]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
reenabled R_UpdateAllTextureInfo calls when lighting the world model
[xonotic/darkplaces.git] / r_shadow.c
index 61c23ec11d5c030d8e897290d0b937e4f02ca72b..4964cf58e648f620326e08072102385e655f524e 100644 (file)
@@ -190,17 +190,11 @@ unsigned char *r_shadow_buffer_shadowtrispvs;
 int r_shadow_buffer_numlighttrispvsbytes;
 unsigned char *r_shadow_buffer_lighttrispvs;
 
-// current light's cull box (copied out of an rtlight or calculated by GetLightInfo)
-vec3_t r_shadow_rtlight_cullmins;
-vec3_t r_shadow_rtlight_cullmaxs;
-// current light's culling planes
-int r_shadow_rtlight_numfrustumplanes;
-mplane_t r_shadow_rtlight_frustumplanes[12+6+6]; // see R_Shadow_ComputeShadowCasterCullingPlanes
-
 rtexturepool_t *r_shadow_texturepool;
 rtexture_t *r_shadow_attenuationgradienttexture;
 rtexture_t *r_shadow_attenuation2dtexture;
 rtexture_t *r_shadow_attenuation3dtexture;
+rtexture_t *r_shadow_lightcorona;
 
 // lights are reloaded when this changes
 char r_shadow_mapname[MAX_QPATH];
@@ -228,7 +222,6 @@ cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_
 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
-cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
@@ -237,9 +230,11 @@ cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compi
 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
 cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
-cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
-cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
+cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
+cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
+cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
+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"};
@@ -261,7 +256,7 @@ static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
 static float r_shadow_attentable[ATTENTABLESIZE+1];
 
 rtlight_t *r_shadow_compilingrtlight;
-dlight_t *r_shadow_worldlightchain;
+static memexpandablearray_t r_shadow_worldlightsarray;
 dlight_t *r_shadow_selectedlight;
 dlight_t r_shadow_bufferlight;
 vec3_t r_editlights_cursorlocation;
@@ -289,6 +284,15 @@ void R_Shadow_EditLights_Reload_f(void);
 void R_Shadow_ValidateCvars(void);
 static void R_Shadow_MakeTextures(void);
 
+// VorteX: custom editor light sprites
+#define EDLIGHTSPRSIZE                 8
+cachepic_t *r_editlights_sprcursor;
+cachepic_t *r_editlights_sprlight;
+cachepic_t *r_editlights_sprnoshadowlight;
+cachepic_t *r_editlights_sprcubemaplight;
+cachepic_t *r_editlights_sprcubemapnoshadowlight;
+cachepic_t *r_editlights_sprselection;
+
 void r_shadow_start(void)
 {
        // allocate vertex processing arrays
@@ -404,14 +408,13 @@ void R_Shadow_Help_f(void)
 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
 "r_shadow_realtime_world : use high quality world lighting mode\n"
-"r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
 "r_shadow_scissor : use scissor optimization\n"
-"r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
-"r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
+"r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
+"r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
 "r_showlighting : useful for performance testing; bright = slow!\n"
 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
@@ -442,7 +445,6 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
        Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
        Cvar_RegisterVariable(&r_shadow_realtime_world);
-       Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
        Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
        Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
        Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
@@ -451,9 +453,11 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
        Cvar_RegisterVariable(&r_shadow_scissor);
        Cvar_RegisterVariable(&r_shadow_culltriangles);
-       Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
-       Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
+       Cvar_RegisterVariable(&r_shadow_polygonfactor);
+       Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_texture3d);
+       Cvar_RegisterVariable(&r_coronas);
+       Cvar_RegisterVariable(&gl_flashblend);
        Cvar_RegisterVariable(&gl_ext_separatestencil);
        Cvar_RegisterVariable(&gl_ext_stenciltwoside);
        if (gamemode == GAME_TENEBRAE)
@@ -463,7 +467,7 @@ void R_Shadow_Init(void)
        }
        Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
        R_Shadow_EditLights_Init();
-       r_shadow_worldlightchain = NULL;
+       Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
        maxshadowtriangles = 0;
        shadowelements = NULL;
        maxshadowvertices = 0;
@@ -905,11 +909,11 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte
        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
        {
                // decrement stencil if backface is behind depthbuffer
-               GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
+               GL_CullFace(r_view.cullface_front);
                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
                R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0);
                // increment stencil if frontface is behind depthbuffer
-               GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+               GL_CullFace(r_view.cullface_back);
                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
        }
        R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0);
@@ -917,27 +921,46 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte
        CHECKGLERROR
 }
 
-static unsigned char R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
+static void R_Shadow_MakeTextures_MakeCorona(void)
+{
+       float dx, dy;
+       int x, y, a;
+       unsigned char pixels[32][32][4];
+       for (y = 0;y < 32;y++)
+       {
+               dy = (y - 15.5f) * (1.0f / 16.0f);
+               for (x = 0;x < 32;x++)
+               {
+                       dx = (x - 15.5f) * (1.0f / 16.0f);
+                       a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
+                       a = bound(0, a, 255);
+                       pixels[y][x][0] = a;
+                       pixels[y][x][1] = a;
+                       pixels[y][x][2] = a;
+                       pixels[y][x][3] = 255;
+               }
+       }
+       r_shadow_lightcorona = R_LoadTexture2D(r_shadow_texturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE, NULL);
+}
+
+static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
 {
        float dist = sqrt(x*x+y*y+z*z);
        float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
-       return (unsigned char)bound(0, intensity * 256.0f, 255);
+       // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
+       return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
 }
 
 static void R_Shadow_MakeTextures(void)
 {
        int x, y, z;
        float intensity, dist;
-       unsigned char *data;
-       unsigned int palette[256];
+       unsigned int *data;
        R_FreeTexturePool(&r_shadow_texturepool);
        r_shadow_texturepool = R_AllocTexturePool();
        r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
        r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
-       // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
-       for (x = 0;x < 256;x++)
-               palette[x] = x * 0x01010101;
-       data = (unsigned char *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE));
+       data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
        // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
        for (x = 0;x <= ATTENTABLESIZE;x++)
        {
@@ -948,12 +971,12 @@ static void R_Shadow_MakeTextures(void)
        // 1D gradient texture
        for (x = 0;x < ATTEN1DSIZE;x++)
                data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
-       r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette);
+       r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, 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, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette);
+       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
        // 3D sphere texture
        if (r_shadow_texture3d.integer && gl_texture3d)
        {
@@ -961,11 +984,21 @@ static void R_Shadow_MakeTextures(void)
                        for (y = 0;y < ATTEN3DSIZE;y++)
                                for (x = 0;x < ATTEN3DSIZE;x++)
                                        data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
-               r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette);
+               r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
        }
        else
                r_shadow_attenuation3dtexture = NULL;
        Mem_Free(data);
+
+       R_Shadow_MakeTextures_MakeCorona();
+
+       // Editor light sprites
+       r_editlights_sprcursor = Draw_CachePic("gfx/editlights/cursor", true);
+       r_editlights_sprlight = Draw_CachePic("gfx/editlights/light", true);
+       r_editlights_sprnoshadowlight = Draw_CachePic("gfx/editlights/noshadow", true);
+       r_editlights_sprcubemaplight = Draw_CachePic("gfx/editlights/cubemaplight", true);
+       r_editlights_sprcubemapnoshadowlight = Draw_CachePic("gfx/editlights/cubemapnoshadowlight", true);
+       r_editlights_sprselection = Draw_CachePic("gfx/editlights/selection", true);
 }
 
 void R_Shadow_ValidateCvars(void)
@@ -978,20 +1011,6 @@ void R_Shadow_ValidateCvars(void)
                Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
 }
 
-// light currently being rendered
-rtlight_t *r_shadow_rtlight;
-
-// this is the location of the light in entity space
-vec3_t r_shadow_entitylightorigin;
-// this transforms entity coordinates to light filter cubemap coordinates
-// (also often used for other purposes)
-matrix4x4_t r_shadow_entitytolight;
-// based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
-// of attenuation texturing in full 3D (Z result often ignored)
-matrix4x4_t r_shadow_entitytoattenuationxyz;
-// this transforms only the Z to S, and T is always 0.5
-matrix4x4_t r_shadow_entitytoattenuationz;
-
 void R_Shadow_RenderMode_Begin(void)
 {
        R_Shadow_ValidateCvars();
@@ -1007,6 +1026,7 @@ void R_Shadow_RenderMode_Begin(void)
        R_Mesh_ResetTextureState();
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthRange(0, 1);
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        GL_DepthTest(true);
        GL_DepthMask(false);
        GL_Color(0, 0, 0, 1);
@@ -1031,7 +1051,7 @@ void R_Shadow_RenderMode_Begin(void)
 
