]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
removed r_shadow_showtris (superseded by r_showtris)
[xonotic/darkplaces.git] / r_shadow.c
index d9cb969046d13c863a7317a317612b2e32efa430..572b7568a830872d40577a7c7e2e50b052205ea8 100644 (file)
@@ -122,7 +122,7 @@ extern void R_Shadow_EditLights_Init(void);
 #define SHADOWSTAGE_NONE 0
 #define SHADOWSTAGE_STENCIL 1
 #define SHADOWSTAGE_LIGHT 2
-#define SHADOWSTAGE_ERASESTENCIL 3
+#define SHADOWSTAGE_STENCILTWOSIDE 3
 
 int r_shadowstage = SHADOWSTAGE_NONE;
 int r_shadow_reloadlights = false;
@@ -176,9 +176,9 @@ cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "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_showtris = {0, "r_shadow_showtris", "0"};
 cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
 cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
+cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
 
 int c_rt_lights, c_rt_clears, c_rt_scissored;
 int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
@@ -305,9 +305,9 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
        Cvar_RegisterVariable(&r_shadow_worldshadows);
        Cvar_RegisterVariable(&r_shadow_dlightshadows);
-       Cvar_RegisterVariable(&r_shadow_showtris);
        Cvar_RegisterVariable(&r_shadow_staticworldlights);
        Cvar_RegisterVariable(&r_shadow_cull);
+       Cvar_RegisterVariable(&gl_ext_stenciltwoside);
        if (gamemode == GAME_TENEBRAE)
        {
                Cvar_SetValue("r_shadow_gloss", 2);
@@ -538,7 +538,10 @@ void R_Shadow_VolumeFromSphere(int numverts, int numtris, const float *invertex3
 
 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
 {
-       GL_VertexPointer(vertex3f);
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = vertex3f;
+       R_Mesh_State(&m);
        if (r_shadowstage == SHADOWSTAGE_STENCIL)
        {
                // decrement stencil if frontface is behind depthbuffer
@@ -559,25 +562,24 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte
 void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
 {
        shadowmesh_t *mesh;
-       if (r_shadowstage == SHADOWSTAGE_STENCIL)
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       for (mesh = firstmesh;mesh;mesh = mesh->next)
        {
-               // decrement stencil if frontface is behind depthbuffer
-               qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
-               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
-               for (mesh = firstmesh;mesh;mesh = mesh->next)
+               m.pointer_vertex = mesh->vertex3f;
+               R_Mesh_State(&m);
+               if (r_shadowstage == SHADOWSTAGE_STENCIL)
                {
-                       GL_VertexPointer(mesh->vertex3f);
+                       // 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(mesh->numverts, mesh->numtriangles, mesh->element3i);
                        c_rtcached_shadowmeshes++;
                        c_rtcached_shadowtris += mesh->numtriangles;
+                       // increment stencil if backface is behind depthbuffer
+                       qglCullFace(GL_BACK); // quake is backwards, this culls front faces
+                       qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
                }
-               // increment stencil if backface is behind depthbuffer
-               qglCullFace(GL_BACK); // quake is backwards, this culls front faces
-               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
-       }
-       for (mesh = firstmesh;mesh;mesh = mesh->next)
-       {
-               GL_VertexPointer(mesh->vertex3f);
                R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
                c_rtcached_shadowmeshes++;
                c_rtcached_shadowtris += mesh->numtriangles;
@@ -719,6 +721,8 @@ void R_Shadow_Stage_Begin(void)
 
        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);
 
