               if (notculled)
                {
-                       union
+                       r_shadow_bouncegrid_photon_path_t *path = p->paths + p->numpaths++;
+                       VectorCopy(shotstart, path->start);
+                       VectorCopy(shothit, path->end);
+                       VectorCopy(shotcolor, path->color);
+               }
+       }
+       if (cliptrace.fraction < 1.0f && remainingbounces > 0)
+       {
+               // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
+               // also clamp the resulting color to never add energy, even if the user requests extreme values
+               VectorCopy(cliptrace.plane.normal, surfacenormal);
+               VectorSet(reflectcolor, 0.5f, 0.5f, 0.5f);
+               VectorClear(refractcolor);
+               // FIXME: we need to determine the exact triangle, vertex color and texcoords and texture color and texture normal for the impacted point
+               if (cliptrace.hittexture)
+               {
+                       if (cliptrace.hittexture->currentskinframe)
+                               VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, reflectcolor);
+                       if (cliptrace.hittexture->currentalpha < 1.0f && (cliptrace.hittexture->currentmaterialflags & (MATERIALFLAG_ALPHA | MATERIALFLAG_ALPHATEST)))
                        {
-                               unsigned int i[4];
-                               float f[4];
+                               reflectamount *= cliptrace.hittexture->currentalpha;
+                               if (cliptrace.hittexture->currentskinframe)
+                                       reflectamount *= cliptrace.hittexture->currentskinframe->avgcolor[3];
                        }
-                       u;
-                       u.f[0] = rtlight->shadoworigin[0];
-                       u.f[1] = rtlight->shadoworigin[1];
-                       u.f[2] = rtlight->shadoworigin[2];
-                       u.f[3] = 1;
-                       switch (settings.rng_type)
+                       if (cliptrace.hittexture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
                        {
-                       default:
-                       case 0:
-                               // we have to shift the seed provided by the user because the result must be odd
-                               Math_RandomSeed_FromInts(&randomseed, u.i[0], u.i[1], u.i[2], u.i[3] ^ (settings.rng_seed << 1));
-                               break;
-                       case 1:
-                               seed = u.i[0] ^ u.i[1] ^ u.i[2] ^ u.i[3] ^ settings.rng_seed;
-                               break;
+                               float Fresnel;
+                               vec3_t lightdir;
+                               //reflectchance = pow(min(1.0f, 1.0f - cliptrace.
+                               VectorSubtract(shotstart, shotend, lightdir);
+                               VectorNormalize(lightdir);
+                               Fresnel = min(1.0f, 1.0f - DotProduct(lightdir, surfacenormal));
+                               Fresnel = Fresnel * Fresnel * (cliptrace.hittexture->reflectmax - cliptrace.hittexture->reflectmin) + cliptrace.hittexture->reflectmin;
+                               reflectamount *= Fresnel;
+                               VectorCopy(cliptrace.hittexture->refractcolor4f, refractcolor);
                        }
+                       if (cliptrace.hittexture->currentmaterialflags & MATERIALFLAG_REFRACTION)
+                               VectorCopy(cliptrace.hittexture->refractcolor4f, refractcolor);
+                       // make sure we do not gain energy even if surface colors are out of bounds
+                       reflectcolor[0] = min(reflectcolor[0], 1.0f);
+                       reflectcolor[1] = min(reflectcolor[1], 1.0f);
+                       reflectcolor[2] = min(reflectcolor[2], 1.0f);
+                       refractcolor[0] = min(refractcolor[0], 1.0f);
+                       refractcolor[1] = min(refractcolor[1], 1.0f);
+                       refractcolor[2] = min(refractcolor[2], 1.0f);
                }
+               // reflected and refracted shots
+               VectorScale(reflectcolor, r_shadow_bouncegrid_state.settings.particlebounceintensity * reflectamount, reflectcolor);
+               VectorScale(refractcolor, (1.0f - reflectamount), refractcolor);
+               VectorMultiply(reflectcolor, shotcolor, reflectcolor);
+               VectorMultiply(refractcolor, shotcolor, refractcolor);
 
-               for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
+               if (VectorLength2(reflectcolor) >= bounceminimumintensity2)
                {
-                       VectorCopy(baseshotcolor, shotcolor);
-                       VectorCopy(rtlight->shadoworigin, clipstart);
-                       switch (settings.rng_type)
-                       {
-                       default:
-                       case 0:
-                               VectorLehmerRandom(&randomseed, clipend);
-                               if (settings.bounceanglediffuse)
-                               {
-                                       // we want random to be stable, so we still have to do all the random we would have done
-                                       for (bouncecount = 0; bouncecount < maxbounce; bouncecount++)
-                                               VectorLehmerRandom(&randomseed, bouncerandom[bouncecount]);
-                               }
-                               break;
-                       case 1:
-                               VectorCheeseRandom(seed, clipend);
-                               if (settings.bounceanglediffuse)
-                               {
-                                       // we want random to be stable, so we still have to do all the random we would have done
-                                       for (bouncecount = 0; bouncecount < maxbounce; bouncecount++)
-                                               VectorCheeseRandom(seed, bouncerandom[bouncecount]);
-                               }
-                               break;
-                       }
-
-                       // we want a uniform distribution spherically, not merely within the sphere
-                       if (settings.normalizevectors)
-                               VectorNormalize(clipend);
+                       // reflect the remaining portion of the line across plane normal
+                       VectorSubtract(shotend, shothit, reflectend);
+                       VectorReflect(reflectend, 1.0, surfacenormal, reflectend);
+                       // calculate the new line start and end
+                       VectorCopy(shothit, reflectstart);
+                       VectorAdd(reflectstart, reflectend, reflectend);
+                       R_Shadow_BounceGrid_TracePhotons_Shot(p, remainingbounces - 1, reflectstart, reflectend, reflectcolor, bounceminimumintensity2, previousrefractiveindex);
+               }
 
-                       VectorMA(clipstart, radius, clipend, clipend);
-                       distancetraveled = 0.0f;
-                       for (bouncecount = 0;;bouncecount++)
-                       {
-                               r_refdef.stats[r_stat_bouncegrid_traces]++;
-                               rtlight->bouncegrid_traces++;
-                               //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
-                               //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
-                               if (settings.staticmode || settings.rng_seed < 0)
-                               {
-                                       // static mode fires a LOT of rays but none of them are identical, so they are not cached
-                                       // non-stable random in dynamic mode also never reuses a direction, so there's no reason to cache it
-                                       cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, collision_extendmovelength.value, true, false, NULL, true, true);
-                               }
-                               else
-                               {
-                                       // dynamic mode fires many rays and most will match the cache from the previous frame
-                                       cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask, skipsupercontentsmask);
-                               }
-                               if (bouncecount > 0 || settings.includedirectlighting)
-                               {
-                                       vec3_t hitpos;
-                                       VectorCopy(cliptrace.endpos, hitpos);
-                                       R_Shadow_BounceGrid_AddSplatPath(clipstart, hitpos, shotcolor, distancetraveled);
-                               }
-                               distancetraveled += VectorDistance(clipstart, cliptrace.endpos);
-                               s = VectorDistance(rtlight->shadoworigin, cliptrace.endpos);
-                               if (rtlight->bouncegrid_effectiveradius < s)
-                                       rtlight->bouncegrid_effectiveradius = s;
-                               if (cliptrace.fraction >= 1.0f)
-                                       break;
-                               r_refdef.stats[r_stat_bouncegrid_hits]++;
-                               rtlight->bouncegrid_hits++;
-                               if (bouncecount >= maxbounce)
-                                       break;
-                               // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
-                               // also clamp the resulting color to never add energy, even if the user requests extreme values
-                               if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
-                                       VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
-                               else
-                                       VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
-                               VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
-                               surfcolor[0] = min(surfcolor[0], 1.0f);
-                               surfcolor[1] = min(surfcolor[1], 1.0f);
-                               surfcolor[2] = min(surfcolor[2], 1.0f);
-                               VectorMultiply(shotcolor, surfcolor, shotcolor);
-                               if (VectorLength2(shotcolor) <= bounceminimumintensity2)
-                                       break;
-                               r_refdef.stats[r_stat_bouncegrid_bounces]++;
-                               if (settings.bounceanglediffuse)
-                               {
-                                       // random direction, primarily along plane normal
-                                       s = VectorDistance(cliptrace.endpos, clipend);
-                                       VectorMA(cliptrace.plane.normal, 0.95f, bouncerandom[bouncecount], clipend);
-                                       VectorNormalize(clipend);
-                                       VectorScale(clipend, s, clipend);
-                               }
-                               else
-                               {
-                                       // reflect the remaining portion of the line across plane normal
-                                       VectorSubtract(clipend, cliptrace.endpos, clipdiff);
-                                       VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
-                               }
-                               // calculate the new line start and end
-                               VectorCopy(cliptrace.endpos, clipstart);
-                               VectorAdd(clipstart, clipend, clipend);
-                       }
+               if (VectorLength2(refractcolor) >= bounceminimumintensity2)
+               {
+                       // Check what refractive index is on the other side
+                       float refractiveindex;
+                       VectorMA(shothit, 0.0625f, cliptrace.plane.normal, refractstart);
+                       refractiveindex = R_Shadow_BounceGrid_RefractiveIndexAtPoint(refractstart);
+                       // reflect the remaining portion of the line across plane normal
+                       VectorSubtract(shotend, shothit, refractend);
+                       s = refractiveindex / previousrefractiveindex;
+                       VectorReflect(refractend, -1.0f / s, surfacenormal, refractend);
+                       // we also need to reflect the start to the other side of the plane so it doesn't just hit the same surface again
+                       // calculate the new line start and end
+                       VectorMA(shothit, 0.0625f, cliptrace.plane.normal, refractstart);
+                       VectorAdd(refractstart, refractend, refractend);
+                       R_Shadow_BounceGrid_TracePhotons_Shot(p, remainingbounces - 1, refractstart, refractend, refractcolor, bounceminimumintensity2, refractiveindex);
                }
        }
 }
 