 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
 {
-       r_shadow_rtlight = rtlight;
+       rsurface.rtlight = rtlight;
 }
 
 void R_Shadow_RenderMode_Reset(void)
@@ -1051,12 +1071,12 @@ void R_Shadow_RenderMode_Reset(void)
        GL_DepthTest(true);
        GL_DepthMask(false);
        qglDepthFunc(GL_LEQUAL);CHECKGLERROR
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
        qglDisable(GL_STENCIL_TEST);CHECKGLERROR
        qglStencilMask(~0);CHECKGLERROR
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
        qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
-       GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+       GL_CullFace(r_view.cullface_back);
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -1067,24 +1087,24 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean clearstencil)
        CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_ColorMask(0, 0, 0, 0);
-       qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
+       GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
        qglDepthFunc(GL_LESS);CHECKGLERROR
        qglEnable(GL_STENCIL_TEST);CHECKGLERROR
        r_shadow_rendermode = r_shadow_shadowingrendermode;
        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SEPARATESTENCIL)
        {
                GL_CullFace(GL_NONE);
-               qglStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR // quake is backwards, this is front faces
-               qglStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR // quake is backwards, this is back faces
+               qglStencilOpSeparate(r_view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+               qglStencilOpSeparate(r_view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
        }
        else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
        {
                GL_CullFace(GL_NONE);
                qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
-               qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR // quake is backwards, this is front faces
+               qglActiveStencilFaceEXT(r_view.cullface_front);CHECKGLERROR
                qglStencilMask(~0);CHECKGLERROR
                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
-               qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR // quake is backwards, this is back faces
+               qglActiveStencilFaceEXT(r_view.cullface_back);CHECKGLERROR
                qglStencilMask(~0);CHECKGLERROR
                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
        }
@@ -1116,14 +1136,14 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
                R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
                R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
                R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
-               R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
+               R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter
                R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
                R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
                R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
                R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); // lightmap
                R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); // deluxemap
                R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow
-               //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
+               //R_Mesh_TexMatrix(3, rsurface.entitytolight); // light filter matrix
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
                CHECKGLERROR
@@ -1138,7 +1158,7 @@ void R_Shadow_RenderMode_VisibleShadowVolumes(void)
        GL_DepthRange(0, 1);
        GL_DepthTest(r_showshadowvolumes.integer < 2);
        GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1);
-       qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
+       GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
        GL_CullFace(GL_NONE);
        r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
 }
@@ -1173,14 +1193,41 @@ void R_Shadow_RenderMode_End(void)
        r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 }
 
+int bboxedges[12][2] =
+{
+       // top
+       {0, 1}, // +X
+       {0, 2}, // +Y
+       {1, 3}, // Y, +X
+       {2, 3}, // X, +Y
+       // bottom
+       {4, 5}, // +X
+       {4, 6}, // +Y
+       {5, 7}, // Y, +X
+       {6, 7}, // X, +Y
+       // verticals
+       {0, 4}, // +Z
+       {1, 5}, // X, +Z
+       {2, 6}, // Y, +Z
+       {3, 7}, // XY, +Z
+};
+
 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
 {
        int i, ix1, iy1, ix2, iy2;
        float x1, y1, x2, y2;
        vec4_t v, v2;
-       rmesh_t mesh;
-       mplane_t planes[11];
-       float vertex3f[256*3];
+       float vertex[20][3];
+       int j, k;
+       vec4_t plane4f;
+       int numvertices;
+       float corner[8][4];
+       float dist[8];
+       int sign[8];
+       float f;
+
+       if (!r_shadow_scissor.integer)
+               return false;
 
        // if view is inside the light box, just say yes it's visible
        if (BoxesOverlap(r_view.origin, r_view.origin, mins, maxs))
@@ -1189,40 +1236,52 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
                return false;
        }
 
-       // create a temporary brush describing the area the light can affect in worldspace
-       VectorNegate(r_view.frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -r_view.frustum[0].dist;
-       VectorNegate(r_view.frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -r_view.frustum[1].dist;
-       VectorNegate(r_view.frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -r_view.frustum[2].dist;
-       VectorNegate(r_view.frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -r_view.frustum[3].dist;
-       VectorNegate(r_view.frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -r_view.frustum[4].dist;
-       VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
-       VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
-       VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
-       VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
-       VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
-       VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
-
-       // turn the brush into a mesh
-       memset(&mesh, 0, sizeof(rmesh_t));
-       mesh.maxvertices = 256;
-       mesh.vertex3f = vertex3f;
-       mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
-       R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
-
-       // if that mesh is empty, the light is not visible at all
-       if (!mesh.numvertices)
-               return true;
+       x1 = y1 = x2 = y2 = 0;
 
-       if (!r_shadow_scissor.integer)
-               return false;
+       // transform all corners that are infront of the nearclip plane
+       VectorNegate(r_view.frustum[4].normal, plane4f);
+       plane4f[3] = r_view.frustum[4].dist;
+       numvertices = 0;
+       for (i = 0;i < 8;i++)
+       {
+               Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
+               dist[i] = DotProduct4(corner[i], plane4f);
+               sign[i] = dist[i] > 0;
+               if (!sign[i])
+               {
+                       VectorCopy(corner[i], vertex[numvertices]);
+                       numvertices++;
+               }
+       }
+       // if some points are behind the nearclip, add clipped edge points to make
+       // sure that the scissor boundary is complete
+       if (numvertices > 0 && numvertices < 8)
+       {
+               // add clipped edge points
+               for (i = 0;i < 12;i++)
+               {
+                       j = bboxedges[i][0];
+                       k = bboxedges[i][1];
+                       if (sign[j] != sign[k])
+                       {
+                               f = dist[j] / (dist[j] - dist[k]);
+                               VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
+                               numvertices++;
+                       }
+               }
+       }
+
+       // if we have no points to check, the light is behind the view plane
+       if (!numvertices)
+               return true;
 
-       // if that mesh is not empty, check what area of the screen it covers
+       // if we have some points to transform, check what screen area is covered
        x1 = y1 = x2 = y2 = 0;
        v[3] = 1.0f;
-       //Con_Printf("%i vertices to transform...\n", mesh.numvertices);
-       for (i = 0;i < mesh.numvertices;i++)
+       //Con_Printf("%i vertices to transform...\n", numvertices);
+       for (i = 0;i < numvertices;i++)
        {
-               VectorCopy(mesh.vertex3f + i * 3, v);
+               VectorCopy(vertex[i], v);
                GL_TransformToScreen(v, v2);
                //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
                if (i)
@@ -1266,9 +1325,9 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
 
