]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
Fixed a MSVC6 warning in matrixlib. Added a "Public server" yes/no line in the server...
[xonotic/darkplaces.git] / r_shadow.c
index 72307efb4c0d5761c813a1b3681480fdb24bd736..50de89788c7513570ea2222a6efcc91cd5fd72e0 100644 (file)
@@ -22,6 +22,10 @@ int maxshadowelements;
 int *shadowelements;
 int maxtrianglefacinglight;
 qbyte *trianglefacinglight;
+int *trianglefacinglightlist;
+
+int maxshadowvertices;
+float *shadowvertices;
 
 rtexturepool_t *r_shadow_texturepool;
 rtexture_t *r_shadow_normalscubetexture;
@@ -61,8 +65,11 @@ void r_shadow_start(void)
        r_shadow_mempool = Mem_AllocPool("R_Shadow");
        maxshadowelements = 0;
        shadowelements = NULL;
+       maxshadowvertices = 0;
+       shadowvertices = NULL;
        maxtrianglefacinglight = 0;
        trianglefacinglight = NULL;
+       trianglefacinglightlist = NULL;
        r_shadow_normalscubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
@@ -87,8 +94,11 @@ void r_shadow_shutdown(void)
        R_FreeTexturePool(&r_shadow_texturepool);
        maxshadowelements = 0;
        shadowelements = NULL;
+       maxshadowvertices = 0;
+       shadowvertices = NULL;
        maxtrianglefacinglight = 0;
        trianglefacinglight = NULL;
+       trianglefacinglightlist = NULL;
        Mem_FreePool(&r_shadow_mempool);
 }
 
@@ -132,9 +142,9 @@ void R_Shadow_ProjectVertices(float *verts, int numverts, const float *relativel
        }
 }
 
-void R_Shadow_MakeTriangleShadowFlags(const int *elements, const float *vertex, int numtris, qbyte *trianglefacinglight, const float *relativelightorigin, float lightradius)
+int R_Shadow_MakeTriangleShadowFlags(const int *elements, const float *vertex, int numtris, qbyte *facing, int *list, const float *relativelightorigin)
 {
-       int i;
+       int i, tris = 0;
        const float *v0, *v1, *v2;
        for (i = 0;i < numtris;i++, elements += 3)
        {
@@ -150,13 +160,18 @@ void R_Shadow_MakeTriangleShadowFlags(const int *elements, const float *vertex,
                // fast version
                // subtracts v1 from v0 and v2, combined into a crossproduct,
                // combined with a dotproduct of the light location relative to the
-               // first point of the triangle (any point works, since the triangle
+               // first point of the triangle (any point works, since any triangle
                // is obviously flat), and finally a comparison to determine if the
                // light is infront of the triangle (the goal of this statement)
-               trianglefacinglight[i] =
-                  (relativelightorigin[0] - v0[0]) * ((v0[1] - v1[1]) * (v2[2] - v1[2]) - (v0[2] - v1[2]) * (v2[1] - v1[1]))
+               if((relativelightorigin[0] - v0[0]) * ((v0[1] - v1[1]) * (v2[2] - v1[2]) - (v0[2] - v1[2]) * (v2[1] - v1[1]))
                 + (relativelightorigin[1] - v0[1]) * ((v0[2] - v1[2]) * (v2[0] - v1[0]) - (v0[0] - v1[0]) * (v2[2] - v1[2]))
-                + (relativelightorigin[2] - v0[2]) * ((v0[0] - v1[0]) * (v2[1] - v1[1]) - (v0[1] - v1[1]) * (v2[0] - v1[0])) > 0;
+                + (relativelightorigin[2] - v0[2]) * ((v0[0] - v1[0]) * (v2[1] - v1[1]) - (v0[1] - v1[1]) * (v2[0] - v1[0])) > 0)
+               {
+                       facing[i] = true;
+                       list[tris++] = i;
+               }
+               else
+                       facing[i] = false;
 #else
                // readable version
                {
@@ -179,69 +194,85 @@ void R_Shadow_MakeTriangleShadowFlags(const int *elements, const float *vertex,
                // I.E. flat, so all points give the same answer)
                // the normal is not normalized because it is used on both sides of
                // the comparison, so it's magnitude does not matter
-               trianglefacinglight[i] = DotProduct(relativelightorigin, temp) >= DotProduct(v0, temp);
+               if (DotProduct(relativelightorigin, temp) >= DotProduct(v0, temp))
+               {
+                       facing[i] = true;
+                       list[tris++] = i;
+               }
+               else
+                       facing[i] = false;
                }
 #endif
        }
+       return tris;
 }
 