+static void R_Shadow_BounceGrid_TracePhotons_ShotTask(taskqueue_task_t *t)
+{
+       r_shadow_bouncegrid_photon_t *p = (r_shadow_bouncegrid_photon_t *)t->p[0];
+       R_Shadow_BounceGrid_TracePhotons_Shot(p, r_shadow_bouncegrid_state.settings.maxbounce, p->start, p->end, p->color, p->bounceminimumintensity2, p->startrefractiveindex);
+       t->done = 1;
+}
+
+static void R_Shadow_BounceGrid_EnqueuePhotons_Task(taskqueue_task_t *t)
+{
+       int i;
+       for (i = 0; i < r_shadow_bouncegrid_state.numphotons; i++)
+               TaskQueue_Setup(r_shadow_bouncegrid_state.photons_tasks + i, NULL, R_Shadow_BounceGrid_TracePhotons_ShotTask, 0, 0, r_shadow_bouncegrid_state.photons + i, NULL);
+       TaskQueue_Setup(&r_shadow_bouncegrid_state.photons_done_task, NULL, TaskQueue_Task_CheckTasksDone, r_shadow_bouncegrid_state.numphotons, 0, r_shadow_bouncegrid_state.photons_tasks, NULL);
+       if (r_shadow_bouncegrid_threaded.integer)
+       {
+               TaskQueue_Enqueue(r_shadow_bouncegrid_state.numphotons, r_shadow_bouncegrid_state.photons_tasks);
+               TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.photons_done_task);
+       }
+       else
+       {
+               // when not threaded we still have to report task status
+               for (i = 0; i < r_shadow_bouncegrid_state.numphotons; i++)
+                       r_shadow_bouncegrid_state.photons_tasks[i].func(r_shadow_bouncegrid_state.photons_tasks + i);
+               r_shadow_bouncegrid_state.photons_done_task.done = 1;
+       }
+       t->done = 1;
+}
+
 void R_Shadow_UpdateBounceGridTexture(void)
 {
        int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
        r_shadow_bouncegrid_settings_t settings;
        qboolean enable = false;
        qboolean settingschanged;
-       unsigned int range; // number of world lights
-       unsigned int range1; // number of dynamic lights (or zero if disabled)
-       unsigned int range2; // range+range1
 
        enable = R_Shadow_BounceGrid_CheckEnable(flag);
        
@@ -3495,9 +2779,11 @@ void R_Shadow_UpdateBounceGridTexture(void)
                if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL;
                if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL;
                if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL;
-               if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL;
-               r_shadow_bouncegrid_state.maxsplatpaths = 0;
+               if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL;
+               if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL;
+               if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL;
                r_shadow_bouncegrid_state.numpixels = 0;
+               r_shadow_bouncegrid_state.numphotons = 0;
                r_shadow_bouncegrid_state.directional = false;
 
                if (!enable)
@@ -3513,31 +2799,62 @@ void R_Shadow_UpdateBounceGridTexture(void)
 
        R_Shadow_BounceGrid_UpdateSpacing();
 
-       // get the range of light numbers we'll be looping over:
-       // range = static lights
-       // range1 = dynamic lights (optional)
-       // range2 = range + range1
-       range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
-       range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
-       range2 = range + range1;
+       // allocate the highpixels array we'll be accumulating light into
+       if (r_shadow_bouncegrid_state.blurpixels[0] == NULL)
+               r_shadow_bouncegrid_state.blurpixels[0] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+       if (r_shadow_bouncegrid_state.settings.blur && r_shadow_bouncegrid_state.blurpixels[1] == NULL)
+               r_shadow_bouncegrid_state.blurpixels[1] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+       r_shadow_bouncegrid_state.highpixels_index = 0;
+       r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
+
+       // set up the tracking of photon data
+       if (r_shadow_bouncegrid_state.photons == NULL)
+               r_shadow_bouncegrid_state.photons = (r_shadow_bouncegrid_photon_t *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.settings.maxphotons * sizeof(r_shadow_bouncegrid_photon_t));
+       if (r_shadow_bouncegrid_state.photons_tasks == NULL)
+               r_shadow_bouncegrid_state.photons_tasks = (taskqueue_task_t *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.settings.maxphotons * sizeof(taskqueue_task_t));
+       r_shadow_bouncegrid_state.numphotons = 0;
+
+       // set up the tracking of slice tasks
+       if (r_shadow_bouncegrid_state.slices_tasks == NULL)
+               r_shadow_bouncegrid_state.slices_tasks = (taskqueue_task_t *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.resolution[2] * sizeof(taskqueue_task_t));
+
+       memset(&r_shadow_bouncegrid_state.cleartex_task, 0, sizeof(taskqueue_task_t));
+       memset(&r_shadow_bouncegrid_state.assignphotons_task, 0, sizeof(taskqueue_task_t));
+       memset(&r_shadow_bouncegrid_state.enqueuephotons_task, 0, sizeof(taskqueue_task_t));
+       memset(r_shadow_bouncegrid_state.photons_tasks, 0, r_shadow_bouncegrid_state.settings.maxphotons * sizeof(taskqueue_task_t));
+       memset(&r_shadow_bouncegrid_state.photons_done_task, 0, sizeof(taskqueue_task_t));
+       memset(&r_shadow_bouncegrid_state.enqueue_slices_task, 0, sizeof(taskqueue_task_t));
+       memset(r_shadow_bouncegrid_state.slices_tasks, 0, r_shadow_bouncegrid_state.resolution[2] * sizeof(taskqueue_task_t));
+       memset(&r_shadow_bouncegrid_state.slices_done_task, 0, sizeof(taskqueue_task_t));
+       memset(&r_shadow_bouncegrid_state.blurpixels_task, 0, sizeof(taskqueue_task_t));
+
+       // clear the texture
+       TaskQueue_Setup(&r_shadow_bouncegrid_state.cleartex_task, NULL, R_Shadow_BounceGrid_ClearTex_Task, 0, 0, NULL, NULL);
+       TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.cleartex_task);
 
        // calculate weighting factors for distributing photons among the lights
-       R_Shadow_BounceGrid_AssignPhotons(&settings, range, range1, range2, flag);
+       TaskQueue_Setup(&r_shadow_bouncegrid_state.assignphotons_task, NULL, R_Shadow_BounceGrid_AssignPhotons_Task, 0, 0, NULL, NULL);
+       TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.assignphotons_task);
 
-       // trace the photons from lights and accumulate illumination
-       R_Shadow_BounceGrid_TracePhotons(settings, range, range1, range2, flag);
+       // enqueue tasks to trace the photons from lights
+       TaskQueue_Setup(&r_shadow_bouncegrid_state.enqueuephotons_task, &r_shadow_bouncegrid_state.assignphotons_task, R_Shadow_BounceGrid_EnqueuePhotons_Task, 0, 0, NULL, NULL);
+       TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.enqueuephotons_task);
 
-       // clear the texture
-       R_Shadow_BounceGrid_ClearPixels();
-       
-       // accumulate the light splatting into texture
-       R_Shadow_BounceGrid_PerformSplats();
+       // accumulate the light paths into texture
+       TaskQueue_Setup(&r_shadow_bouncegrid_state.enqueue_slices_task, &r_shadow_bouncegrid_state.photons_done_task, R_Shadow_BounceGrid_EnqueueSlices_Task, 0, 0, NULL, NULL);
+       TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.enqueue_slices_task);
 
        // apply a mild blur filter to the texture
-       R_Shadow_BounceGrid_BlurPixels();
+       TaskQueue_Setup(&r_shadow_bouncegrid_state.blurpixels_task, &r_shadow_bouncegrid_state.slices_done_task, R_Shadow_BounceGrid_BlurPixels_Task, 0, 0, NULL, NULL);
+       TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.blurpixels_task);
+
+       TaskQueue_WaitForTaskDone(&r_shadow_bouncegrid_state.blurpixels_task);
+       R_TimeReport("bouncegrid_gen");
 
        // convert the pixels to lower precision and upload the texture
+       // this unfortunately has to run on the main thread for OpenGL calls, so we have to block on the previous task...
        R_Shadow_BounceGrid_ConvertPixelsAndUpload();
+       R_TimeReport("bouncegrid_tex");
 
        // after we compute the static lighting we don't need to keep the highpixels array around
        if (settings.staticmode)
@@ -3547,24 +2864,13 @@ void R_Shadow_UpdateBounceGridTexture(void)
                if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL;
                if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL;
                if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL;
-               if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL;
-               r_shadow_bouncegrid_state.maxsplatpaths = 0;
+               if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL;
+               if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL;
+               if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL;
        }
 }
 
-void R_Shadow_RenderMode_VisibleShadowVolumes(void)
-{
-       R_Shadow_RenderMode_Reset();
-       GL_BlendFunc(GL_ONE, GL_ONE);
-       GL_DepthRange(0, 1);
-       GL_DepthTest(r_showshadowvolumes.integer < 2);
-       GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
-       GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
-       GL_CullFace(GL_NONE);
-       r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
-}
-
-void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
+void R_Shadow_RenderMode_VisibleLighting(qboolean transparent)
 {
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_ONE, GL_ONE);
@@ -3573,7 +2879,6 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar
        GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
        if (!transparent)
                GL_DepthFunc(GL_EQUAL);
-       R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
        r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
 }
 
@@ -3625,176 +2930,6 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        return false;
 }
 
