]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
this patch adds a number of stereo viewing modes (shutter glasses and video glasses...
[xonotic/darkplaces.git] / r_shadow.c
index adf1f0977e5df87043f69f89de0a7762bb5539df..4fc653445bc0065d32bc885b40cf827e06bb2130 100644 (file)
@@ -125,7 +125,6 @@ extern void R_Shadow_EditLights_Init(void);
 #define SHADOWSTAGE_STENCILTWOSIDE 3
 
 int r_shadowstage = SHADOWSTAGE_NONE;
-int r_shadow_reloadlights = false;
 
 mempool_t *r_shadow_mempool;
 
@@ -159,49 +158,100 @@ rtexture_t *r_shadow_blankbumptexture;
 rtexture_t *r_shadow_blankglosstexture;
 rtexture_t *r_shadow_blankwhitetexture;
 
+// lights are reloaded when this changes
+char r_shadow_mapname[MAX_QPATH];
+
 // used only for light filters (cubemaps)
 rtexturepool_t *r_shadow_filters_texturepool;
 
-cvar_t r_shadow_realtime_world_lightmaps = {0, "r_shadow_realtime_world_lightmaps", "0"};
+cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
+cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
+cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
+cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
+cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
+cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
+cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
+cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
+cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
+cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "1"};
+cvar_t r_shadow_realtime_dlight_shadows = {0, "r_shadow_realtime_dlight_shadows", "0"};
 cvar_t r_shadow_realtime_world = {0, "r_shadow_realtime_world", "0"};
-cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "0"};
-cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
-cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
-cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
-cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
-cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
+cvar_t r_shadow_realtime_world_dlightshadows = {0, "r_shadow_realtime_world_dlightshadows", "1"};
+cvar_t r_shadow_realtime_world_lightmaps = {0, "r_shadow_realtime_world_lightmaps", "0"};
+cvar_t r_shadow_realtime_world_shadows = {0, "r_shadow_realtime_world_shadows", "1"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
-cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
-cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
-cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0"};
-cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1"};
-cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
-cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "10000"};
-cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
+cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
+cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
-cvar_t r_shadow_worldshadows = {0, "r_shadow_worldshadows", "1"};
-cvar_t r_shadow_dlightshadows = {CVAR_SAVE, "r_shadow_dlightshadows", "1"};
 cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
-cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
+cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
+cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
+cvar_t r_editlights = {0, "r_editlights", "0"};
+cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
+cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
+cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
+cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
+cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
+cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
+cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
 
 int c_rt_lights, c_rt_clears, c_rt_scissored;
 int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
 int c_rtcached_shadowmeshes, c_rtcached_shadowtris;
 
+float r_shadow_attenpower, r_shadow_attenscale;
+
+float varray_vertex3f2[65536*3];
+
+rtlight_t *r_shadow_compilingrtlight;
+dlight_t *r_shadow_worldlightchain;
+dlight_t *r_shadow_selectedlight;
+vec3_t r_editlights_cursorlocation;
+
+rtexture_t *lighttextures[5];
+
+extern int con_vislines;
+
+typedef struct cubemapinfo_s
+{
+       char basename[64];
+       rtexture_t *texture;
+}
+cubemapinfo_t;
+
+#define MAX_CUBEMAPS 256
+static int numcubemaps;
+static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
+
+void R_Shadow_UncompileWorldLights(void);
 void R_Shadow_ClearWorldLights(void);
 void R_Shadow_SaveWorldLights(void);
 void R_Shadow_LoadWorldLights(void);
 void R_Shadow_LoadLightsFile(void);
 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
+void R_Shadow_EditLights_Reload_f(void);
+void R_Shadow_ValidateCvars(void);
+static void R_Shadow_MakeTextures(void);
+void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
 
 void r_shadow_start(void)
 {
        // allocate vertex processing arrays
-       r_shadow_mempool = Mem_AllocPool("R_Shadow");
+       numcubemaps = 0;
+       r_shadow_normalcubetexture = NULL;
+       r_shadow_attenuation2dtexture = NULL;
+       r_shadow_attenuation3dtexture = NULL;
+       r_shadow_blankbumptexture = NULL;
+       r_shadow_blankglosstexture = NULL;
+       r_shadow_blankwhitetexture = NULL;
+       r_shadow_texturepool = NULL;
+       r_shadow_filters_texturepool = NULL;
+       R_Shadow_ValidateCvars();
+       R_Shadow_MakeTextures();
        maxshadowelements = 0;
        shadowelements = NULL;
        maxvertexupdate = 0;
@@ -219,22 +269,12 @@ void r_shadow_start(void)
        r_shadow_buffer_numsurfacepvsbytes = 0;
        r_shadow_buffer_surfacepvs = NULL;
        r_shadow_buffer_surfacelist = NULL;
-       r_shadow_normalcubetexture = NULL;
-       r_shadow_attenuation2dtexture = NULL;
-       r_shadow_attenuation3dtexture = NULL;
-       r_shadow_blankbumptexture = NULL;
-       r_shadow_blankglosstexture = NULL;
-       r_shadow_blankwhitetexture = NULL;
-       r_shadow_texturepool = NULL;
-       r_shadow_filters_texturepool = NULL;
-       R_Shadow_ClearWorldLights();
-       r_shadow_reloadlights = true;
 }
 
 void r_shadow_shutdown(void)
 {
-       R_Shadow_ClearWorldLights();
-       r_shadow_reloadlights = true;
+       R_Shadow_UncompileWorldLights();
+       numcubemaps = 0;
        r_shadow_normalcubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
@@ -244,29 +284,44 @@ void r_shadow_shutdown(void)
        R_FreeTexturePool(&r_shadow_texturepool);
        R_FreeTexturePool(&r_shadow_filters_texturepool);
        maxshadowelements = 0;
+       if (shadowelements)
+               Mem_Free(shadowelements);
        shadowelements = NULL;
        maxvertexupdate = 0;
+       if (vertexupdate)
+               Mem_Free(vertexupdate);
        vertexupdate = NULL;
+       if (vertexremap)
+               Mem_Free(vertexremap);
        vertexremap = NULL;
        vertexupdatenum = 0;
        maxshadowmark = 0;
        numshadowmark = 0;
+       if (shadowmark)
+               Mem_Free(shadowmark);
        shadowmark = NULL;
+       if (shadowmarklist)
+               Mem_Free(shadowmarklist);
        shadowmarklist = NULL;
        shadowmarkcount = 0;
        r_shadow_buffer_numclusterpvsbytes = 0;
+       if (r_shadow_buffer_clusterpvs)
+               Mem_Free(r_shadow_buffer_clusterpvs);
        r_shadow_buffer_clusterpvs = NULL;
+       if (r_shadow_buffer_clusterlist)
+               Mem_Free(r_shadow_buffer_clusterlist);
        r_shadow_buffer_clusterlist = NULL;
        r_shadow_buffer_numsurfacepvsbytes = 0;
+       if (r_shadow_buffer_surfacepvs)
+               Mem_Free(r_shadow_buffer_surfacepvs);
        r_shadow_buffer_surfacepvs = NULL;
+       if (r_shadow_buffer_surfacelist)
+               Mem_Free(r_shadow_buffer_surfacelist);
        r_shadow_buffer_surfacelist = NULL;
-       Mem_FreePool(&r_shadow_mempool);
 }
 