-int R_Shadow_BuildShadowVolumeTriangles(const int *elements, const int *neighbors, int numtris, int numverts, const qbyte *trianglefacinglight, int *out)
+int R_Shadow_BuildShadowVolumeTriangles(const int *elements, const int *neighbors, int numverts, const qbyte *facing, const int *facinglist, int numfacing, int *out)
 {
        int i, tris;
+       const int *e, *n;
        // check each frontface for bordering backfaces,
        // and cast shadow polygons from those edges,
        // also create front and back caps for shadow volume
-       tris = 0;
-       for (i = 0;i < numtris;i++, elements += 3, neighbors += 3)
-       {
-               if (trianglefacinglight[i])
+       tris = numfacing * 2;
+       // output front caps
+       for (i = 0;i < numfacing;i++)
+       {
+               e = elements + facinglist[i] * 3;
+               out[0] = e[0];
+               out[1] = e[1];
+               out[2] = e[2];
+               out += 3;
+       }
+       // output back caps
+       for (i = 0;i < numfacing;i++)
+       {
+               e = elements + facinglist[i] * 3;
+               out[0] = e[2] + numverts;
+               out[1] = e[1] + numverts;
+               out[2] = e[0] + numverts;
+               out += 3;
+       }
+       // output sides around frontfaces
+       for (i = 0;i < numfacing;i++)
+       {
+               n = neighbors + facinglist[i] * 3;
+               // check the edges
+               if (n[0] < 0 || !facing[n[0]])
                {
-                       // triangle is frontface and therefore casts shadow,
-                       // output front and back caps for shadow volume
-                       // front cap
-                       out[0] = elements[0];
-                       out[1] = elements[1];
-                       out[2] = elements[2];
-                       // rear cap (with flipped winding order)
-                       out[3] = elements[0] + numverts;
-                       out[4] = elements[2] + numverts;
-                       out[5] = elements[1] + numverts;
+                       e = elements + facinglist[i] * 3;
+                       out[0] = e[1];
+                       out[1] = e[0];
+                       out[2] = e[0] + numverts;
+                       out[3] = e[1];
+                       out[4] = e[0] + numverts;
+                       out[5] = e[1] + numverts;
+                       out += 6;
+                       tris += 2;
+               }
+               if (n[1] < 0 || !facing[n[1]])
+               {
+                       e = elements + facinglist[i] * 3;
+                       out[0] = e[2];
+                       out[1] = e[1];
+                       out[2] = e[1] + numverts;
+                       out[3] = e[2];
+                       out[4] = e[1] + numverts;
+                       out[5] = e[2] + numverts;
+                       out += 6;
+                       tris += 2;
+               }
+               if (n[2] < 0 || !facing[n[2]])
+               {
+                       e = elements + facinglist[i] * 3;
+                       out[0] = e[0];
+                       out[1] = e[2];
+                       out[2] = e[2] + numverts;
+                       out[3] = e[0];
+                       out[4] = e[2] + numverts;
+                       out[5] = e[0] + numverts;
                        out += 6;
                        tris += 2;
-                       // check the edges
-                       if (neighbors[0] < 0 || !trianglefacinglight[neighbors[0]])
-                       {
-                               out[0] = elements[1];
-                               out[1] = elements[0];
-                               out[2] = elements[0] + numverts;
-                               out[3] = elements[1];
-                               out[4] = elements[0] + numverts;
-                               out[5] = elements[1] + numverts;
-                               out += 6;
-                               tris += 2;
-                       }
-                       if (neighbors[1] < 0 || !trianglefacinglight[neighbors[1]])
-                       {
-                               out[0] = elements[2];
-                               out[1] = elements[1];
-                               out[2] = elements[1] + numverts;
-                               out[3] = elements[2];
-                               out[4] = elements[1] + numverts;
-                               out[5] = elements[2] + numverts;
-                               out += 6;
-                               tris += 2;
-                       }
-                       if (neighbors[2] < 0 || !trianglefacinglight[neighbors[2]])
-                       {
-                               out[0] = elements[0];
-                               out[1] = elements[2];
-                               out[2] = elements[2] + numverts;
-                               out[3] = elements[0];
-                               out[4] = elements[2] + numverts;
-                               out[5] = elements[0] + numverts;
-                               out += 6;
-                               tris += 2;
-                       }
                }
        }
        return tris;
@@ -250,16 +281,21 @@ int R_Shadow_BuildShadowVolumeTriangles(const int *elements, const int *neighbor
 void R_Shadow_ResizeTriangleFacingLight(int numtris)
 {
        // make sure trianglefacinglight is big enough for this volume
+       // ameks ru ertaignelaficgnilhg tsib gie ongu hof rhtsiv lomu e
+       // m4k3 5ur3 7r14ng13f4c1n5115h7 15 b15 3n0u5h f0r 7h15 v01um3
        if (maxtrianglefacinglight < numtris)
        {
                maxtrianglefacinglight = numtris;
                if (trianglefacinglight)
                        Mem_Free(trianglefacinglight);
+               if (trianglefacinglightlist)
+                       Mem_Free(trianglefacinglightlist);
                trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight);
+               trianglefacinglightlist = Mem_Alloc(r_shadow_mempool, sizeof(int) * maxtrianglefacinglight);
        }
 }
 
