]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
more q3bsp work (and no it still doesn't work right)
[xonotic/darkplaces.git] / r_shadow.c
index 2036a8b5593556d1a7dbeb9e1241e504224dcb42..6cbf578416659fb3b50c5bdd0acb501edb810d25 100644 (file)
@@ -1,4 +1,107 @@
 
+/*
+Terminology: Stencil Shadow Volume (sometimes called Stencil Shadows)
+An extrusion of the lit faces, beginning at the original geometry and ending
+further from the light source than the original geometry (presumably at least
+as far as the light's radius, if the light has a radius at all), capped at
+both front and back to avoid any problems (extrusion from dark faces also
+works but has a different set of problems)
+
+This is rendered using Carmack's Reverse technique, in which backfaces behind
+zbuffer (zfail) increment the stencil, and frontfaces behind zbuffer (zfail)
+decrement the stencil, the result is a stencil value of zero where shadows
+did not intersect the visible geometry, suitable as a stencil mask for
+rendering lighting everywhere but shadow.
+
+In our case we use a biased stencil clear of 128 to avoid requiring the
+stencil wrap extension (but probably should support it).
+
+
+
+Terminology: Stencil Light Volume (sometimes called Light Volumes)
+Similar to a Stencil Shadow Volume, but inverted; rather than containing the
+areas in shadow it contanis the areas in light, this can only be built
+quickly for certain limited cases (such as portal visibility from a point),
+but is quite useful for some effects (sunlight coming from sky polygons is
+one possible example, translucent occluders is another example).
+
+
+
+Terminology: Optimized Stencil Shadow Volume
+A Stencil Shadow Volume that has been processed sufficiently to ensure it has
+no duplicate coverage of areas (no need to shadow an area twice), often this
+greatly improves performance but is an operation too costly to use on moving
+lights (however completely optimal Stencil Light Volumes can be constructed
+in some ideal cases).
+
+
+
+Terminology: Per Pixel Lighting (sometimes abbreviated PPL)
+Per pixel evaluation of lighting equations, at a bare minimum this involves
+DOT3 shading of diffuse lighting (per pixel dotproduct of negated incidence
+vector and surface normal, using a texture of the surface bumps, called a
+NormalMap) if supported by hardware; in our case there is support for cards
+which are incapable of DOT3, the quality is quite poor however.  Additionally
+it is desirable to have specular evaluation per pixel, per vertex
+normalization of specular halfangle vectors causes noticable distortion but
+is unavoidable on hardware without GL_ARB_fragment_program.
+
+
+
+Terminology: Normalization CubeMap
+A cubemap containing normalized dot3-encoded (vectors of length 1 or less
+encoded as RGB colors) for any possible direction, this technique allows per
+pixel calculation of incidence vector for per pixel lighting purposes, which
+would not otherwise be possible per pixel without GL_ARB_fragment_program.
+
+
+
+Terminology: 2D Attenuation Texturing
+A very crude approximation of light attenuation with distance which results
+in cylindrical light shapes which fade vertically as a streak (some games
+such as Doom3 allow this to be rotated to be less noticable in specific
+cases), the technique is simply modulating lighting by two 2D textures (which
+can be the same) on different axes of projection (XY and Z, typically), this
+is the best technique available without 3D Attenuation Texturing or
+GL_ARB_fragment_program technology.
+
+
+
+Terminology: 3D Attenuation Texturing
+A slightly crude approximation of light attenuation with distance, its flaws
+are limited radius and resolution (performance tradeoffs).
+
+
+
+Terminology: 3D Attenuation-Normalization Texturing
+A 3D Attenuation Texture merged with a Normalization CubeMap, by making the
+vectors shorter the lighting becomes darker, a very effective optimization of
+diffuse lighting if 3D Attenuation Textures are already used.
+
+
+
+Terminology: Light Cubemap Filtering
+A technique for modeling non-uniform light distribution according to
+direction, for example projecting a stained glass window image onto a wall,
+this is done by texturing the lighting with a cubemap.
+
+
+
+Terminology: Light Projection Filtering
+A technique for modeling shadowing of light passing through translucent
+surfaces, allowing stained glass windows and other effects to be done more
+elegantly than possible with Light Cubemap Filtering by applying an occluder
+texture to the lighting combined with a stencil light volume to limit the lit
+area (this allows evaluating multiple translucent occluders in a scene).
+
+
+
+Terminology: Doom3 Lighting
+A combination of Stencil Shadow Volume, Per Pixel Lighting, Normalization
+CubeMap, 2D Attenuation Texturing, and Light Filtering, as demonstrated by
+the (currently upcoming) game Doom3.
+*/
+
 #include "quakedef.h"
 #include "r_shadow.h"
 #include "cl_collision.h"
@@ -14,8 +117,6 @@ extern void R_Shadow_EditLights_Init(void);
 int r_shadowstage = SHADOWSTAGE_NONE;
 int r_shadow_reloadlights = false;
 
-int r_shadow_lightingmode = 0;
-
 mempool_t *r_shadow_mempool;
 
 int maxshadowelements;
@@ -24,8 +125,10 @@ int maxtrianglefacinglight;
 qbyte *trianglefacinglight;
 int *trianglefacinglightlist;
 
-int maxshadowvertices;
-float *shadowvertex3f;
+int maxvertexupdate;
+int *vertexupdate;
+int *vertexremap;
+int vertexupdatenum;
 
 rtexturepool_t *r_shadow_texturepool;
 rtexture_t *r_shadow_normalcubetexture;
@@ -38,16 +141,21 @@ rtexture_t *r_shadow_blankwhitetexture;
 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
-cvar_t r_shadow_realtime = {0, "r_shadow_realtime", "0"};
+cvar_t r_shadow_realtime_world = {0, "r_shadow_realtime_world", "0"};
+cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "0"};
+cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
 cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
+cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
+cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
-cvar_t r_shadow_shadownudge = {0, "r_shadow_shadownudge", "1"};
+cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "0"};
 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
-cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "100000"};
+cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "10000"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
+cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
 
 int c_rt_lights, c_rt_clears, c_rt_scissored;
 int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
@@ -65,8 +173,10 @@ void r_shadow_start(void)
        r_shadow_mempool = Mem_AllocPool("R_Shadow");
        maxshadowelements = 0;
        shadowelements = NULL;
-       maxshadowvertices = 0;
-       shadowvertex3f = NULL;
+       maxvertexupdate = 0;
+       vertexupdate = NULL;
+       vertexremap = NULL;
+       vertexupdatenum = 0;
        maxtrianglefacinglight = 0;
        trianglefacinglight = NULL;
        trianglefacinglightlist = NULL;
@@ -94,8 +204,10 @@ void r_shadow_shutdown(void)
        R_FreeTexturePool(&r_shadow_texturepool);
        maxshadowelements = 0;
        shadowelements = NULL;
-       maxshadowvertices = 0;
-       shadowvertex3f = NULL;
+       maxvertexupdate = 0;
+       vertexupdate = NULL;
+       vertexremap = NULL;
+       vertexupdatenum = 0;
        maxtrianglefacinglight = 0;
        trianglefacinglight = NULL;
        trianglefacinglightlist = NULL;
@@ -113,127 +225,25 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
        Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
        Cvar_RegisterVariable(&r_shadow_lightintensityscale);
-       Cvar_RegisterVariable(&r_shadow_realtime);
+       Cvar_RegisterVariable(&r_shadow_realtime_world);
+       Cvar_RegisterVariable(&r_shadow_realtime_dlight);
+       Cvar_RegisterVariable(&r_shadow_visiblevolumes);
        Cvar_RegisterVariable(&r_shadow_gloss);
+       Cvar_RegisterVariable(&r_shadow_glossintensity);
+       Cvar_RegisterVariable(&r_shadow_gloss2intensity);
        Cvar_RegisterVariable(&r_shadow_debuglight);
        Cvar_RegisterVariable(&r_shadow_scissor);
        Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
        Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
-       Cvar_RegisterVariable(&r_shadow_shadownudge);
+       Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_portallight);
        Cvar_RegisterVariable(&r_shadow_projectdistance);
        Cvar_RegisterVariable(&r_shadow_texture3d);
+       Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
        R_Shadow_EditLights_Init();
        R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
 }
 