 void r_shadow_newmap(void)
 {
-       R_Shadow_ClearWorldLights();
-       r_shadow_reloadlights = true;
 }
 
 void R_Shadow_Help_f(void)
@@ -274,28 +329,29 @@ void R_Shadow_Help_f(void)
        Con_Printf(
 "Documentation on r_shadow system:\n"
 "Settings:\n"
+"r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
+"r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
+"r_shadow_debuglight : render only this light number (-1 = all)\n"
+"r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
+"r_shadow_gloss2intensity : brightness of forced gloss\n"
+"r_shadow_glossintensity : brightness of textured gloss\n"
 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
-"r_shadow_realtime_world : use realtime world light rendering\n"
-"r_shadow_realtime_dlight : use high quality dlight rendering\n"
-"r_shadow_realtime_world_lightmaps : use lightmaps in addition to rtlights\n"
-"r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
-"r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
-"r_shadow_glossintensity : brightness of textured gloss\n"
-"r_shadow_gloss2intensity : brightness of forced gloss\n"
-"r_shadow_debuglight : render only this light number (-1 = all)\n"
-"r_shadow_scissor : use scissor optimization\n"
-"r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
-"r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
-"r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
-"r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
 "r_shadow_portallight : use portal visibility for static light precomputation\n"
 "r_shadow_projectdistance : shadow volume projection distance\n"
-"r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
+"r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
+"r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
+"r_shadow_realtime_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_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_singlepassvolumegeneration : selects shadow volume algorithm\n"
-"r_shadow_worldshadows : enable world shadows\n"
-"r_shadow_dlightshadows : enable dlight shadows\n"
+"r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
+"r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
 "Commands:\n"
 "r_shadow_help : this help\n"
        );
@@ -303,30 +359,31 @@ void R_Shadow_Help_f(void)
 
 void R_Shadow_Init(void)
 {
+       Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
+       Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
+       Cvar_RegisterVariable(&r_shadow_cull);
+       Cvar_RegisterVariable(&r_shadow_debuglight);
+       Cvar_RegisterVariable(&r_shadow_gloss);
+       Cvar_RegisterVariable(&r_shadow_gloss2intensity);
+       Cvar_RegisterVariable(&r_shadow_glossintensity);
        Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
        Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
        Cvar_RegisterVariable(&r_shadow_lightintensityscale);
+       Cvar_RegisterVariable(&r_shadow_portallight);
+       Cvar_RegisterVariable(&r_shadow_projectdistance);
+       Cvar_RegisterVariable(&r_shadow_realtime_dlight);
+       Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
        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_dlight);
-       Cvar_RegisterVariable(&r_shadow_visiblevolumes);
-       Cvar_RegisterVariable(&r_shadow_gloss);
-       Cvar_RegisterVariable(&r_shadow_glossintensity);
-       Cvar_RegisterVariable(&r_shadow_gloss2intensity);
-       Cvar_RegisterVariable(&r_shadow_debuglight);
+       Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
        Cvar_RegisterVariable(&r_shadow_scissor);
-       Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
-       Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
-       Cvar_RegisterVariable(&r_shadow_polygonfactor);
-       Cvar_RegisterVariable(&r_shadow_polygonoffset);
-       Cvar_RegisterVariable(&r_shadow_portallight);
-       Cvar_RegisterVariable(&r_shadow_projectdistance);
-       Cvar_RegisterVariable(&r_shadow_texture3d);
+       Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
+       Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
-       Cvar_RegisterVariable(&r_shadow_worldshadows);
-       Cvar_RegisterVariable(&r_shadow_dlightshadows);
        Cvar_RegisterVariable(&r_shadow_staticworldlights);
-       Cvar_RegisterVariable(&r_shadow_cull);
+       Cvar_RegisterVariable(&r_shadow_texture3d);
+       Cvar_RegisterVariable(&r_shadow_visiblevolumes);
        Cvar_RegisterVariable(&gl_ext_stenciltwoside);
        if (gamemode == GAME_TENEBRAE)
        {
@@ -335,6 +392,25 @@ void R_Shadow_Init(void)
        }
        Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
        R_Shadow_EditLights_Init();
+       r_shadow_mempool = Mem_AllocPool("R_Shadow");
+       r_shadow_worldlightchain = NULL;
+       maxshadowelements = 0;
+       shadowelements = NULL;
+       maxvertexupdate = 0;
+       vertexupdate = NULL;
+       vertexremap = NULL;
+       vertexupdatenum = 0;
+       maxshadowmark = 0;
+       numshadowmark = 0;
+       shadowmark = NULL;
+       shadowmarklist = NULL;
+       shadowmarkcount = 0;
+       r_shadow_buffer_numclusterpvsbytes = 0;
+       r_shadow_buffer_clusterpvs = NULL;
+       r_shadow_buffer_clusterlist = NULL;
+       r_shadow_buffer_numsurfacepvsbytes = 0;
+       r_shadow_buffer_surfacepvs = NULL;
+       r_shadow_buffer_surfacelist = NULL;
        R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
 }
 
@@ -532,8 +608,6 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *
        return tris;
 }
 
-float varray_vertex3f2[65536*3];
-
 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
 {
        int tris, outverts;
@@ -617,7 +691,6 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte
        GL_LockArrays(0, 0);
 }
 
-float r_shadow_attenpower, r_shadow_attenscale;
 static void R_Shadow_MakeTextures(void)
 {
        int x, y, z, d, side;
@@ -746,14 +819,19 @@ static void R_Shadow_MakeTextures(void)
        Mem_Free(data);
 }
 
-void R_Shadow_Stage_Begin(void)
+void R_Shadow_ValidateCvars(void)
 {
-       rmeshstate_t m;
-
        if (r_shadow_texture3d.integer && !gl_texture3d)
                Cvar_SetValueQuick(&r_shadow_texture3d, 0);
        if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
                Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
+}
+
+void R_Shadow_Stage_Begin(void)
+{
+       rmeshstate_t m;
+
+       R_Shadow_ValidateCvars();
 
        if (!r_shadow_attenuation2dtexture
         || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
@@ -777,22 +855,6 @@ void R_Shadow_Stage_Begin(void)
        c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
 }
 