-void R_Shadow_ResizeShadowElements(int numtris)
+int *R_Shadow_ResizeShadowElements(int numtris)
 {
        // make sure shadowelements is big enough for this volume
        if (maxshadowelements < numtris * 24)
@@ -269,6 +305,19 @@ void R_Shadow_ResizeShadowElements(int numtris)
                        Mem_Free(shadowelements);
                shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
        }
+       return shadowelements;
+}
+
+float *R_Shadow_VertexBuffer(int numvertices)
+{
+       if (maxshadowvertices < numvertices)
+       {
+               maxshadowvertices = numvertices;
+               if (shadowvertices)
+                       Mem_Free(shadowvertices);
+               shadowvertices = Mem_Alloc(r_shadow_mempool, maxshadowvertices * sizeof(float[4]));
+       }
+       return shadowvertices;
 }
 
 void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)
@@ -279,6 +328,8 @@ void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, v
                Con_Printf("R_Shadow_Volume: projectdistance %f\n");
                return;
        }
+       if (!numverts)
+               return;
 // terminology:
 //
 // frontface:
@@ -296,8 +347,8 @@ void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, v
 // description:
 // draws the shadow volumes of the model.
 // requirements:
-// vertex locations must already be in varray_vertex before use.
-// varray_vertex must have capacity for numverts * 2.
+// vertex locations must already be in vertices before use.
+// vertices must have capacity for numverts * 2.
 
        // make sure trianglefacinglight is big enough for this volume
        if (maxtrianglefacinglight < numtris)
@@ -308,35 +359,32 @@ void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, v
                R_Shadow_ResizeShadowElements(numtris);
 
        // check which triangles are facing the light
-       R_Shadow_MakeTriangleShadowFlags(elements, varray_vertex, numtris, trianglefacinglight, relativelightorigin, lightradius);
-
-       // generate projected vertices
-       // by clever use of elements we'll construct the whole shadow from
-       // the unprojected vertices and these projected vertices
-       R_Shadow_ProjectVertices(varray_vertex, numverts, relativelightorigin, projectdistance);
+       tris = R_Shadow_MakeTriangleShadowFlags(elements, varray_vertex, numtris, trianglefacinglight, trianglefacinglightlist, relativelightorigin);
+       if (!tris)
+               return;
 
        // output triangle elements
-       tris = R_Shadow_BuildShadowVolumeTriangles(elements, neighbors, numtris, numverts, trianglefacinglight, shadowelements);
-       R_Shadow_RenderVolume(numverts * 2, tris, shadowelements);
-}
-
-void R_Shadow_RenderVolume(int numverts, int numtris, int *elements)
-{
-       if (!numverts || !numtris)
+       tris = R_Shadow_BuildShadowVolumeTriangles(elements, neighbors, numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements);
+       if (!tris)
                return;
+
+       // by clever use of elements we can construct the whole shadow from
+       // the unprojected vertices and the projected vertices
+       R_Shadow_ProjectVertices(varray_vertex, numverts, relativelightorigin, projectdistance);
+
        if (r_shadowstage == SHADOWSTAGE_STENCIL)
        {
                // increment stencil if backface is behind depthbuffer
                qglCullFace(GL_BACK); // quake is backwards, this culls front faces
                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
-               R_Mesh_Draw(numverts, numtris, elements);
+               R_Mesh_Draw(numverts * 2, tris, shadowelements);
                c_rt_shadowmeshes++;
                c_rt_shadowtris += numtris;
                // decrement stencil if frontface is behind depthbuffer
                qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
        }
-       R_Mesh_Draw(numverts, numtris, elements);
+       R_Mesh_Draw(numverts * 2, tris, shadowelements);
        c_rt_shadowmeshes++;
        c_rt_shadowtris += numtris;
 }
@@ -351,7 +399,7 @@ void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
                for (mesh = firstmesh;mesh;mesh = mesh->next)
                {
-                       R_Mesh_ResizeCheck(mesh->numverts);
+                       R_Mesh_GetSpace(mesh->numverts);
                        memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
                        R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->elements);
                        c_rtcached_shadowmeshes++;
@@ -363,7 +411,7 @@ void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
        }
        for (mesh = firstmesh;mesh;mesh = mesh->next)
        {
-               R_Mesh_ResizeCheck(mesh->numverts);
+               R_Mesh_GetSpace(mesh->numverts);
                memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
                R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->elements);
                c_rtcached_shadowmeshes++;
@@ -390,9 +438,9 @@ static void R_Shadow_MakeTextures(void)
        data[2] = 255;
        data[3] = 255;
        r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-       data[0] = 64;
-       data[1] = 64;
-       data[2] = 64;
+       data[0] = 255;
+       data[1] = 255;
+       data[2] = 255;
        data[3] = 255;
        r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
        data[0] = 255;
@@ -946,6 +994,39 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        return false;
 }
 