        if (!r_shadow_attenuation2dtexture
         || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
@@ -730,7 +734,7 @@ void R_Shadow_Stage_Begin(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        GL_Color(0, 0, 0, 1);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
@@ -761,7 +765,7 @@ void R_Shadow_Stage_ShadowVolumes(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(0, 0, 0, 0);
        GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -778,9 +782,24 @@ void R_Shadow_Stage_ShadowVolumes(void)
        qglDepthFunc(GL_LESS);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglEnable(GL_STENCIL_TEST);
-       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-       qglStencilFunc(GL_ALWAYS, 128, 0xFF);
-       r_shadowstage = SHADOWSTAGE_STENCIL;
+       qglStencilFunc(GL_ALWAYS, 128, ~0);
+       if (gl_ext_stenciltwoside.integer)
+       {
+               r_shadowstage = SHADOWSTAGE_STENCILTWOSIDE;
+               qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+        qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
+               qglStencilMask(~0);
+               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+        qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
+               qglStencilMask(~0);
+               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+       }
+       else
+       {
+               r_shadowstage = SHADOWSTAGE_STENCIL;
+               qglStencilMask(~0);
+               qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+       }
        GL_Clear(GL_STENCIL_BUFFER_BIT);
        c_rt_clears++;
        // LordHavoc note: many shadow volumes reside entirely inside the world
@@ -796,7 +815,7 @@ void R_Shadow_Stage_LightWithoutShadows(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
@@ -807,6 +826,9 @@ void R_Shadow_Stage_LightWithoutShadows(void)
        qglDepthFunc(GL_EQUAL);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglDisable(GL_STENCIL_TEST);
+       if (gl_support_stenciltwoside)
+               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+       qglStencilMask(~0);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        qglStencilFunc(GL_EQUAL, 128, 0xFF);
        r_shadowstage = SHADOWSTAGE_LIGHT;
@@ -817,7 +839,7 @@ void R_Shadow_Stage_LightWithShadows(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
@@ -828,6 +850,9 @@ void R_Shadow_Stage_LightWithShadows(void)
        qglDepthFunc(GL_EQUAL);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglEnable(GL_STENCIL_TEST);
+       if (gl_support_stenciltwoside)
+               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+       qglStencilMask(~0);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        // only draw light where this geometry was already rendered AND the
        // stencil is 128 (values other than this mean shadow)
@@ -840,7 +865,7 @@ void R_Shadow_Stage_End(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
        GL_DepthTest(true);
@@ -853,6 +878,9 @@ void R_Shadow_Stage_End(void)
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglDisable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+       if (gl_support_stenciltwoside)
+               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+       qglStencilMask(~0);
        qglStencilFunc(GL_ALWAYS, 128, 0xFF);
        r_shadowstage = SHADOWSTAGE_NONE;
 }
@@ -1155,7 +1183,6 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
        int renders;
        float color[3], color2[3];
        rmeshstate_t m;
-       GL_VertexPointer(vertex3f);
        if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
        {
                if (!bumptexture)
@@ -1169,6 +1196,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                {
                        // 3/2 3D combine path (Geforce3, Radeon 8500)
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
@@ -1177,7 +1205,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
                        m.pointer_texcoord[2] = varray_texcoord3f[2];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(0,0,0,1);
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
@@ -1187,6 +1215,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        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)
@@ -1195,7 +1224,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                m.pointer_texcoord[1] = varray_texcoord3f[1];
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
@@ -1214,9 +1243,10 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                {
                        // 1/2/2 3D combine path (original Radeon)
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                        m.pointer_texcoord[0] = varray_texcoord3f[0];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(0,0,0,1);
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
@@ -1225,13 +1255,14 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[0] = GL_REPLACE;
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                        R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
                        R_Mesh_Draw(numverts, numtriangles, elements);
@@ -1239,6 +1270,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        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)
@@ -1247,7 +1279,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                m.pointer_texcoord[1] = varray_texcoord3f[1];
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
@@ -1266,13 +1298,14 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                {
                        // 2/2 3D combine path (original Radeon)
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[0] = GL_REPLACE;
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(0,0,0,1);
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
@@ -1281,11 +1314,12 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(basetexture);
                        m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
@@ -1305,6 +1339,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                {
                        // 4/2 2D combine path (Geforce3, Radeon 8500)
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[0] = GL_REPLACE;
@@ -1315,7 +1350,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
                        m.pointer_texcoord[2] = varray_texcoord2f[2];
                        m.pointer_texcoord[3] = varray_texcoord2f[3];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(0,0,0,1);
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
@@ -1326,6 +1361,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        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)
@@ -1334,7 +1370,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                m.pointer_texcoord[1] = varray_texcoord3f[1];
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
@@ -1353,11 +1389,12 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                {
                        // 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);
                        m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                        m.pointer_texcoord[0] = varray_texcoord2f[0];
                        m.pointer_texcoord[1] = varray_texcoord2f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(0,0,0,1);
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
@@ -1367,13 +1404,14 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[0] = GL_REPLACE;
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                        R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
                        R_Mesh_Draw(numverts, numtriangles, elements);
@@ -1381,6 +1419,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        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)
@@ -1389,7 +1428,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                m.pointer_texcoord[1] = varray_texcoord3f[1];
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
@@ -1410,9 +1449,10 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                GL_DepthMask(false);
                GL_DepthTest(true);
-               GL_ColorPointer(varray_color4f);
                VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
                memset(&m, 0, sizeof(m));
+               m.pointer_vertex = vertex3f;
+               m.pointer_color = varray_color4f;
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = texcoord2f;
                if (r_textureunits.integer >= 2)
