]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
migrated surface list iteration into the RenderLighting paths for more efficient...
[xonotic/darkplaces.git] / r_shadow.c
index 7a2d2d907d238d1d1e994b46fe883341314e6370..723e5b61c05cabf19bba66627719c9af67094caa 100644 (file)
@@ -210,7 +210,6 @@ cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_wo
 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
-cvar_t r_shadow_realtime_world_compilelight = {0, "r_shadow_realtime_world_compilelight", "1"};
 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
@@ -220,9 +219,11 @@ cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
 cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
-cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "1"};
+cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0"};
 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"};
 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"};
+cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0"};
+cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"};
 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
 cvar_t r_editlights = {0, "r_editlights", "0"};
 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"};
@@ -230,8 +231,6 @@ cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"};
 cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"};
 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"};
 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
-cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
-cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
 
 float r_shadow_attenpower, r_shadow_attenscale;
 
@@ -260,7 +259,9 @@ static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
 #define SHADERPERMUTATION_FOG (1<<1)
 #define SHADERPERMUTATION_CUBEFILTER (1<<2)
 #define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
-#define SHADERPERMUTATION_COUNT (1<<4)
+#define SHADERPERMUTATION_SURFACENORMALIZE (1<<4)
+#define SHADERPERMUTATION_GEFORCEFX (1<<5)
+#define SHADERPERMUTATION_COUNT (1<<6)
 
 GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
 
@@ -327,22 +328,29 @@ const char *builtinshader_light_frag =
 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
 "// written by Forest 'LordHavoc' Hale\n"
 "\n"
-"uniform vec3 LightColor;\n"
+"// use half floats on GEFORCEFX for math performance, otherwise don't\n"
+"#ifndef GEFORCEFX\n"
+"#define half float\n"
+"#define hvec2 vec2\n"
+"#define hvec3 vec3\n"
+"#define hvec4 vec4\n"
+"#endif\n"
 "\n"
+"uniform hvec3 LightColor;\n"
 "#ifdef USEOFFSETMAPPING\n"
-"uniform float OffsetMapping_Scale;\n"
-"uniform float OffsetMapping_Bias;\n"
+"uniform half OffsetMapping_Scale;\n"
+"uniform half OffsetMapping_Bias;\n"
 "#endif\n"
 "#ifdef USESPECULAR\n"
-"uniform float SpecularPower;\n"
+"uniform half SpecularPower;\n"
 "#endif\n"
 "#ifdef USEFOG\n"
-"uniform float FogRangeRecip;\n"
+"uniform half FogRangeRecip;\n"
 "#endif\n"
-"uniform float AmbientScale;\n"
-"uniform float DiffuseScale;\n"
+"uniform half AmbientScale;\n"
+"uniform half DiffuseScale;\n"
 "#ifdef USESPECULAR\n"
-"uniform float SpecularScale;\n"
+"uniform half SpecularScale;\n"
 "#endif\n"
 "\n"
 "uniform sampler2D Texture_Normal;\n"
@@ -374,49 +382,53 @@ const char *builtinshader_light_frag =
 "      //\n"
 "      // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
 "      // provide significant illumination, large = slow = pain.\n"
-"      float colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
+"      half colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
 "\n"
 "#ifdef USEFOG\n"
 "      // apply fog\n"
-"      colorscale *= texture2D(Texture_FogMask, vec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
+"      colorscale *= texture2D(Texture_FogMask, hvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
 "#endif\n"
 "\n"
 "#ifdef USEOFFSETMAPPING\n"
 "      // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
-"      vec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
-"      vec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
+"      hvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
+"      hvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
 "      TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
 "      TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
 "#define TexCoord TexCoordOffset\n"
 "#endif\n"
 "\n"
-"      // get the texels - with a blendmap we'd need to blend multiple here\n"
-"      vec3 surfacenormal = -1.0 + 2.0 * vec3(texture2D(Texture_Normal, TexCoord));\n"
-"      vec3 colortexel = vec3(texture2D(Texture_Color, TexCoord));\n"
-"#ifdef USESPECULAR\n"
-"      vec3 glosstexel = vec3(texture2D(Texture_Gloss, TexCoord));\n"
+"      // get the surface normal\n"
+"#ifdef SURFACENORMALIZE\n"
+"      hvec3 surfacenormal = normalize(hvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"#else\n"
+"      hvec3 surfacenormal = -1.0 + 2.0 * hvec3(texture2D(Texture_Normal, TexCoord));\n"
 "#endif\n"
 "\n"
 "      // calculate shading\n"
-"      vec3 diffusenormal = normalize(LightVector);\n"
-"      vec3 color = colortexel * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"      hvec3 diffusenormal = hvec3(normalize(LightVector));\n"
+"      hvec3 color = hvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
 "#ifdef USESPECULAR\n"
-"      color += glosstexel * (SpecularScale * pow(max(dot(surfacenormal, normalize(diffusenormal + normalize(EyeVector))), 0.0), SpecularPower));\n"
+"      hvec3 specularnormal = hvec3(normalize(diffusenormal + hvec3(normalize(EyeVector))));\n"
+"      color += hvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n"
 "#endif\n"
 "\n"
 "#ifdef USECUBEFILTER\n"
 "      // apply light cubemap filter\n"
-"      color *= vec3(textureCube(Texture_Cube, CubeVector));\n"
+"      color *= hvec3(textureCube(Texture_Cube, CubeVector));\n"
 "#endif\n"
 "\n"
-"      // calculate fragment color\n"
-"      gl_FragColor = vec4(LightColor * color * colorscale, 1);\n"
+"      // calculate fragment color (apply light color and attenuation/fog scaling)\n"
+"      gl_FragColor = hvec4(color * LightColor * colorscale, 1);\n"
 "}\n"
 ;
 