+void R_Shadow_VertexLighting(float *color, int numverts, const float *vertex, const float *normal, const float *lightcolor, const float *relativelightorigin, float lightradius)
+{
+       float dist, dot, intensity, iradius = 1.0f / lightradius, radius2 = lightradius * lightradius, v[3];
+       for (;numverts > 0;numverts--, vertex += 4, color += 4, normal += 4)
+       {
+               VectorSubtract(vertex, relativelightorigin, v);
+               if ((dot = DotProduct(normal, v)) > 0 && (dist = DotProduct(v, v)) < radius2)
+               {
+                       dist = sqrt(dist);
+                       intensity = pow(1 - (dist * iradius), r_shadow_attenpower) * r_shadow_attenscale * dot / dist;
+                       VectorScale(lightcolor, intensity, color);
+               }
+               else
+                       VectorClear(color);
+       }
+}
+
+void R_Shadow_VertexLightingWithXYAttenuationTexture(float *color, int numverts, const float *vertex, const float *normal, const float *lightcolor, const float *relativelightorigin, float lightradius, const float *zdir)
+{
+       float dist, dot, intensity, iradius = 1.0f / lightradius, v[3];
+       for (;numverts > 0;numverts--, vertex += 4, color += 4, normal += 4)
+       {
+               VectorSubtract(vertex, relativelightorigin, v);
+               if ((dot = DotProduct(normal, v)) > 0 && (dist = fabs(DotProduct(zdir, v))) < lightradius)
+               {
+                       intensity = pow(1 - (dist * iradius), r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(v,v));
+                       VectorScale(lightcolor, intensity, color);
+               }
+               else
+                       VectorClear(color);
+       }
+}
+
 // 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_TransformVertices(float *out, int numverts, const float *vertex, const matrix4x4_t *matrix)
@@ -991,240 +1072,324 @@ void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out, int numverts, cons
        }
 }
 