-void R_Shadow_ProjectVertex3f(float *verts, int numverts, const float *relativelightorigin, float projectdistance)
-{
-       int i;
-       float *in, *out, diff[3];
-       in = verts;
-       out = verts + numverts * 3;
-       for (i = 0;i < numverts;i++, in += 3, out += 3)
-       {
-               VectorSubtract(in, relativelightorigin, diff);
-               VectorNormalizeFast(diff);
-               VectorMA(in, projectdistance, diff, out);
-               VectorMA(in, r_shadow_shadownudge.value, diff, in);
-       }
-}
-
-int R_Shadow_MakeTriangleShadowFlags_Vertex3f(const int *elements, const float *vertex, int numtris, qbyte *facing, int *list, const float *relativelightorigin)
-{
-       int i, tris = 0;
-       const float *v0, *v1, *v2;
-       for (i = 0;i < numtris;i++, elements += 3)
-       {
-               // calculate triangle facing flag
-               v0 = vertex + elements[0] * 3;
-               v1 = vertex + elements[1] * 3;
-               v2 = vertex + elements[2] * 3;
-               if(PointInfrontOfTriangle(relativelightorigin, v0, v1, v2))
-               {
-                       facing[i] = true;
-                       list[tris++] = i;
-               }
-               else
-                       facing[i] = false;
-       }
-       return tris;
-}
-
-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 = 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]])
-               {
-                       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;
-               }
-       }
-       return tris;
-}
-
 void R_Shadow_ResizeTriangleFacingLight(int numtris)
 {
        // make sure trianglefacinglight is big enough for this volume
@@ -264,21 +274,303 @@ int *R_Shadow_ResizeShadowElements(int numtris)
        return shadowelements;
 }
 
-float *R_Shadow_VertexBuffer(int numvertices)
+/*
+// readable version of some code found below
+//if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+int PointInfrontOfTriangle(const float *p, const float *a, const float *b, const float *c)
 {
-       if (maxshadowvertices < numvertices)
+       float dir0[3], dir1[3], normal[3];
+
+       // calculate two mostly perpendicular edge directions
+       VectorSubtract(a, b, dir0);
+       VectorSubtract(c, b, dir1);
+
+       // we have two edge directions, we can calculate a third vector from
+       // them, which is the direction of the surface normal (it's magnitude
+       // is not 1 however)
+       CrossProduct(dir0, dir1, normal);
+
+       // compare distance of light along normal, with distance of any point
+       // of the triangle along the same normal (the triangle is planar,
+       // I.E. flat, so all points give the same answer)
+       return DotProduct(p, normal) > DotProduct(a, normal);
+}
+int checkcastshadowfromedge(int t, int i)
+{
+       int *te;
+       float *v[3];
+       if (t >= trianglerange_start && t < trianglerange_end)
        {
-               maxshadowvertices = numvertices;
-               if (shadowvertex3f)
-                       Mem_Free(shadowvertex3f);
-               shadowvertex3f = Mem_Alloc(r_shadow_mempool, maxshadowvertices * sizeof(float[3]));
+               if (t < i && !trianglefacinglight[t])
+                       return true;
+               else
+                       return false;
+       }
+       else
+       {
+               if (t < 0)
+                       return true;
+               else
+               {
+                       te = inelement3i + t * 3;
+                       v[0] = invertex3f + te[0] * 3;
+                       v[1] = invertex3f + te[1] * 3;
+                       v[2] = invertex3f + te[2] * 3;
+                       if (!PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+                               return true;
+                       else
+                               return false;
+               }
        }
-       return shadowvertex3f;
 }
+*/
 
-void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)
+int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, int trianglerange_end, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *relativelightorigin, float projectdistance)
 {
-       int tris;
+       int i, j, tris = 0, numfacing = 0, vr[3], t, outvertices = 0;
+       const float *v[3];
+       const int *e, *n, *te;
+       float f, temp[3];
+
+       // make sure trianglefacinglight is big enough for this volume
+       if (maxtrianglefacinglight < trianglerange_end)
+               R_Shadow_ResizeTriangleFacingLight(trianglerange_end);
+
+       if (maxvertexupdate < innumvertices)
+       {
+               maxvertexupdate = innumvertices;
+               if (vertexupdate)
+                       Mem_Free(vertexupdate);
+               if (vertexremap)
+                       Mem_Free(vertexremap);
+               vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+               vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+       }
+       vertexupdatenum++;
+
+       if (r_shadow_singlepassvolumegeneration.integer)
+       {
+               // one pass approach (identify lit/dark faces and generate sides while doing so)
+               for (i = trianglerange_start, e = inelement3i + i * 3, n = inneighbor3i + i * 3;i < trianglerange_end;i++, e += 3, n += 3)
+               {
+                       // calculate triangle facing flag
+                       v[0] = invertex3f + e[0] * 3;
+                       v[1] = invertex3f + e[1] * 3;
+                       v[2] = invertex3f + e[2] * 3;
+                       if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
+                       {
+                               // make sure the vertices are created
+                               for (j = 0;j < 3;j++)
+                               {
+                                       if (vertexupdate[e[j]] != vertexupdatenum)
+                                       {
+                                               vertexupdate[e[j]] = vertexupdatenum;
+                                               vertexremap[e[j]] = outvertices;
+                                               VectorCopy(v[j], outvertex3f);
+                                               VectorSubtract(v[j], relativelightorigin, temp);
+                                               f = projectdistance / VectorLength(temp);
+                                               VectorMA(relativelightorigin, f, temp, (outvertex3f + 3));
+                                               outvertex3f += 6;
+                                               outvertices += 2;
+                                       }
+                               }
+                               // output the front and back triangles
+                               vr[0] = vertexremap[e[0]];
+                               vr[1] = vertexremap[e[1]];
+                               vr[2] = vertexremap[e[2]];
+                               outelement3i[0] = vr[0];
+                               outelement3i[1] = vr[1];
+                               outelement3i[2] = vr[2];
+                               outelement3i[3] = vr[2] + 1;
+                               outelement3i[4] = vr[1] + 1;
+                               outelement3i[5] = vr[0] + 1;
+                               outelement3i += 6;
+                               tris += 2;
+                               // output the sides (facing outward from this triangle)
+                               t = n[0];
+                               if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+                               {
+                                       outelement3i[0] = vr[1];
+                                       outelement3i[1] = vr[0];
+                                       outelement3i[2] = vr[0] + 1;
+                                       outelement3i[3] = vr[1];
+                                       outelement3i[4] = vr[0] + 1;
+                                       outelement3i[5] = vr[1] + 1;
+                                       outelement3i += 6;
+                                       tris += 2;
+                               }
+                               t = n[1];
+                               if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+                               {
+                                       outelement3i[0] = vr[2];
+                                       outelement3i[1] = vr[1];
+                                       outelement3i[2] = vr[1] + 1;
+                                       outelement3i[3] = vr[2];
+                                       outelement3i[4] = vr[1] + 1;
+                                       outelement3i[5] = vr[2] + 1;
+                                       outelement3i += 6;
+                                       tris += 2;
+                               }
+                               t = n[2];
+                               if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+                               {
+                                       outelement3i[0] = vr[0];
+                                       outelement3i[1] = vr[2];
+                                       outelement3i[2] = vr[2] + 1;
+                                       outelement3i[3] = vr[0];
+                                       outelement3i[4] = vr[2] + 1;
+                                       outelement3i[5] = vr[0] + 1;
+                                       outelement3i += 6;
+                                       tris += 2;
+                               }
+                       }
+                       else
+                       {
+                               // this triangle is not facing the light
+                               // output the sides (facing inward to this triangle)
+                               t = n[0];
+                               if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
+                               {
+                                       vr[0] = vertexremap[e[0]];
+                                       vr[1] = vertexremap[e[1]];
+                                       outelement3i[0] = vr[1];
+                                       outelement3i[1] = vr[0] + 1;
+                                       outelement3i[2] = vr[0];
+                                       outelement3i[3] = vr[1];
+                                       outelement3i[4] = vr[1] + 1;
+                                       outelement3i[5] = vr[0] + 1;
+                                       outelement3i += 6;
+                                       tris += 2;
+                               }
+                               t = n[1];
+                               if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
+                               {
+                                       vr[1] = vertexremap[e[1]];
+                                       vr[2] = vertexremap[e[2]];
+                                       outelement3i[0] = vr[2];
+                                       outelement3i[1] = vr[1] + 1;
+                                       outelement3i[2] = vr[1];
+                                       outelement3i[3] = vr[2];
+                                       outelement3i[4] = vr[2] + 1;
+                                       outelement3i[5] = vr[1] + 1;
+                                       outelement3i += 6;
+                                       tris += 2;
+                               }
+                               t = n[2];
+                               if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
+                               {
+                                       vr[0] = vertexremap[e[0]];
+                                       vr[2] = vertexremap[e[2]];
+                                       outelement3i[0] = vr[0];
+                                       outelement3i[1] = vr[2] + 1;
+                                       outelement3i[2] = vr[2];
+                                       outelement3i[3] = vr[0];
+                                       outelement3i[4] = vr[0] + 1;
+                                       outelement3i[5] = vr[2] + 1;
+                                       outelement3i += 6;
+                                       tris += 2;
+                               }
+                       }
+               }
+       }
+       else
+       {
+               // two pass approach (identify lit/dark faces and then generate sides)
+               for (i = trianglerange_start, e = inelement3i + i * 3, numfacing = 0;i < trianglerange_end;i++, e += 3)
+               {
+                       // calculate triangle facing flag
+                       v[0] = invertex3f + e[0] * 3;
+                       v[1] = invertex3f + e[1] * 3;
+                       v[2] = invertex3f + e[2] * 3;
+                       if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
+                       {
+                               trianglefacinglightlist[numfacing++] = i;
+                               // make sure the vertices are created
+                               for (j = 0;j < 3;j++)
+                               {
+                                       if (vertexupdate[e[j]] != vertexupdatenum)
+                                       {
+                                               vertexupdate[e[j]] = vertexupdatenum;
+                                               vertexremap[e[j]] = outvertices;
+                                               VectorSubtract(v[j], relativelightorigin, temp);
+                                               f = projectdistance / VectorLength(temp);
+                                               VectorCopy(v[j], outvertex3f);
+                                               VectorMA(relativelightorigin, f, temp, (outvertex3f + 3));
+                                               outvertex3f += 6;
+                                               outvertices += 2;
+                                       }
+                               }
+                               // output the front and back triangles
+                               outelement3i[0] = vertexremap[e[0]];
+                               outelement3i[1] = vertexremap[e[1]];
+                               outelement3i[2] = vertexremap[e[2]];
+                               outelement3i[3] = vertexremap[e[2]] + 1;
+                               outelement3i[4] = vertexremap[e[1]] + 1;
+                               outelement3i[5] = vertexremap[e[0]] + 1;
+                               outelement3i += 6;
+                               tris += 2;
+                       }
+               }
+               for (i = 0;i < numfacing;i++)
+               {
+                       t = trianglefacinglightlist[i];
+                       e = inelement3i + t * 3;
+                       n = inneighbor3i + t * 3;
+                       // output the sides (facing outward from this triangle)
+                       t = n[0];
+                       if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+                       {
+                               vr[0] = vertexremap[e[0]];
+                               vr[1] = vertexremap[e[1]];
+                               outelement3i[0] = vr[1];
+                               outelement3i[1] = vr[0];
+                               outelement3i[2] = vr[0] + 1;
+                               outelement3i[3] = vr[1];
+                               outelement3i[4] = vr[0] + 1;
+                               outelement3i[5] = vr[1] + 1;
+                               outelement3i += 6;
+                               tris += 2;
+                       }
+                       t = n[1];
+                       if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+                       {
+                               vr[1] = vertexremap[e[1]];
+                               vr[2] = vertexremap[e[2]];
+                               outelement3i[0] = vr[2];
+                               outelement3i[1] = vr[1];
+                               outelement3i[2] = vr[1] + 1;
+                               outelement3i[3] = vr[2];
+                               outelement3i[4] = vr[1] + 1;
+                               outelement3i[5] = vr[2] + 1;
+                               outelement3i += 6;
+                               tris += 2;
+                       }
+                       t = n[2];
+                       if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
+                       {
+                               vr[0] = vertexremap[e[0]];
+                               vr[2] = vertexremap[e[2]];
+                               outelement3i[0] = vr[0];
+                               outelement3i[1] = vr[2];
+                               outelement3i[2] = vr[2] + 1;
+                               outelement3i[3] = vr[0];
+                               outelement3i[4] = vr[2] + 1;
+                               outelement3i[5] = vr[0] + 1;
+                               outelement3i += 6;
+                               tris += 2;
+                       }
+               }
+       }
+       if (outnumvertices)
+               *outnumvertices = outvertices;
+       return tris;
+}
+
+float varray_vertex3f2[65536*3];
+
+void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)
+{
+       int tris, outverts;
        if (projectdistance < 0.1)
        {
                Con_Printf("R_Shadow_Volume: projectdistance %f\n");
@@ -286,63 +578,34 @@ void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, v
        }
        if (!numverts)
                return;
-// terminology:
-//
-// frontface:
-// a triangle facing the light source
-//
-// backface:
-// a triangle not facing the light source
-//
-// shadow volume:
-// an extrusion of the frontfaces, beginning at the original geometry and
-// ending further from the light source than the original geometry
-// (presumably at least as far as the light's radius, if the light has a
-// radius at all), capped at both front and back to avoid any problems
-//
-// description:
-// draws the shadow volumes of the model.
-// requirements:
-// vertex locations must already be in varray_vertex3f before use.
-// varray_vertex3f must have capacity for numverts * 2.
-
-       // make sure trianglefacinglight is big enough for this volume
-       if (maxtrianglefacinglight < numtris)
-               R_Shadow_ResizeTriangleFacingLight(numtris);
 