-static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
-{
-       int i;
-       const float *vertex3f;
-       const float *normal3f;
-       float *color4f;
-       float dist, dot, distintensity, shadeintensity, v[3], n[3];
-       switch (r_shadow_rendermode)
-       {
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
-               if (VectorLength2(diffusecolor) > 0)
-               {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
-                       {
-                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                               Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
-                               if ((dot = DotProduct(n, v)) < 0)
-                               {
-                                       shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                                       VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
-                               }
-                               else
-                                       VectorCopy(ambientcolor, color4f);
-                               if (r_refdef.fogenabled)
-                               {
-                                       float f;
-                                       f = RSurf_FogVertex(vertex3f);
-                                       VectorScale(color4f, f, color4f);
-                               }
-                               color4f[3] = 1;
-                       }
-               }
-               else
-               {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
-                       {
-                               VectorCopy(ambientcolor, color4f);
-                               if (r_refdef.fogenabled)
-                               {
-                                       float f;
-                                       Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                                       f = RSurf_FogVertex(vertex3f);
-                                       VectorScale(color4f + 4*i, f, color4f);
-                               }
-                               color4f[3] = 1;
-                       }
-               }
-               break;
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
-               if (VectorLength2(diffusecolor) > 0)
-               {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
-                       {
-                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                               if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
-                               {
-                                       Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
-                                       if ((dot = DotProduct(n, v)) < 0)
-                                       {
-                                               shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                                               color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
-                                               color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
-                                               color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
-                                       }
-                                       else
-                                       {
-                                               color4f[0] = ambientcolor[0] * distintensity;
-                                               color4f[1] = ambientcolor[1] * distintensity;
-                                               color4f[2] = ambientcolor[2] * distintensity;
-                                       }
-                                       if (r_refdef.fogenabled)
-                                       {
-                                               float f;
-                                               f = RSurf_FogVertex(vertex3f);
-                                               VectorScale(color4f, f, color4f);
-                                       }
-                               }
-                               else
-                                       VectorClear(color4f);
-                               color4f[3] = 1;
-                       }
-               }
-               else
-               {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
-                       {
-                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                               if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
-                               {
-                                       color4f[0] = ambientcolor[0] * distintensity;
-                                       color4f[1] = ambientcolor[1] * distintensity;
-                                       color4f[2] = ambientcolor[2] * distintensity;
-                                       if (r_refdef.fogenabled)
-                                       {
-                                               float f;
-                                               f = RSurf_FogVertex(vertex3f);
-                                               VectorScale(color4f, f, color4f);
-                                       }
-                               }
-                               else
-                                       VectorClear(color4f);
-                               color4f[3] = 1;
-                       }
-               }
-               break;
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-               if (VectorLength2(diffusecolor) > 0)
-               {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
-                       {
-                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                               if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
-                               {
-                                       distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
-                                       Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
-                                       if ((dot = DotProduct(n, v)) < 0)
-                                       {
-                                               shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                                               color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
-                                               color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
-                                               color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
-                                       }
-                                       else
-                                       {
-                                               color4f[0] = ambientcolor[0] * distintensity;
-                                               color4f[1] = ambientcolor[1] * distintensity;
-                                               color4f[2] = ambientcolor[2] * distintensity;
-                                       }
-                                       if (r_refdef.fogenabled)
-                                       {
-                                               float f;
-                                               f = RSurf_FogVertex(vertex3f);
-                                               VectorScale(color4f, f, color4f);
-                                       }
-                               }
-                               else
-                                       VectorClear(color4f);
-                               color4f[3] = 1;
-                       }
-               }
-               else
-               {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
-                       {
-                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                               if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
-                               {
-                                       distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
-                                       color4f[0] = ambientcolor[0] * distintensity;
-                                       color4f[1] = ambientcolor[1] * distintensity;
-                                       color4f[2] = ambientcolor[2] * distintensity;
-                                       if (r_refdef.fogenabled)
-                                       {
-                                               float f;
-                                               f = RSurf_FogVertex(vertex3f);
-                                               VectorScale(color4f, f, color4f);
-                                       }
-                               }
-                               else
-                                       VectorClear(color4f);
-                               color4f[3] = 1;
-                       }
-               }
-               break;
-       default:
-               break;
-       }
-}
-
 static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
        // used to display how many times a surface is lit for level design purposes
@@ -3802,194 +2937,39 @@ static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, cons
        R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
        RSurf_DrawBatch();
 }
-
-static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
-{
-       // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
-       R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
-       RSurf_DrawBatch();
-}
-
-static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
-{
-       int renders;
-       int i;
-       int stop;
-       int newfirstvertex;
-       int newlastvertex;
-       int newnumtriangles;
-       int *newe;
-       const int *e;
-       float *c;
-       int maxtriangles = 1024;
-       int newelements[1024*3];
-       R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
-       for (renders = 0;renders < 4;renders++)
-       {
-               stop = true;
-               newfirstvertex = 0;
-               newlastvertex = 0;
-               newnumtriangles = 0;
-               newe = newelements;
-               // due to low fillrate on the cards this vertex lighting path is
-               // designed for, we manually cull all triangles that do not
-               // contain a lit vertex
-               // this builds batches of triangles from multiple surfaces and
-               // renders them at once
-               for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
-               {
-                       if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
-                       {
-                               if (newnumtriangles)
-                               {
-                                       newfirstvertex = min(newfirstvertex, e[0]);
-                                       newlastvertex  = max(newlastvertex, e[0]);
-                               }
-                               else
-                               {
-                                       newfirstvertex = e[0];
-                                       newlastvertex = e[0];
-                               }
-                               newfirstvertex = min(newfirstvertex, e[1]);
-                               newlastvertex  = max(newlastvertex, e[1]);
-                               newfirstvertex = min(newfirstvertex, e[2]);
-                               newlastvertex  = max(newlastvertex, e[2]);
-                               newe[0] = e[0];
-                               newe[1] = e[1];
-                               newe[2] = e[2];
-                               newnumtriangles++;
-                               newe += 3;
-                               if (newnumtriangles >= maxtriangles)
-                               {
-                                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
-                                       newnumtriangles = 0;
-                                       newe = newelements;
-                                       stop = false;
-                               }
-                       }
-               }
-               if (newnumtriangles >= 1)
-               {
-                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
-                       stop = false;
-               }
-               // if we couldn't find any lit triangles, exit early
-               if (stop)
-                       break;
-               // now reduce the intensity for the next overbright pass
-               // we have to clamp to 0 here incase the drivers have improper
-               // handling of negative colors
-               // (some old drivers even have improper handling of >1 color)
-               stop = true;
-               for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
-               {
-                       if (c[0] > 1 || c[1] > 1 || c[2] > 1)
-                       {
-                               c[0] = max(0, c[0] - 1);
-                               c[1] = max(0, c[1] - 1);
-                               c[2] = max(0, c[2] - 1);
-                               stop = false;
-                       }
-                       else
-                               VectorClear(c);
-               }
-               // another check...
-               if (stop)
-                       break;
-       }
-}
-
-static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
-{
-       // OpenGL 1.1 path (anything)
-       float ambientcolorbase[3], diffusecolorbase[3];
-       float ambientcolorpants[3], diffusecolorpants[3];
-       float ambientcolorshirt[3], diffusecolorshirt[3];
-       const float *surfacecolor = rsurface.texture->dlightcolor;
-       const float *surfacepants = rsurface.colormap_pantscolor;
-       const float *surfaceshirt = rsurface.colormap_shirtcolor;
-       rtexture_t *basetexture = rsurface.texture->basetexture;
-       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;
-       diffusescale *= 2 * r_refdef.view.colorscale;
-       ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
-       diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
-       ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
-       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];
-       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
-       rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
-       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
-       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
-       R_Mesh_TexBind(0, basetexture);
-       R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
-       R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
-       switch(r_shadow_rendermode)
-       {
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
-               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, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-               break;
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
-               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, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-               // fall through
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
-               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, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-               break;
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-               break;
-       default:
-               break;
-       }
-       //R_Mesh_TexBind(0, basetexture);
-       R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
-       if (dopants)
-       {
-               R_Mesh_TexBind(0, pantstexture);
-               R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
-       }
-       if (doshirt)
-       {
-               R_Mesh_TexBind(0, shirttexture);
-               R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
-       }
+
+static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const float ambientcolor[3], const float diffusecolor[3], const float specularcolor[3])
+{
+       // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
+       R_SetupShader_Surface(ambientcolor, diffusecolor, specularcolor, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL, false);
+       RSurf_DrawBatch();
 }
 
 extern cvar_t gl_lightmaps;
 void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
-       float ambientscale, diffusescale, specularscale;
        qboolean negated;
-       float lightcolor[3];
-       VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
-       ambientscale = rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient;
-       diffusescale = rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient);
-       specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
+       float ambientcolor[3], diffusecolor[3], specularcolor[3];
+       VectorM(rsurface.rtlight->ambientscale + rsurface.texture->rtlightambient, rsurface.texture->render_rtlight_diffuse, ambientcolor);
+       VectorM(rsurface.rtlight->diffusescale * max(0, 1.0 - rsurface.texture->rtlightambient), rsurface.texture->render_rtlight_diffuse, diffusecolor);
+       VectorM(rsurface.rtlight->specularscale, rsurface.texture->render_rtlight_specular, specularcolor);
        if (!r_shadow_usenormalmap.integer)
        {
-               ambientscale += 1.0f * diffusescale;
-               diffusescale = 0;
-               specularscale = 0;
+               VectorMAM(1.0f, ambientcolor, 1.0f, diffusecolor, ambientcolor);
+               VectorClear(diffusecolor);
+               VectorClear(specularcolor);
        }
-       if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
+       VectorMultiply(ambientcolor, rsurface.rtlight->currentcolor, ambientcolor);
+       VectorMultiply(diffusecolor, rsurface.rtlight->currentcolor, diffusecolor);
+       VectorMultiply(specularcolor, rsurface.rtlight->currentcolor, specularcolor);
+       if (VectorLength2(ambientcolor) + VectorLength2(diffusecolor) + VectorLength2(specularcolor) < (1.0f / 1048576.0f))
                return;
-       negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
+       negated = (rsurface.rtlight->currentcolor[0] + rsurface.rtlight->currentcolor[1] + rsurface.rtlight->currentcolor[2] < 0);
        if(negated)
        {
-               VectorNegate(lightcolor, lightcolor);
+               VectorNegate(ambientcolor, ambientcolor);
+               VectorNegate(diffusecolor, diffusecolor);
+               VectorNegate(specularcolor, specularcolor);
                GL_BlendEquationSubtract(true);
        }
        RSurf_SetupDepthAndCulling();
@@ -4000,13 +2980,7 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
                R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
                break;
        case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-               R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
-               break;
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
-       case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-               R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
+               R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, ambientcolor, diffusecolor, specularcolor);
                break;
        default:
                Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
@@ -4063,11 +3037,10 @@ void R_RTLight_Compile(rtlight_t *rtlight)
 {
        int i;
        int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
-       int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
+       int lighttris, shadowtris;
        entity_render_t *ent = r_refdef.scene.worldentity;
        dp_model_t *model = r_refdef.scene.worldmodel;
        unsigned char *data;
-       shadowmesh_t *mesh;
 