-void R_Shadow_LoadWorldLightsIfNeeded(void)
-{
-       if (r_shadow_reloadlights && cl.worldmodel)
-       {
-               R_Shadow_ClearWorldLights();
-               r_shadow_reloadlights = false;
-               R_Shadow_LoadWorldLights();
-               if (r_shadow_worldlightchain == NULL)
-               {
-                       R_Shadow_LoadLightsFile();
-                       if (r_shadow_worldlightchain == NULL)
-                               R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
-               }
-       }
-}
-
 void R_Shadow_Stage_ShadowVolumes(void)
 {
        rmeshstate_t m;
@@ -803,10 +865,10 @@ void R_Shadow_Stage_ShadowVolumes(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       qglPolygonOffset(r_shadow_polygonfactor.value, r_shadow_polygonoffset.value);
-       //if (r_shadow_polygonoffset.value != 0)
+       qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
+       //if (r_shadow_shadow_polygonoffset.value != 0)
        //{
-       //      qglPolygonOffset(r_shadow_polygonfactor.value, r_shadow_polygonoffset.value);
+       //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
        //      qglEnable(GL_POLYGON_OFFSET_FILL);
        //}
        //else
@@ -857,7 +919,7 @@ void R_Shadow_Stage_LightWithoutShadows(void)
        qglPolygonOffset(0, 0);
        //qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
-       GL_ColorMask(1, 1, 1, 1);
+       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
        qglDepthFunc(GL_EQUAL);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglEnable(GL_CULL_FACE);
@@ -882,7 +944,7 @@ void R_Shadow_Stage_LightWithShadows(void)
        qglPolygonOffset(0, 0);
        //qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
-       GL_ColorMask(1, 1, 1, 1);
+       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
        qglDepthFunc(GL_EQUAL);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglEnable(GL_STENCIL_TEST);
@@ -908,7 +970,7 @@ void R_Shadow_Stage_End(void)
        qglPolygonOffset(0, 0);
        //qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
-       GL_ColorMask(1, 1, 1, 1);
+       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
        GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
        qglDepthFunc(GL_LEQUAL);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
@@ -930,9 +992,7 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        if (!r_shadow_scissor.integer)
                return false;
        // if view is inside the box, just say yes it's visible
-       // LordHavoc: for some odd reason scissor seems broken without stencil
-       // (?!?  seems like a driver bug) so abort if gl_stencil is false
-       if (!gl_stencil || BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
+       if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
        {
                GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
                return false;
@@ -1094,7 +1154,7 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        return false;
 }
 
-void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
+static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
 {
        float *color4f = varray_color4f;
        float dist, dot, intensity, v[3], n[3];
@@ -1107,7 +1167,8 @@ void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *n
                        if ((dot = DotProduct(n, v)) > 0)
                        {
                                dist = sqrt(dist);
-                               intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
+                               intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+                               intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
                                VectorScale(lightcolor, intensity, color4f);
                                color4f[3] = 1;
                        }
@@ -1125,7 +1186,7 @@ void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *n
        }
 }
 
-void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
+static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
 {
        float *color4f = varray_color4f;
        float dist, dot, intensity, v[3], n[3];
@@ -1137,7 +1198,8 @@ void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *
                        Matrix4x4_Transform3x3(m, normal3f, n);
                        if ((dot = DotProduct(n, v)) > 0)
                        {
-                               intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
+                               intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+                               intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
                                VectorScale(lightcolor, intensity, color4f);
                                color4f[3] = 1;
                        }
@@ -1155,9 +1217,35 @@ void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *
        }
 }
 
-// FIXME: this should be done in a vertex program when possible
-// FIXME: if vertex program not available, this would really benefit from 3DNow! or SSE
-void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
+static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
+{
+       float *color4f = varray_color4f;
+       float dot, intensity, v[3], n[3];
+       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+       {
+               Matrix4x4_Transform(m, vertex3f, v);
+               Matrix4x4_Transform3x3(m, normal3f, n);
+               if ((dot = DotProduct(n, v)) > 0)
+               {
+                       intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+                       VectorScale(lightcolor, intensity, color4f);
+                       color4f[3] = 1;
+               }
+               else
+               {
+                       VectorClear(color4f);
+                       color4f[3] = 1;
+               }
+       }
+}
+
+// TODO: use glTexGen instead of feeding vertices to texcoordpointer?
+#define USETEXMATRIX
+
+#ifndef USETEXMATRIX
+// this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
+// if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
+static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
 {
        do
        {
@@ -1170,7 +1258,7 @@ void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const flo
        while (--numverts);
 }
 
-void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
+static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
 {
        do
        {
@@ -1181,8 +1269,9 @@ void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const flo
        }
        while (--numverts);
 }
+#endif
 
-void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
+static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
 {
        int i;
        float lightdir[3];
@@ -1196,7 +1285,7 @@ void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, con
        }
 }
 
-void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
+static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
 {
        int i;
        float lightdir[3], eyedir[3], halfdir[3];
@@ -1214,7 +1303,6 @@ void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, co
        }
 }
 