-void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtofilter, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertices, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
 {
        int renders;
        float color[3];
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       if (!bumptexture)
-               bumptexture = r_shadow_blankbumptexture;
-       // 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
-       if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
-       {
-               // 3/2 3D combine path
-               m.tex[0] = R_GetTexture(bumptexture);
-               m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
-               m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.texcombinergb[0] = GL_REPLACE;
-               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               R_Mesh_TextureState(&m);
-               qglColorMask(0,0,0,1);
-               qglDisable(GL_BLEND);
-               GL_Color(1,1,1,1);
-               memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
-               R_Shadow_TransformVertices(varray_texcoord[2], numverts, varray_vertex, matrix_worldtoattenuationxyz);
-               R_Mesh_Draw(numverts, numtriangles, elements);
-               c_rt_lightmeshes++;
-               c_rt_lighttris += numtriangles;
-
-               m.tex[0] = R_GetTexture(basetexture);
-               m.tex[1] = 0;
-               m.texcubemap[1] = R_GetTexture(lightcubemap);
-               m.tex3d[2] = 0;
-               m.texcombinergb[0] = GL_MODULATE;
-               m.texcombinergb[1] = GL_MODULATE;
-               R_Mesh_TextureState(&m);
-               qglColorMask(1,1,1,0);
-               qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-               qglEnable(GL_BLEND);
-               if (lightcubemap)
-                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtofilter);
-
-               VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
-               for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+       if (gl_dot3arb)
+       {
+               if (!bumptexture)
+                       bumptexture = r_shadow_blankbumptexture;
+               // 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
+               if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
                {
-                       GL_Color(color[0], color[1], color[2], 1);
+                       // 3/2 3D combine path
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+                       m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(0,0,0,1);
+                       qglDisable(GL_BLEND);
+                       GL_Color(1,1,1,1);
+                       R_Mesh_GetSpace(numverts);
+                       memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
+                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, vertices, svectors, tvectors, normals, relativelightorigin);
+                       R_Shadow_TransformVertices(varray_texcoord[2], numverts, vertices, matrix_modeltoattenuationxyz);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.tex[1] = 0;
+                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       m.tex3d[2] = 0;
+                       m.texcombinergb[0] = GL_MODULATE;
+                       m.texcombinergb[1] = GL_MODULATE;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(1,1,1,0);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+                       qglEnable(GL_BLEND);
+
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+                       for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+                       {
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_GetSpace(numverts);
+                               memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
+                               memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                               if (lightcubemap)
+                                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, vertices, matrix_modeltofilter);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
                }
-       }
-       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
-       {
-               // 1/2/2 3D combine path
-               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-               R_Mesh_TextureState(&m);
-               qglColorMask(0,0,0,1);
-               qglDisable(GL_BLEND);
-               GL_Color(1,1,1,1);
-               R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_worldtoattenuationxyz);
-               R_Mesh_Draw(numverts, numtriangles, elements);
-               c_rt_lightmeshes++;
-               c_rt_lighttris += numtriangles;
-
-               m.tex[0] = R_GetTexture(bumptexture);
-               m.tex3d[0] = 0;
-               m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
-               m.texcombinergb[0] = GL_REPLACE;
-               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               R_Mesh_TextureState(&m);
-               qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
-               qglEnable(GL_BLEND);
-               memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
-               R_Mesh_Draw(numverts, numtriangles, elements);
-               c_rt_lightmeshes++;
-               c_rt_lighttris += numtriangles;
-
-               m.tex[0] = R_GetTexture(basetexture);
-               m.texcubemap[1] = R_GetTexture(lightcubemap);
-               m.texcombinergb[0] = GL_MODULATE;
-               m.texcombinergb[1] = GL_MODULATE;
-               R_Mesh_TextureState(&m);
-               qglColorMask(1,1,1,0);
-               qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-               if (lightcubemap)
-                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtofilter);
-
-               VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
-               for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
                {
-                       GL_Color(color[0], color[1], color[2], 1);
+                       // 1/2/2 3D combine path
+                       m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(0,0,0,1);
+                       qglDisable(GL_BLEND);
+                       GL_Color(1,1,1,1);
+                       R_Mesh_GetSpace(numverts);
+                       memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
+                       R_Shadow_TransformVertices(varray_texcoord[0], numverts, vertices, matrix_modeltoattenuationxyz);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.tex3d[0] = 0;
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       R_Mesh_TextureState(&m);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
+                       qglEnable(GL_BLEND);
+                       R_Mesh_GetSpace(numverts);
+                       memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
+                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, vertices, svectors, tvectors, normals, relativelightorigin);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       m.texcombinergb[0] = GL_MODULATE;
+                       m.texcombinergb[1] = GL_MODULATE;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(1,1,1,0);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+                       for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+                       {
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_GetSpace(numverts);
+                               memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
+                               memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                               if (lightcubemap)
+                                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, vertices, matrix_modeltofilter);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
                }
-       }
-       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
-       {
-               // 2/2 3D combine path
-               m.tex[0] = R_GetTexture(bumptexture);
-               m.tex3d[0] = 0;
-               m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
-               m.texcombinergb[0] = GL_REPLACE;
-               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               R_Mesh_TextureState(&m);
-               GL_Color(1,1,1,1);
-               qglColorMask(0,0,0,1);
-               qglDisable(GL_BLEND);
-               memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
-               R_Mesh_Draw(numverts, numtriangles, elements);
-               c_rt_lightmeshes++;
-               c_rt_lighttris += numtriangles;
-
-               m.tex[0] = R_GetTexture(basetexture);
-               m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.texcombinergb[0] = GL_MODULATE;
-               m.texcombinergb[1] = GL_MODULATE;
-               R_Mesh_TextureState(&m);
-               qglColorMask(1,1,1,0);
-               qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-               qglEnable(GL_BLEND);
-               R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtoattenuationxyz);
-
-               VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
-               for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
                {
-                       GL_Color(color[0], color[1], color[2], 1);
+                       // 2/2 3D combine path
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.tex3d[0] = 0;
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       R_Mesh_TextureState(&m);
+                       GL_Color(1,1,1,1);
+                       qglColorMask(0,0,0,1);
+                       qglDisable(GL_BLEND);
+                       R_Mesh_GetSpace(numverts);
+                       memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
+                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, vertices, svectors, tvectors, normals, relativelightorigin);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+                       m.texcombinergb[0] = GL_MODULATE;
+                       m.texcombinergb[1] = GL_MODULATE;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(1,1,1,0);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+                       qglEnable(GL_BLEND);
+
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+                       for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+                       {
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_GetSpace(numverts);
+                               memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
+                               memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                               R_Shadow_TransformVertices(varray_texcoord[1], numverts, vertices, matrix_modeltoattenuationxyz);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
                }
-       }
-       else if (r_textureunits.integer >= 4)
-       {
-               // 4/2 2D combine path
-               m.tex[0] = R_GetTexture(bumptexture);
-               m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
-               m.texcombinergb[0] = GL_REPLACE;
-               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
-               R_Mesh_TextureState(&m);
-               qglColorMask(0,0,0,1);
-               qglDisable(GL_BLEND);
-               GL_Color(1,1,1,1);
-               memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
-               R_Shadow_TransformVertices(varray_texcoord[2], numverts, varray_vertex, matrix_worldtoattenuationxyz);
-               R_Shadow_TransformVertices(varray_texcoord[3], numverts, varray_vertex, matrix_worldtoattenuationz);
-               R_Mesh_Draw(numverts, numtriangles, elements);
-               c_rt_lightmeshes++;
-               c_rt_lighttris += numtriangles;
-
-               m.tex[0] = R_GetTexture(basetexture);
-               m.texcubemap[1] = R_GetTexture(lightcubemap);
-               m.texcombinergb[0] = GL_MODULATE;
-               m.texcombinergb[1] = GL_MODULATE;
-               m.tex[2] = 0;
-               m.tex[3] = 0;
-               R_Mesh_TextureState(&m);
-               qglColorMask(1,1,1,0);
-               qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-               qglEnable(GL_BLEND);
-               if (lightcubemap)
-                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtofilter);
-
-               VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
-               for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+               else if (r_textureunits.integer >= 4)
+               {
+                       // 4/2 2D combine path
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(0,0,0,1);
+                       qglDisable(GL_BLEND);
+                       GL_Color(1,1,1,1);
+                       R_Mesh_GetSpace(numverts);
+                       memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
+                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, vertices, svectors, tvectors, normals, relativelightorigin);
+                       R_Shadow_TransformVertices(varray_texcoord[2], numverts, vertices, matrix_modeltoattenuationxyz);
+                       R_Shadow_TransformVertices(varray_texcoord[3], numverts, vertices, matrix_modeltoattenuationz);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       m.texcombinergb[0] = GL_MODULATE;
+                       m.texcombinergb[1] = GL_MODULATE;
+                       m.tex[2] = 0;
+                       m.tex[3] = 0;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(1,1,1,0);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+                       qglEnable(GL_BLEND);
+
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+                       for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+                       {
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_GetSpace(numverts);
+                               memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
+                               memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                               if (lightcubemap)
+                                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, vertices, matrix_modeltofilter);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+               }
+               else
                {
-                       GL_Color(color[0], color[1], color[2], 1);
+                       // 2/2/2 2D combine path
+                       m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(0,0,0,1);
+                       qglDisable(GL_BLEND);
+                       GL_Color(1,1,1,1);
+                       R_Mesh_GetSpace(numverts);
+                       memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
+                       R_Shadow_TransformVertices(varray_texcoord[0], numverts, vertices, matrix_modeltoattenuationxyz);
+                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, vertices, matrix_modeltoattenuationz);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.tex[1] = 0;
+                       m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       R_Mesh_TextureState(&m);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
+                       qglEnable(GL_BLEND);
+                       R_Mesh_GetSpace(numverts);
+                       memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
+                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, vertices, svectors, tvectors, normals, relativelightorigin);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
+
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                       m.texcombinergb[0] = GL_MODULATE;
+                       m.texcombinergb[1] = GL_MODULATE;
+                       R_Mesh_TextureState(&m);
+                       qglColorMask(1,1,1,0);
+                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
+
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+                       for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+                       {
+                               GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_GetSpace(numverts);
+                               memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
+                               memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                               if (lightcubemap)
+                                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, vertices, matrix_modeltofilter);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
                }
        }
        else
        {
-               // 2/2/2 2D combine path
-               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               R_Mesh_TextureState(&m);
-               qglColorMask(0,0,0,1);
-               qglDisable(GL_BLEND);
-               GL_Color(1,1,1,1);
-               R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_worldtoattenuationxyz);
-               R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtoattenuationz);
-               R_Mesh_Draw(numverts, numtriangles, elements);
-               c_rt_lightmeshes++;
-               c_rt_lighttris += numtriangles;
-
-               m.tex[0] = R_GetTexture(bumptexture);
-               m.tex[1] = 0;
-               m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
-               m.texcombinergb[0] = GL_REPLACE;
-               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               R_Mesh_TextureState(&m);
-               qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
-               qglEnable(GL_BLEND);
-               memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin);
-               R_Mesh_Draw(numverts, numtriangles, elements);
-               c_rt_lightmeshes++;
-               c_rt_lighttris += numtriangles;
-
-               m.tex[0] = R_GetTexture(basetexture);
-               m.texcubemap[1] = R_GetTexture(lightcubemap);
-               m.texcombinergb[0] = GL_MODULATE;
-               m.texcombinergb[1] = GL_MODULATE;
-               R_Mesh_TextureState(&m);
-               qglColorMask(1,1,1,0);
-               qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-               if (lightcubemap)
-                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtofilter);
-
-               VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
-               for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
+               if (r_textureunits.integer >= 2)
                {
-                       GL_Color(color[0], color[1], color[2], 1);
+                       // voodoo2
+#if 1
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       R_Mesh_TextureState(&m);
+                       qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       qglEnable(GL_BLEND);
+#else
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       m.blendfunc1 = GL_SRC_ALPHA;
+                       m.blendfunc2 = GL_ONE;
+                       R_Mesh_State(&m);
+#endif
+                       GL_UseColorArray();
+                       R_Mesh_GetSpace(numverts);
+                       memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
+                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, vertices, matrix_modeltoattenuationxyz);
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+                       R_Shadow_VertexLightingWithXYAttenuationTexture(varray_color, numverts, vertices, normals, color, relativelightorigin, lightradius, matrix_modeltofilter->m[2]);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+               }
+               else
+               {
+                       // voodoo1
+#if 1
+                       m.tex[0] = R_GetTexture(basetexture);
+                       R_Mesh_TextureState(&m);
+                       qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       qglEnable(GL_BLEND);
+#else
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.blendfunc1 = GL_SRC_ALPHA;
+                       m.blendfunc2 = GL_ONE;
+                       R_Mesh_State(&m);
+#endif
+                       GL_UseColorArray();
+                       R_Mesh_GetSpace(numverts);
+                       memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
+                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+                       R_Shadow_VertexLighting(varray_color, numverts, vertices, normals, color, relativelightorigin, lightradius);
                        R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
                }
        }
 }
 