 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
 {
-       float *vertex3f = rsurface_vertex3f + 3 * firstvertex;
-       float *normal3f = rsurface_normal3f + 3 * firstvertex;
-       float *color4f = rsurface_array_color4f + 4 * firstvertex;
+       float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
+       float *normal3f = rsurface.normal3f + 3 * firstvertex;
+       float *color4f = rsurface.array_color4f + 4 * firstvertex;
        float dist, dot, distintensity, shadeintensity, v[3], n[3];
        if (r_textureunits.integer >= 3)
        {
@@ -1276,8 +1335,8 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                {
                        for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
-                               Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
-                               Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
+                               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));
@@ -1287,7 +1346,8 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        VectorCopy(ambientcolor, color4f);
                                if (r_refdef.fogenabled)
                                {
-                                       float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                                       float f;
+                                       f = FogPoint_Model(vertex3f);
                                        VectorScale(color4f, f, color4f);
                                }
                                color4f[3] = 1;
@@ -1301,8 +1361,8 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                if (r_refdef.fogenabled)
                                {
                                        float f;
-                                       Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
-                                       f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                                       Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
+                                       f = FogPoint_Model(vertex3f);
                                        VectorScale(color4f, f, color4f);
                                }
                                color4f[3] = 1;
@@ -1315,10 +1375,10 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                {
                        for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
-                               Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
                                {
-                                       Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
+                                       Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
                                        if ((dot = DotProduct(n, v)) < 0)
                                        {
                                                shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
@@ -1334,7 +1394,8 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        }
                                        if (r_refdef.fogenabled)
                                        {
-                                               float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                                               float f;
+                                               f = FogPoint_Model(vertex3f);
                                                VectorScale(color4f, f, color4f);
                                        }
                                }
@@ -1347,7 +1408,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                {
                        for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
                        {
-                               Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
                                {
                                        color4f[0] = ambientcolor[0] * distintensity;
@@ -1355,7 +1416,8 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        color4f[2] = ambientcolor[2] * distintensity;
                                        if (r_refdef.fogenabled)
                                        {
-                                               float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                                               float f;
+                                               f = FogPoint_Model(vertex3f);
                                                VectorScale(color4f, f, color4f);
                                        }
                                }
@@ -1371,11 +1433,11 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                {
                        for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
-                               Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+                               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(&r_shadow_entitytolight, normal3f, n);
+                                       Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
                                        if ((dot = DotProduct(n, v)) < 0)
                                        {
                                                shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
@@ -1391,7 +1453,8 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        }
                                        if (r_refdef.fogenabled)
                                        {
-                                               float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                                               float f;
+                                               f = FogPoint_Model(vertex3f);
                                                VectorScale(color4f, f, color4f);
                                        }
                                }
@@ -1404,7 +1467,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                {
                        for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
                        {
-                               Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+                               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);
@@ -1413,7 +1476,8 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        color4f[2] = ambientcolor[2] * distintensity;
                                        if (r_refdef.fogenabled)
                                        {
-                                               float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                                               float f;
+                                               f = FogPoint_Model(vertex3f);
                                                VectorScale(color4f, f, color4f);
                                        }
                                }
@@ -1430,15 +1494,15 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
 {
        int i;
-       float       *out3f     = rsurface_array_texcoord3f + 3 * firstvertex;
-       const float *vertex3f  = rsurface_vertex3f         + 3 * firstvertex;
-       const float *svector3f = rsurface_svector3f        + 3 * firstvertex;
-       const float *tvector3f = rsurface_tvector3f        + 3 * firstvertex;
-       const float *normal3f  = rsurface_normal3f         + 3 * firstvertex;
+       float       *out3f     = rsurface.array_texcoord3f + 3 * firstvertex;
+       const float *vertex3f  = rsurface.vertex3f         + 3 * firstvertex;
+       const float *svector3f = rsurface.svector3f        + 3 * firstvertex;
+       const float *tvector3f = rsurface.tvector3f        + 3 * firstvertex;
+       const float *normal3f  = rsurface.normal3f         + 3 * firstvertex;
        float lightdir[3];
        for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
        {
-               VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
+               VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
                // the cubemap normalizes this for us
                out3f[0] = DotProduct(svector3f, lightdir);
                out3f[1] = DotProduct(tvector3f, lightdir);
@@ -1449,17 +1513,17 @@ static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int num
 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
 {
        int i;
-       float       *out3f     = rsurface_array_texcoord3f + 3 * firstvertex;
-       const float *vertex3f  = rsurface_vertex3f         + 3 * firstvertex;
-       const float *svector3f = rsurface_svector3f        + 3 * firstvertex;
-       const float *tvector3f = rsurface_tvector3f        + 3 * firstvertex;
-       const float *normal3f  = rsurface_normal3f         + 3 * firstvertex;
+       float       *out3f     = rsurface.array_texcoord3f + 3 * firstvertex;
+       const float *vertex3f  = rsurface.vertex3f         + 3 * firstvertex;
+       const float *svector3f = rsurface.svector3f        + 3 * firstvertex;
+       const float *tvector3f = rsurface.tvector3f        + 3 * firstvertex;
+       const float *normal3f  = rsurface.normal3f         + 3 * firstvertex;
        float lightdir[3], eyedir[3], halfdir[3];
        for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
        {
-               VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
+               VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
                VectorNormalize(lightdir);
-               VectorSubtract(rsurface_modelorg, vertex3f, eyedir);
+               VectorSubtract(rsurface.modelorg, vertex3f, eyedir);
                VectorNormalize(eyedir);
                VectorAdd(lightdir, eyedir, halfdir);
                // the cubemap normalizes this for us
@@ -1481,17 +1545,26 @@ static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvert
 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
-       R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale);
-       R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordtexture2f);
-       R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, rsurface_svector3f_bufferobject, rsurface_svector3f_bufferoffset);
-       R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, rsurface_tvector3f_bufferobject, rsurface_tvector3f_bufferoffset);
-       R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, rsurface_normal3f_bufferobject, rsurface_normal3f_bufferoffset);
-       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+       R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
+       R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
+       R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
+       R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
+       R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
+       R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
+       R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
+       R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
+       R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
+       R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
+       R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
        {
                qglDepthFunc(GL_EQUAL);CHECKGLERROR
        }
        R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
-       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
        {
                qglDepthFunc(GL_LEQUAL);CHECKGLERROR
        }
@@ -1520,91 +1593,91 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int
        //
        // Limit mult to 64 for sanity sake.
        GL_Color(1,1,1,1);
-       if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
+       if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
        {
                // 3 3D combine path (Geforce3, Radeon 8500)
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
-               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(basetexture);
-               m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo;
-               m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
-               m.texmatrix[1] = rsurface_texture->currenttexmatrix;
-               m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-               m.pointer_texcoord3f[2] = rsurface_vertex3f;
-               m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
-               m.texmatrix[2] = r_shadow_entitytolight;
+               m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[1] = rsurface.texture->currenttexmatrix;
+               m.texcubemap[2] = R_GetTexture(rsurface.rtlight->currentcubemap);
+               m.pointer_texcoord3f[2] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[2] = rsurface.entitytolight;
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
-       else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
+       else if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
        {
                // 2 3D combine path (Geforce3, original Radeon)
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
-               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(basetexture);
-               m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo;
-               m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
-               m.texmatrix[1] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[1] = rsurface.texture->currenttexmatrix;
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
-       else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+       else if (r_textureunits.integer >= 4 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
        {
                // 4 2D combine path (Geforce3, Radeon 8500)
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
-               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[1] = rsurface_vertex3f;
-               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
-               m.texmatrix[1] = r_shadow_entitytoattenuationz;
+               m.pointer_texcoord3f[1] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[1] = rsurface.entitytoattenuationz;
                m.tex[2] = R_GetTexture(basetexture);
-               m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[2] = rsurface_model->surfmesh.vbo;
-               m.pointer_texcoord_bufferoffset[2] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
-               m.texmatrix[2] = rsurface_texture->currenttexmatrix;
-               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[2] = rsurface.texture->currenttexmatrix;
+               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                {
-                       m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-                       m.pointer_texcoord3f[3] = rsurface_vertex3f;
-                       m.pointer_texcoord_bufferobject[3] = rsurface_vertex3f_bufferobject;
-                       m.pointer_texcoord_bufferoffset[3] = rsurface_vertex3f_bufferoffset;
-                       m.texmatrix[3] = r_shadow_entitytolight;
+                       m.texcubemap[3] = R_GetTexture(rsurface.rtlight->currentcubemap);
+                       m.pointer_texcoord3f[3] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
+                       m.texmatrix[3] = rsurface.entitytolight;
                }
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
-       else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
+       else if (r_textureunits.integer >= 3 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
        {
                // 3 2D combine path (Geforce3, original Radeon)
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
-               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[1] = rsurface_vertex3f;
-               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
-               m.texmatrix[1] = r_shadow_entitytoattenuationz;
+               m.pointer_texcoord3f[1] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[1] = rsurface.entitytoattenuationz;
                m.tex[2] = R_GetTexture(basetexture);
-               m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[2] = rsurface_model->surfmesh.vbo;
-               m.pointer_texcoord_bufferoffset[2] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
-               m.texmatrix[2] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[2] = rsurface.texture->currenttexmatrix;
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
        else
@@ -1612,15 +1685,15 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int
                // 2/2/2 2D combine path (any dot3 card)
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
-               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[1] = rsurface_vertex3f;
-               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
-               m.texmatrix[1] = r_shadow_entitytoattenuationz;
+               m.pointer_texcoord3f[1] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[1] = rsurface.entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -1629,17 +1702,17 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
-               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
+               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                {
-                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
-                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
-                       m.texmatrix[1] = r_shadow_entitytolight;
+                       m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
+                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+                       m.texmatrix[1] = rsurface.entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
@@ -1667,20 +1740,20 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
                m.pointer_texcoord_bufferobject[1] = 0;
                m.pointer_texcoord_bufferoffset[1] = 0;
                m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[2] = rsurface_vertex3f;
-               m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
-               m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[2] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[2] = rsurface.entitytoattenuationxyz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -1689,29 +1762,29 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
-               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
+               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                {
-                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
-                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
-                       m.texmatrix[1] = r_shadow_entitytolight;
+                       m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
+                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+                       m.texmatrix[1] = rsurface.entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
-       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
        {
                // 1/2/2 3D combine path (original Radeon)
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
-               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -1721,13 +1794,13 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
                m.pointer_texcoord_bufferobject[1] = 0;
                m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
@@ -1737,33 +1810,33 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
-               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
+               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                {
-                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
-                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
-                       m.texmatrix[1] = r_shadow_entitytolight;
+                       m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
+                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+                       m.texmatrix[1] = rsurface.entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
-       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
+       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
        {
                // 2/2 3D combine path (original Radeon)
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
                m.pointer_texcoord_bufferobject[1] = 0;
                m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
@@ -1774,15 +1847,15 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[1] = rsurface_vertex3f;
-               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
-               m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[1] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[1] = rsurface.entitytoattenuationxyz;
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
        else if (r_textureunits.integer >= 4)
@@ -1791,25 +1864,25 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
                m.pointer_texcoord_bufferobject[1] = 0;
                m.pointer_texcoord_bufferoffset[1] = 0;
                m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[2] = rsurface_vertex3f;
-               m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
-               m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[2] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[2] = rsurface.entitytoattenuationxyz;
                m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[3] = rsurface_vertex3f;
-               m.pointer_texcoord_bufferobject[3] = rsurface_vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[3] = rsurface_vertex3f_bufferoffset;
-               m.texmatrix[3] = r_shadow_entitytoattenuationz;
+               m.pointer_texcoord3f[3] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[3] = rsurface.entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -1818,17 +1891,17 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
-               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
+               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                {
-                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
-                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
-                       m.texmatrix[1] = r_shadow_entitytolight;
+                       m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
+                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+                       m.texmatrix[1] = rsurface.entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
@@ -1837,15 +1910,15 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                // 2/2/2 2D combine path (any dot3 card)
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
-               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[1] = rsurface_vertex3f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
-               m.texmatrix[1] = r_shadow_entitytoattenuationz;
+               m.pointer_texcoord3f[1] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[1] = rsurface.entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -1855,13 +1928,13 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
                m.pointer_texcoord_bufferobject[1] = 0;
                m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
@@ -1871,17 +1944,17 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
-               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
+               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                {
-                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
-                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
-                       m.texmatrix[1] = r_shadow_entitytolight;
+                       m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
+                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+                       m.texmatrix[1] = rsurface.entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
@@ -1900,18 +1973,18 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int
        GL_Color(1,1,1,1);
        // generate normalization cubemap texcoords
        R_Shadow_GenTexCoords_Specular_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
-       if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+       if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
        {
                // 2/0/0/1/2 3D combine blendsquare path
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
                m.pointer_texcoord_bufferobject[1] = 0;
                m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
@@ -1930,10 +2003,10 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int
                // fourth pass
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
-               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
@@ -1941,32 +2014,32 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int
                // fifth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(glosstexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
-               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
+               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                {
-                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
-                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
-                       m.texmatrix[1] = r_shadow_entitytolight;
+                       m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
+                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+                       m.texmatrix[1] = rsurface.entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
-       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
+       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
        {
                // 2/0/0/2 3D combine blendsquare path
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
                m.pointer_texcoord_bufferobject[1] = 0;
                m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
@@ -1985,15 +2058,15 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int
                // fourth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(glosstexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[1] = rsurface_vertex3f;
-               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
-               m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[1] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[1] = rsurface.entitytoattenuationxyz;
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
        else
@@ -2001,13 +2074,13 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int
                // 2/0/0/2/2 2D combine blendsquare path
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
                m.pointer_texcoord_bufferobject[1] = 0;
                m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
@@ -2026,15 +2099,15 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int
                // fourth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
-               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[1] = rsurface_vertex3f;
-               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
-               m.texmatrix[1] = r_shadow_entitytoattenuationz;
+               m.pointer_texcoord3f[1] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[1] = rsurface.entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
@@ -2042,17 +2115,17 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int
                // fifth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(glosstexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
-               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
+               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                {
-                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
-                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
-                       m.texmatrix[1] = r_shadow_entitytolight;
+                       m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
+                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+                       m.texmatrix[1] = rsurface.entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
@@ -2092,7 +2165,7 @@ static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices,
                R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
 }
 