-#define USETEXMATRIX 0 // broken
 void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, int lighting)
 {
        int renders;
@@ -1231,10 +1319,14 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                if (lighting & LIGHTING_DIFFUSE)
                {
                        GL_Color(1,1,1,1);
-                       // colorscale accounts for how much we multiply the brightness during combine
+                       colorscale = r_shadow_lightintensityscale.value;
+                       // colorscale accounts for how much we multiply the brightness
+                       // during combine.
+                       //
                        // mult is how many times the final pass of the lighting will be
-                       // performed to get more brightness than otherwise possible
-                       // limit mult to 64 for sanity sake
+                       // performed to get more brightness than otherwise possible.
+                       //
+                       // Limit mult to 64 for sanity sake.
                        if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
                        {
                                // 3/2 3D combine path (Geforce3, Radeon 8500)
@@ -1248,7 +1340,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
                                R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
                                m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                m.pointer_texcoord3f[2] = vertex3f;
                                m.texmatrix[2] = *matrix_modeltoattenuationxyz;
 #else
@@ -1271,7 +1363,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                if (lightcubemap)
                                {
                                        m.texcubemap[1] = R_GetTexture(lightcubemap);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[1] = vertex3f;
                                        m.texmatrix[1] = *matrix_modeltolight;
 #else
@@ -1279,22 +1371,6 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
 #endif
                                }
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, numverts);
-                               GL_ColorMask(1,1,1,0);
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                               VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                               {
-                                       color[0] = bound(0, color2[0], 1);
-                                       color[1] = bound(0, color2[1], 1);
-                                       color[2] = bound(0, color2[2], 1);
-                                       GL_Color(color[0], color[1], color[2], 1);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-                               }
-                               GL_LockArrays(0, 0);
                        }
                        else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
                        {
@@ -1302,7 +1378,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = vertex3f;
                                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                m.pointer_texcoord3f[0] = vertex3f;
                                m.texmatrix[0] = *matrix_modeltoattenuationxyz;
 #else
@@ -1342,7 +1418,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                if (lightcubemap)
                                {
                                        m.texcubemap[1] = R_GetTexture(lightcubemap);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[1] = vertex3f;
                                        m.texmatrix[1] = *matrix_modeltolight;
 #else
@@ -1350,22 +1426,6 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
 #endif
                                }
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, numverts);
-                               GL_ColorMask(1,1,1,0);
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                               VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                               {
-                                       color[0] = bound(0, color2[0], 1);
-                                       color[1] = bound(0, color2[1], 1);
-                                       color[2] = bound(0, color2[2], 1);
-                                       GL_Color(color[0], color[1], color[2], 1);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-                               }
-                               GL_LockArrays(0, 0);
                        }
                        else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
                        {
@@ -1381,369 +1441,57 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
                                R_Mesh_State(&m);
                                GL_ColorMask(0,0,0,1);
-                               GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-       
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[0] = texcoord2f;
-                               m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-#if USETEXMATRIX
-                               m.pointer_texcoord3f[1] = vertex3f;
-                               m.texmatrix[1] = *matrix_modeltoattenuationxyz;
-#else
-                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
-#endif
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, numverts);
-                               GL_ColorMask(1,1,1,0);
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                               VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                               {
-                                       color[0] = bound(0, color2[0], 1);
-                                       color[1] = bound(0, color2[1], 1);
-                                       color[2] = bound(0, color2[2], 1);
-                                       GL_Color(color[0], color[1], color[2], 1);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-                               }
-                               GL_LockArrays(0, 0);
-                       }
-                       else if (r_textureunits.integer >= 4)
-                       {
-                               // 4/2 2D combine path (Geforce3, Radeon 8500)
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(bumptexture);
-                               m.texcombinergb[0] = GL_REPLACE;
-                               m.pointer_texcoord[0] = texcoord2f;
-                               m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
-                               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
-                               m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
-#if USETEXMATRIX
-                               m.pointer_texcoord3f[2] = vertex3f;
-                               m.texmatrix[2] = *matrix_modeltoattenuationxyz;
-#else
-                               m.pointer_texcoord[2] = varray_texcoord2f[2];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
-#endif
-                               m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
-#if USETEXMATRIX
-                               m.pointer_texcoord3f[3] = vertex3f;
-                               m.texmatrix[3] = *matrix_modeltoattenuationz;
-#else
-                               m.pointer_texcoord[3] = varray_texcoord2f[3];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
-#endif
-                               R_Mesh_State(&m);
-                               GL_ColorMask(0,0,0,1);
-                               GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-       
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[0] = texcoord2f;
-                               if (lightcubemap)
-                               {
-                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
-#if USETEXMATRIX
-                                       m.pointer_texcoord3f[1] = vertex3f;
-                                       m.texmatrix[1] = *matrix_modeltolight;
-#else
-                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
-#endif
-                               }
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, numverts);
-                               GL_ColorMask(1,1,1,0);
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                               VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                               {
-                                       color[0] = bound(0, color2[0], 1);
-                                       color[1] = bound(0, color2[1], 1);
-                                       color[2] = bound(0, color2[2], 1);
-                                       GL_Color(color[0], color[1], color[2], 1);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-                               }
-                               GL_LockArrays(0, 0);
-                       }
-                       else
-                       {
-                               // 2/2/2 2D combine path (any dot3 card)
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-#if USETEXMATRIX
-                               m.pointer_texcoord3f[0] = vertex3f;
-                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
-#else
-                               m.pointer_texcoord[0] = varray_texcoord2f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
-#endif
-                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-#if USETEXMATRIX
-                               m.pointer_texcoord3f[1] = vertex3f;
-                               m.texmatrix[1] = *matrix_modeltoattenuationz;
-#else
-                               m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
-#endif
-                               R_Mesh_State(&m);
-                               GL_ColorMask(0,0,0,1);
-                               GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-       
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(bumptexture);
-                               m.texcombinergb[0] = GL_REPLACE;
-                               m.pointer_texcoord[0] = texcoord2f;
-                               m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
-                               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
-                               R_Mesh_State(&m);
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-       
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[0] = texcoord2f;
-                               if (lightcubemap)
-                               {
-                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
-#if USETEXMATRIX
-                                       m.pointer_texcoord3f[1] = vertex3f;
-                                       m.texmatrix[1] = *matrix_modeltolight;
-#else
-                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
-#endif
-                               }
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, numverts);
-                               GL_ColorMask(1,1,1,0);
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                               VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                               {
-                                       color[0] = bound(0, color2[0], 1);
-                                       color[1] = bound(0, color2[1], 1);
-                                       color[2] = bound(0, color2[2], 1);
-                                       GL_Color(color[0], color[1], color[2], 1);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-                               }
-                               GL_LockArrays(0, 0);
-                       }
-               }
-               if ((lighting & LIGHTING_SPECULAR) && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)))
-               {
-                       colorscale = r_shadow_glossintensity.value;
-                       if (glosstexture == r_shadow_blankglosstexture)
-                               colorscale *= r_shadow_gloss2intensity.value;
-                       GL_Color(1,1,1,1);
-                       if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
-                       {
-                               // 2/0/0/1/2 3D combine blendsquare path
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(bumptexture);
-                               m.pointer_texcoord[0] = texcoord2f;
-                               m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
-                               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
-                               R_Mesh_State(&m);
-                               GL_ColorMask(0,0,0,1);
-                               // this squares the result
-                               GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-       
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, numverts);
-                               // square alpha in framebuffer a few times to make it shiny
-                               GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
-                               // these comments are a test run through this math for intensity 0.5
-                               // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
-                               // 0.25 * 0.25 = 0.0625 (this is another pass)
-                               // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-                               GL_LockArrays(0, 0);
-       
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-#if USETEXMATRIX
-                               m.pointer_texcoord3f[0] = vertex3f;
-                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
-#else
-                               m.pointer_texcoord3f[0] = varray_texcoord3f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
-#endif
-                               R_Mesh_State(&m);
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-       
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(glosstexture);
-                               m.pointer_texcoord[0] = texcoord2f;
-                               if (lightcubemap)
-                               {
-                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
-#if USETEXMATRIX
-                                       m.pointer_texcoord3f[1] = vertex3f;
-                                       m.texmatrix[1] = *matrix_modeltolight;
-#else
-                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
-#endif
-                               }
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, numverts);
-                               GL_ColorMask(1,1,1,0);
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                               VectorScale(lightcolor, colorscale, color2);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                               {
-                                       color[0] = bound(0, color2[0], 1);
-                                       color[1] = bound(0, color2[1], 1);
-                                       color[2] = bound(0, color2[2], 1);
-                                       GL_Color(color[0], color[1], color[2], 1);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-                               }
-                               GL_LockArrays(0, 0);
-                       }
-                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
-                       {
-                               // 2/0/0/2 3D combine blendsquare path
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(bumptexture);
-                               m.pointer_texcoord[0] = texcoord2f;
-                               m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
-                               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
-                               R_Mesh_State(&m);
-                               GL_ColorMask(0,0,0,1);
-                               // this squares the result
-                               GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-       
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, numverts);
-                               // square alpha in framebuffer a few times to make it shiny
-                               GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
-                               // these comments are a test run through this math for intensity 0.5
-                               // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
-                               // 0.25 * 0.25 = 0.0625 (this is another pass)
-                               // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               GL_LockArrays(0, numverts);
                                R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
-                               GL_LockArrays(0, 0);
        