        // make sure shadowelements is big enough for this volume
        if (maxshadowelements < numtris * 24)
                R_Shadow_ResizeShadowElements(numtris);
 
-       // check which triangles are facing the light
-       tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(elements, varray_vertex3f, numtris, trianglefacinglight, trianglefacinglightlist, relativelightorigin);
-       if (!tris)
-               return;
-
-       // output triangle elements
-       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_ProjectVertex3f(varray_vertex3f, numverts, relativelightorigin, projectdistance);
-
-       if (r_shadowstage == SHADOWSTAGE_STENCIL)
+       // check which triangles are facing the light, and then output
+       // triangle elements and vertices...  by clever use of elements we
+       // can construct the whole shadow from the unprojected vertices and
+       // the projected vertices
+       if ((tris = R_Shadow_ConstructShadowVolume(numverts, 0, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, relativelightorigin, r_shadow_projectdistance.value/*projectdistance*/)))
        {
-               // 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 * 2, tris, shadowelements);
+               GL_VertexPointer(varray_vertex3f2);
+               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(outverts, 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(outverts, 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 * 2, tris, shadowelements);
-       c_rt_shadowmeshes++;
-       c_rt_shadowtris += numtris;
 }
 
 void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
@@ -355,8 +618,7 @@ void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
                for (mesh = firstmesh;mesh;mesh = mesh->next)
                {
-                       R_Mesh_GetSpace(mesh->numverts);
-                       R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
+                       GL_VertexPointer(mesh->vertex3f);
                        R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
                        c_rtcached_shadowmeshes++;
                        c_rtcached_shadowtris += mesh->numtriangles;
@@ -367,8 +629,7 @@ void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
        }
        for (mesh = firstmesh;mesh;mesh = mesh->next)
        {
-               R_Mesh_GetSpace(mesh->numverts);
-               R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
+               GL_VertexPointer(mesh->vertex3f);
                R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
                c_rtcached_shadowmeshes++;
                c_rtcached_shadowtris += mesh->numtriangles;
@@ -511,12 +772,28 @@ void R_Shadow_Stage_Begin(void)
        if (r_shadow_texture3d.integer && !gl_texture3d)
                Cvar_SetValueQuick(&r_shadow_texture3d, 0);
 
-       //cl.worldmodel->numlights = min(cl.worldmodel->numlights, 1);
        if (!r_shadow_attenuation2dtexture
         || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
         || r_shadow_lightattenuationpower.value != r_shadow_attenpower
         || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
                R_Shadow_MakeTextures();
+
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       R_Mesh_State_Texture(&m);
+       GL_Color(0, 0, 0, 1);
+       qglDisable(GL_SCISSOR_TEST);
+       r_shadowstage = SHADOWSTAGE_NONE;
+
+       c_rt_lights = c_rt_clears = c_rt_scissored = 0;
+       c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
+       c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
+}
+
+void R_Shadow_LoadWorldLightsIfNeeded(void)
+{
        if (r_shadow_reloadlights && cl.worldmodel)
        {
                R_Shadow_ClearWorldLights();
@@ -529,34 +806,29 @@ void R_Shadow_Stage_Begin(void)
                                R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
                }
        }
-
-       memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_ONE;
-       m.blendfunc2 = GL_ZERO;
-       R_Mesh_State(&m);
-       GL_Color(0, 0, 0, 1);
-       r_shadowstage = SHADOWSTAGE_NONE;
-
-       c_rt_lights = c_rt_clears = c_rt_scissored = 0;
-       c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
-       c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
 }
 