        // compile the light
        rtlight->compiled = true;
@@ -4089,13 +3062,13 @@ void R_RTLight_Compile(rtlight_t *rtlight)
 
        if (model && model->GetLightInfo)
        {
-               // this variable must be set for the CompileShadowVolume/CompileShadowMap code
+               // this variable must be set for the CompileShadowMap code
                r_shadow_compilingrtlight = rtlight;
                R_FrameData_SetMark();
-               model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
+               model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL, rtlight->shadow == 0);
                R_FrameData_ReturnToMark();
                numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
-               numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
+               numshadowtrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
                numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
                data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
                rtlight->static_numsurfaces = numsurfaces;
@@ -4119,17 +3092,8 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                if (rtlight->static_numlighttrispvsbytes)
                        memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
                R_FrameData_SetMark();
-               switch (rtlight->shadowmode)
-               {
-               case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
-                       if (model->CompileShadowMap && rtlight->shadow)
-                               model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
-                       break;
-               default:
-                       if (model->CompileShadowVolume && rtlight->shadow)
-                               model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
-                       break;
-               }
+               if (model->CompileShadowMap && rtlight->shadow)
+                       model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
                R_FrameData_ReturnToMark();
                // now we're done compiling the rtlight
                r_shadow_compilingrtlight = NULL;
@@ -4140,16 +3104,6 @@ void R_RTLight_Compile(rtlight_t *rtlight)
        //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
        //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
 
-       shadowzpasstris = 0;
-       if (rtlight->static_meshchain_shadow_zpass)
-               for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
-                       shadowzpasstris += mesh->numtriangles;
-
-       shadowzfailtris = 0;
-       if (rtlight->static_meshchain_shadow_zfail)
-               for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
-                       shadowzfailtris += mesh->numtriangles;
-
        lighttris = 0;
        if (rtlight->static_numlighttrispvsbytes)
                for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
@@ -4163,19 +3117,13 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                                shadowtris++;
 
        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);
+               Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris);
 }
 
 void R_RTLight_Uncompile(rtlight_t *rtlight)
 {
        if (rtlight->compiled)
        {
-               if (rtlight->static_meshchain_shadow_zpass)
-                       Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
-               rtlight->static_meshchain_shadow_zpass = NULL;
-               if (rtlight->static_meshchain_shadow_zfail)
-                       Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
-               rtlight->static_meshchain_shadow_zfail = NULL;
                if (rtlight->static_meshchain_shadow_shadowmap)
                        Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_shadowmap);
                rtlight->static_meshchain_shadow_shadowmap = NULL;
@@ -4381,101 +3329,25 @@ static void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
 
 static void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const unsigned char *trispvs, const unsigned char *surfacesides)
 {
-       shadowmesh_t *mesh;
-
-       RSurf_ActiveWorldEntity();
+       RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
 
        if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
        {
-               CHECKGLERROR
-               GL_CullFace(GL_NONE);
-               mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
-               for (;mesh;mesh = mesh->next)
+               shadowmesh_t *mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
+               if (mesh->sidetotals[r_shadow_shadowmapside])
                {
-                       if (!mesh->sidetotals[r_shadow_shadowmapside])
-                               continue;
+                       CHECKGLERROR
+                       GL_CullFace(GL_NONE);
                        r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->sidetotals[r_shadow_shadowmapside];
                        R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f);
                        R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
+                       CHECKGLERROR
                }
-               CHECKGLERROR
        }
        else if (r_refdef.scene.worldentity->model)
                r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
 
-       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
-}
-
-static void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
-{
-       qboolean zpass = false;
-       shadowmesh_t *mesh;
-       int t, tend;
-       int surfacelistindex;
-       msurface_t *surface;
-
-       // if triangle neighbors are disabled, shadowvolumes are disabled
-       if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
-               return;
-
-       RSurf_ActiveWorldEntity();
-
-       if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
-       {
-               CHECKGLERROR
-               if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
-               {
-                       zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
-                       R_Shadow_RenderMode_StencilShadowVolumes(zpass);
-               }
-               mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
-               for (;mesh;mesh = mesh->next)
-               {
-                       r_refdef.stats[r_stat_lights_shadowtriangles] += mesh->numtriangles;
-                       R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer, mesh->vbooffset_vertex3f);
-                       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
-                       {
-                               // increment stencil if frontface is infront of depthbuffer
-                               GL_CullFace(r_refdef.view.cullface_back);
-                               R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
-                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
-                               // decrement stencil if backface is infront of depthbuffer
-                               GL_CullFace(r_refdef.view.cullface_front);
-                               R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
-                       }
-                       else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
-                       {
-                               // decrement stencil if backface is behind depthbuffer
-                               GL_CullFace(r_refdef.view.cullface_front);
-                               R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
-                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
-                               // increment stencil if frontface is behind depthbuffer
-                               GL_CullFace(r_refdef.view.cullface_back);
-                               R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
-                       }
-                       R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
-               }
-               CHECKGLERROR
-       }
-       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++)
-               {
-                       surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
-                       for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
-                               if (CHECKPVSBIT(trispvs, t))
-                                       shadowmarklist[numshadowmark++] = t;
-               }
-               R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
-       }
-       else if (numsurfaces)
-       {
-               r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
-       }
-
-       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
 }
 
 static void R_Shadow_DrawEntityShadow(entity_render_t *ent)
@@ -4492,16 +3364,8 @@ static void R_Shadow_DrawEntityShadow(entity_render_t *ent)
        relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
        relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
        relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
-       switch (r_shadow_rendermode)
-       {
-       case R_SHADOW_RENDERMODE_SHADOWMAP2D:
-               ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
-               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
+       ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
 }
 
 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
@@ -4520,7 +3384,7 @@ static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const uns
                return;
 
        // set up properties for rendering light onto this entity
-       RSurf_ActiveWorldEntity();
+       RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
        rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
        Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
        Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
@@ -4528,7 +3392,7 @@ static void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const uns
 
        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
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
 }
 
 static void R_Shadow_DrawEntityLight(entity_render_t *ent)
@@ -4541,7 +3405,7 @@ static void R_Shadow_DrawEntityLight(entity_render_t *ent)
 
        model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
 
-       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
 }
 
 static void R_Shadow_PrepareLight(rtlight_t *rtlight)
@@ -4610,7 +3474,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
        }
        */
 
-       // if lightstyle is currently off, don't draw the light
+       // skip if lightstyle is currently off
        if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
                return;
 
@@ -4618,10 +3482,27 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
        if (nolight)
                return;
 
-       // if the light box is offscreen, skip it
+       // skip if the light box is not touching any visible leafs
+       if (r_shadow_culllights_pvs.integer
+               && r_refdef.scene.worldmodel
+               && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
+               && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, rtlight->cullmins, rtlight->cullmaxs))
+               return;
+
+       // skip if the light box is not visible to traceline
+       if (r_shadow_culllights_trace.integer)
+       {
+               if (rtlight->trace_timer != realtime && R_CanSeeBox(rtlight->trace_timer == 0 ? r_shadow_culllights_trace_tempsamples.integer : r_shadow_culllights_trace_samples.integer, r_shadow_culllights_trace_eyejitter.value, r_shadow_culllights_trace_enlarge.value, r_shadow_culllights_trace_expand.value, r_shadow_culllights_trace_pad.value, r_refdef.view.origin, rtlight->cullmins, rtlight->cullmaxs))
+                       rtlight->trace_timer = realtime;
+               if (realtime - rtlight->trace_timer > r_shadow_culllights_trace_delay.value)
+                       return;
+       }
+
+       // skip if the light box is off screen
        if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
                return;
 
+       // in the typical case this will be quickly replaced by GetLightInfo
        VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
        VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
 
@@ -4648,7 +3529,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
        {
                // dynamic light, world available and can receive realtime lighting
                // calculate lit surfaces and leafs
-               r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
+               r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes, rtlight->shadow == 0);
                R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
                leaflist = r_shadow_buffer_leaflist;
                leafpvs = r_shadow_buffer_leafpvs;
@@ -4717,7 +3598,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
                        // since it is lit, it probably also casts a shadow...
                        // about the VectorDistance2 - light emitting entities should not cast their own shadow
                        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-                       if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
+                       if ((ent->flags & RENDER_SHADOW) && model->DrawShadowMap && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
                        {
                                // note: exterior models without the RENDER_NOSELFSHADOW
                                // flag still create a RENDER_NOSELFSHADOW shadow but
@@ -4741,7 +3622,7 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
                                continue;
                        // about the VectorDistance2 - light emitting entities should not cast their own shadow
                        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-                       if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
+                       if ((ent->flags & RENDER_SHADOW) && model->DrawShadowMap && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
                        {
                                if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
                                        shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
@@ -4802,7 +3683,7 @@ static 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)
        {
-               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 numshadowtrispvsbytes = ((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);
@@ -5022,25 +3903,11 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight)
        // make this the active rtlight for rendering purposes
        R_Shadow_RenderMode_ActiveLight(rtlight);
 