-void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, vec3_t diffusecolor2, vec3_t ambientcolor2)
+void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, vec3_t diffusecolor2, vec3_t ambientcolor2)
 {
        int renders;
        int i;
@@ -2119,7 +2192,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve
                // renders them at once
                for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
                {
-                       if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
+                       if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
                        {
                                if (newnumtriangles)
                                {
@@ -2166,7 +2239,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve
                // handling of negative colors
                // (some old drivers even have improper handling of >1 color)
                stop = true;
-               for (i = 0, c = rsurface_array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
+               for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
                {
                        if (c[0] > 1 || c[1] > 1 || c[2] > 1)
                        {
@@ -2187,7 +2260,6 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve
 static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // OpenGL 1.1 path (anything)
-       model_t *model = rsurface_entity->model;
        float ambientcolorbase[3], diffusecolorbase[3];
        float ambientcolorpants[3], diffusecolorpants[3];
        float ambientcolorshirt[3], diffusecolorshirt[3];
@@ -2199,57 +2271,59 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice
        VectorScale(lightcolorshirt, ambientscale * 2 * r_view.colorscale, ambientcolorshirt);
        VectorScale(lightcolorshirt, diffusescale * 2 * r_view.colorscale, diffusecolorshirt);
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
+       R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
        memset(&m, 0, sizeof(m));
        m.tex[0] = R_GetTexture(basetexture);
-       m.texmatrix[0] = rsurface_texture->currenttexmatrix;
-       m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-       m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-       m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+       m.texmatrix[0] = rsurface.texture->currenttexmatrix;
+       m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+       m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+       m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
        if (r_textureunits.integer >= 2)
        {
                // voodoo2 or TNT
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
-               m.pointer_texcoord3f[1] = rsurface_vertex3f;
-               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
+               m.texmatrix[1] = rsurface.entitytoattenuationxyz;
+               m.pointer_texcoord3f[1] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
                if (r_textureunits.integer >= 3)
                {
                        // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
                        m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
-                       m.texmatrix[2] = r_shadow_entitytoattenuationz;
-                       m.pointer_texcoord3f[2] = rsurface_vertex3f;
-                       m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
-                       m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
+                       m.texmatrix[2] = rsurface.entitytoattenuationz;
+                       m.pointer_texcoord3f[2] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
                }
        }
        R_Mesh_TextureState(&m);
        //R_Mesh_TexBind(0, R_GetTexture(basetexture));
-       R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorbase, ambientcolorbase);
+       R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorbase, ambientcolorbase);
        if (dopants)
        {
                R_Mesh_TexBind(0, R_GetTexture(pantstexture));
-               R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorpants, ambientcolorpants);
+               R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorpants, ambientcolorpants);
        }
        if (doshirt)
        {
                R_Mesh_TexBind(0, R_GetTexture(shirttexture));
-               R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorshirt, ambientcolorshirt);
+               R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorshirt, ambientcolorshirt);
        }
 }
 
+extern cvar_t gl_lightmaps;
 void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset)
 {
        float ambientscale, diffusescale, specularscale;
        vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
+       rtexture_t *nmap;
        // calculate colors to render this texture with
-       lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_entity->colormod[0] * rsurface_texture->currentalpha;
-       lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_entity->colormod[1] * rsurface_texture->currentalpha;
-       lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha;
-       ambientscale = r_shadow_rtlight->ambientscale;
-       diffusescale = r_shadow_rtlight->diffusescale;
-       specularscale = r_shadow_rtlight->specularscale * rsurface_texture->specularscale;
+       lightcolorbase[0] = rsurface.rtlight->currentcolor[0] * rsurface.texture->dlightcolor[0];
+       lightcolorbase[1] = rsurface.rtlight->currentcolor[1] * rsurface.texture->dlightcolor[1];
+       lightcolorbase[2] = rsurface.rtlight->currentcolor[2] * rsurface.texture->dlightcolor[2];
+       ambientscale = rsurface.rtlight->ambientscale;
+       diffusescale = rsurface.rtlight->diffusescale;
+       specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
        if (!r_shadow_usenormalmap.integer)
        {
                ambientscale += 1.0f * diffusescale;
@@ -2258,43 +2332,44 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
        }
        if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
                return;
-       GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
-       GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
-       if (rsurface_texture->colormapping)
-       {
-               qboolean dopants = rsurface_texture->currentskinframe->pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f);
-               qboolean doshirt = rsurface_texture->currentskinframe->shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f);
+       RSurf_SetupDepthAndCulling();
+       nmap = rsurface.texture->currentskinframe->nmap;
+       if (gl_lightmaps.integer)
+               nmap = r_texture_blanknormalmap;
+       if (rsurface.texture->colormapping && !gl_lightmaps.integer)
+       {
+               qboolean dopants = rsurface.texture->currentskinframe->pants != NULL && VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f);
+               qboolean doshirt = rsurface.texture->currentskinframe->shirt != NULL && VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
                if (dopants)
                {
-                       lightcolorpants[0] = lightcolorbase[0] * rsurface_entity->colormap_pantscolor[0];
-                       lightcolorpants[1] = lightcolorbase[1] * rsurface_entity->colormap_pantscolor[1];
-                       lightcolorpants[2] = lightcolorbase[2] * rsurface_entity->colormap_pantscolor[2];
+                       lightcolorpants[0] = lightcolorbase[0] * rsurface.colormap_pantscolor[0];
+                       lightcolorpants[1] = lightcolorbase[1] * rsurface.colormap_pantscolor[1];
+                       lightcolorpants[2] = lightcolorbase[2] * rsurface.colormap_pantscolor[2];
                }
                else
                        VectorClear(lightcolorpants);
                if (doshirt)
                {
-                       lightcolorshirt[0] = lightcolorbase[0] * rsurface_entity->colormap_shirtcolor[0];
-                       lightcolorshirt[1] = lightcolorbase[1] * rsurface_entity->colormap_shirtcolor[1];
-                       lightcolorshirt[2] = lightcolorbase[2] * rsurface_entity->colormap_shirtcolor[2];
+                       lightcolorshirt[0] = lightcolorbase[0] * rsurface.colormap_shirtcolor[0];
+                       lightcolorshirt[1] = lightcolorbase[1] * rsurface.colormap_shirtcolor[1];
+                       lightcolorshirt[2] = lightcolorbase[2] * rsurface.colormap_shirtcolor[2];
                }
                else
                        VectorClear(lightcolorshirt);
                switch (r_shadow_rendermode)
                {
                case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
-                       GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
-                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+                       GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
+                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-                       R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+                       R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_DOT3:
-                       R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+                       R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-                       R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+                       R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
                        break;
                default:
                        Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
@@ -2306,17 +2381,17 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                switch (r_shadow_rendermode)
                {
                case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
-                       GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
-                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+                       GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
+                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-                       R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+                       R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_DOT3:
-                       R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+                       R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-                       R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+                       R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
                        break;
                default:
                        Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
@@ -2487,9 +2562,15 @@ void R_RTLight_Uncompile(rtlight_t *rtlight)
 
 void R_Shadow_UncompileWorldLights(void)
 {
+       size_t lightindex;
        dlight_t *light;
-       for (light = r_shadow_worldlightchain;light;light = light->next)
+       for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+       {
+               light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (!light)
+                       continue;
                R_RTLight_Uncompile(&light->rtlight);
+       }
 }
 