 void R_Shadow_Stage_ShadowVolumes(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_TextureState(&m);
+       R_Mesh_State_Texture(&m);
        GL_Color(1, 1, 1, 1);
        qglColorMask(0, 0, 0, 0);
-       qglDisable(GL_BLEND);
-       qglDepthMask(0);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       if (r_shadow_polygonoffset.value != 0)
+       {
+               qglPolygonOffset(1.0f, r_shadow_polygonoffset.value);
+               qglEnable(GL_POLYGON_OFFSET_FILL);
+       }
+       else
+               qglDisable(GL_POLYGON_OFFSET_FILL);
        qglDepthFunc(GL_LESS);
        qglEnable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        qglStencilFunc(GL_ALWAYS, 128, 0xFF);
-       qglEnable(GL_CULL_FACE);
-       qglEnable(GL_DEPTH_TEST);
        r_shadowstage = SHADOWSTAGE_STENCIL;
        qglClear(GL_STENCIL_BUFFER_BIT);
        c_rt_clears++;
@@ -573,20 +845,17 @@ void R_Shadow_Stage_LightWithoutShadows(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_TextureState(&m);
-       qglActiveTexture(GL_TEXTURE0_ARB);
-
-       qglEnable(GL_BLEND);
-       qglBlendFunc(GL_ONE, GL_ONE);
+       R_Mesh_State_Texture(&m);
+       GL_BlendFunc(GL_ONE, GL_ONE);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
        qglColorMask(1, 1, 1, 1);
-       qglDepthMask(0);
        qglDepthFunc(GL_EQUAL);
        qglDisable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        qglStencilFunc(GL_EQUAL, 128, 0xFF);
-       qglEnable(GL_CULL_FACE);
-       qglEnable(GL_DEPTH_TEST);
        r_shadowstage = SHADOWSTAGE_LIGHT;
        c_rt_lights++;
 }
@@ -595,22 +864,19 @@ void R_Shadow_Stage_LightWithShadows(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_TextureState(&m);
-       qglActiveTexture(GL_TEXTURE0_ARB);
-
-       qglEnable(GL_BLEND);
-       qglBlendFunc(GL_ONE, GL_ONE);
+       R_Mesh_State_Texture(&m);
+       GL_BlendFunc(GL_ONE, GL_ONE);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
        qglColorMask(1, 1, 1, 1);
-       qglDepthMask(0);
        qglDepthFunc(GL_EQUAL);
        qglEnable(GL_STENCIL_TEST);
        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)
        qglStencilFunc(GL_EQUAL, 128, 0xFF);
-       qglEnable(GL_CULL_FACE);
-       qglEnable(GL_DEPTH_TEST);
        r_shadowstage = SHADOWSTAGE_LIGHT;
        c_rt_lights++;
 }
@@ -618,11 +884,12 @@ void R_Shadow_Stage_LightWithShadows(void)
 void R_Shadow_Stage_End(void)
 {
        rmeshstate_t m;
-       // attempt to restore state to what Mesh_State thinks it is
-       qglDisable(GL_BLEND);
-       qglBlendFunc(GL_ONE, GL_ZERO);
-       qglDepthMask(1);
-       // now restore the rest of the state to normal
+       memset(&m, 0, sizeof(m));
+       R_Mesh_State_Texture(&m);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
        qglColorMask(1, 1, 1, 1);
        qglDisable(GL_SCISSOR_TEST);
@@ -630,160 +897,9 @@ void R_Shadow_Stage_End(void)
        qglDisable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        qglStencilFunc(GL_ALWAYS, 128, 0xFF);
-       qglEnable(GL_CULL_FACE);
-       qglEnable(GL_DEPTH_TEST);
-       // force mesh state to reset by using various combinations of features
-       memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       R_Mesh_State(&m);
-       m.blendfunc1 = GL_ONE;
-       m.blendfunc2 = GL_ZERO;
-       R_Mesh_State(&m);
        r_shadowstage = SHADOWSTAGE_NONE;
 }
 
-#if 0
-int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius)
-{
-       int i, ix1, iy1, ix2, iy2;
-       float x1, y1, x2, y2, x, y;
-       vec3_t smins, smaxs;
-       vec4_t v, v2;
-       if (!r_shadow_scissor.integer)
-               return false;
-       // if view is inside the box, just say yes it's visible
-       if (r_origin[0] >= mins[0] && r_origin[0] <= maxs[0]
-        && r_origin[1] >= mins[1] && r_origin[1] <= maxs[1]
-        && r_origin[2] >= mins[2] && r_origin[2] <= maxs[2])
-       {
-               qglDisable(GL_SCISSOR_TEST);
-               return false;
-       }
-       VectorSubtract(r_origin, origin, v);
-       if (DotProduct(v, v) < radius * radius)
-       {
-               qglDisable(GL_SCISSOR_TEST);
-               return false;
-       }
-       // create viewspace bbox
-       for (i = 0;i < 8;i++)
-       {
-               v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_origin[0];
-               v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_origin[1];
-               v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_origin[2];
-               v2[0] = DotProduct(v, vright);
-               v2[1] = DotProduct(v, vup);
-               v2[2] = DotProduct(v, vpn);
-               if (i)
-               {
-                       if (smins[0] > v2[0]) smins[0] = v2[0];
-                       if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
-                       if (smins[1] > v2[1]) smins[1] = v2[1];
-                       if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
-                       if (smins[2] > v2[2]) smins[2] = v2[2];
-                       if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
-               }
-               else
-               {
-                       smins[0] = smaxs[0] = v2[0];
-                       smins[1] = smaxs[1] = v2[1];
-                       smins[2] = smaxs[2] = v2[2];
-               }
-       }
-       // now we have a bbox in viewspace
-       // clip it to the viewspace version of the sphere
-       v[0] = origin[0] - r_origin[0];
-       v[1] = origin[1] - r_origin[1];
-       v[2] = origin[2] - r_origin[2];
-       v2[0] = DotProduct(v, vright);
-       v2[1] = DotProduct(v, vup);
-       v2[2] = DotProduct(v, vpn);
-       if (smins[0] < v2[0] - radius) smins[0] = v2[0] - radius;
-       if (smaxs[0] < v2[0] - radius) smaxs[0] = v2[0] + radius;
-       if (smins[1] < v2[1] - radius) smins[1] = v2[1] - radius;
-       if (smaxs[1] < v2[1] - radius) smaxs[1] = v2[1] + radius;
-       if (smins[2] < v2[2] - radius) smins[2] = v2[2] - radius;
-       if (smaxs[2] < v2[2] - radius) smaxs[2] = v2[2] + radius;
-       // clip it to the view plane
-       if (smins[2] < 1)
-               smins[2] = 1;
-       // return true if that culled the box
-       if (smins[2] >= smaxs[2])
-               return true;
-       // ok some of it is infront of the view, transform each corner back to
-       // worldspace and then to screenspace and make screen rect
-       // initialize these variables just to avoid compiler warnings
-       x1 = y1 = x2 = y2 = 0;
-       for (i = 0;i < 8;i++)
-       {
-               v2[0] = (i & 1) ? smins[0] : smaxs[0];
-               v2[1] = (i & 2) ? smins[1] : smaxs[1];
-               v2[2] = (i & 4) ? smins[2] : smaxs[2];
-               v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_origin[0];
-               v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_origin[1];
-               v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_origin[2];
-               v[3] = 1.0f;
-               GL_TransformToScreen(v, v2);
-               //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
-               x = v2[0];
-               y = v2[1];
-               if (i)
-               {
-                       if (x1 > x) x1 = x;
-                       if (x2 < x) x2 = x;
-                       if (y1 > y) y1 = y;
-                       if (y2 < y) y2 = y;
-               }
-               else
-               {
-                       x1 = x2 = x;
-                       y1 = y2 = y;
-               }
-       }
-       /*
-       // this code doesn't handle boxes with any points behind view properly
-       x1 = 1000;x2 = -1000;
-       y1 = 1000;y2 = -1000;
-       for (i = 0;i < 8;i++)
-       {
-               v[0] = (i & 1) ? mins[0] : maxs[0];
-               v[1] = (i & 2) ? mins[1] : maxs[1];
-               v[2] = (i & 4) ? mins[2] : maxs[2];
-               v[3] = 1.0f;
-               GL_TransformToScreen(v, v2);
-               //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
-               if (v2[2] > 0)
-               {
-                       x = v2[0];
-                       y = v2[1];
-
-                       if (x1 > x) x1 = x;
-                       if (x2 < x) x2 = x;
-                       if (y1 > y) y1 = y;
-                       if (y2 < y) y2 = y;
-               }
-       }
-       */
-       ix1 = x1 - 1.0f;
-       iy1 = y1 - 1.0f;
-       ix2 = x2 + 1.0f;
-       iy2 = y2 + 1.0f;
-       //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
-       if (ix1 < r_refdef.x) ix1 = r_refdef.x;
-       if (iy1 < r_refdef.y) iy1 = r_refdef.y;
-       if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width;
-       if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height;
-       if (ix2 <= ix1 || iy2 <= iy1)
-               return true;
-       // set up the scissor rectangle
-       qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
-       qglEnable(GL_SCISSOR_TEST);
-       c_rt_scissored++;
-       return false;
-}
-#endif
-
 int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
 {
        int i, ix1, iy1, ix2, iy2;
@@ -793,7 +909,9 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        if (!r_shadow_scissor.integer)
                return false;
        // if view is inside the box, just say yes it's visible
-       if (BoxesOverlap(r_origin, r_origin, mins, maxs))
+       // LordHavoc: for some odd reason scissor seems broken without stencil
+       // (?!?  seems like a driver bug) so abort if gl_stencil is false
+       if (!gl_stencil || BoxesOverlap(r_origin, r_origin, mins, maxs))
        {
                qglDisable(GL_SCISSOR_TEST);
                return false;
@@ -815,8 +933,7 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        if (DotProduct(vpn, v2) <= f)
        {
                // entirely behind nearclip plane
-               qglDisable(GL_SCISSOR_TEST);
-               return false;
+               return true;
        }
        if (DotProduct(vpn, v) >= f)
        {
@@ -955,19 +1072,28 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        return false;
 }
 