-       if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
-       {
-               // optionally draw visible shape of the shadow volumes
-               // for performance analysis by level designers
-               R_Shadow_RenderMode_VisibleShadowVolumes();
-               if (numsurfaces)
-                       R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
-               for (i = 0;i < numshadowentities;i++)
-                       R_Shadow_DrawEntityShadow(shadowentities[i]);
-               for (i = 0;i < numshadowentities_noselfshadow;i++)
-                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
-               R_Shadow_RenderMode_VisibleLighting(false, false);
-       }
-
        if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
        {
                // optionally draw the illuminated areas
                // for performance analysis by level designers
-               R_Shadow_RenderMode_VisibleLighting(false, false);
+               R_Shadow_RenderMode_VisibleLighting(false);
                if (numsurfaces)
                        R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
                for (i = 0;i < numlightentities;i++)
@@ -5069,7 +3936,7 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight)
                // draw lighting in the unmasked areas
                if (numsurfaces + numlightentities)
                {
-                       R_Shadow_RenderMode_Lighting(false, false, true, false);
+                       R_Shadow_RenderMode_Lighting(false, true, false);
                        // draw lighting in the unmasked areas
                        if (numsurfaces)
                                R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
@@ -5079,7 +3946,7 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight)
                // offset to the noselfshadow part of the atlas and draw those too
                if (numlightentities_noselfshadow)
                {
-                       R_Shadow_RenderMode_Lighting(false, false, true, true);
+                       R_Shadow_RenderMode_Lighting(false, true, true);
                        for (i = 0; i < numlightentities_noselfshadow; i++)
                                R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
                }
@@ -5088,41 +3955,10 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight)
                if (r_shadow_usingdeferredprepass)
                        R_Shadow_RenderMode_DrawDeferredLight(true);
        }
-       else if (castshadows && vid.stencil)
-       {
-               // draw stencil shadow volumes to mask off pixels that are in shadow
-               // so that they won't receive lighting
-               GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
-               R_Shadow_ClearStencil();
-
-               if (numsurfaces)
-                       R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
-               for (i = 0;i < numshadowentities;i++)
-                       R_Shadow_DrawEntityShadow(shadowentities[i]);
-
-               // draw lighting in the unmasked areas
-               R_Shadow_RenderMode_Lighting(true, false, false, false);
-               for (i = 0;i < numlightentities_noselfshadow;i++)
-                       R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
-
-               for (i = 0;i < numshadowentities_noselfshadow;i++)
-                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
-
-               // draw lighting in the unmasked areas
-               R_Shadow_RenderMode_Lighting(true, false, false, false);
-               if (numsurfaces)
-                       R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
-               for (i = 0;i < numlightentities;i++)
-                       R_Shadow_DrawEntityLight(lightentities[i]);
-
-               // rasterize the box when rendering deferred lighting - the regular surface lighting only applies to transparent surfaces
-               if (r_shadow_usingdeferredprepass)
-                       R_Shadow_RenderMode_DrawDeferredLight(false);
-       }
        else
        {
                // draw lighting in the unmasked areas
-               R_Shadow_RenderMode_Lighting(false, false, false, false);
+               R_Shadow_RenderMode_Lighting(false, false, false);
                if (numsurfaces)
                        R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
                for (i = 0;i < numlightentities;i++)
@@ -5237,7 +4073,7 @@ qboolean R_Shadow_PrepareLights_AddSceneLight(rtlight_t *rtlight)
 }
 
 void R_Shadow_DrawLightSprites(void);
-void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
+void R_Shadow_PrepareLights(void)
 {
        int flag;
        int lnum;
@@ -5251,31 +4087,23 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color
        int shadowmapmaxsize = bound(shadowmapborder+2, r_shadow_shadowmapping_maxsize.integer, shadowmaptexturesize / 8);
 
        if (r_shadow_shadowmaptexturesize != shadowmaptexturesize ||
-               (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
-               r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
+               !(r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
+               r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL32) ||
                r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
-               r_shadow_shadowmapshadowsampler != (vid.support.arb_shadow && r_shadow_shadowmapping_useshadowsampler.integer) ||
+               r_shadow_shadowmapshadowsampler != r_shadow_shadowmapping_useshadowsampler.integer ||
                r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
                r_shadow_shadowmapborder != shadowmapborder ||
                r_shadow_shadowmapmaxsize != shadowmapmaxsize ||
                r_shadow_shadowmapdepthtexture != r_fb.usedepthtextures)
                R_Shadow_FreeShadowMaps();
 
-       r_shadow_fb_fbo = fbo;
-       r_shadow_fb_depthtexture = depthtexture;
-       r_shadow_fb_colortexture = colortexture;
-
        r_shadow_usingshadowmaportho = false;
 
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL20:
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-       case RENDERPATH_SOFT:
+       case RENDERPATH_GL32:
 #ifndef USE_GLES2
-               if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
+               if (!r_shadow_deferred.integer || vid.maxdrawbuffers < 2)
                {
                        r_shadow_usingdeferredprepass = false;
                        if (r_shadow_prepass_width)
@@ -5317,15 +4145,12 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color
                }
 #endif
                break;
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                r_shadow_usingdeferredprepass = false;
                break;
        }
 
-       R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
+       R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
 
        r_shadow_scenenumlights = 0;
        flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
@@ -5474,35 +4299,10 @@ void R_Shadow_PrepareModelShadows(void)
        r_shadow_nummodelshadows = 0;
        r_shadow_shadowmapatlas_modelshadows_size = 0;
 
-       if (!r_refdef.scene.numentities || r_refdef.lightmapintensity <= 0.0f || r_shadows.integer <= 0)
-               return;
-
-       switch (r_shadow_shadowmode)
-       {
-       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
-               if (r_shadows.integer >= 2)
-                       break;
-               // fall through
-       case R_SHADOW_SHADOWMODE_STENCIL:
-               if (!vid.stencil)
-                       return;
-               for (i = 0; i < r_refdef.scene.numentities; i++)
-               {
-                       ent = r_refdef.scene.entities[i];
-                       if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
-                       {
-                               if (r_shadow_nummodelshadows >= MAX_MODELSHADOWS)
-                                       break;
-                               r_shadow_modelshadows[r_shadow_nummodelshadows++] = ent;
-                               R_AnimCache_GetEntity(ent, false, false);
-                       }
-               }
-               return;
-       default:
+       if (!r_refdef.scene.numentities || r_refdef.scene.lightmapintensity <= 0.0f || r_shadows.integer <= 0)
                return;
-       }
 
-       size = 2 * r_shadow_shadowmapmaxsize;
+       size = r_shadow_shadowmaptexturesize / 4;
        scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
        radius = 0.5f * size / scale;
 
@@ -5600,7 +4400,7 @@ static void R_Shadow_DrawModelShadowMaps(void)
        VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
        dot1 = DotProduct(r_refdef.view.forward, shadowdir);
        dot2 = DotProduct(r_refdef.view.up, shadowdir);
-       if (fabs(dot1) <= fabs(dot2)) 
+       if (fabs(dot1) <= fabs(dot2))
                VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
        else
                VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
@@ -5642,7 +4442,7 @@ static void R_Shadow_DrawModelShadowMaps(void)
                relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
                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
+               rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
        }
 
 #if 0
@@ -5660,165 +4460,17 @@ static void R_Shadow_DrawModelShadowMaps(void)
 
        Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
        Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
-       Matrix4x4_CreateScale3(&scalematrix, size, -size, 1); 
+       Matrix4x4_CreateScale3(&scalematrix, size, -size, 1);
        Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
        Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
        Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
-
-       switch (vid.renderpath)
-       {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_GLES1:
-       case RENDERPATH_GLES2:
-               break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-#ifdef MATRIX4x4_OPENGLORIENTATION
-               r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
-               r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
-               r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
-               r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
-#else
-               r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
-               r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
-               r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
-               r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
-#endif
-               break;
-       }
-}
-
-void R_Shadow_DrawModelShadows(void)
-{
-       int i;
-       float relativethrowdistance;
-       entity_render_t *ent;
-       vec3_t relativelightorigin;
-       vec3_t relativelightdirection;
-       vec3_t relativeshadowmins, relativeshadowmaxs;
-       vec3_t tmp, shadowdir;
-       prvm_vec3_t prvmshadowdir;
-
-       if (!r_shadow_nummodelshadows || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
-               return;
-
-       R_ResetViewRendering3D(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture);
-       //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
-       //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
-       R_Shadow_RenderMode_Begin();
-       R_Shadow_RenderMode_ActiveLight(NULL);
-       r_shadow_lightscissor[0] = r_refdef.view.x;
-       r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
-       r_shadow_lightscissor[2] = r_refdef.view.width;
-       r_shadow_lightscissor[3] = r_refdef.view.height;
-       R_Shadow_RenderMode_StencilShadowVolumes(false);
-
-       // get shadow dir
-       if (r_shadows.integer == 2)
-       {
-               Math_atov(r_shadows_throwdirection.string, prvmshadowdir);
-               VectorCopy(prvmshadowdir, shadowdir);
-               VectorNormalize(shadowdir);
-       }
-
-       R_Shadow_ClearStencil();
-
-       for (i = 0;i < r_shadow_nummodelshadows;i++)
-       {
-               ent = r_shadow_modelshadows[i];
-
-               // cast shadows from anything of the map (submodels are optional)
-               relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
-               VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
-               VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
-               if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
-                       Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
-               else
-               {
-                       if(ent->entitynumber != 0)
-                       {
-                               if(ent->entitynumber >= MAX_EDICTS) // csqc entity
-                               {
-                                       // FIXME handle this
-                                       VectorNegate(ent->modellight_lightdir, relativelightdirection);
-                               }
-                               else
-                               {
-                                       // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
-                                       int entnum, entnum2, recursion;
-                                       entnum = entnum2 = ent->entitynumber;
-                                       for(recursion = 32; recursion > 0; --recursion)
-                                       {
-                                               entnum2 = cl.entities[entnum].state_current.tagentity;
-                                               if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
-                                                       entnum = entnum2;
-                                               else
-                                                       break;
-                                       }
-                                       if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
-                                       {
-                                               VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
-                                               // transform into modelspace of OUR entity
-                                               Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
-                                               Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
-                                       }
-                                       else
-                                               VectorNegate(ent->modellight_lightdir, relativelightdirection);
-                               }
-                       }
-                       else
-                               VectorNegate(ent->modellight_lightdir, relativelightdirection);
-               }
-
-               VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
-               RSurf_ActiveModelEntity(ent, false, false, false);
-               ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
-               rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
-       }
-
-       // not really the right mode, but this will disable any silly stencil features
-       R_Shadow_RenderMode_End();
-
-       // set up ortho view for rendering this pass
-       //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_EntityMatrix(&identitymatrix);
-       //R_Mesh_ResetTextureState();
-       R_ResetViewRendering2D(r_shadow_fb_fbo, r_shadow_fb_depthtexture, r_shadow_fb_colortexture);
-
-       // set up a darkening blend on shadowed areas
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       //GL_DepthRange(0, 1);
-       //GL_DepthTest(false);
-       //GL_DepthMask(false);
-       //GL_PolygonOffset(0, 0);CHECKGLERROR
-       GL_Color(0, 0, 0, r_shadows_darken.value);
-       //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
-       //GL_DepthFunc(GL_ALWAYS);
-       R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
-
-       // apply the blend to the shadowed areas
-       R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
-       R_SetupShader_Generic_NoTexture(false, true);
-       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
-
-       // restore the viewport
-       R_SetViewport(&r_refdef.view.viewport);
-
-       // restore other state to normal
-       //R_Shadow_RenderMode_End();
 }
 
 static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
 {
        float zdist;
        vec3_t centerorigin;
-#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
+#ifndef USE_GLES2
        float vertex3f[12];
 #endif
        // if it's too close, skip it
@@ -5836,41 +4488,26 @@ static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequer
 