 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
@@ -2497,9 +2578,22 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
        int i, j;
        mplane_t plane;
        // reset the count of frustum planes
-       // see r_shadow_rtlight_frustumplanes definition for how much this array
+       // see rsurface.rtlight_frustumplanes definition for how much this array
        // can hold
-       r_shadow_rtlight_numfrustumplanes = 0;
+       rsurface.rtlight_numfrustumplanes = 0;
+
+       // haven't implemented a culling path for ortho rendering
+       if (!r_view.useperspective)
+       {
+               // check if the light is on screen and copy the 4 planes if it is
+               for (i = 0;i < 4;i++)
+                       if (PlaneDiff(rtlight->shadoworigin, &r_view.frustum[i]) < -0.03125)
+                               break;
+               if (i == 4)
+                       for (i = 0;i < 4;i++)
+                               rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_view.frustum[i];
+               return;
+       }
 
 #if 1
        // generate a deformed frustum that includes the light origin, this is
@@ -2519,11 +2613,11 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
                if (PlaneDiff(rtlight->shadoworigin, &r_view.frustum[i]) < -0.03125)
                        continue;
                // copy the plane
-               r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = r_view.frustum[i];
+               rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_view.frustum[i];
        }
        // if all the standard frustum planes were accepted, the light is onscreen
        // otherwise we need to generate some more planes below...
-       if (r_shadow_rtlight_numfrustumplanes < 4)
+       if (rsurface.rtlight_numfrustumplanes < 4)
        {
                // at least one of the stock frustum planes failed, so we need to
                // create one or two custom planes to enclose the light origin
@@ -2554,12 +2648,12 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
                        // we have created a valid plane, compute extra info
                        PlaneClassify(&plane);
                        // copy the plane
-                       r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = plane;
+                       rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
 #if 1
                        // if we've found 5 frustum planes then we have constructed a
                        // proper split-side case and do not need to keep searching for
                        // planes to enclose the light origin
-                       if (r_shadow_rtlight_numfrustumplanes == 5)
+                       if (rsurface.rtlight_numfrustumplanes == 5)
                                break;
 #endif
                }
@@ -2567,9 +2661,9 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
 #endif
 
 #if 0
-       for (i = 0;i < r_shadow_rtlight_numfrustumplanes;i++)
+       for (i = 0;i < rsurface.rtlight_numfrustumplanes;i++)
        {
-               plane = r_shadow_rtlight_frustumplanes[i];
+               plane = rsurface.rtlight_frustumplanes[i];
                Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_view.frustumcorner[0], &plane), PlaneDiff(r_view.frustumcorner[1], &plane), PlaneDiff(r_view.frustumcorner[2], &plane), PlaneDiff(r_view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
        }
 #endif
@@ -2589,7 +2683,7 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
                        VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
                        plane.dist = VectorNormalizeLength(plane.normal);
                        plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
-                       r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = plane;
+                       rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
                }
        }
 #endif
@@ -2600,8 +2694,8 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
        {
                VectorClear(plane.normal);
                plane.normal[i >> 1] = (i & 1) ? -1 : 1;
-               plane.dist = (i & 1) ? -r_shadow_rtlight_cullmaxs[i >> 1] : r_shadow_rtlight_cullmins[i >> 1];
-               r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = plane;
+               plane.dist = (i & 1) ? -rsurface.rtlight_cullmaxs[i >> 1] : rsurface.rtlight_cullmins[i >> 1];
+               rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
        }
 #endif
 
@@ -2612,33 +2706,33 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
        vec_t bestdist;
        // reduce all plane distances to tightly fit the rtlight cull box, which
        // is in worldspace
-       VectorSet(points[0], r_shadow_rtlight_cullmins[0], r_shadow_rtlight_cullmins[1], r_shadow_rtlight_cullmins[2]);
-       VectorSet(points[1], r_shadow_rtlight_cullmaxs[0], r_shadow_rtlight_cullmins[1], r_shadow_rtlight_cullmins[2]);
-       VectorSet(points[2], r_shadow_rtlight_cullmins[0], r_shadow_rtlight_cullmaxs[1], r_shadow_rtlight_cullmins[2]);
-       VectorSet(points[3], r_shadow_rtlight_cullmaxs[0], r_shadow_rtlight_cullmaxs[1], r_shadow_rtlight_cullmins[2]);
-       VectorSet(points[4], r_shadow_rtlight_cullmins[0], r_shadow_rtlight_cullmins[1], r_shadow_rtlight_cullmaxs[2]);
-       VectorSet(points[5], r_shadow_rtlight_cullmaxs[0], r_shadow_rtlight_cullmins[1], r_shadow_rtlight_cullmaxs[2]);
-       VectorSet(points[6], r_shadow_rtlight_cullmins[0], r_shadow_rtlight_cullmaxs[1], r_shadow_rtlight_cullmaxs[2]);
-       VectorSet(points[7], r_shadow_rtlight_cullmaxs[0], r_shadow_rtlight_cullmaxs[1], r_shadow_rtlight_cullmaxs[2]);
-       oldnum = r_shadow_rtlight_numfrustumplanes;
-       r_shadow_rtlight_numfrustumplanes = 0;
+       VectorSet(points[0], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
+       VectorSet(points[1], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
+       VectorSet(points[2], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
+       VectorSet(points[3], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
+       VectorSet(points[4], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
+       VectorSet(points[5], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
+       VectorSet(points[6], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
+       VectorSet(points[7], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
+       oldnum = rsurface.rtlight_numfrustumplanes;
+       rsurface.rtlight_numfrustumplanes = 0;
        for (j = 0;j < oldnum;j++)
        {
                // find the nearest point on the box to this plane
-               bestdist = DotProduct(r_shadow_rtlight_frustumplanes[j].normal, points[0]);
+               bestdist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[0]);
                for (i = 1;i < 8;i++)
                {
-                       dist = DotProduct(r_shadow_rtlight_frustumplanes[j].normal, points[i]);
+                       dist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[i]);
                        if (bestdist > dist)
                                bestdist = dist;
                }
-               Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, r_shadow_rtlight_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, r_shadow_rtlight_frustumplanes[j].normal[0], r_shadow_rtlight_frustumplanes[j].normal[1], r_shadow_rtlight_frustumplanes[j].normal[2], r_shadow_rtlight_frustumplanes[j].dist, bestdist);
+               Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rsurface.rtlight_frustumplanes[j].normal[0], rsurface.rtlight_frustumplanes[j].normal[1], rsurface.rtlight_frustumplanes[j].normal[2], rsurface.rtlight_frustumplanes[j].dist, bestdist);
                // if the nearest point is near or behind the plane, we want this
                // plane, otherwise the plane is useless as it won't cull anything
-               if (r_shadow_rtlight_frustumplanes[j].dist < bestdist + 0.03125)
+               if (rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125)
                {
-                       PlaneClassify(&r_shadow_rtlight_frustumplanes[j]);
-                       r_shadow_rtlight_frustumplanes[r_shadow_rtlight_numfrustumplanes++] = r_shadow_rtlight_frustumplanes[j];
+                       PlaneClassify(&rsurface.rtlight_frustumplanes[j]);
+                       rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = rsurface.rtlight_frustumplanes[j];
                }
        }
        }
@@ -2648,11 +2742,11 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
 void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
 {
        RSurf_ActiveWorldEntity();
-       if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
+       if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
        {
                shadowmesh_t *mesh;
                CHECKGLERROR
-               for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
+               for (mesh = rsurface.rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
                {
                        r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
                        R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
@@ -2660,11 +2754,11 @@ void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned
                        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
                        {
                                // decrement stencil if backface is behind depthbuffer
-                               GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
+                               GL_CullFace(r_view.cullface_front);
                                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
                                R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
                                // increment stencil if frontface is behind depthbuffer
-                               GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+                               GL_CullFace(r_view.cullface_back);
                                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
                        }
                        R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
@@ -2685,10 +2779,10 @@ void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned
                                if (CHECKPVSBIT(trispvs, t))
                                        shadowmarklist[numshadowmark++] = t;
                }
-               R_Shadow_VolumeFromList(r_refdef.worldmodel->brush.shadowmesh->numverts, r_refdef.worldmodel->brush.shadowmesh->numtriangles, r_refdef.worldmodel->brush.shadowmesh->vertex3f, r_refdef.worldmodel->brush.shadowmesh->element3i, r_refdef.worldmodel->brush.shadowmesh->neighbor3i, r_shadow_rtlight->shadoworigin, NULL, r_shadow_rtlight->radius + r_refdef.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
+               R_Shadow_VolumeFromList(r_refdef.worldmodel->brush.shadowmesh->numverts, r_refdef.worldmodel->brush.shadowmesh->numtriangles, r_refdef.worldmodel->brush.shadowmesh->vertex3f, r_refdef.worldmodel->brush.shadowmesh->element3i, r_refdef.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
        }
        else if (numsurfaces)
-               r_refdef.worldmodel->DrawShadowVolume(r_refdef.worldentity, r_shadow_rtlight->shadoworigin, NULL, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs);
+               r_refdef.worldmodel->DrawShadowVolume(r_refdef.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
 }
 