-void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const float *relativelightorigin, float lightradius)
+void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
 {
        float *color4f = varray_color4f;
-       float dist, dot, intensity, iradius = 1.0f / lightradius, radius2 = lightradius * lightradius, v[3];
+       float dist, dot, intensity, v[3], n[3];
        for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
        {
-               VectorSubtract(vertex3f, relativelightorigin, v);
-               if ((dot = DotProduct(normal3f, v)) > 0 && (dist = DotProduct(v, v)) < radius2)
+               Matrix4x4_Transform(m, vertex3f, v);
+               if ((dist = DotProduct(v, v)) < 1)
                {
-                       dist = sqrt(dist);
-                       intensity = pow(1 - (dist * iradius), r_shadow_attenpower) * r_shadow_attenscale * dot / dist;
-                       VectorScale(lightcolor, intensity, color4f);
-                       color4f[3] = 1;
+                       Matrix4x4_Transform3x3(m, normal3f, n);
+                       if ((dot = DotProduct(n, v)) > 0)
+                       {
+                               dist = sqrt(dist);
+                               intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
+                               VectorScale(lightcolor, intensity, color4f);
+                               color4f[3] = 1;
+                       }
+                       else
+                       {
+                               VectorClear(color4f);
+                               color4f[3] = 1;
+                       }
                }
                else
                {
@@ -977,18 +1103,27 @@ void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *n
        }
 }
 
-void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const float *relativelightorigin, float lightradius, const float *zdir)
+void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
 {
        float *color4f = varray_color4f;
-       float dist, dot, intensity, iradius = 1.0f / lightradius, v[3];
+       float dist, dot, intensity, v[3], n[3];
        for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
        {
-               VectorSubtract(vertex3f, relativelightorigin, v);
-               if ((dot = DotProduct(normal3f, v)) > 0 && (dist = fabs(DotProduct(zdir, v))) < lightradius)
+               Matrix4x4_Transform(m, vertex3f, v);
+               if ((dist = fabs(v[2])) < 1)
                {
-                       intensity = pow(1 - (dist * iradius), r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(v,v));
-                       VectorScale(lightcolor, intensity, color4f);
-                       color4f[3] = 1;
+                       Matrix4x4_Transform3x3(m, normal3f, n);
+                       if ((dot = DotProduct(n, v)) > 0)
+                       {
+                               intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
+                               VectorScale(lightcolor, intensity, color4f);
+                               color4f[3] = 1;
+                       }
+                       else
+                       {
+                               VectorClear(color4f);
+                               color4f[3] = 1;
+                       }
                }
                else
                {
@@ -1062,11 +1197,12 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
        int renders;
        float color[3], color2[3];
        rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
+       GL_VertexPointer(vertex3f);
        if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
        {
                if (!bumptexture)
                        bumptexture = r_shadow_blankbumptexture;
+               GL_Color(1,1,1,1);
                // 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
@@ -1074,35 +1210,34 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
                {
                        // 3/2 3D combine path (Geforce3, Radeon 8500)
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
                        m.texcombinergb[0] = GL_REPLACE;
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       m.pointer_texcoord[2] = varray_texcoord3f[2];
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(0,0,0,1);
-                       qglDisable(GL_BLEND);
-                       GL_Color(1,1,1,1);
-                       R_Mesh_GetSpace(numverts);
-                       R_Mesh_CopyVertex3f(vertex3f, numverts);
-                       R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
                        R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
+                       memset(&m, 0, sizeof(m));
                        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);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
-                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-                       qglEnable(GL_BLEND);
-
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       if (lightcubemap)
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
                        VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
@@ -1110,11 +1245,6 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                color[1] = bound(0, color2[1], 1);
                                color[2] = bound(0, color2[2], 1);
                                GL_Color(color[0], color[1], color[2], 1);
-                               R_Mesh_GetSpace(numverts);
-                               R_Mesh_CopyVertex3f(vertex3f, numverts);
-                               R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
-                               if (lightcubemap)
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -1123,42 +1253,41 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
                {
                        // 1/2/2 3D combine path (original Radeon)
+                       memset(&m, 0, sizeof(m));
                        m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = varray_texcoord3f[0];
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(0,0,0,1);
-                       qglDisable(GL_BLEND);
-                       GL_Color(1,1,1,1);
-                       R_Mesh_GetSpace(numverts);
-                       R_Mesh_CopyVertex3f(vertex3f, numverts);
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(bumptexture);
-                       m.tex3d[0] = 0;
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        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);
-                       R_Mesh_CopyVertex3f(vertex3f, numverts);
-                       R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       R_Mesh_State_Texture(&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);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
+                       memset(&m, 0, sizeof(m));
                        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);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
-                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       if (lightcubemap)
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
                        VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
@@ -1166,11 +1295,6 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                color[1] = bound(0, color2[1], 1);
                                color[2] = bound(0, color2[2], 1);
                                GL_Color(color[0], color[1], color[2], 1);
-                               R_Mesh_GetSpace(numverts);
-                               R_Mesh_CopyVertex3f(vertex3f, numverts);
-                               R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
-                               if (lightcubemap)
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -1179,32 +1303,30 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
                {
                        // 2/2 3D combine path (original Radeon)
+                       memset(&m, 0, sizeof(m));
                        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;
-                       R_Mesh_TextureState(&m);
-                       GL_Color(1,1,1,1);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(0,0,0,1);
-                       qglDisable(GL_BLEND);
-                       R_Mesh_GetSpace(numverts);
-                       R_Mesh_CopyVertex3f(vertex3f, numverts);
-                       R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
                        R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(basetexture);
                        m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-                       m.texcubemap[1] = 0;
-                       m.texcombinergb[0] = GL_MODULATE;
-                       m.texcombinergb[1] = GL_MODULATE;
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
-                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-                       qglEnable(GL_BLEND);
-
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
                        VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
@@ -1212,10 +1334,6 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                color[1] = bound(0, color2[1], 1);
                                color[2] = bound(0, color2[2], 1);
                                GL_Color(color[0], color[1], color[2], 1);
-                               R_Mesh_GetSpace(numverts);
-                               R_Mesh_CopyVertex3f(vertex3f, numverts);
-                               R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -1224,19 +1342,20 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                else if (r_textureunits.integer >= 4)
                {
                        // 4/2 2D combine path (Geforce3, Radeon 8500)
+                       memset(&m, 0, sizeof(m));
                        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.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
                        m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       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);
                        qglColorMask(0,0,0,1);
-                       qglDisable(GL_BLEND);
-                       GL_Color(1,1,1,1);
-                       R_Mesh_GetSpace(numverts);
-                       R_Mesh_CopyVertex3f(vertex3f, numverts);
-                       R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
                        R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
                        R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
                        R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
@@ -1244,17 +1363,16 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
+                       memset(&m, 0, sizeof(m));
                        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);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
-                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-                       qglEnable(GL_BLEND);
-
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       if (lightcubemap)
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
                        VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
@@ -1262,11 +1380,6 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                color[1] = bound(0, color2[1], 1);
                                color[2] = bound(0, color2[2], 1);
                                GL_Color(color[0], color[1], color[2], 1);
-                               R_Mesh_GetSpace(numverts);
-                               R_Mesh_CopyVertex3f(vertex3f, numverts);
-                               R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
-                               if (lightcubemap)
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -1275,44 +1388,44 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                else
                {
                        // 2/2/2 2D combine path (any dot3 card)
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                        m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = varray_texcoord2f[0];
+                       m.pointer_texcoord[1] = varray_texcoord2f[1];
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(0,0,0,1);
-                       qglDisable(GL_BLEND);
-                       GL_Color(1,1,1,1);
-                       R_Mesh_GetSpace(numverts);
-                       R_Mesh_CopyVertex3f(vertex3f, numverts);
+                       GL_BlendFunc(GL_ONE, 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);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(bumptexture);
-                       m.tex[1] = 0;
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        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);
-                       R_Mesh_CopyVertex3f(vertex3f, numverts);
-                       R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       R_Mesh_State_Texture(&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);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
+                       memset(&m, 0, sizeof(m));
                        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);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
-                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       if (lightcubemap)
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
                        VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
@@ -1320,11 +1433,6 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                color[1] = bound(0, color2[1], 1);
                                color[2] = bound(0, color2[2], 1);
                                GL_Color(color[0], color[1], color[2], 1);
-                               R_Mesh_GetSpace(numverts);
-                               R_Mesh_CopyVertex3f(vertex3f, numverts);
-                               R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
-                               if (lightcubemap)
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -1333,65 +1441,34 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
        }
        else
        {
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               GL_DepthTest(true);
+               GL_ColorPointer(varray_color4f);
+               VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+               memset(&m, 0, sizeof(m));
+               m.tex[0] = R_GetTexture(basetexture);
+               m.pointer_texcoord[0] = texcoord2f;
                if (r_textureunits.integer >= 2)
                {
                        // 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
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
-                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                       {
-                               color[0] = bound(0, color2[0], 1);
-                               color[1] = bound(0, color2[1], 1);
-                               color[2] = bound(0, color2[2], 1);
-                               GL_UseColorArray();
-                               R_Mesh_GetSpace(numverts);
-                               R_Mesh_CopyVertex3f(vertex3f, numverts);
-                               R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
-                               R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color2, relativelightorigin, lightradius, matrix_modeltofilter->m[2]);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                       }
+                       m.pointer_texcoord[1] = varray_texcoord2f[1];
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
                }
-               else
+               R_Mesh_State_Texture(&m);
+               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                {
-                       // 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
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
-                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                       {
-                               color[0] = bound(0, color2[0], 1);
-                               color[1] = bound(0, color2[1], 1);
-                               color[2] = bound(0, color2[2], 1);
-                               GL_UseColorArray();
-                               R_Mesh_GetSpace(numverts);
-                               R_Mesh_CopyVertex3f(vertex3f, numverts);
-                               R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
-                               VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color);
-                               R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, relativelightorigin, lightradius);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                       }
+                       color[0] = bound(0, color2[0], 1);
+                       color[1] = bound(0, color2[1], 1);
+                       color[2] = bound(0, color2[2], 1);
+                       if (r_textureunits.integer >= 2)
+                               R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
+                       else
+                               R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
                }
        }
 }
@@ -1399,84 +1476,81 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
 void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, 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], color2[3];
+       float color[3], color2[3], colorscale;
        rmeshstate_t m;
        if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil)
                return;
-       memset(&m, 0, sizeof(m));
-       if (!bumptexture)
-               bumptexture = r_shadow_blankbumptexture;
        if (!glosstexture)
                glosstexture = r_shadow_blankglosstexture;
        if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
        {
+               colorscale = r_colorscale * r_shadow_glossintensity.value;
+               if (!bumptexture)
+                       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!
                {
-                       // 2/0/0/0/1/2 3D combine blendsquare path
+                       // 2/0/0/1/2 3D combine blendsquare path
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(0,0,0,1);
-                       qglDisable(GL_BLEND);
-                       GL_Color(1,1,1,1);
-                       R_Mesh_GetSpace(numverts);
-                       R_Mesh_CopyVertex3f(vertex3f, numverts);
-                       R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                       // this squares the result
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
                        R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
-                       m.tex[0] = 0;
-                       m.texcubemap[1] = 0;
-                       m.texcombinergb[1] = GL_MODULATE;
-                       R_Mesh_TextureState(&m);
+                       memset(&m, 0, sizeof(m));
+                       R_Mesh_State_Texture(&m);
                        // square alpha in framebuffer a few times to make it shiny
-                       qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
-                       qglEnable(GL_BLEND);
+                       GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                        // these comments are a test run through this math for intensity 0.5
-                       // 0.5 * 0.5 = 0.25
-                       // 0.25 * 0.25 = 0.0625
-                       // 0.0625 * 0.0625 = 0.00390625
-                       for (renders = 0;renders < 3;renders++)
-                       {
-                               R_Mesh_GetSpace(numverts);
-                               R_Mesh_CopyVertex3f(vertex3f, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                       }
-                       c_rt_lightmeshes += 3;
-                       c_rt_lighttris += numtriangles * 3;
+                       // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+                       // 0.25 * 0.25 = 0.0625 (this is another pass)
+                       // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
 