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_GLES1:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
-#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
+#ifndef USE_GLES2
                        CHECKGLERROR
                        // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
-                       qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
+                       qglBeginQuery(GL_SAMPLES_PASSED, rtlight->corona_queryindex_allpixels);
                        GL_DepthFunc(GL_ALWAYS);
                        R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
                        R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0);
                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
-                       qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+                       qglEndQuery(GL_SAMPLES_PASSED);
                        GL_DepthFunc(GL_LEQUAL);
-                       qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
+                       qglBeginQuery(GL_SAMPLES_PASSED, rtlight->corona_queryindex_visiblepixels);
                        R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
                        R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL, 0);
                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
-                       qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+                       qglEndQuery(GL_SAMPLES_PASSED);
                        CHECKGLERROR
 #endif
                        break;
-               case RENDERPATH_D3D9:
-                       Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_SOFT:
-                       //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
                }
        }
        rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
@@ -5882,74 +4519,48 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
 {
        vec3_t color;
        unsigned int occlude = 0;
-       GLint allpixels = 0, visiblepixels = 0;
 
        // now we have to check the query result
        if (rtlight->corona_queryindex_visiblepixels)
        {
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_GLES1:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
-#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
-                       CHECKGLERROR
-                       // See if we can use the GPU-side method to prevent implicit sync
-                       if (vid.support.arb_query_buffer_object) {
+#ifndef USE_GLES2
+                       // store the pixel counts into a uniform buffer for the shader to
+                       // use - we'll never know the results on the cpu without
+                       // synchronizing and we don't want that
 #define BUFFER_OFFSET(i)    ((GLint *)((unsigned char*)NULL + (i)))
-                               if (!r_shadow_occlusion_buf) {
-                                       qglGenBuffersARB(1, &r_shadow_occlusion_buf);
-                                       qglBindBufferARB(GL_QUERY_BUFFER_ARB, r_shadow_occlusion_buf);
-                                       qglBufferDataARB(GL_QUERY_BUFFER_ARB, 8, NULL, GL_DYNAMIC_COPY);
-                               } else {
-                                       qglBindBufferARB(GL_QUERY_BUFFER_ARB, r_shadow_occlusion_buf);
-                               }
-                               qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, BUFFER_OFFSET(0));
-                               qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, BUFFER_OFFSET(4));
-                               qglBindBufferBase(GL_UNIFORM_BUFFER, 0, r_shadow_occlusion_buf);
-                               occlude = MATERIALFLAG_OCCLUDE;
+                       if (!r_shadow_occlusion_buf) {
+                               qglGenBuffers(1, &r_shadow_occlusion_buf);
+                               qglBindBuffer(GL_QUERY_BUFFER, r_shadow_occlusion_buf);
+                               qglBufferData(GL_QUERY_BUFFER, 8, NULL, GL_DYNAMIC_COPY);
                        } else {
-                               qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
-                               qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels); 
-                               if (visiblepixels < 1 || allpixels < 1)
-                                       return;
-                               rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
+                               qglBindBuffer(GL_QUERY_BUFFER, r_shadow_occlusion_buf);
                        }
+                       qglGetQueryObjectiv(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT, BUFFER_OFFSET(0));
+                       qglGetQueryObjectiv(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT, BUFFER_OFFSET(4));
+                       qglBindBufferBase(GL_UNIFORM_BUFFER, 0, r_shadow_occlusion_buf);
+                       occlude = MATERIALFLAG_OCCLUDE;
                        cscale *= rtlight->corona_visibility;
                        CHECKGLERROR
                        break;
 #else
                        return;
 #endif
-               case RENDERPATH_D3D9:
-                       Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       return;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       return;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       return;
-               case RENDERPATH_SOFT:
-                       //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       return;
-               default:
-                       return;
                }
        }
        else
        {
-               // FIXME: these traces should scan all render entities instead of cl.world
-               if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
+               if (CL_Cache_TraceLineSurfaces(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT).fraction < 1)
                        return;
        }
        VectorScale(rtlight->currentcolor, cscale, color);
        if (VectorLength(color) > (1.0f / 256.0f))
        {
                float vertex3f[12];
-               qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
+               qboolean negated = (color[0] + color[1] + color[2] < 0);
                if(negated)
                {
                        VectorNegate(color, color);
@@ -5957,7 +4568,7 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                }
                R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
                RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
-               R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_NODEPTHTEST | occlude, 0, 4, 0, 2, false, false);
+               R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_NODEPTHTEST | occlude, 0, 4, 0, 2, false, false, false);
                if(negated)
                        GL_BlendEquationSubtract(false);
        }
@@ -5980,19 +4591,14 @@ void R_Shadow_DrawCoronas(void)
 
        range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
 
-       // check occlusion of coronas
-       // use GL_ARB_occlusion_query if available
-       // otherwise use raytraces
+       // check occlusion of coronas, using occlusion queries or raytraces
        r_numqueries = 0;
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES1:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
-               usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
-#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
+               usequery = r_coronas_occlusionquery.integer;
+#ifndef USE_GLES2
                if (usequery)
                {
                        GL_ColorMask(0,0,0,0);
@@ -6003,10 +4609,10 @@ void R_Shadow_DrawCoronas(void)
                                r_maxqueries = ((unsigned int)range + r_refdef.scene.numlights) * 4;
                                r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
                                CHECKGLERROR
-                               qglGenQueriesARB(r_maxqueries - i, r_queries + i);
+                               qglGenQueries(r_maxqueries - i, r_queries + i);
                                CHECKGLERROR
                        }
-                       RSurf_ActiveWorldEntity();
+                       RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        GL_CullFace(GL_NONE);
                        GL_DepthMask(false);
@@ -6018,20 +4624,6 @@ void R_Shadow_DrawCoronas(void)
                }
 #endif
                break;
-       case RENDERPATH_D3D9:
-               usequery = false;
-               //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_SOFT:
-               usequery = false;
-               //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
        }
        for (lightindex = 0;lightindex < range;lightindex++)
        {
@@ -6171,7 +4763,7 @@ static void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent,
        float vertex3f[12];
        R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
        RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
-       R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
+       R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false, false);
 }
 
 static void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
@@ -6207,13 +4799,13 @@ static void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *
                skinframe = r_editlights_sprlight;
 
        RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
-       R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
+       R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false, false);
 
        // draw selection sprite if light is selected
        if (light->selected)
        {
                RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
-               R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
+               R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false, false);
                // VorteX todo: add normalmode/realtime mode light overlay sprites?
        }
 }
@@ -6275,7 +4867,7 @@ static void R_Shadow_SelectLightInView(void)
                if (rating >= 0.95)
                {
                        rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
-                       if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1.0f)
+                       if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1.0f)
                        {
                                bestrating = rating;
                                best = light;
@@ -6342,7 +4934,7 @@ void R_Shadow_LoadWorldLights(void)
 #endif
                        a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
 #if _MSC_VER >= 1400
-, sizeof(cubemapname)
+, (unsigned int)sizeof(cubemapname)
 #endif
 , &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
                        *s = tempchar;
@@ -6725,7 +5317,7 @@ static void R_Shadow_SetCursorLocationForView(void)
        vec3_t dest, endpos;
        trace_t trace;
        VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
-       trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true);
+       trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
        if (trace.fraction < 1)
        {
                dist = trace.fraction * r_editlights_cursordistance.value;
@@ -6756,12 +5348,12 @@ void R_Shadow_UpdateWorldLightSelection(void)
                R_Shadow_SelectLight(NULL);
 }
 
-static void R_Shadow_EditLights_Clear_f(void)
+static void R_Shadow_EditLights_Clear_f(cmd_state_t *cmd)
 {
        R_Shadow_ClearWorldLights();
 }
 
-void R_Shadow_EditLights_Reload_f(void)
+void R_Shadow_EditLights_Reload_f(cmd_state_t *cmd)
 {
        if (!cl.worldmodel)
                return;
@@ -6780,26 +5372,26 @@ void R_Shadow_EditLights_Reload_f(void)
        }
 }
 
-static void R_Shadow_EditLights_Save_f(void)
+static void R_Shadow_EditLights_Save_f(cmd_state_t *cmd)
 {
        if (!cl.worldmodel)
                return;
        R_Shadow_SaveWorldLights();
 }
 
-static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
+static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(cmd_state_t *cmd)
 {
        R_Shadow_ClearWorldLights();
        R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
 }
 
-static void R_Shadow_EditLights_ImportLightsFile_f(void)
+static void R_Shadow_EditLights_ImportLightsFile_f(cmd_state_t *cmd)
 {
        R_Shadow_ClearWorldLights();
        R_Shadow_LoadLightsFile();
 }
 
-static void R_Shadow_EditLights_Spawn_f(void)
+static void R_Shadow_EditLights_Spawn_f(cmd_state_t *cmd)
 {
        vec3_t color;
        if (!r_editlights.integer)
@@ -6807,7 +5399,7 @@ static void R_Shadow_EditLights_Spawn_f(void)
                Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
                return;
        }
-       if (Cmd_Argc() != 1)
+       if (Cmd_Argc(cmd) != 1)
        {
                Con_Print("r_editlights_spawn does not take parameters\n");
                return;
@@ -6816,7 +5408,7 @@ static void R_Shadow_EditLights_Spawn_f(void)
        R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
 }
 