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(glosstexture);
+                               m.tex[0] = R_GetTexture(basetexture);
                                m.pointer_texcoord[0] = texcoord2f;
                                m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                m.pointer_texcoord3f[1] = vertex3f;
                                m.texmatrix[1] = *matrix_modeltoattenuationxyz;
 #else
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
 #endif
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, numverts);
-                               GL_ColorMask(1,1,1,0);
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                               VectorScale(lightcolor, colorscale, color2);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                               {
-                                       color[0] = bound(0, color2[0], 1);
-                                       color[1] = bound(0, color2[1], 1);
-                                       color[2] = bound(0, color2[2], 1);
-                                       GL_Color(color[0], color[1], color[2], 1);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-                               }
-                               GL_LockArrays(0, 0);
                        }
-                       else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+                       else if (r_textureunits.integer >= 4)
                        {
-                               // 2/0/0/2/2 2D combine blendsquare path
+                               // 4/2 2D combine path (Geforce3, Radeon 8500)
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = vertex3f;
                                m.tex[0] = R_GetTexture(bumptexture);
+                               m.texcombinergb[0] = GL_REPLACE;
                                m.pointer_texcoord[0] = texcoord2f;
                                m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                               m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[2] = vertex3f;
+                               m.texmatrix[2] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord[2] = varray_texcoord2f[2];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[3] = vertex3f;
+                               m.texmatrix[3] = *matrix_modeltoattenuationz;
+#else
+                               m.pointer_texcoord[3] = varray_texcoord2f[3];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
+#endif
                                R_Mesh_State(&m);
                                GL_ColorMask(0,0,0,1);
-                               // this squares the result
-                               GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
                                GL_LockArrays(0, numverts);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                                GL_LockArrays(0, 0);
@@ -1752,26 +1500,27 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
        
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = vertex3f;
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, numverts);
-                               // square alpha in framebuffer a few times to make it shiny
-                               GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
-                               // these comments are a test run through this math for intensity 0.5
-                               // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
-                               // 0.25 * 0.25 = 0.0625 (this is another pass)
-                               // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-                               GL_LockArrays(0, 0);
-       
+                               m.tex[0] = R_GetTexture(basetexture);
+                               m.pointer_texcoord[0] = texcoord2f;
+                               if (lightcubemap)
+                               {
+                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.texmatrix[1] = *matrix_modeltolight;
+#else
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+                               }
+                       }
+                       else
+                       {
+                               // 2/2/2 2D combine path (any dot3 card)
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = vertex3f;
                                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                m.pointer_texcoord3f[0] = vertex3f;
                                m.texmatrix[0] = *matrix_modeltoattenuationxyz;
 #else
@@ -1779,13 +1528,31 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
 #endif
                                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                m.pointer_texcoord3f[1] = vertex3f;
                                m.texmatrix[1] = *matrix_modeltoattenuationz;
 #else
                                m.pointer_texcoord[1] = varray_texcoord2f[1];
                                R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
 #endif
+                               R_Mesh_State(&m);
+                               GL_ColorMask(0,0,0,1);
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               GL_LockArrays(0, numverts);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(0, 0);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+       
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(bumptexture);
+                               m.texcombinergb[0] = GL_REPLACE;
+                               m.pointer_texcoord[0] = texcoord2f;
+                               m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
                                R_Mesh_State(&m);
                                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                                GL_LockArrays(0, numverts);
@@ -1796,12 +1563,12 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
        