 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
@@ -2696,8 +2790,8 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent)
        vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
        vec_t relativeshadowradius;
        RSurf_ActiveModelEntity(ent, false, false);
-       Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
-       relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
+       Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
+       relativeshadowradius = rsurface.rtlight->radius / ent->scale;
        relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
        relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
        relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
@@ -2711,12 +2805,12 @@ void R_Shadow_SetupEntityLight(const entity_render_t *ent)
 {
        // set up properties for rendering light onto this entity
        RSurf_ActiveModelEntity(ent, true, true);
-       Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
-       Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
-       Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
-       Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
+       Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
+       Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
+       Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
+       Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
        if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
-               R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
+               R_Mesh_TexMatrix(3, &rsurface.entitytolight);
 }
 
 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
@@ -2726,38 +2820,43 @@ void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned c
 
        // set up properties for rendering light onto this entity
        RSurf_ActiveWorldEntity();
-       r_shadow_entitytolight = r_shadow_rtlight->matrix_worldtolight;
-       Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
-       Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
-       VectorCopy(r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
+       rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
+       Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
+       Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
+       VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
        if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
-               R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
+               R_Mesh_TexMatrix(3, &rsurface.entitytolight);
 
        r_refdef.worldmodel->DrawLight(r_refdef.worldentity, numsurfaces, surfacelist, trispvs);
 }
 
-void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
+void R_Shadow_DrawEntityLight(entity_render_t *ent)
 {
        model_t *model = ent->model;
        if (!model->DrawLight)
                return;
 
        R_Shadow_SetupEntityLight(ent);
+       R_UpdateAllTextureInfo(ent);
 
        model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist, NULL);
 }
 
 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
 {
-       int i, usestencil;
+       int i;
        float f;
        int numleafs, numsurfaces;
        int *leaflist, *surfacelist;
        unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs;
        int numlightentities;
+       int numlightentities_noselfshadow;
        int numshadowentities;
+       int numshadowentities_noselfshadow;
        entity_render_t *lightentities[MAX_EDICTS];
+       entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
        entity_render_t *shadowentities[MAX_EDICTS];
+       entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
 
        // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
        // skip lights that are basically invisible (color 0 0 0)
@@ -2774,7 +2873,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
 
        // look up the light style value at this time
-       f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
+       f = (rtlight->style >= 0 ? r_refdef.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
        VectorScale(rtlight->color, f, rtlight->currentcolor);
        /*
        if (rtlight->selected)
@@ -2792,8 +2891,8 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
                return;
 
-       VectorCopy(rtlight->cullmins, r_shadow_rtlight_cullmins);
-       VectorCopy(rtlight->cullmaxs, r_shadow_rtlight_cullmaxs);
+       VectorCopy(rtlight->cullmins, rsurface.rtlight_cullmins);
+       VectorCopy(rtlight->cullmaxs, rsurface.rtlight_cullmaxs);
 
        if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
        {
@@ -2812,14 +2911,14 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                // dynamic light, world available and can receive realtime lighting
                // calculate lit surfaces and leafs
                R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces, r_refdef.worldmodel->brush.shadowmesh ? r_refdef.worldmodel->brush.shadowmesh->numtriangles : r_refdef.worldmodel->surfmesh.num_triangles, r_refdef.worldmodel->surfmesh.num_triangles);
-               r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs);
+               r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs);
                leaflist = r_shadow_buffer_leaflist;
                leafpvs = r_shadow_buffer_leafpvs;
                surfacelist = r_shadow_buffer_surfacelist;
                shadowtrispvs = r_shadow_buffer_shadowtrispvs;
                lighttrispvs = r_shadow_buffer_lighttrispvs;
                // if the reduced leaf bounds are offscreen, skip it
-               if (R_CullBox(r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
+               if (R_CullBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
                        return;
        }
        else
@@ -2843,14 +2942,16 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                        return;
        }
        // set up a scissor rectangle for this light
-       if (R_Shadow_ScissorForBBox(r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
+       if (R_Shadow_ScissorForBBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
                return;
 
        R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
 
        // make a list of lit entities and shadow casting entities
        numlightentities = 0;
+       numlightentities_noselfshadow = 0;
        numshadowentities = 0;
+       numshadowentities_noselfshadow = 0;
        // add dynamic entities that are lit by the light
        if (r_drawentities.integer)
        {
@@ -2859,11 +2960,11 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                        model_t *model;
                        entity_render_t *ent = r_refdef.entities[i];
                        vec3_t org;
-                       if (!BoxesOverlap(ent->mins, ent->maxs, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
+                       if (!BoxesOverlap(ent->mins, ent->maxs, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
                                continue;
                        // skip the object entirely if it is not within the valid
                        // shadow-casting region (which includes the lit region)
-                       if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, r_shadow_rtlight_numfrustumplanes, r_shadow_rtlight_frustumplanes))
+                       if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
                                continue;
                        if (!(model = ent->model))
                                continue;
@@ -2875,12 +2976,26 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                                // so now check if it's in a leaf seen by the light
                                if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))
                                        continue;
-                               lightentities[numlightentities++] = ent;
+                               if (ent->flags & RENDER_NOSELFSHADOW)
+                                       lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
+                               else
+                                       lightentities[numlightentities++] = ent;
                                // since it is lit, it probably also casts a shadow...
                                // about the VectorDistance2 - light emitting entities should not cast their own shadow
                                Matrix4x4_OriginFromMatrix(&ent->matrix, org);
                                if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
-                                       shadowentities[numshadowentities++] = ent;
+                               {
+                                       // note: exterior models without the RENDER_NOSELFSHADOW
+                                       // flag still create a RENDER_NOSELFSHADOW shadow but
+                                       // are lit normally, this means that they are
+                                       // self-shadowing but do not shadow other
+                                       // RENDER_NOSELFSHADOW entities such as the gun
+                                       // (very weird, but keeps the player shadow off the gun)
+                                       if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
+                                               shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
+                                       else
+                                               shadowentities[numshadowentities++] = ent;
+                               }
                        }
                        else if (ent->flags & RENDER_SHADOW)
                        {
@@ -2893,7 +3008,12 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                                // 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)
-                                       shadowentities[numshadowentities++] = ent;
+                               {
+                                       if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
+                                               shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
+                                       else
+                                               shadowentities[numshadowentities++] = ent;
+                               }
                        }
                }
        }
@@ -2911,51 +3031,95 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        // count this light in the r_speeds
        r_refdef.stats.lights++;
 
-       usestencil = false;
-       if (numsurfaces + numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
+       if (r_showshadowvolumes.integer && r_view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
+       {
+               // optionally draw visible shape of the shadow volumes
+               // for performance analysis by level designers
+               R_Shadow_RenderMode_VisibleShadowVolumes();
+               if (numsurfaces)
+                       R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
+               for (i = 0;i < numshadowentities;i++)
+                       R_Shadow_DrawEntityShadow(shadowentities[i]);
+               for (i = 0;i < numshadowentities_noselfshadow;i++)
+                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
+       }
+
+       if (gl_stencil && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
        {
                // draw stencil shadow volumes to mask off pixels that are in shadow
                // so that they won't receive lighting
-               if (gl_stencil)
+               R_Shadow_RenderMode_StencilShadowVolumes(true);
+               if (numsurfaces)
+                       R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
+               for (i = 0;i < numshadowentities;i++)
+                       R_Shadow_DrawEntityShadow(shadowentities[i]);
+               if (numlightentities_noselfshadow)
                {
-                       usestencil = true;
-                       R_Shadow_RenderMode_StencilShadowVolumes(true);
-                       if (numsurfaces)
-                               R_Shadow_DrawWorldShadow(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);
+                       for (i = 0;i < numlightentities_noselfshadow;i++)
+                               R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
+
+                       // optionally draw the illuminated areas
+                       // for performance analysis by level designers
+                       if (r_showlighting.integer && r_view.showdebug)
+                       {
+                               R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
+                               for (i = 0;i < numlightentities_noselfshadow;i++)
+                                       R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
+                       }
+
+                       R_Shadow_RenderMode_StencilShadowVolumes(false);
                }
+               for (i = 0;i < numshadowentities_noselfshadow;i++)
+                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
 