-static void R_Shadow_EditLights_Edit_f(void)
+static void R_Shadow_EditLights_Edit_f(cmd_state_t *cmd)
 {
        vec3_t origin, angles, color;
        vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
@@ -6850,273 +5442,273 @@ static void R_Shadow_EditLights_Edit_f(void)
        flags = r_shadow_selectedlight->flags;
        normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
        realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
-       if (!strcmp(Cmd_Argv(1), "origin"))
+       if (!strcmp(Cmd_Argv(cmd, 1), "origin"))
        {
-               if (Cmd_Argc() != 5)
+               if (Cmd_Argc(cmd) != 5)
                {
-                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               origin[0] = atof(Cmd_Argv(2));
-               origin[1] = atof(Cmd_Argv(3));
-               origin[2] = atof(Cmd_Argv(4));
+               origin[0] = atof(Cmd_Argv(cmd, 2));
+               origin[1] = atof(Cmd_Argv(cmd, 3));
+               origin[2] = atof(Cmd_Argv(cmd, 4));
        }
-       else if (!strcmp(Cmd_Argv(1), "originscale"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "originscale"))
        {
-               if (Cmd_Argc() != 5)
+               if (Cmd_Argc(cmd) != 5)
                {
-                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               origin[0] *= atof(Cmd_Argv(2));
-               origin[1] *= atof(Cmd_Argv(3));
-               origin[2] *= atof(Cmd_Argv(4));
+               origin[0] *= atof(Cmd_Argv(cmd, 2));
+               origin[1] *= atof(Cmd_Argv(cmd, 3));
+               origin[2] *= atof(Cmd_Argv(cmd, 4));
        }
-       else if (!strcmp(Cmd_Argv(1), "originx"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "originx"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               origin[0] = atof(Cmd_Argv(2));
+               origin[0] = atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "originy"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "originy"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               origin[1] = atof(Cmd_Argv(2));
+               origin[1] = atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "originz"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "originz"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               origin[2] = atof(Cmd_Argv(2));
+               origin[2] = atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "move"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "move"))
        {
-               if (Cmd_Argc() != 5)
+               if (Cmd_Argc(cmd) != 5)
                {
-                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               origin[0] += atof(Cmd_Argv(2));
-               origin[1] += atof(Cmd_Argv(3));
-               origin[2] += atof(Cmd_Argv(4));
+               origin[0] += atof(Cmd_Argv(cmd, 2));
+               origin[1] += atof(Cmd_Argv(cmd, 3));
+               origin[2] += atof(Cmd_Argv(cmd, 4));
        }
-       else if (!strcmp(Cmd_Argv(1), "movex"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "movex"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               origin[0] += atof(Cmd_Argv(2));
+               origin[0] += atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "movey"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "movey"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               origin[1] += atof(Cmd_Argv(2));
+               origin[1] += atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "movez"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "movez"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               origin[2] += atof(Cmd_Argv(2));
+               origin[2] += atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "angles"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "angles"))
        {
-               if (Cmd_Argc() != 5)
+               if (Cmd_Argc(cmd) != 5)
                {
-                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               angles[0] = atof(Cmd_Argv(2));
-               angles[1] = atof(Cmd_Argv(3));
-               angles[2] = atof(Cmd_Argv(4));
+               angles[0] = atof(Cmd_Argv(cmd, 2));
+               angles[1] = atof(Cmd_Argv(cmd, 3));
+               angles[2] = atof(Cmd_Argv(cmd, 4));
        }
-       else if (!strcmp(Cmd_Argv(1), "anglesx"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "anglesx"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               angles[0] = atof(Cmd_Argv(2));
+               angles[0] = atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "anglesy"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "anglesy"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               angles[1] = atof(Cmd_Argv(2));
+               angles[1] = atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "anglesz"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "anglesz"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               angles[2] = atof(Cmd_Argv(2));
+               angles[2] = atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "color"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "color"))
        {
-               if (Cmd_Argc() != 5)
+               if (Cmd_Argc(cmd) != 5)
                {
-                       Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               color[0] = atof(Cmd_Argv(2));
-               color[1] = atof(Cmd_Argv(3));
-               color[2] = atof(Cmd_Argv(4));
+               color[0] = atof(Cmd_Argv(cmd, 2));
+               color[1] = atof(Cmd_Argv(cmd, 3));
+               color[2] = atof(Cmd_Argv(cmd, 4));
        }
-       else if (!strcmp(Cmd_Argv(1), "radius"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "radius"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               radius = atof(Cmd_Argv(2));
+               radius = atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "colorscale"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "colorscale"))
        {
-               if (Cmd_Argc() == 3)
+               if (Cmd_Argc(cmd) == 3)
                {
-                       double scale = atof(Cmd_Argv(2));
+                       double scale = atof(Cmd_Argv(cmd, 2));
                        color[0] *= scale;
                        color[1] *= scale;
                        color[2] *= scale;
                }
                else
                {
-                       if (Cmd_Argc() != 5)
+                       if (Cmd_Argc(cmd) != 5)
                        {
-                               Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
+                               Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(cmd, 1));
                                return;
                        }
-                       color[0] *= atof(Cmd_Argv(2));
-                       color[1] *= atof(Cmd_Argv(3));
-                       color[2] *= atof(Cmd_Argv(4));
+                       color[0] *= atof(Cmd_Argv(cmd, 2));
+                       color[1] *= atof(Cmd_Argv(cmd, 3));
+                       color[2] *= atof(Cmd_Argv(cmd, 4));
                }
        }
-       else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "radiusscale") || !strcmp(Cmd_Argv(cmd, 1), "sizescale"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               radius *= atof(Cmd_Argv(2));
+               radius *= atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "style"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "style"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               style = atoi(Cmd_Argv(2));
+               style = atoi(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "cubemap"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "cubemap"))
        {
-               if (Cmd_Argc() > 3)
+               if (Cmd_Argc(cmd) > 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               if (Cmd_Argc() == 3)
-                       strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname));
+               if (Cmd_Argc(cmd) == 3)
+                       strlcpy(cubemapname, Cmd_Argv(cmd, 2), sizeof(cubemapname));
                else
                        cubemapname[0] = 0;
        }
-       else if (!strcmp(Cmd_Argv(1), "shadows"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "shadows"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
+               shadows = Cmd_Argv(cmd, 2)[0] == 'y' || Cmd_Argv(cmd, 2)[0] == 'Y' || Cmd_Argv(cmd, 2)[0] == 't' || atoi(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "corona"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "corona"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               corona = atof(Cmd_Argv(2));
+               corona = atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "coronasize"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "coronasize"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               coronasizescale = atof(Cmd_Argv(2));
+               coronasizescale = atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "ambient"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "ambient"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               ambientscale = atof(Cmd_Argv(2));
+               ambientscale = atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "diffuse"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "diffuse"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               diffusescale = atof(Cmd_Argv(2));
+               diffusescale = atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "specular"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "specular"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               specularscale = atof(Cmd_Argv(2));
+               specularscale = atof(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "normalmode"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "normalmode"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
+               normalmode = Cmd_Argv(cmd, 2)[0] == 'y' || Cmd_Argv(cmd, 2)[0] == 'Y' || Cmd_Argv(cmd, 2)[0] == 't' || atoi(Cmd_Argv(cmd, 2));
        }
-       else if (!strcmp(Cmd_Argv(1), "realtimemode"))
+       else if (!strcmp(Cmd_Argv(cmd, 1), "realtimemode"))
        {
-               if (Cmd_Argc() != 3)
+               if (Cmd_Argc(cmd) != 3)
                {
-                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1));
                        return;
                }
-               realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
+               realtimemode = Cmd_Argv(cmd, 2)[0] == 'y' || Cmd_Argv(cmd, 2)[0] == 'Y' || Cmd_Argv(cmd, 2)[0] == 't' || atoi(Cmd_Argv(cmd, 2));
        }
        else
        {
@@ -7142,7 +5734,7 @@ static void R_Shadow_EditLights_Edit_f(void)
        R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
 }
 
-static void R_Shadow_EditLights_EditAll_f(void)
+static void R_Shadow_EditLights_EditAll_f(cmd_state_t *cmd)
 {
        size_t lightindex;
        dlight_t *light, *oldselected;
@@ -7163,7 +5755,7 @@ static void R_Shadow_EditLights_EditAll_f(void)
                if (!light)
                        continue;
                R_Shadow_SelectLight(light);
-               R_Shadow_EditLights_Edit_f();
+               R_Shadow_EditLights_Edit_f(&cmd_client);
        }
        // return to old selected (to not mess editing once selection is locked)
        R_Shadow_SelectLight(oldselected);
@@ -7253,7 +5845,7 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void)
        dpsnprintf(temp, sizeof(temp), "BG stats     : %i traces %i hits\n", r_shadow_selectedlight->rtlight.bouncegrid_traces, r_shadow_selectedlight->rtlight.bouncegrid_hits); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8;
 }
 
-static void R_Shadow_EditLights_ToggleShadow_f(void)
+static void R_Shadow_EditLights_ToggleShadow_f(cmd_state_t *cmd)
 {
        if (!r_editlights.integer)
        {
@@ -7268,7 +5860,7 @@ static void R_Shadow_EditLights_ToggleShadow_f(void)
        R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
 }
 
-static void R_Shadow_EditLights_ToggleCorona_f(void)
+static void R_Shadow_EditLights_ToggleCorona_f(cmd_state_t *cmd)
 {
        if (!r_editlights.integer)
        {
@@ -7283,7 +5875,7 @@ static void R_Shadow_EditLights_ToggleCorona_f(void)
        R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
 }
 
-static void R_Shadow_EditLights_Remove_f(void)
+static void R_Shadow_EditLights_Remove_f(cmd_state_t *cmd)
 {
        if (!r_editlights.integer)
        {
@@ -7299,7 +5891,7 @@ static void R_Shadow_EditLights_Remove_f(void)
        r_shadow_selectedlight = NULL;
 }
 
-static void R_Shadow_EditLights_Help_f(void)
+static void R_Shadow_EditLights_Help_f(cmd_state_t *cmd)
 {
        Con_Print(
 "Documentation on r_editlights system:\n"
@@ -7356,7 +5948,7 @@ static void R_Shadow_EditLights_Help_f(void)
        );
 }
 
-static void R_Shadow_EditLights_CopyInfo_f(void)
+static void R_Shadow_EditLights_CopyInfo_f(cmd_state_t *cmd)
 {
        if (!r_editlights.integer)
        {
@@ -7385,7 +5977,7 @@ static void R_Shadow_EditLights_CopyInfo_f(void)
        r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
 }
 
-static void R_Shadow_EditLights_PasteInfo_f(void)
+static void R_Shadow_EditLights_PasteInfo_f(cmd_state_t *cmd)
 {
        if (!r_editlights.integer)
        {
@@ -7400,7 +5992,7 @@ static void R_Shadow_EditLights_PasteInfo_f(void)
        R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
 }
 