+                       memset(&m, 0, sizeof(m));
                        m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-                       R_Mesh_TextureState(&m);
-                       qglBlendFunc(GL_DST_ALPHA, GL_ZERO);
-                       R_Mesh_GetSpace(numverts);
-                       R_Mesh_CopyVertex3f(vertex3f, numverts);
+                       m.pointer_texcoord[0] = varray_texcoord3f[0];
+                       R_Mesh_State_Texture(&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);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
-                       m.tex3d[0] = 0;
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(glosstexture);
                        m.texcubemap[1] = R_GetTexture(lightcubemap);
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
-                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       if (lightcubemap)
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                       VectorScale(lightcolor, colorscale, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
                                color[0] = bound(0, color2[0], 1);
                                color[1] = bound(0, color2[1], 1);
                                color[2] = bound(0, color2[2], 1);
                                GL_Color(color[0], color[1], color[2], 1);
-                               R_Mesh_GetSpace(numverts);
-                               R_Mesh_CopyVertex3f(vertex3f, numverts);
-                               R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
-                               if (lightcubemap)
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -1484,63 +1558,53 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                }
                else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
                {
-                       // 2/0/0/0/2 3D combine blendsquare path
+                       // 2/0/0/2 3D combine blendsquare path
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(0,0,0,1);
-                       qglDisable(GL_BLEND);
-                       GL_Color(1,1,1,1);
-                       R_Mesh_GetSpace(numverts);
-                       R_Mesh_CopyVertex3f(vertex3f, numverts);
-                       R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                       // this squares the result
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
                        R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
-                       m.tex[0] = 0;
-                       m.texcubemap[1] = 0;
-                       m.texcombinergb[1] = GL_MODULATE;
-                       R_Mesh_TextureState(&m);
+                       memset(&m, 0, sizeof(m));
+                       R_Mesh_State_Texture(&m);
                        // square alpha in framebuffer a few times to make it shiny
-                       qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
-                       qglEnable(GL_BLEND);
+                       GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                        // these comments are a test run through this math for intensity 0.5
-                       // 0.5 * 0.5 = 0.25
-                       // 0.25 * 0.25 = 0.0625
-                       // 0.0625 * 0.0625 = 0.00390625
-                       for (renders = 0;renders < 3;renders++)
-                       {
-                               R_Mesh_GetSpace(numverts);
-                               R_Mesh_CopyVertex3f(vertex3f, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                       }
-                       c_rt_lightmeshes += 3;
-                       c_rt_lighttris += numtriangles * 3;
+                       // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+                       // 0.25 * 0.25 = 0.0625 (this is another pass)
+                       // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
 
-                       R_Mesh_CopyVertex3f(vertex3f, numverts);
-                       R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(glosstexture);
                        m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
-                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                       VectorScale(lightcolor, colorscale, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
                                color[0] = bound(0, color2[0], 1);
                                color[1] = bound(0, color2[1], 1);
                                color[2] = bound(0, color2[2], 1);
                                GL_Color(color[0], color[1], color[2], 1);
-                               R_Mesh_GetSpace(numverts);
-                               R_Mesh_CopyVertex3f(vertex3f, numverts);
-                               R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -1548,72 +1612,67 @@ 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 blendsquare path
+                       // 2/0/0/2/2 2D combine blendsquare path
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = varray_texcoord3f[1];
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(0,0,0,1);
-                       qglDisable(GL_BLEND);
-                       GL_Color(1,1,1,1);
-                       R_Mesh_GetSpace(numverts);
-                       R_Mesh_CopyVertex3f(vertex3f, numverts);
-                       R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
+                       // this squares the result
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
                        R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
-                       m.tex[0] = 0;
-                       m.texcubemap[1] = 0;
-                       m.texcombinergb[1] = GL_MODULATE;
-                       R_Mesh_TextureState(&m);
+                       memset(&m, 0, sizeof(m));
+                       R_Mesh_State_Texture(&m);
                        // square alpha in framebuffer a few times to make it shiny
-                       qglBlendFunc(GL_ZERO, GL_DST_ALPHA);
-                       qglEnable(GL_BLEND);
+                       GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                        // these comments are a test run through this math for intensity 0.5
-                       // 0.5 * 0.5 = 0.25
-                       // 0.25 * 0.25 = 0.0625
-                       // 0.0625 * 0.0625 = 0.00390625
-                       for (renders = 0;renders < 3;renders++)
-                       {
-                               R_Mesh_GetSpace(numverts);
-                               R_Mesh_CopyVertex3f(vertex3f, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                       }
-                       c_rt_lightmeshes += 3;
-                       c_rt_lighttris += numtriangles * 3;
+                       // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+                       // 0.25 * 0.25 = 0.0625 (this is another pass)
+                       // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+                       R_Mesh_Draw(numverts, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
 