@@ -1422,7 +1462,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        m.pointer_texcoord[1] = varray_texcoord2f[1];
                        R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
                }
-               R_Mesh_State_Texture(&m);
+               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]--)
                {
                        color[0] = bound(0, color2[0], 1);
@@ -1455,18 +1495,18 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        bumptexture = r_shadow_blankbumptexture;
                if (glosstexture == r_shadow_blankglosstexture)
                        colorscale *= r_shadow_gloss2intensity.value;
-               GL_VertexPointer(vertex3f);
                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.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(0,0,0,1);
                        // this squares the result
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
@@ -1476,7 +1516,8 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
-                       R_Mesh_State_Texture(&m);
+                       m.pointer_vertex = vertex3f;
+                       R_Mesh_State(&m);
                        // 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
@@ -1491,9 +1532,10 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                        m.pointer_texcoord[0] = varray_texcoord3f[0];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
                        R_Mesh_Draw(numverts, numtriangles, elements);
@@ -1501,6 +1543,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(glosstexture);
                        if (lightcubemap)
                        {
@@ -1509,7 +1552,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
                        m.pointer_texcoord[0] = texcoord2f;
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, colorscale, color2);
@@ -1528,12 +1571,13 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                {
                        // 2/0/0/2 3D combine blendsquare path
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(0,0,0,1);
                        // this squares the result
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
@@ -1543,7 +1587,8 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
-                       R_Mesh_State_Texture(&m);
+                       m.pointer_vertex = vertex3f;
+                       R_Mesh_State(&m);
                        // 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
@@ -1558,11 +1603,12 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(glosstexture);
                        m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
@@ -1582,12 +1628,13 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                {
                        // 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.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(0,0,0,1);
                        // this squares the result
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
@@ -1597,7 +1644,8 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
-                       R_Mesh_State_Texture(&m);
+                       m.pointer_vertex = vertex3f;
+                       R_Mesh_State(&m);
                        // 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
@@ -1612,11 +1660,12 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                        m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                        m.pointer_texcoord[0] = varray_texcoord2f[0];
                        m.pointer_texcoord[1] = varray_texcoord2f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                        R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
                        R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
@@ -1625,6 +1674,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(glosstexture);
                        if (lightcubemap)
                        {
@@ -1633,7 +1683,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
                        m.pointer_texcoord[0] = texcoord2f;
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, colorscale, color2);
@@ -2029,34 +2079,6 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                if (r_shadow_staticworldlights.integer && rtlight->compiled)
                {
                        R_Mesh_Matrix(&ent->matrix);
-                       if (r_shadow_showtris.integer)
-                       {
-                               shadowmesh_t *mesh;
-                               rmeshstate_t m;
-                               int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
-                               int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
-                               qglDisable(GL_DEPTH_TEST);
-                               qglDisable(GL_STENCIL_TEST);
-                               //qglDisable(GL_CULL_FACE);
-                               GL_ColorMask(1,1,1,1);
-                               memset(&m, 0, sizeof(m));
-                               R_Mesh_State_Texture(&m);
-                               GL_Color(0,0.1,0,1);
-                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                               for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
-                               {
-                                       GL_VertexPointer(mesh->vertex3f);
-                                       R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                               }
-                               //qglEnable(GL_CULL_FACE);
-                               if (depthenabled)
-                                       qglEnable(GL_DEPTH_TEST);
-                               if (stencilenabled)
-                               {
-                                       qglEnable(GL_STENCIL_TEST);
-                                       GL_ColorMask(0,0,0,0);
-                               }
-                       }
                        R_Shadow_RenderShadowMeshVolume(rtlight->static_meshchain_shadow);
                }
                else
@@ -2087,29 +2109,6 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                                //R_Shadow_DrawStaticWorldLight_Light(rtlight, &ent->matrix, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
                                shadowmesh_t *mesh;
                                R_Mesh_Matrix(&ent->matrix);
-                               if (r_shadow_showtris.integer)
-                               {
-                                       rmeshstate_t m;
-                                       int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
-                                       int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
-                                       qglDisable(GL_DEPTH_TEST);
-                                       qglDisable(GL_STENCIL_TEST);
-                                       //qglDisable(GL_CULL_FACE);
-                                       memset(&m, 0, sizeof(m));
-                                       R_Mesh_State_Texture(&m);
-                                       GL_Color(0.2,0,0,1);
-                                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                                       for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
-                                       {
-                                               GL_VertexPointer(mesh->vertex3f);
-                                               R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                                       }
-                                       //qglEnable(GL_CULL_FACE);
-                                       if (depthenabled)
-                                               qglEnable(GL_DEPTH_TEST);
-                                       if (stencilenabled)
-                                               qglEnable(GL_STENCIL_TEST);
-                               }
                                for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
                                {
                                        R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, cubemaptexture);
@@ -2149,7 +2148,7 @@ void R_ShadowVolumeLighting(int visiblevolumes)
        if (visiblevolumes)
        {
                memset(&m, 0, sizeof(m));
-               R_Mesh_State_Texture(&m);
+               R_Mesh_State(&m);
 