-static void R_Shadow_EditLights_Lock_f(void)
+static void R_Shadow_EditLights_Lock_f(cmd_state_t *cmd)
 {
        if (!r_editlights.integer)
        {
@@ -7443,21 +6035,21 @@ static void R_Shadow_EditLights_Init(void)
        Cvar_RegisterVariable(&r_editlights_current_specular);
        Cvar_RegisterVariable(&r_editlights_current_normalmode);
        Cvar_RegisterVariable(&r_editlights_current_realtimemode);
-       Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
-       Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
-       Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
-       Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
-       Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
-       Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
-       Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
-       Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
-       Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
-       Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
-       Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
-       Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
-       Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
-       Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
-       Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
+       Cmd_AddCommand(&cmd_client, "r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
+       Cmd_AddCommand(&cmd_client, "r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
+       Cmd_AddCommand(&cmd_client, "r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
+       Cmd_AddCommand(&cmd_client, "r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
+       Cmd_AddCommand(&cmd_client, "r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
+       Cmd_AddCommand(&cmd_client, "r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
+       Cmd_AddCommand(&cmd_client, "r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
+       Cmd_AddCommand(&cmd_client, "r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
+       Cmd_AddCommand(&cmd_client, "r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
+       Cmd_AddCommand(&cmd_client, "r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
+       Cmd_AddCommand(&cmd_client, "r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
+       Cmd_AddCommand(&cmd_client, "r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
+       Cmd_AddCommand(&cmd_client, "r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
+       Cmd_AddCommand(&cmd_client, "r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
+       Cmd_AddCommand(&cmd_client, "r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
 }
 
 
@@ -7470,141 +6062,48 @@ LIGHT SAMPLING
 =============================================================================
 */
 
-void R_LightPoint(float *color, const vec3_t p, const int flags)
-{
-       int i, numlights, flag;
-       float f, relativepoint[3], dist, dist2, lightradius2;
-       vec3_t diffuse, n;
-       rtlight_t *light;
-       dlight_t *dlight;
-
-       if (r_fullbright.integer)
-       {
-               VectorSet(color, 1, 1, 1);
-               return;
-       }
-
-       VectorClear(color);
-
-       if (flags & LP_LIGHTMAP)
-       {
-               if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
-               {
-                       VectorClear(diffuse);
-                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
-                       VectorAdd(color, diffuse, color);
-               }
-               else
-                       VectorSet(color, 1, 1, 1);
-               color[0] += r_refdef.scene.ambient;
-               color[1] += r_refdef.scene.ambient;
-               color[2] += r_refdef.scene.ambient;
-       }
-
-       if (flags & LP_RTWORLD)
-       {
-               flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
-               numlights = (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
-               for (i = 0; i < numlights; i++)
-               {
-                       dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
-                       if (!dlight)
-                               continue;
-                       light = &dlight->rtlight;
-                       if (!(light->flags & flag))
-                               continue;
-                       // sample
-                       lightradius2 = light->radius * light->radius;
-                       VectorSubtract(light->shadoworigin, p, relativepoint);
-                       dist2 = VectorLength2(relativepoint);
-                       if (dist2 >= lightradius2)
-                               continue;
-                       dist = sqrt(dist2) / light->radius;
-                       f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
-                       if (f <= 0)
-                               continue;
-                       // todo: add to both ambient and diffuse
-                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1)
-                               VectorMA(color, f, light->currentcolor, color);
-               }
-       }
-       if (flags & LP_DYNLIGHT)
-       {
-               // sample dlights
-               for (i = 0;i < r_refdef.scene.numlights;i++)
-               {
-                       light = r_refdef.scene.lights[i];
-                       // sample
-                       lightradius2 = light->radius * light->radius;
-                       VectorSubtract(light->shadoworigin, p, relativepoint);
-                       dist2 = VectorLength2(relativepoint);
-                       if (dist2 >= lightradius2)
-                               continue;
-                       dist = sqrt(dist2) / light->radius;
-                       f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
-                       if (f <= 0)
-                               continue;
-                       // todo: add to both ambient and diffuse
-                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction == 1)
-                               VectorMA(color, f, light->color, color);
-               }
-       }
-}
-
-void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
+void R_CompleteLightPoint(float *ambient, float *diffuse, float *lightdir, const vec3_t p, const int flags, float lightmapintensity, float ambientintensity)
 {
-       int i, numlights, flag;
+       int i, numlights, flag, q;
        rtlight_t *light;
        dlight_t *dlight;
        float relativepoint[3];
        float color[3];
-       float dir[3];
        float dist;
        float dist2;
        float intensity;
-       float sample[5*3];
+       float sa[3], sx[3], sy[3], sz[3], sd[3];
        float lightradius2;
 
-       if (r_fullbright.integer)
-       {
-               VectorSet(ambient, 1, 1, 1);
-               VectorClear(diffuse);
-               VectorClear(lightdir);
-               return;
-       }
+       // use first order spherical harmonics to combine directional lights
+       for (q = 0; q < 3; q++)
+               sa[q] = sx[q] = sy[q] = sz[q] = sd[q] = 0;
 
-       if (flags == LP_LIGHTMAP)
+       if (flags & LP_LIGHTMAP)
        {
-               VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
-               VectorClear(diffuse);
-               VectorClear(lightdir);
                if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
-                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
+               {
+                       float tempambient[3];
+                       for (q = 0; q < 3; q++)
+                               tempambient[q] = color[q] = relativepoint[q] = 0;
+                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
+                       // calculate a weighted average light direction as well
+                       intensity = VectorLength(color);
+                       for (q = 0; q < 3; q++)
+                       {
+                               sa[q] += (0.5f * color[q] + tempambient[q]) * lightmapintensity;
+                               sx[q] += (relativepoint[0] * color[q]) * lightmapintensity;
+                               sy[q] += (relativepoint[1] * color[q]) * lightmapintensity;
+                               sz[q] += (relativepoint[2] * color[q]) * lightmapintensity;
+                               sd[q] += (intensity * relativepoint[q]) * lightmapintensity;
+                       }
+               }
                else
-                       VectorSet(ambient, 1, 1, 1);
-               return;
-       }
-
-       memset(sample, 0, sizeof(sample));
-       VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
-
-       if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
-       {
-               vec3_t tempambient;
-               VectorClear(tempambient);
-               VectorClear(color);
-               VectorClear(relativepoint);
-               r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
-               VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
-               VectorScale(color, r_refdef.lightmapintensity, color);
-               VectorAdd(sample, tempambient, sample);
-               VectorMA(sample    , 0.5f            , color, sample    );
-               VectorMA(sample + 3, relativepoint[0], color, sample + 3);
-               VectorMA(sample + 6, relativepoint[1], color, sample + 6);
-               VectorMA(sample + 9, relativepoint[2], color, sample + 9);
-               // calculate a weighted average light direction as well
-               intensity = VectorLength(color);
-               VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+               {
+                       // unlit map - fullbright but scaled by lightmapintensity
+                       for (q = 0; q < 3; q++)
+                               sa[q] += lightmapintensity;
+               }
        }
 
        if (flags & LP_RTWORLD)
@@ -7629,19 +6128,20 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const
                        intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
                        if (intensity <= 0.0f)
                                continue;
-                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
+                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
                                continue;
-                       // scale down intensity to add to both ambient and diffuse
-                       //intensity *= 0.5f;
+                       for (q = 0; q < 3; q++)
+                               color[q] = light->currentcolor[q] * intensity;
+                       intensity = VectorLength(color);
                        VectorNormalize(relativepoint);
-                       VectorScale(light->currentcolor, intensity, color);
-                       VectorMA(sample    , 0.5f            , color, sample    );
-                       VectorMA(sample + 3, relativepoint[0], color, sample + 3);
-                       VectorMA(sample + 6, relativepoint[1], color, sample + 6);
-                       VectorMA(sample + 9, relativepoint[2], color, sample + 9);
-                       // calculate a weighted average light direction as well
-                       intensity *= VectorLength(color);
-                       VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+                       for (q = 0; q < 3; q++)
+                       {
+                               sa[q] += 0.5f * color[q];
+                               sx[q] += relativepoint[0] * color[q];
+                               sy[q] += relativepoint[1] * color[q];
+                               sz[q] += relativepoint[2] * color[q];
+                               sd[q] += intensity * relativepoint[q];
+                       }
                }
                // FIXME: sample bouncegrid too!
        }
@@ -7662,32 +6162,32 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const
                        intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
                        if (intensity <= 0.0f)
                                continue;
-                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
+                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true).fraction < 1)
                                continue;
-                       // scale down intensity to add to both ambient and diffuse
-                       //intensity *= 0.5f;
+                       for (q = 0; q < 3; q++)
+                               color[q] = light->currentcolor[q] * intensity;
+                       intensity = VectorLength(color);
                        VectorNormalize(relativepoint);
-                       VectorScale(light->currentcolor, intensity, color);
-                       VectorMA(sample    , 0.5f            , color, sample    );
-                       VectorMA(sample + 3, relativepoint[0], color, sample + 3);
-                       VectorMA(sample + 6, relativepoint[1], color, sample + 6);
-                       VectorMA(sample + 9, relativepoint[2], color, sample + 9);
-                       // calculate a weighted average light direction as well
-                       intensity *= VectorLength(color);
-                       VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+                       for (q = 0; q < 3; q++)
+                       {
+                               sa[q] += 0.5f * color[q];
+                               sx[q] += relativepoint[0] * color[q];
+                               sy[q] += relativepoint[1] * color[q];
+                               sz[q] += relativepoint[2] * color[q];
+                               sd[q] += intensity * relativepoint[q];
+                       }
                }
        }
 
-       // calculate the direction we'll use to reduce the sample to a directional light source
-       VectorCopy(sample + 12, dir);
-       //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
-       VectorNormalize(dir);
-       // extract the diffuse color along the chosen direction and scale it
-       diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
-       diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
-       diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
-       // subtract some of diffuse from ambient
-       VectorMA(sample, -0.333f, diffuse, ambient);
-       // store the normalized lightdir
-       VectorCopy(dir, lightdir);
+       // calculate the weighted-average light direction (bentnormal)
+       for (q = 0; q < 3; q++)
+               lightdir[q] = sd[q];
+       VectorNormalize(lightdir);
+       for (q = 0; q < 3; q++)
+       {
+               // extract the diffuse color along the chosen direction and scale it
+               diffuse[q] = (lightdir[0] * sx[q] + lightdir[1] * sy[q] + lightdir[2] * sz[q]);
+               // subtract some of diffuse from ambient
+               ambient[q] = sa[q] + -0.333f * diffuse[q] + ambientintensity;
+       }
 }