-               // optionally draw visible shape of the shadow volumes
-               // for performance analysis by level designers
-               if (r_showshadowvolumes.integer)
+               if (numsurfaces + numlightentities)
                {
-                       R_Shadow_RenderMode_VisibleShadowVolumes();
+                       // draw lighting in the unmasked areas
+                       R_Shadow_RenderMode_Lighting(true, false);
                        if (numsurfaces)
-                               R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
-                       for (i = 0;i < numshadowentities;i++)
-                               R_Shadow_DrawEntityShadow(shadowentities[i]);
+                               R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+                       for (i = 0;i < numlightentities;i++)
+                               R_Shadow_DrawEntityLight(lightentities[i]);
+
+                       // optionally draw the illuminated areas
+                       // for performance analysis by level designers
+                       if (r_showlighting.integer && r_view.showdebug)
+                       {
+                               R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
+                               if (numsurfaces)
+                                       R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+                               for (i = 0;i < numlightentities;i++)
+                                       R_Shadow_DrawEntityLight(lightentities[i]);
+                       }
                }
        }
-
-       if (numsurfaces + numlightentities)
+       else
        {
-               // draw lighting in the unmasked areas
-               R_Shadow_RenderMode_Lighting(usestencil, false);
-               if (numsurfaces)
-                       R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
-               for (i = 0;i < numlightentities;i++)
-                       R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
-
-               // optionally draw the illuminated areas
-               // for performance analysis by level designers
-               if (r_showlighting.integer)
+               if (numsurfaces + numlightentities)
                {
-                       R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
+                       // draw lighting in the unmasked areas
+                       R_Shadow_RenderMode_Lighting(false, false);
                        if (numsurfaces)
                                R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
                        for (i = 0;i < numlightentities;i++)
-                               R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+                               R_Shadow_DrawEntityLight(lightentities[i]);
+                       for (i = 0;i < numlightentities_noselfshadow;i++)
+                               R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
+
+                       // optionally draw the illuminated areas
+                       // for performance analysis by level designers
+                       if (r_showlighting.integer && r_view.showdebug)
+                       {
+                               R_Shadow_RenderMode_VisibleLighting(false, false);
+                               if (numsurfaces)
+                                       R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+                               for (i = 0;i < numlightentities;i++)
+                                       R_Shadow_DrawEntityLight(lightentities[i]);
+                               for (i = 0;i < numlightentities_noselfshadow;i++)
+                                       R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
+                       }
                }
        }
 }
@@ -2963,7 +3127,9 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
 void R_Shadow_DrawLightSprites(void);
 void R_ShadowVolumeLighting(qboolean visible)
 {
-       int lnum, flag;
+       int flag;
+       int lnum;
+       size_t lightindex;
        dlight_t *light;
 
        if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
@@ -2977,14 +3143,20 @@ void R_ShadowVolumeLighting(qboolean visible)
        flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
        if (r_shadow_debuglight.integer >= 0)
        {
-               for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
-                       if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
-                               R_DrawRTLight(&light->rtlight, visible);
+               lightindex = r_shadow_debuglight.integer;
+               light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (light && (light->flags & flag))
+                       R_DrawRTLight(&light->rtlight, visible);
        }
        else
-               for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
-                       if (light->flags & flag)
+       {
+               for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+               {
+                       light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                       if (light && (light->flags & flag))
                                R_DrawRTLight(&light->rtlight, visible);
+               }
+       }
        if (r_refdef.rtdlight)
                for (lnum = 0;lnum < r_refdef.numlights;lnum++)
                        R_DrawRTLight(&r_refdef.lights[lnum], visible);
@@ -2992,7 +3164,7 @@ void R_ShadowVolumeLighting(qboolean visible)
        R_Shadow_RenderMode_End();
 }
 
-extern void R_SetupView(const matrix4x4_t *matrix);
+extern void R_SetupView(void);
 extern cvar_t r_shadows_throwdistance;
 void R_DrawModelShadows(void)
 {
@@ -3061,7 +3233,7 @@ void R_DrawModelShadows(void)
        GL_DepthRange(0, 1);
        GL_DepthTest(false);
        GL_DepthMask(false);
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       GL_PolygonOffset(0, 0);CHECKGLERROR
        GL_Color(0, 0, 0, 0.5);
        GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
        qglDepthFunc(GL_ALWAYS);CHECKGLERROR
@@ -3074,12 +3246,72 @@ void R_DrawModelShadows(void)
        R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
 
        // restoring the perspective view is done by R_RenderScene
-       //R_SetupView(&r_view.matrix);
+       //R_SetupView();
 
        // restore other state to normal
        R_Shadow_RenderMode_End();
 }
 
+void R_DrawCoronas(void)
+{
+       int i, flag;
+       float cscale, scale;
+       size_t lightindex;
+       dlight_t *light;
+       rtlight_t *rtlight;
+       if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
+               return;
+       R_Mesh_Matrix(&identitymatrix);
+       flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+       // FIXME: these traces should scan all render entities instead of cl.world
+       for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+       {
+               light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (!light)
+                       continue;
+               rtlight = &light->rtlight;
+               if (!(rtlight->flags & flag))
+                       continue;
+               if (rtlight->corona * r_coronas.value <= 0)
+                       continue;
+               if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
+                       continue;
+               cscale = rtlight->corona * r_coronas.value* 0.25f;
+               scale = rtlight->radius * rtlight->coronasizescale;
+               if (VectorDistance2(rtlight->shadoworigin, r_view.origin) < 16.0f * 16.0f)
+                       continue;
+               if (CL_Move(r_view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
+                       continue;
+               R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_view.right, r_view.up, scale, -scale, -scale, scale, rtlight->color[0] * cscale, rtlight->color[1] * cscale, rtlight->color[2] * cscale, 1);
+       }
+       for (i = 0;i < r_refdef.numlights;i++)
+       {
+               rtlight = &r_refdef.lights[i];
+               if (!(rtlight->flags & flag))
+                       continue;
+               if (rtlight->corona <= 0)
+                       continue;
+               if (VectorDistance2(rtlight->shadoworigin, r_view.origin) < 32.0f * 32.0f)
+                       continue;
+               if (gl_flashblend.integer)
+               {
+                       cscale = rtlight->corona * 1.0f;
+                       scale = rtlight->radius * rtlight->coronasizescale * 2.0f;
+               }
+               else
+               {
+                       cscale = rtlight->corona * r_coronas.value* 0.25f;
+                       scale = rtlight->radius * rtlight->coronasizescale;
+               }
+               if (VectorLength(rtlight->color) * cscale < (1.0f / 256.0f))
+                       continue;
+               if (CL_Move(r_view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
+                       continue;
+               R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_view.right, r_view.up, scale, -scale, -scale, scale, rtlight->color[0] * cscale, rtlight->color[1] * cscale, rtlight->color[2] * cscale, 1);
+       }
+}
+
+
 
 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
 typedef struct suffixinfo_s
@@ -3121,7 +3353,7 @@ static int componentorder[4] = {0, 1, 2, 3};
 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
 {
        int i, j, cubemapsize;
-       unsigned char *cubemappixels, *image_rgba;
+       unsigned char *cubemappixels, *image_buffer;
        rtexture_t *cubemaptexture;
        char name[256];
        // must start 0 so the first loadimagepixels has no requested width/height
@@ -3137,10 +3369,10 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename)
                        // generate an image name based on the base and and suffix
                        dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
                        // load it
-                       if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
+                       if ((image_buffer = loadimagepixelsbgra(name, false, false)))
                        {
                                // an image loaded, make sure width and height are equal
-                               if (image_width == image_height)
+                               if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
                                {
                                        // if this is the first image to load successfully, allocate the cubemap memory
                                        if (!cubemappixels && image_width >= 1)
@@ -3151,12 +3383,12 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename)
                                        }
                                        // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
                                        if (cubemappixels)
-                                               Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
+                                               Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
                                }
                                else
                                        Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
                                // free the image
-                               Mem_Free(image_rgba);
+                               Mem_Free(image_buffer);
                        }
                }
        }
@@ -3165,7 +3397,7 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename)
        {
                if (!r_shadow_filters_texturepool)
                        r_shadow_filters_texturepool = R_AllocTexturePool();
-               cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+               cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0), NULL);
                Mem_Free(cubemappixels);
        }
        else
@@ -3203,11 +3435,7 @@ void R_Shadow_FreeCubemaps(void)
 
 dlight_t *R_Shadow_NewWorldLight(void)
 {
-       dlight_t *light;
-       light = (dlight_t *)Mem_Alloc(r_main_mempool, sizeof(dlight_t));
-       light->next = r_shadow_worldlightchain;
-       r_shadow_worldlightchain = light;
-       return light;
+       return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
 }
 