 void r_shadow_start(void)
 {
        int i;
+       // use half float math where available (speed gain on NVIDIA GFFX and GF6)
+       if (gl_support_half_float)
+               Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
        // allocate vertex processing arrays
        numcubemaps = 0;
        r_shadow_attenuation2dtexture = NULL;
@@ -449,10 +461,10 @@ void r_shadow_start(void)
                char *vertstring, *fragstring;
                int vertstrings_count;
                int fragstrings_count;
-               const char *vertstrings_list[SHADERPERMUTATION_COUNT];
-               const char *fragstrings_list[SHADERPERMUTATION_COUNT];
-               vertstring = FS_LoadFile("glsl/light.vert", tempmempool, false);
-               fragstring = FS_LoadFile("glsl/light.frag", tempmempool, false);
+               const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
+               const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
+               vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false);
+               fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false);
                for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
                {
                        vertstrings_count = 0;
@@ -477,12 +489,22 @@ void r_shadow_start(void)
                                vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
                                fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
                        }
+                       if (i & SHADERPERMUTATION_SURFACENORMALIZE)
+                       {
+                               vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
+                               fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
+                       }
+                       if (i & SHADERPERMUTATION_GEFORCEFX)
+                       {
+                               vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
+                               fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
+                       }
                        vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
                        fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
                        r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
                        if (!r_shadow_program_light[i])
                        {
-                               Con_Printf("permutation %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", "glsl/light");
+                               Con_Printf("permutation %s %s %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", i & 16 ? "surfacenormalize" : "", i & 32 ? "geforcefx" : "", "glsl/light");
                                continue;
                        }
                        qglUseProgramObjectARB(r_shadow_program_light[i]);
@@ -591,12 +613,13 @@ void R_Shadow_Help_f(void)
 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
-"r_shadow_realtime_world_compilelight : compile lighting geometry\n"
 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
+"r_shadow_glsl_usehalffloat : use lower quality lighting\n"
+"r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
 "r_shadow_scissor : use scissor optimization\n"
 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
@@ -630,7 +653,6 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
        Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
        Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
-       Cvar_RegisterVariable(&r_shadow_realtime_world_compilelight);
        Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
        Cvar_RegisterVariable(&r_shadow_scissor);
        Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
@@ -643,6 +665,8 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
        Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
        Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
+       Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
+       Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
        Cvar_RegisterVariable(&gl_ext_stenciltwoside);
        if (gamemode == GAME_TENEBRAE)
        {
@@ -673,7 +697,7 @@ void R_Shadow_Init(void)
        R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
 }
 