+                       memset(&m, 0, sizeof(m));
                        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_Mesh_GetSpace(numverts);
-                       R_Mesh_CopyVertex3f(vertex3f, numverts);
+                       m.pointer_texcoord[0] = varray_texcoord2f[0];
+                       m.pointer_texcoord[1] = varray_texcoord2f[1];
+                       R_Mesh_State_Texture(&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);
                        R_Mesh_Draw(numverts, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
 
+                       memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(glosstexture);
                        m.texcubemap[1] = R_GetTexture(lightcubemap);
-                       R_Mesh_TextureState(&m);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+                       R_Mesh_State_Texture(&m);
                        qglColorMask(1,1,1,0);
-                       qglBlendFunc(GL_DST_ALPHA, GL_ONE);
-
-                       VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value * 0.25f, color2);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       if (lightcubemap)
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+                       VectorScale(lightcolor, colorscale, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
                                color[0] = bound(0, color2[0], 1);
                                color[1] = bound(0, color2[1], 1);
                                color[2] = bound(0, color2[2], 1);
                                GL_Color(color[0], color[1], color[2], 1);
-                               R_Mesh_GetSpace(numverts);
-                               R_Mesh_CopyVertex3f(vertex3f, numverts);
-                               R_Mesh_CopyTexCoord2f(0, texcoord2f, numverts);
-                               if (lightcubemap)
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -1640,16 +1699,18 @@ worldlight_t *r_shadow_worldlightchain;
 worldlight_t *r_shadow_selectedlight;
 vec3_t r_editlights_cursorlocation;
 
+static int lightpvsbytes;
+static qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8];
+
 static int castshadowcount = 1;
 void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname, int castshadow)
 {
-       int i, j, k, l, maxverts = 256, *mark, tris;
-       float *vertex3f = NULL;
+       int i, j, k, l, maxverts = 256, *mark, tris, numsurfaces;
+       float *vertex3f = NULL, mins[3], maxs[3];
        worldlight_t *e;
        shadowmesh_t *mesh, *castmesh;
        mleaf_t *leaf;
        msurface_t *surf;
-       qbyte *pvs;
        surfmesh_t *surfmesh;
 
        if (radius < 15 || DotProduct(color, color) < 0.03)
@@ -1673,8 +1734,8 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
        e->cullradius = e->lightradius;
        for (k = 0;k < 3;k++)
        {
-               e->mins[k] = e->origin[k] - e->lightradius;
-               e->maxs[k] = e->origin[k] + e->lightradius;
+               mins[k] = e->origin[k] - e->lightradius;
+               maxs[k] = e->origin[k] + e->lightradius;
        }
 
        e->next = r_shadow_worldlightchain;
@@ -1688,23 +1749,33 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
        if (cl.worldmodel)
        {
                castshadowcount++;
-               i = Mod_PointContents(e->origin, cl.worldmodel);
+               VectorCopy(e->origin, e->mins);
+               VectorCopy(e->origin, e->maxs);
+               i = CL_PointQ1Contents(e->origin);
                if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
                {
                        qbyte *byteleafpvs;
                        qbyte *bytesurfacepvs;
 
-                       byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->numleafs + 1);
-                       bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->numsurfaces);
+                       byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numleafs);
+                       bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces);
 
                        Portal_Visibility(cl.worldmodel, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin));
 
-                       for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
-                               if (byteleafpvs[i+1] && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
-                                       leaf->worldnodeframe = castshadowcount;
+                       for (i = 0, leaf = cl.worldmodel->brushq1.leafs;i < cl.worldmodel->brushq1.numleafs;i++, leaf++)
+                       {
+                               if (byteleafpvs[i] && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+                               {
+                                       for (k = 0;k < 3;k++)
+                                       {
+                                               if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
+                                               if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+                                       }
+                               }
+                       }
 
-                       for (i = 0, surf = cl.worldmodel->surfaces;i < cl.worldmodel->numsurfaces;i++, surf++)
-                               if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
+                       for (i = 0, surf = cl.worldmodel->brushq1.surfaces;i < cl.worldmodel->brushq1.numsurfaces;i++, surf++)
+                               if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
                                        surf->castshadow = castshadowcount;
 
                        Mem_Free(byteleafpvs);
@@ -1712,58 +1783,26 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                }
                else
                {
-                       leaf = Mod_PointInLeaf(origin, cl.worldmodel);
-                       pvs = Mod_LeafPVS(leaf, cl.worldmodel);
-                       for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
+                       lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightpvs, sizeof(lightpvs));
+                       for (i = 0, leaf = cl.worldmodel->brushq1.leafs + 1;i < cl.worldmodel->brushq1.visleafs;i++, leaf++)
                        {
-                               if (pvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))
+                               if (lightpvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
                                {
-                                       leaf->worldnodeframe = castshadowcount;
+                                       for (k = 0;k < 3;k++)
+                                       {
+                                               if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
+                                               if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
+                                       }
                                        for (j = 0, mark = leaf->firstmarksurface;j < leaf->nummarksurfaces;j++, mark++)
                                        {
-                                               surf = cl.worldmodel->surfaces + *mark;
-                                               if (surf->castshadow != castshadowcount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, e->mins, e->maxs))
+                                               surf = cl.worldmodel->brushq1.surfaces + *mark;
+                                               if (surf->castshadow != castshadowcount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
                                                        surf->castshadow = castshadowcount;
                                        }
                                }
                        }
                }
 
-               e->numleafs = 0;
-               for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
-                       if (leaf->worldnodeframe == castshadowcount)
-                               e->numleafs++;
-               e->numsurfaces = 0;
-               for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
-                       if (surf->castshadow == castshadowcount)
-                               e->numsurfaces++;
-
-               if (e->numleafs)
-                       e->leafs = Mem_Alloc(r_shadow_mempool, e->numleafs * sizeof(mleaf_t *));
-               if (e->numsurfaces)
-                       e->surfaces = Mem_Alloc(r_shadow_mempool, e->numsurfaces * sizeof(msurface_t *));
-               e->numleafs = 0;
-               for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
-                       if (leaf->worldnodeframe == castshadowcount)
-                               e->leafs[e->numleafs++] = leaf;
-               e->numsurfaces = 0;
-               for (i = 0, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;i < cl.worldmodel->nummodelsurfaces;i++, surf++)
-                       if (surf->castshadow == castshadowcount)
-                               e->surfaces[e->numsurfaces++] = surf;
-
-               // find bounding box of lit leafs
-               VectorCopy(e->origin, e->mins);
-               VectorCopy(e->origin, e->maxs);
-               for (j = 0;j < e->numleafs;j++)
-               {
-                       leaf = e->leafs[j];
-                       for (k = 0;k < 3;k++)
-                       {
-                               if (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
-                               if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
-                       }
-               }
-
                for (k = 0;k < 3;k++)
                {
                        if (e->mins[k] < e->origin[k] - e->lightradius) e->mins[k] = e->origin[k] - e->lightradius;
@@ -1771,6 +1810,17 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                }
                e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
 
+               numsurfaces = 0;
+               for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
+                       if (surf->castshadow == castshadowcount)
+                               numsurfaces++;
+               if (numsurfaces)
+                       e->surfaces = Mem_Alloc(r_shadow_mempool, numsurfaces * sizeof(msurface_t *));
+               e->numsurfaces = 0;
+               for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
+                       if (surf->castshadow == castshadowcount)
+                               e->surfaces[e->numsurfaces++] = surf;
+
                if (e->castshadows)
                {
                        castshadowcount++;
@@ -1790,13 +1840,12 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                        for (j = 0;j < e->numsurfaces;j++)
                                if (e->surfaces[j]->castshadow == castshadowcount)
                                        for (surfmesh = e->surfaces[j]->mesh;surfmesh;surfmesh = surfmesh->chain)
-                                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, surfmesh->numverts, surfmesh->vertex3f, surfmesh->numtriangles, surfmesh->element3i);
+                                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, surfmesh->vertex3f, surfmesh->numtriangles, surfmesh->element3i);
                        castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh);
 
                        // cast shadow volume from castmesh
                        for (mesh = castmesh;mesh;mesh = mesh->next)
                        {
-                               R_Shadow_ResizeTriangleFacingLight(castmesh->numtriangles);
                                R_Shadow_ResizeShadowElements(castmesh->numtriangles);
 
                                if (maxverts < castmesh->numverts * 2)
@@ -1809,13 +1858,10 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                                if (vertex3f == NULL && maxverts > 0)
                                        vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
 