-void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_worldtofilter, const matrix4x4_t *matrix_worldtoattenuationxyz, const matrix4x4_t *matrix_worldtoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertices, const float *svectors, const float *tvectors, const float *normals, const float *texcoords, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
 {
        int renders;
        float color[3];
        rmeshstate_t m;
+       if (!gl_dot3arb)
+               return;
        memset(&m, 0, sizeof(m));
        if (!bumptexture)
                bumptexture = r_shadow_blankbumptexture;
@@ -1232,9 +1397,9 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                glosstexture = r_shadow_blankglosstexture;
        if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
        {
-               if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
+               if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
                {
-                       // 2/0/0/0/1/2 3D combine path
+                       // 2/0/0/0/1/2 3D combine blendsquare path
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
@@ -1242,8 +1407,10 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        qglColorMask(0,0,0,1);
                        qglDisable(GL_BLEND);
                        GL_Color(1,1,1,1);
+                       R_Mesh_GetSpace(numverts);
+                       memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
                        memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, relativeeyeorigin);
+                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord[1], numverts, vertices, svectors, tvectors, normals, relativelightorigin, relativeeyeorigin);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
@@ -1257,22 +1424,23 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        qglEnable(GL_BLEND);
                        // these comments are a test run through this math for intensity 0.5
                        // 0.5 * 0.5 = 0.25
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
                        // 0.25 * 0.25 = 0.0625
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
                        // 0.0625 * 0.0625 = 0.00390625
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
+                       for (renders = 0;renders < 3;renders++)
+                       {
+                               R_Mesh_GetSpace(numverts);
+                               memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                       }
+                       c_rt_lightmeshes += 3;
+                       c_rt_lighttris += numtriangles * 3;
 