                GL_BlendFunc(GL_ONE, GL_ONE);
                GL_DepthMask(false);
@@ -2293,7 +2292,7 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename)
                for (j = 0;j < 3;j++)
                        for (i = 0;i < 6;i++)
                                Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
-               Con_Printf(" and was unable to find any of them.\n");
+               Con_Print(" and was unable to find any of them.\n");
        }
        return cubemaptexture;
 }
@@ -2324,7 +2323,7 @@ void R_Shadow_NewWorldLight(vec3_t origin, vec3_t angles, vec3_t color, vec_t ra
 
        if (radius < 15 || DotProduct(color, color) < 0.03)
        {
-               Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
+               Con_Print("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
                return;
        }
 
@@ -2449,7 +2448,7 @@ void R_Shadow_LoadWorldLights(void)
        float origin[3], radius, color[3], angles[3], corona;
        if (cl.worldmodel == NULL)
        {
-               Con_Printf("No map loaded.\n");
+               Con_Print("No map loaded.\n");
                return;
        }
        FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
@@ -2461,6 +2460,22 @@ void R_Shadow_LoadWorldLights(void)
                n = 0;
                while (*s)
                {
+                       t = s;
+                       /*
+                       shadow = true;
+                       for (;COM_Parse(t, true) && strcmp(
+                       if (COM_Parse(t, true))
+                       {
+                               if (com_token[0] == '!')
+                               {
+                                       shadow = false;
+                                       origin[0] = atof(com_token+1);
+                               }
+                               else
+                                       origin[0] = atof(com_token);
+                               if (Com_Parse(t
+                       }
+                       */
                        t = s;
                        while (*s && *s != '\n')
                                s++;
@@ -2510,7 +2525,7 @@ void R_Shadow_SaveWorldLights(void)
                return;
        if (cl.worldmodel == NULL)
        {
-               Con_Printf("No map loaded.\n");
+               Con_Print("No map loaded.\n");
                return;
        }
        FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
@@ -2519,7 +2534,7 @@ void R_Shadow_SaveWorldLights(void)
        buf = NULL;
        for (light = r_shadow_worldlightchain;light;light = light->next)
        {
-               sprintf(line, "%s%f %f %f %f %f %f %f %d %s %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "\"\"", light->corona, light->angles[0], light->angles[1], light->angles[2]);
+               sprintf(line, "%s%f %f %f %f %f %f %f %d %s %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname[0] ? light->cubemapname : "\"\"", light->corona, light->angles[0], light->angles[1], light->angles[2]);
                if (bufchars + (int) strlen(line) > bufmaxchars)
                {
                        bufmaxchars = bufchars + strlen(line) + 2048;
@@ -2551,7 +2566,7 @@ void R_Shadow_LoadLightsFile(void)
        float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
        if (cl.worldmodel == NULL)
        {
-               Con_Printf("No map loaded.\n");
+               Con_Print("No map loaded.\n");
                return;
        }
        FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
@@ -2598,7 +2613,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
 