 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
@@ -3248,19 +3476,22 @@ void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, ve
 
 void R_Shadow_FreeWorldLight(dlight_t *light)
 {
-       dlight_t **lightpointer;
+       if (r_shadow_selectedlight == light)
+               r_shadow_selectedlight = NULL;
        R_RTLight_Uncompile(&light->rtlight);
-       for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
-       if (*lightpointer != light)
-               Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
-       *lightpointer = light->next;
-       Mem_Free(light);
+       Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
 }
 
 void R_Shadow_ClearWorldLights(void)
 {
-       while (r_shadow_worldlightchain)
-               R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
+       size_t lightindex;
+       dlight_t *light;
+       for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+       {
+               light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (light)
+                       R_Shadow_FreeWorldLight(light);
+       }
        r_shadow_selectedlight = NULL;
        R_Shadow_FreeCubemaps();
 }
@@ -3277,42 +3508,69 @@ void R_Shadow_SelectLight(dlight_t *light)
 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
        // this is never batched (there can be only one)
-       float scale = r_editlights_cursorgrid.value * 0.5f;
-       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprcursor->tex, r_editlights_sprcursor->tex, false, false, r_editlights_cursorlocation, r_view.right, r_view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE, 1, 1, 1, 1);
 }
 
 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
+       float intensity;
+       float s;
+       vec3_t spritecolor;
+       cachepic_t *pic;
+
        // this is never batched (due to the ent parameter changing every time)
        // so numsurfaces == 1 and surfacelist[0] == lightnumber
-       float intensity;
        const dlight_t *light = (dlight_t *)ent;
-       intensity = 0.5;
+       s = EDLIGHTSPRSIZE;
+       intensity = 0.5f;
+       VectorScale(light->color, intensity, spritecolor);
+       if (VectorLength(spritecolor) < 0.1732f)
+               VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
+       if (VectorLength(spritecolor) > 1.0f)
+               VectorNormalize(spritecolor);
+
+       // draw light sprite
+       if (light->cubemapname[0] && !light->shadow)
+               pic = r_editlights_sprcubemapnoshadowlight;
+       else if (light->cubemapname[0])
+               pic = r_editlights_sprcubemaplight;
+       else if (!light->shadow)
+               pic = r_editlights_sprnoshadowlight;
+       else
+               pic = r_editlights_sprlight;
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, pic->tex, false, false, light->origin, r_view.right, r_view.up, s, -s, -s, s, spritecolor[0], spritecolor[1], spritecolor[2], 1);
+       // draw selection sprite if light is selected
        if (light->selected)
-               intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
-       if (!light->shadow)
-               intensity *= 0.5f;
-       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5f);
+               R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprselection->tex, r_editlights_sprselection->tex, false, false, light->origin, r_view.right, r_view.up, s, -s, -s, s, 1, 1, 1, 1);
+       // VorteX todo: add normalmode/realtime mode light overlay sprites?
 }
 
 void R_Shadow_DrawLightSprites(void)
 {
-       int i;
+       size_t lightindex;
        dlight_t *light;
-
-       for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
-               R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 1+(i % 5), &light->rtlight);
+       for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+       {
+               light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (light)
+                       R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
+       }
        R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
 }
 
 void R_Shadow_SelectLightInView(void)
 {
        float bestrating, rating, temp[3];
-       dlight_t *best, *light;
+       dlight_t *best;
+       size_t lightindex;
+       dlight_t *light;
        best = NULL;
        bestrating = 0;
-       for (light = r_shadow_worldlightchain;light;light = light->next)
+       for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
        {
+               light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (!light)
+                       continue;
                VectorSubtract(light->origin, r_view.origin, temp);
                rating = (DotProduct(temp, r_view.forward) / sqrt(DotProduct(temp, temp)));
                if (rating >= 0.95)
@@ -3423,12 +3681,13 @@ void R_Shadow_LoadWorldLights(void)
 
 void R_Shadow_SaveWorldLights(void)
 {
+       size_t lightindex;
        dlight_t *light;
        size_t bufchars, bufmaxchars;
        char *buf, *oldbuf;
        char name[MAX_QPATH];
        char line[MAX_INPUTLINE];
-       if (!r_shadow_worldlightchain)
+       if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
                return;
        if (r_refdef.worldmodel == NULL)
        {
@@ -3439,8 +3698,11 @@ void R_Shadow_SaveWorldLights(void)
        strlcat (name, ".rtlights", sizeof (name));
        bufchars = bufmaxchars = 0;
        buf = NULL;
-       for (light = r_shadow_worldlightchain;light;light = light->next)
+       for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
        {
+               light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (!light)
+                       continue;
                if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
                        sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
                else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
@@ -3545,7 +3807,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                data = r_refdef.worldmodel->brush.entities;
        if (!data)
                return;
-       for (entnum = 0;COM_ParseTokenConsole(&data) && com_token[0] == '{';entnum++)
+       for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
        {
                type = LIGHTTYPE_MINUSX;
                origin[0] = origin[1] = origin[2] = 0;
@@ -3563,7 +3825,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                islight = false;
                while (1)
                {
-                       if (!COM_ParseTokenConsole(&data))
+                       if (!COM_ParseToken_Simple(&data, false, false))
                                break; // error
                        if (com_token[0] == '}')
                                break; // end of entity
@@ -3573,7 +3835,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                strlcpy(key, com_token, sizeof(key));
                        while (key[strlen(key)-1] == ' ') // remove trailing spaces
                                key[strlen(key)-1] = 0;
-                       if (!COM_ParseTokenConsole(&data))
+                       if (!COM_ParseToken_Simple(&data, false, false))
                                break; // error
                        strlcpy(value, com_token, sizeof(value));
 
@@ -3790,10 +4052,10 @@ void R_Shadow_EditLights_Reload_f(void)
        strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
        R_Shadow_ClearWorldLights();
        R_Shadow_LoadWorldLights();
-       if (r_shadow_worldlightchain == NULL)
+       if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
        {
                R_Shadow_LoadLightsFile();
-               if (r_shadow_worldlightchain == NULL)
+               if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
                        R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
        }
 }
@@ -4151,6 +4413,7 @@ void R_Shadow_EditLights_Edit_f(void)
 
 void R_Shadow_EditLights_EditAll_f(void)
 {
+       size_t lightindex;
        dlight_t *light;
 
        if (!r_editlights.integer)
@@ -4159,8 +4422,11 @@ void R_Shadow_EditLights_EditAll_f(void)
                return;
        }
 
-       for (light = r_shadow_worldlightchain;light;light = light->next)
+       for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
        {
+               light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (!light)
+                       continue;
                R_Shadow_SelectLight(light);
                R_Shadow_EditLights_Edit_f();
        }
@@ -4169,36 +4435,46 @@ void R_Shadow_EditLights_EditAll_f(void)
 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
 {
        int lightnumber, lightcount;
+       size_t lightindex;
        dlight_t *light;
        float x, y;
        char temp[256];
        if (!r_editlights.integer)
                return;
-       x = 0;
-       y = con_vislines;
+       x = vid_conwidth.value - 240;
+       y = 5;
+       DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
        lightnumber = -1;
        lightcount = 0;
-       for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
+       for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+       {
+               light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (!light)
+                       continue;
                if (light == r_shadow_selectedlight)
-                       lightnumber = lightcount;
-       sprintf(temp, "Cursor  %f %f %f  Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+                       lightnumber = lightindex;
+               lightcount++;
+       }
+       sprintf(temp, "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
+       sprintf(temp, "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
+       y += 8;
        if (r_shadow_selectedlight == NULL)
                return;
-       sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Radius       : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Corona       : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Ambient      : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Specular     : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Origin       : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Angles       : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Color        : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Radius       : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Corona       : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "CoronaSize   : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Ambient      : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Diffuse      : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Specular     : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
 }
 
 void R_Shadow_EditLights_ToggleShadow_f(void)
@@ -4370,3 +4646,41 @@ void R_Shadow_EditLights_Init(void)
        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)");
 }
 
+
+
+/*
+=============================================================================
+
+LIGHT SAMPLING
+
+=============================================================================
+*/
+
+void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
+{
+       VectorClear(diffusecolor);
+       VectorClear(diffusenormal);
+
+       if (!r_fullbright.integer && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
+       {
+               ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_ambient.value * (2.0f / 128.0f);
+               r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
+       }
+       else
+               VectorSet(ambientcolor, 1, 1, 1);
+
+       if (dynamic)
+       {
+               int i;
+               float f, v[3];
+               rtlight_t *light;
+               for (i = 0;i < r_refdef.numlights;i++)
+               {
+                       light = &r_refdef.lights[i];
+                       Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
+                       f = 1 - VectorLength2(v);
+                       if (f > 0 && CL_Move(p, vec3_origin, vec3_origin, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
+                               VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
+               }
+       }
+}