                        m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                        R_Mesh_TextureState(&m);
                        qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
-                       R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_worldtoattenuationxyz);
+                       R_Mesh_GetSpace(numverts);
+                       memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
+                       R_Shadow_TransformVertices(varray_texcoord[0], numverts, vertices, matrix_modeltoattenuationxyz);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
@@ -1283,22 +1451,24 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        R_Mesh_TextureState(&m);
                        qglColorMask(1,1,1,0);
                        qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-                       if (lightcubemap)
-                               R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtofilter);
 
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color);
                        for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
                        {
                                GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_GetSpace(numverts);
+                               memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
+                               memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                               if (lightcubemap)
+                                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, vertices, matrix_modeltofilter);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
                        }
                }
-               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
+               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
                {
-                       // 2/0/0/0/2 3D combine path
+                       // 2/0/0/0/2 3D combine blendsquare path
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
@@ -1306,8 +1476,10 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        qglColorMask(0,0,0,1);
                        qglDisable(GL_BLEND);
                        GL_Color(1,1,1,1);
+                       R_Mesh_GetSpace(numverts);
+                       memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
                        memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, relativeeyeorigin);
+                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord[1], numverts, vertices, svectors, tvectors, normals, relativelightorigin, relativeeyeorigin);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
@@ -1321,33 +1493,33 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        qglEnable(GL_BLEND);
                        // these comments are a test run through this math for intensity 0.5
                        // 0.5 * 0.5 = 0.25
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
                        // 0.25 * 0.25 = 0.0625
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
                        // 0.0625 * 0.0625 = 0.00390625
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
+                       for (renders = 0;renders < 3;renders++)
+                       {
+                               R_Mesh_GetSpace(numverts);
+                               memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                       }
+                       c_rt_lightmeshes += 3;
+                       c_rt_lighttris += numtriangles * 3;
 