        if (cl.worldmodel == NULL)
        {
-               Con_Printf("No map loaded.\n");
+               Con_Print("No map loaded.\n");
                return;
        }
        data = cl.worldmodel->brush.entities;
@@ -2826,12 +2841,12 @@ void R_Shadow_EditLights_Spawn_f(void)
        vec3_t color;
        if (!r_editlights.integer)
        {
-               Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
                return;
        }
        if (Cmd_Argc() != 1)
        {
-               Con_Printf("r_editlights_spawn does not take parameters\n");
+               Con_Print("r_editlights_spawn does not take parameters\n");
                return;
        }
        color[0] = color[1] = color[2] = 1;
@@ -2846,12 +2861,12 @@ void R_Shadow_EditLights_Edit_f(void)
        char cubemapname[1024];
        if (!r_editlights.integer)
        {
-               Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
                return;
        }
        if (!r_shadow_selectedlight)
        {
-               Con_Printf("No selected light.\n");
+               Con_Print("No selected light.\n");
                return;
        }
        VectorCopy(r_shadow_selectedlight->origin, origin);
@@ -2941,7 +2956,7 @@ void R_Shadow_EditLights_Edit_f(void)
                }
                origin[2] += atof(Cmd_Argv(2));
        }
-       if (!strcmp(Cmd_Argv(1), "angles"))
+       else if (!strcmp(Cmd_Argv(1), "angles"))
        {
                if (Cmd_Argc() != 5)
                {
@@ -2999,7 +3014,7 @@ void R_Shadow_EditLights_Edit_f(void)
                }
                radius = atof(Cmd_Argv(2));
        }
-       else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "style"))
+       else if (!strcmp(Cmd_Argv(1), "style"))
        {
                if (Cmd_Argc() != 3)
                {
@@ -3008,7 +3023,7 @@ void R_Shadow_EditLights_Edit_f(void)
                }
                style = atoi(Cmd_Argv(2));
        }
-       else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "cubemap"))
+       else if (!strcmp(Cmd_Argv(1), "cubemap"))
        {
                if (Cmd_Argc() > 3)
                {
@@ -3020,7 +3035,7 @@ void R_Shadow_EditLights_Edit_f(void)
                else
                        cubemapname[0] = 0;
        }
-       else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "shadows"))
+       else if (!strcmp(Cmd_Argv(1), "shadows"))
        {
                if (Cmd_Argc() != 3)
                {
@@ -3040,8 +3055,8 @@ void R_Shadow_EditLights_Edit_f(void)
        }
        else
        {
-               Con_Printf("usage: r_editlights_edit [property] [value]\n");
-               Con_Printf("Selected light's properties:\n");
+               Con_Print("usage: r_editlights_edit [property] [value]\n");
+               Con_Print("Selected light's properties:\n");
                Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
                Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
                Con_Printf("Color  : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
@@ -3081,12 +3096,12 @@ void R_Shadow_EditLights_ToggleShadow_f(void)
 {
        if (!r_editlights.integer)
        {
-               Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
                return;
        }
        if (!r_shadow_selectedlight)
        {
-               Con_Printf("No selected light.\n");
+               Con_Print("No selected light.\n");
                return;
        }
        R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
@@ -3098,12 +3113,12 @@ void R_Shadow_EditLights_ToggleCorona_f(void)
 {
        if (!r_editlights.integer)
        {
-               Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
                return;
        }
        if (!r_shadow_selectedlight)
        {
-               Con_Printf("No selected light.\n");
+               Con_Print("No selected light.\n");
                return;
        }
        R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
@@ -3115,12 +3130,12 @@ void R_Shadow_EditLights_Remove_f(void)
 {
        if (!r_editlights.integer)
        {
-               Con_Printf("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
+               Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
                return;
        }
        if (!r_shadow_selectedlight)
        {
-               Con_Printf("No selected light.\n");
+               Con_Print("No selected light.\n");
                return;
        }
        R_Shadow_FreeWorldLight(r_shadow_selectedlight);
@@ -3129,7 +3144,7 @@ void R_Shadow_EditLights_Remove_f(void)
 
 void R_Shadow_EditLights_Help_f(void)
 {
-       Con_Printf(
+       Con_Print(
 "Documentation on r_editlights system:\n"
 "Settings:\n"
 "r_editlights : enable/disable editing mode\n"