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(glosstexture);
+                               m.tex[0] = R_GetTexture(basetexture);
                                m.pointer_texcoord[0] = texcoord2f;
                                if (lightcubemap)
                                {
                                        m.texcubemap[1] = R_GetTexture(lightcubemap);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[1] = vertex3f;
                                        m.texmatrix[1] = *matrix_modeltolight;
 #else
@@ -1809,23 +1576,251 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
 #endif
                                }
-                               R_Mesh_State(&m);
+                       }
+                       // this final code is shared
+                       R_Mesh_State(&m);
+                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       VectorScale(lightcolor, colorscale, color2);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       {
+                               GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
                                GL_LockArrays(0, numverts);
-                               GL_ColorMask(1,1,1,0);
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                               VectorScale(lightcolor, colorscale, color2);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(0, 0);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+               }
+               if ((lighting & LIGHTING_SPECULAR) && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)))
+               {
+                       // FIXME: detect blendsquare!
+                       //if (gl_support_blendsquare)
+                       {
+                               colorscale = r_shadow_lightintensityscale.value * r_shadow_glossintensity.value;
+                               if (glosstexture == r_shadow_blankglosstexture)
+                                       colorscale *= r_shadow_gloss2intensity.value;
+                               GL_Color(1,1,1,1);
+                               if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+                               {
+                                       // 2/0/0/1/2 3D combine blendsquare path
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(bumptexture);
+                                       m.pointer_texcoord[0] = texcoord2f;
+                                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                                       R_Mesh_State(&m);
+                                       GL_ColorMask(0,0,0,1);
+                                       // this squares the result
+                                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+                                       GL_LockArrays(0, numverts);
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       GL_LockArrays(0, 0);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+               
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       R_Mesh_State(&m);
+                                       GL_LockArrays(0, numverts);
+                                       // square alpha in framebuffer a few times to make it shiny
+                                       GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+                                       // these comments are a test run through this math for intensity 0.5
+                                       // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+                                       // 0.25 * 0.25 = 0.0625 (this is another pass)
+                                       // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                                       GL_LockArrays(0, 0);
+               
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[0] = vertex3f;
+                                       m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+                                       m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                                       R_Mesh_State(&m);
+                                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                                       GL_LockArrays(0, numverts);
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       GL_LockArrays(0, 0);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+               
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(glosstexture);
+                                       m.pointer_texcoord[0] = texcoord2f;
+                                       if (lightcubemap)
+                                       {
+                                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+                                               m.pointer_texcoord3f[1] = vertex3f;
+                                               m.texmatrix[1] = *matrix_modeltolight;
+#else
+                                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+                                       }
+                               }
+                               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
                                {
-                                       color[0] = bound(0, color2[0], 1);
-                                       color[1] = bound(0, color2[1], 1);
-                                       color[2] = bound(0, color2[2], 1);
-                                       GL_Color(color[0], color[1], color[2], 1);
+                                       // 2/0/0/2 3D combine blendsquare path
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(bumptexture);
+                                       m.pointer_texcoord[0] = texcoord2f;
+                                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                                       R_Mesh_State(&m);
+                                       GL_ColorMask(0,0,0,1);
+                                       // this squares the result
+                                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+                                       GL_LockArrays(0, numverts);
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       GL_LockArrays(0, 0);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+               
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       R_Mesh_State(&m);
+                                       GL_LockArrays(0, numverts);
+                                       // square alpha in framebuffer a few times to make it shiny
+                                       GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+                                       // these comments are a test run through this math for intensity 0.5
+                                       // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+                                       // 0.25 * 0.25 = 0.0625 (this is another pass)
+                                       // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
                                        R_Mesh_Draw(numverts, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                                       GL_LockArrays(0, 0);
+               
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(glosstexture);
+                                       m.pointer_texcoord[0] = texcoord2f;
+                                       m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+#else
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
                                }
-                               GL_LockArrays(0, 0);
+                               else
+                               {
+                                       // 2/0/0/2/2 2D combine blendsquare path
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(bumptexture);
+                                       m.pointer_texcoord[0] = texcoord2f;
+                                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                                       R_Mesh_State(&m);
+                                       GL_ColorMask(0,0,0,1);
+                                       // this squares the result
+                                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+                                       GL_LockArrays(0, numverts);
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       GL_LockArrays(0, 0);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+               
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       R_Mesh_State(&m);
+                                       GL_LockArrays(0, numverts);
+                                       // square alpha in framebuffer a few times to make it shiny
+                                       GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+                                       // these comments are a test run through this math for intensity 0.5
+                                       // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+                                       // 0.25 * 0.25 = 0.0625 (this is another pass)
+                                       // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                                       GL_LockArrays(0, 0);
+               
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[0] = vertex3f;
+                                       m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+                                       m.pointer_texcoord[0] = varray_texcoord2f[0];
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.texmatrix[1] = *matrix_modeltoattenuationz;
+#else
+                                       m.pointer_texcoord[1] = varray_texcoord2f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+#endif
+                                       R_Mesh_State(&m);
+                                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                                       GL_LockArrays(0, numverts);
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       GL_LockArrays(0, 0);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+               
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(glosstexture);
+                                       m.pointer_texcoord[0] = texcoord2f;
+                                       if (lightcubemap)
+                                       {
+                                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+                                               m.pointer_texcoord3f[1] = vertex3f;
+                                               m.texmatrix[1] = *matrix_modeltolight;
+#else
+                                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+                                       }
+                               }
+                       }
+                       R_Mesh_State(&m);
+                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       VectorScale(lightcolor, colorscale, color2);
+                       GL_LockArrays(0, numverts);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       {
+                               GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
                        }
+                       GL_LockArrays(0, 0);
                }
        }
        else
@@ -1843,13 +1838,25 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                        {
                                // voodoo2
                                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-#if USETEXMATRIX
+#ifdef USETEXMATRIX
                                m.pointer_texcoord3f[1] = vertex3f;
                                m.texmatrix[1] = *matrix_modeltoattenuationxyz;
 #else
                                m.pointer_texcoord[1] = varray_texcoord2f[1];
                                R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
 #endif
+                               if (r_textureunits.integer >= 3)
+                               {
+                                       // Geforce3/Radeon class but not using dot3
+                                       m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[2] = vertex3f;
+                                       m.texmatrix[2] = *matrix_modeltoattenuationz;
+#else
+                                       m.pointer_texcoord[2] = varray_texcoord2f[2];
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationz);
+#endif
+                               }
                        }
                        R_Mesh_State(&m);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
@@ -1857,10 +1864,12 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                color[0] = bound(0, color2[0], 1);
                                color[1] = bound(0, color2[1], 1);
                                color[2] = bound(0, color2[2], 1);
-                               if (r_textureunits.integer >= 2)
-                                       R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+                               if (r_textureunits.integer >= 3)
+                                       R_Shadow_VertexShading(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+                               else if (r_textureunits.integer >= 2)
+                                       R_Shadow_VertexShadingWithZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight);
                                else
-                                       R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+                                       R_Shadow_VertexShadingWithXYZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight);
                                GL_LockArrays(0, numverts);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                                GL_LockArrays(0, 0);
@@ -1910,12 +1919,10 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i
 
        rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
        rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
-       VectorScale(rtlight->color, rtlight->radius * d_lightstylevalue[rtlight->style] * 0.25f, rtlight->lightmap_light);
+       VectorScale(rtlight->color, rtlight->radius * d_lightstylevalue[rtlight->style] * 0.125f, rtlight->lightmap_light);
        rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
 }
 
-rtlight_t *r_shadow_compilingrtlight;
-
 // compiles rtlight geometry
 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
 void R_RTLight_Compile(rtlight_t *rtlight)
@@ -1942,7 +1949,7 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering
                r_shadow_compilingrtlight = rtlight;
                R_Shadow_EnlargeClusterBuffer(model->brush.num_pvsclusters);
-               R_Shadow_EnlargeSurfaceBuffer(model->numsurfaces); 
+               R_Shadow_EnlargeSurfaceBuffer(model->nummodelsurfaces); 
                model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
                if (numclusters)
                {
@@ -2023,9 +2030,12 @@ void R_RTLight_Uncompile(rtlight_t *rtlight)
        }
 }
 
-int shadowframecount = 0;
-
-void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
+void R_Shadow_UncompileWorldLights(void)
+{
+       dlight_t *light;
+       for (light = r_shadow_worldlightchain;light;light = light->next)
+               R_RTLight_Uncompile(&light->rtlight);
+}
 
 void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
 {
@@ -2042,18 +2052,24 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
        shadowmesh_t *mesh;
        rmeshstate_t m;
 
-       if (d_lightstylevalue[rtlight->style] <= 0)
-               return;
+       // loading is done before visibility checks because loading should happen
+       // all at once at the start of a level, not when it stalls gameplay.
+       // (especially important to benchmarks)
+       if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
+               R_RTLight_Compile(rtlight);
+       if (rtlight->cubemapname[0])
+               cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname);
+       else
+               cubemaptexture = NULL;
+
        cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
        cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
        cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
        cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
        cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
        cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
-       if (R_CullBox(cullmins, cullmaxs))
+       if (d_lightstylevalue[rtlight->style] <= 0)
                return;
-       if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
-               R_RTLight_Compile(rtlight);
        numclusters = 0;
        clusterlist = NULL;
        clusterpvs = NULL;
@@ -2061,6 +2077,8 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
        surfacelist = NULL;
        if (rtlight->compiled && r_shadow_staticworldlights.integer)
        {
+               // compiled light, world available and can receive realtime lighting
+               // retrieve cluster information
                numclusters = rtlight->static_numclusters;
                clusterlist = rtlight->static_clusterlist;
                clusterpvs = rtlight->static_clusterpvs;
@@ -2069,13 +2087,22 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
        }
        else if (cl.worldmodel && cl.worldmodel->GetLightInfo)
        {
+               // dynamic light, world available and can receive realtime lighting
+               // if the light box is offscreen, skip it right away
+               if (R_CullBox(cullmins, cullmaxs))
+                       return;
+               // calculate lit surfaces and clusters
                R_Shadow_EnlargeClusterBuffer(cl.worldmodel->brush.num_pvsclusters);
-               R_Shadow_EnlargeSurfaceBuffer(cl.worldmodel->numsurfaces); 
+               R_Shadow_EnlargeSurfaceBuffer(cl.worldmodel->nummodelsurfaces); 
                cl.worldmodel->GetLightInfo(&cl_entities[0].render, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
                clusterlist = r_shadow_buffer_clusterlist;
                clusterpvs = r_shadow_buffer_clusterpvs;
                surfacelist = r_shadow_buffer_surfacelist;
        }
+       // if the reduced cluster bounds are offscreen, skip it
+       if (R_CullBox(cullmins, cullmaxs))
+               return;
+       // check if light is illuminating any visible clusters
        if (numclusters)
        {
                for (i = 0;i < numclusters;i++)
@@ -2084,8 +2111,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                if (i == numclusters)
                        return;
        }
-       if (R_CullBox(cullmins, cullmaxs))
-               return;
+       // set up a scissor rectangle for this light
        if (R_Shadow_ScissorForBBox(cullmins, cullmaxs))
                return;
 