                        m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                        m.tex[1] = R_GetTexture(glosstexture);
                        R_Mesh_TextureState(&m);
-                       R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_worldtoattenuationxyz);
-                       memcpy(varray_texcoord[1], texcoords, numverts * sizeof(float[4]));
                        qglColorMask(1,1,1,0);
                        qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color);
                        for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
                        {
                                GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_GetSpace(numverts);
+                               memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
+                               R_Shadow_TransformVertices(varray_texcoord[0], numverts, vertices, matrix_modeltoattenuationxyz);
+                               memcpy(varray_texcoord[1], texcoords, numverts * sizeof(float[4]));
                                R_Mesh_Draw(numverts, numtriangles, elements);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -1355,7 +1527,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                }
                else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
                {
-                       // 2/0/0/0/2/2 2D combine path
+                       // 2/0/0/0/2/2 2D combine blendsquare path
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalscubetexture);
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
@@ -1363,8 +1535,10 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        qglColorMask(0,0,0,1);
                        qglDisable(GL_BLEND);
                        GL_Color(1,1,1,1);
+                       R_Mesh_GetSpace(numverts);
+                       memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
                        memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, relativeeyeorigin);
+                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord[1], numverts, vertices, svectors, tvectors, normals, relativelightorigin, relativeeyeorigin);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
@@ -1378,24 +1552,25 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        qglEnable(GL_BLEND);
                        // these comments are a test run through this math for intensity 0.5
                        // 0.5 * 0.5 = 0.25
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
                        // 0.25 * 0.25 = 0.0625
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
                        // 0.0625 * 0.0625 = 0.00390625
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
+                       for (renders = 0;renders < 3;renders++)
+                       {
+                               R_Mesh_GetSpace(numverts);
+                               memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                       }
+                       c_rt_lightmeshes += 3;
+                       c_rt_lighttris += numtriangles * 3;
 
                        m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                        m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                        R_Mesh_TextureState(&m);
                        qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
-                       R_Shadow_TransformVertices(varray_texcoord[0], numverts, varray_vertex, matrix_worldtoattenuationxyz);
-                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtoattenuationz);
+                       R_Mesh_GetSpace(numverts);
+                       memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
+                       R_Shadow_TransformVertices(varray_texcoord[0], numverts, vertices, matrix_modeltoattenuationxyz);
+                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, vertices, matrix_modeltoattenuationz);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
@@ -1405,14 +1580,16 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        R_Mesh_TextureState(&m);
                        qglColorMask(1,1,1,0);
                        qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-                       memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
-                       if (lightcubemap)
-                               R_Shadow_TransformVertices(varray_texcoord[1], numverts, varray_vertex, matrix_worldtofilter);
 
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
+                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color);
                        for (renders = 0;renders < 64 && (color[0] > 0 || color[1] > 0 || color[2] > 0);renders++, color[0] = max(0, color[0] - 1.0f), color[1] = max(0, color[1] - 1.0f), color[2] = max(0, color[2] - 1.0f))
                        {
                                GL_Color(color[0], color[1], color[2], 1);
+                               R_Mesh_GetSpace(numverts);
+                               memcpy(varray_vertex, vertices, numverts * sizeof(float[4]));
+                               memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
+                               if (lightcubemap)
+                                       R_Shadow_TransformVertices(varray_texcoord[1], numverts, vertices, matrix_modeltofilter);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -1613,11 +1790,14 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                                // now that we have the buffers big enough, construct shadow volume mesh
                                memcpy(verts, castmesh->verts, castmesh->numverts * sizeof(float[4]));
                                R_Shadow_ProjectVertices(verts, castmesh->numverts, e->origin, r_shadow_projectdistance.value);//, e->lightradius);
-                               R_Shadow_MakeTriangleShadowFlags(castmesh->elements, verts, castmesh->numtriangles, trianglefacinglight, e->origin, e->lightradius);
-                               tris = R_Shadow_BuildShadowVolumeTriangles(castmesh->elements, castmesh->neighbors, castmesh->numtriangles, castmesh->numverts, trianglefacinglight, shadowelements);
+                               tris = R_Shadow_MakeTriangleShadowFlags(castmesh->elements, verts, castmesh->numtriangles, trianglefacinglight, trianglefacinglightlist, e->origin);
+                               tris = R_Shadow_BuildShadowVolumeTriangles(castmesh->elements, castmesh->neighbors, castmesh->numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements);
                                // add the constructed shadow volume mesh
                                Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, castmesh->numverts, verts, tris, shadowelements);
                        }
+                       if (verts)
+                               Mem_Free(verts);
+                       verts = NULL;
                        // we're done with castmesh now
                        Mod_ShadowMesh_Free(castmesh);
                        e->shadowvolume = Mod_ShadowMesh_Finish(r_shadow_mempool, e->shadowvolume);
@@ -1683,6 +1863,7 @@ void R_DrawLightSprite(int texnum, const vec3_t origin, vec_t scale, float cr, f
        R_Mesh_State(&m);
 
        GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
+       R_Mesh_GetSpace(4);
        varray_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 0;
        varray_texcoord[0][ 4] = 0;varray_texcoord[0][ 5] = 1;
        varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 1;
@@ -2035,7 +2216,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                }
                if (light <= 0 && islight)
                        light = 300;
-               radius = bound(15, light * r_editlights_quakelightsizescale.value / scale, 1048576);
+               radius = min(light * r_editlights_quakelightsizescale.value / scale, 1048576);
                light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
                if (color[0] == 1 && color[1] == 1 && color[2] == 1)
                        VectorCopy(overridecolor, color);