-                               // now that we have the buffers big enough, construct shadow volume mesh
-                               memcpy(vertex3f, castmesh->vertex3f, castmesh->numverts * sizeof(float[3]));
-                               R_Shadow_ProjectVertex3f(vertex3f, castmesh->numverts, e->origin, r_shadow_projectdistance.value);//, e->lightradius);
-                               tris = R_Shadow_MakeTriangleShadowFlags_Vertex3f(castmesh->element3i, vertex3f, castmesh->numtriangles, trianglefacinglight, trianglefacinglightlist, e->origin);
-                               tris = R_Shadow_BuildShadowVolumeTriangles(castmesh->element3i, castmesh->neighbor3i, castmesh->numverts, trianglefacinglight, trianglefacinglightlist, tris, shadowelements);
-                               // add the constructed shadow volume mesh
-                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, castmesh->numverts, vertex3f, tris, shadowelements);
+                               // now that we have the buffers big enough, construct and add
+                               // the shadow volume mesh
+                               if ((tris = R_Shadow_ConstructShadowVolume(castmesh->numverts, 0, castmesh->numtriangles, castmesh->element3i, castmesh->neighbor3i, castmesh->vertex3f, NULL, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value)))
+                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->shadowvolume, vertex3f, tris, shadowelements);
                        }
                        if (vertex3f)
                                Mem_Free(vertex3f);
@@ -1828,7 +1874,7 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                        Con_Printf("static shadow volume built containing %i triangles\n", l);
                }
        }
-       Con_Printf("%f %f %f, %f %f %f, %f, %f, %d, %d\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], e->cullradius, e->lightradius, e->numleafs, e->numsurfaces);
+       Con_Printf("%f %f %f, %f %f %f, %f, %f, %d\n", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], e->cullradius, e->lightradius, e->numsurfaces);
 }
 
 void R_Shadow_FreeWorldLight(worldlight_t *light)
@@ -1844,8 +1890,6 @@ void R_Shadow_FreeWorldLight(worldlight_t *light)
                Mod_ShadowMesh_Free(light->shadowvolume);
        if (light->surfaces)
                Mem_Free(light->surfaces);
-       if (light->leafs)
-               Mem_Free(light->leafs);
        Mem_Free(light);
 }
 
@@ -1865,35 +1909,12 @@ void R_Shadow_SelectLight(worldlight_t *light)
                r_shadow_selectedlight->selected = true;
 }
 
-
-void R_DrawLightSprite(int texnum, const vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
-{
-       rmeshstate_t m;
-       float diff[3];
-
-       if (fogenabled)
-       {
-               VectorSubtract(origin, r_origin, diff);
-               ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
-       }
-
-       memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.tex[0] = texnum;
-       R_Mesh_Matrix(&r_identitymatrix);
-       R_Mesh_State(&m);
-
-       GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
-       R_DrawSpriteMesh(origin, vright, vup, scale, -scale, -scale, scale);
-}
+rtexture_t *lighttextures[5];
 
 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
 {
-       cachepic_t *pic;
-       pic = Draw_CachePic("gfx/crosshair1.tga");
-       if (pic)
-               R_DrawLightSprite(R_GetTexture(pic->tex), r_editlights_cursorlocation, r_editlights_cursorgrid.value * 0.5f, 1, 1, 1, 0.5);
+       float scale = r_editlights_cursorgrid.value * 0.5f;
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, vright, vup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
 }
 
 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
@@ -1904,29 +1925,26 @@ void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
        intensity = 0.5;
        if (light->selected)
                intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
-       if (light->shadowvolume)
-               R_DrawLightSprite(calldata2, light->origin, 8, intensity, intensity, intensity, 0.5);
-       else
-               R_DrawLightSprite(calldata2, light->origin, 8, intensity * 0.5, intensity * 0.5, intensity * 0.5, 0.5);
+       if (!light->shadowvolume)
+               intensity *= 0.5f;
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, vright, vup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
 }
 
 void R_Shadow_DrawLightSprites(void)
 {
-       int i, texnums[5];
+       int i;
        cachepic_t *pic;
        worldlight_t *light;
 
        for (i = 0;i < 5;i++)
        {
-               pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1));
-               if (pic)
-                       texnums[i] = R_GetTexture(pic->tex);
-               else
-                       texnums[i] = 0;
+               lighttextures[i] = NULL;
+               if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1))))
+                       lighttextures[i] = pic->tex;
        }
 
        for (light = r_shadow_worldlightchain;light;light = light->next)
-               R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, texnums[((int) light) % 5]);
+               R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, ((int) light) % 5);
        R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
 }
 
@@ -1943,7 +1961,7 @@ void R_Shadow_SelectLightInView(void)
                if (rating >= 0.95)
                {
                        rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
-                       if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.vieworg, NULL, NULL, 0, true, NULL) == 1.0f)
+                       if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.vieworg, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f)
                        {
                                bestrating = rating;
                                best = light;
@@ -1963,9 +1981,9 @@ void R_Shadow_LoadWorldLights(void)
                Con_Printf("No map loaded.\n");
                return;
        }
-       COM_StripExtension(cl.worldmodel->name, name);
+       FS_StripExtension(cl.worldmodel->name, name);
        strcat(name, ".rtlights");
-       lightsstring = COM_LoadFile(name, false);
+       lightsstring = FS_LoadFile(name, false);
        if (lightsstring)
        {
                s = lightsstring;
@@ -2020,14 +2038,14 @@ void R_Shadow_SaveWorldLights(void)
                Con_Printf("No map loaded.\n");
                return;
        }
-       COM_StripExtension(cl.worldmodel->name, name);
+       FS_StripExtension(cl.worldmodel->name, name);
        strcat(name, ".rtlights");
        bufchars = bufmaxchars = 0;
        buf = NULL;
        for (light = r_shadow_worldlightchain;light;light = light->next)
        {
                sprintf(line, "%s%g %g %g %g %g %g %g %d %s\n", light->castshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->lightradius / r_editlights_rtlightssizescale.value, light->light[0] / r_editlights_rtlightscolorscale.value, light->light[1] / r_editlights_rtlightscolorscale.value, light->light[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "");
-               if (bufchars + strlen(line) > bufmaxchars)
+               if (bufchars + (int) strlen(line) > bufmaxchars)
                {
                        bufmaxchars = bufchars + strlen(line) + 2048;
                        oldbuf = buf;
@@ -2046,7 +2064,7 @@ void R_Shadow_SaveWorldLights(void)
                }
        }
        if (bufchars)
-               COM_WriteFile(name, buf, bufchars);
+               FS_WriteFile(name, buf, bufchars);
        if (buf)
                Mem_Free(buf);
 }
@@ -2061,9 +2079,9 @@ void R_Shadow_LoadLightsFile(void)
                Con_Printf("No map loaded.\n");
                return;
        }
-       COM_StripExtension(cl.worldmodel->name, name);
+       FS_StripExtension(cl.worldmodel->name, name);
        strcat(name, ".lights");
-       lightsstring = COM_LoadFile(name, false);
+       lightsstring = FS_LoadFile(name, false);
        if (lightsstring)
        {
                s = lightsstring;
@@ -2108,10 +2126,10 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                Con_Printf("No map loaded.\n");
                return;
        }
-       data = cl.worldmodel->entities;
+       data = cl.worldmodel->brush.entities;
        if (!data)
                return;
-       for (entnum = 0;COM_ParseToken(&data) && com_token[0] == '{';entnum++)
+       for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
        {
                light = 0;
                origin[0] = origin[1] = origin[2] = 0;
@@ -2123,7 +2141,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                islight = false;
                while (1)
                {
-                       if (!COM_ParseToken(&data))
+                       if (!COM_ParseToken(&data, false))
                                break; // error
                        if (com_token[0] == '}')
                                break; // end of entity
@@ -2133,7 +2151,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                strcpy(key, com_token);
                        while (key[strlen(key)-1] == ' ') // remove trailing spaces
                                key[strlen(key)-1] = 0;
-                       if (!COM_ParseToken(&data))
+                       if (!COM_ParseToken(&data, false))
                                break; // error
                        strcpy(value, com_token);
 
@@ -2238,7 +2256,7 @@ void R_Shadow_SetCursorLocationForView(void)
        vec_t dist, push, frac;
        vec3_t dest, endpos, normal;
        VectorMA(r_refdef.vieworg, r_editlights_cursordistance.value, vpn, dest);
-       frac = CL_TraceLine(r_refdef.vieworg, dest, endpos, normal, 0, true, NULL);
+       frac = CL_TraceLine(r_refdef.vieworg, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID);
        if (frac < 1)
        {
                dist = frac * r_editlights_cursordistance.value;
@@ -2254,18 +2272,6 @@ void R_Shadow_SetCursorLocationForView(void)
        r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
 }
 
-void R_Shadow_UpdateLightingMode(void)
-{
-       r_shadow_lightingmode = 0;
-       if (r_shadow_realtime.integer)
-       {
-               if (r_shadow_worldlightchain)
-                       r_shadow_lightingmode = 2;
-               else
-                       r_shadow_lightingmode = 1;
-       }
-}
-
 void R_Shadow_UpdateWorldLightSelection(void)
 {
        R_Shadow_SetCursorLocationForView();