@@ -2099,12 +2125,24 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
        }
        */
 
-       if (rtlight->cubemapname[0])
-               cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname);
-       else
-               cubemaptexture = NULL;
+#if 1
+       shadow = rtlight->shadow && (rtlight->isstatic ? r_shadow_realtime_world_shadows.integer : (r_shadow_realtime_world.integer ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer));
+#else
+       shadow = false;
+       if (rtlight->shadow)
+       {
+               if (rtlight->isstatic)
+                       shadow = r_shadow_realtime_world_shadows.integer;
+               else
+               {
+                       if (r_shadow_realtime_world.integer)
+                               shadow = r_shadow_realtime_world_dlightshadows.integer;
+                       else
+                               shadow = r_shadow_realtime_dlight_shadows.integer;
+               }
+       }
+#endif
 
-       shadow = rtlight->shadow && (rtlight->isstatic ? r_shadow_worldshadows.integer : r_shadow_dlightshadows.integer);
        if (shadow && (gl_stencil || visiblevolumes))
        {
                if (!visiblevolumes)
@@ -2158,7 +2196,10 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                                if (!(ent->flags & RENDER_SHADOW) || !ent->model || !ent->model->DrawShadowVolume)
                                        continue;
                                Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
-                               ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->numsurfaces, ent->model->surfacelist);
+                               // light emitting entities should not cast their own shadow
+                               if (VectorLength2(relativelightorigin) < 0.1)
+                                       continue;
+                               ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->nummodelsurfaces, ent->model->surfacelist);
                        }
                }
        }
@@ -2199,7 +2240,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                                        Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
                                        Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
                                        Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
-                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, ent->model->numsurfaces, ent->model->surfacelist);
+                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, ent->model->nummodelsurfaces, ent->model->surfacelist);
                                }
                        }
                }
@@ -2212,6 +2253,9 @@ void R_ShadowVolumeLighting(int visiblevolumes)
        dlight_t *light;
        rmeshstate_t m;
 
+       if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
+               R_Shadow_EditLights_Reload_f();
+
        if (visiblevolumes)
        {
                memset(&m, 0, sizeof(m));
@@ -2225,10 +2269,8 @@ void R_ShadowVolumeLighting(int visiblevolumes)
        }
        else
                R_Shadow_Stage_Begin();
-       shadowframecount++;
        if (r_shadow_realtime_world.integer)
        {
-               R_Shadow_LoadWorldLightsIfNeeded();
                if (r_shadow_debuglight.integer >= 0)
                {
                        for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
@@ -2252,38 +2294,23 @@ void R_ShadowVolumeLighting(int visiblevolumes)
                R_Shadow_Stage_End();
 }
 
-cvar_t r_editlights = {0, "r_editlights", "0"};
-cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
-cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
-cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
-cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
-cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
-cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
-cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
-dlight_t *r_shadow_worldlightchain;
-dlight_t *r_shadow_selectedlight;
-vec3_t r_editlights_cursorlocation;
-
-typedef struct cubemapinfo_s
-{
-       char basename[64];
-       rtexture_t *texture;
-}
-cubemapinfo_t;
-
-#define MAX_CUBEMAPS 128
-static int numcubemaps;
-static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
-
 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
 typedef struct suffixinfo_s
 {
        char *suffix;
-       int flipx, flipy, flipdiagonal;
+       qboolean flipx, flipy, flipdiagonal;
 }
 suffixinfo_t;
 static suffixinfo_t suffix[3][6] =
 {
+       {
+               {"px",   false, false, false},
+               {"nx",   false, false, false},
+               {"py",   false, false, false},
+               {"ny",   false, false, false},
+               {"pz",   false, false, false},
+               {"nz",   false, false, false}
+       },
        {
                {"posx", false, false, false},
                {"negx", false, false, false},
@@ -2293,20 +2320,12 @@ static suffixinfo_t suffix[3][6] =
                {"negz", false, false, false}
        },
        {
-               {"px", false, false, false},
-               {"nx", false, false, false},
-               {"py", false, false, false},
-               {"ny", false, false, false},
-               {"pz", false, false, false},
-               {"nz", false, false, false}
-       },
-       {
-               {"ft", true, false, true},
-               {"bk", false, true, true},
-               {"lf", true, true, false},
-               {"rt", false, false, false},
-               {"up", false, false, false},
-               {"dn", false, false, false}
+               {"rt",    true, false,  true},
+               {"lf",   false,  true,  true},
+               {"ft",    true,  true, false},
+               {"bk",   false, false, false},
+               {"up",    true, false,  true},
+               {"dn",    true, false,  true}
        }
 };
 
@@ -2322,30 +2341,39 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename)
        cubemapsize = 0;
        cubemappixels = NULL;
        cubemaptexture = NULL;
+       // keep trying different suffix groups (posx, px, rt) until one loads
        for (j = 0;j < 3 && !cubemappixels;j++)
        {
+               // load the 6 images in the suffix group
                for (i = 0;i < 6;i++)
                {
+                       // generate an image name based on the base and and suffix
                        snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
+                       // load it
                        if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
                        {
+                               // an image loaded, make sure width and height are equal
                                if (image_width == image_height)
                                {
+                                       // if this is the first image to load successfully, allocate the cubemap memory
                                        if (!cubemappixels && image_width >= 1)
                                        {
                                                cubemapsize = image_width;
-                                               // note this clears to black, so unavailable sizes are black
+                                               // note this clears to black, so unavailable sides are black
                                                cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
                                        }
+                                       // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
                                        if (cubemappixels)
                                                Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, 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);
                        }
                }
        }
+       // if a cubemap loaded, upload it
        if (cubemappixels)
        {
                if (!r_shadow_filters_texturepool)
@@ -2414,18 +2442,16 @@ void R_Shadow_NewWorldLight(vec3_t origin, vec3_t angles, vec3_t color, vec_t ra
        r_shadow_worldlightchain = light;
 
        R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
-       if (r_shadow_staticworldlights.integer)
-               R_RTLight_Compile(&light->rtlight);
 }
 
 void R_Shadow_FreeWorldLight(dlight_t *light)
 {
        dlight_t **lightpointer;
+       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\n");
        *lightpointer = light->next;
-       R_RTLight_Uncompile(&light->rtlight);
        Mem_Free(light);
 }
 
@@ -2446,8 +2472,6 @@ void R_Shadow_SelectLight(dlight_t *light)
                r_shadow_selectedlight->selected = true;
 }
 
-rtexture_t *lighttextures[5];
-
 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
 {
        float scale = r_editlights_cursorgrid.value * 0.5f;
@@ -2520,7 +2544,7 @@ void R_Shadow_LoadWorldLights(void)
        }
        FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
        strlcat (name, ".rtlights", sizeof (name));
-       lightsstring = FS_LoadFile(name, false);
+       lightsstring = FS_LoadFile(name, tempmempool, false);
        if (lightsstring)
        {
                s = lightsstring;
@@ -2638,7 +2662,7 @@ void R_Shadow_LoadLightsFile(void)
        }
        FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
        strlcat (name, ".lights", sizeof (name));
-       lightsstring = FS_LoadFile(name, false);
+       lightsstring = FS_LoadFile(name, tempmempool, false);
        if (lightsstring)
        {
                s = lightsstring;
@@ -2671,11 +2695,14 @@ void R_Shadow_LoadLightsFile(void)
        }
 }
 
+// tyrlite/hmap2 light types in the delay field
+typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
+
 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
 {
-       int entnum, style, islight, skin, pflags, effects;
+       int entnum, style, islight, skin, pflags, effects, type, n;
        char key[256], value[1024];
-       float origin[3], angles[3], radius, color[3], light, fadescale, lightscale, originhack[3], overridecolor[3];
+       float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
        const char *data;
 
        if (cl.worldmodel == NULL)
@@ -2688,11 +2715,12 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                return;
        for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
        {
-               light = 0;
+               type = LIGHTTYPE_MINUSX;
                origin[0] = origin[1] = origin[2] = 0;
                originhack[0] = originhack[1] = originhack[2] = 0;
                angles[0] = angles[1] = angles[2] = 0;
                color[0] = color[1] = color[2] = 1;
+               light[0] = light[1] = light[2] = 1;light[3] = 300;
                overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
                fadescale = 1;
                lightscale = 1;
@@ -2719,7 +2747,27 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
 
                        // now that we have the key pair worked out...
                        if (!strcmp("light", key))
-                               light = atof(value);
+                       {
+                               n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
+                               if (n == 1)
+                               {
+                                       // quake
+                                       light[0] = vec[0] * (1.0f / 256.0f);
+                                       light[1] = vec[0] * (1.0f / 256.0f);
+                                       light[2] = vec[0] * (1.0f / 256.0f);
+                                       light[3] = vec[0];
+                               }
+                               else if (n == 4)
+                               {
+                                       // halflife
+                                       light[0] = vec[0] * (1.0f / 255.0f);
+                                       light[1] = vec[1] * (1.0f / 255.0f);
+                                       light[2] = vec[2] * (1.0f / 255.0f);
+                                       light[3] = vec[3];
+                               }
+                       }
+                       else if (!strcmp("delay", key))
+                               type = atoi(value);
                        else if (!strcmp("origin", key))
                                sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
                        else if (!strcmp("angle", key))
@@ -2816,27 +2864,44 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                        else if (!strcmp("effects", key))
                                effects = (int)atof(value);
                }
-               if (light <= 0 && islight)
-                       light = 300;
+               if (!islight)
+                       continue;
                if (lightscale <= 0)
                        lightscale = 1;
                if (fadescale <= 0)
                        fadescale = 1;
-               if (gamemode == GAME_TENEBRAE)
+               if (color[0] == color[1] && color[0] == color[2])
                {
-                       if (effects & EF_NODRAW)
-                       {
-                               pflags |= PFLAGS_FULLDYNAMIC;
-                               effects &= ~EF_NODRAW;
-                       }
+                       color[0] *= overridecolor[0];
+                       color[1] *= overridecolor[1];
+                       color[2] *= overridecolor[2];
+               }
+               radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
+               color[0] = color[0] * light[0];
+               color[1] = color[1] * light[1];
+               color[2] = color[2] * light[2];
+               switch (type)
+               {
+               case LIGHTTYPE_MINUSX:
+                       break;
+               case LIGHTTYPE_RECIPX:
+                       radius *= 2;
+                       VectorScale(color, (1.0f / 16.0f), color);
+                       break;
+               case LIGHTTYPE_RECIPXX:
+                       radius *= 2;
+                       VectorScale(color, (1.0f / 16.0f), color);
+                       break;
+               default:
+               case LIGHTTYPE_NONE:
+                       break;
+               case LIGHTTYPE_SUN:
+                       break;
+               case LIGHTTYPE_MINUSXX:
+                       break;
                }
-               radius = min(light * r_editlights_quakelightsizescale.value * lightscale / fadescale, 1048576);
-               light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
-               if (color[0] == 1 && color[1] == 1 && color[2] == 1)
-                       VectorCopy(overridecolor, color);
-               VectorScale(color, light, color);
                VectorAdd(origin, originhack, origin);
-               if (radius >= 15 && !(pflags & PFLAGS_FULLDYNAMIC))
+               if (radius >= 1)
                        R_Shadow_NewWorldLight(origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL);
        }
 }
@@ -2882,13 +2947,24 @@ void R_Shadow_EditLights_Clear_f(void)
 
 void R_Shadow_EditLights_Reload_f(void)
 {
-       r_shadow_reloadlights = true;
+       if (!cl.worldmodel)
+               return;
+       strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
+       R_Shadow_ClearWorldLights();
+       R_Shadow_LoadWorldLights();
+       if (r_shadow_worldlightchain == NULL)
+       {
+               R_Shadow_LoadLightsFile();
+               if (r_shadow_worldlightchain == NULL)
+                       R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
+       }
 }
 
 void R_Shadow_EditLights_Save_f(void)
 {
-       if (cl.worldmodel)
-               R_Shadow_SaveWorldLights();
+       if (!cl.worldmodel)
+               return;
+       R_Shadow_SaveWorldLights();
 }
 
 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
@@ -3139,7 +3215,17 @@ void R_Shadow_EditLights_Edit_f(void)
        R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadows, cubemapname);
 }
 
-extern int con_vislines;
+void R_Shadow_EditLights_EditAll_f(void)
+{
+       dlight_t *light;
+
+       for (light = r_shadow_worldlightchain;light;light = light->next)
+       {
+               R_Shadow_SelectLight(light);
+               R_Shadow_EditLights_Edit_f();
+       }
+}
+
 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
 {
        float x, y;
@@ -3272,6 +3358,7 @@ void R_Shadow_EditLights_Init(void)
        Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
        Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
        Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
+       Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f);
        Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
        Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
        Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);