-static matrix4x4_t matrix_attenuationxyz =
+matrix4x4_t matrix_attenuationxyz =
 {
        {
                {0.5, 0.0, 0.0, 0.5},
@@ -683,7 +707,7 @@ static matrix4x4_t matrix_attenuationxyz =
        }
 };
 
-static matrix4x4_t matrix_attenuationz =
+matrix4x4_t matrix_attenuationz =
 {
        {
                {0.0, 0.0, 0.5, 0.5},
@@ -1028,7 +1052,7 @@ void R_Shadow_ValidateCvars(void)
 }
 
 // light currently being rendered
-static rtlight_t *r_shadow_rtlight;
+rtlight_t *r_shadow_rtlight;
 // light filter cubemap being used by the light
 static rtexture_t *r_shadow_lightcubemap;
 
@@ -1121,12 +1145,12 @@ void R_Shadow_Stage_StencilShadowVolumes(void)
                r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
                qglDisable(GL_CULL_FACE);
                qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
-               qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
-               qglStencilMask(~0);
-               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
                qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
                qglStencilMask(~0);
                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+               qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
+               qglStencilMask(~0);
+               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
        }
        else
        {
@@ -1187,7 +1211,7 @@ void R_Shadow_Stage_Lighting(int stenciltest)
                // only add a feature to the permutation if that permutation exists
                // (otherwise it might end up not using a shader at all, which looks
                // worse than using less features)
-               if (r_shadow_rtlight->specularscale && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
+               if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
                        r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
                //if (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
                //      r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
@@ -1195,6 +1219,10 @@ void R_Shadow_Stage_Lighting(int stenciltest)
                        r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
                if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
                        r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
+               if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
+                       r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
+               if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
+                       r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
                r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
                qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
                // TODO: support fog (after renderer is converted to texture fog)
@@ -1221,7 +1249,7 @@ void R_Shadow_Stage_Lighting(int stenciltest)
                        qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
                }
        }
-       else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
+       else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
                r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
        else
                r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
@@ -1368,138 +1396,118 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
                return true;
 
        // the light area is visible, set up the scissor rectangle
-       GL_Scissor(ix1, vid.realheight - iy2, ix2 - ix1, iy2 - iy1);
+       GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
        //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
        //qglEnable(GL_SCISSOR_TEST);
        c_rt_scissored++;
        return false;
 }
 
-static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
+extern float *rsurface_vertex3f;
+extern float *rsurface_svector3f;
+extern float *rsurface_tvector3f;
+extern float *rsurface_normal3f;
+extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
+
+static void R_Shadow_VertexShadingWithXYZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
 {
-       float *color4f = varray_color4f;
-       float dist, dot, intensity, v[3], n[3];
+       int numverts = surface->num_vertices;
+       float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
+       float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
+       float *color4f = varray_color4f + 4 * surface->num_firstvertex;
+       float dist, dot, distintensity, shadeintensity, v[3], n[3];
        for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
        {
                Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
                if ((dist = DotProduct(v, v)) < 1)
                {
+                       dist = sqrt(dist);
+                       distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
                        Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
                        if ((dot = DotProduct(n, v)) > 0)
                        {
-                               dist = sqrt(dist);
-                               intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                               intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
-                               VectorScale(lightcolor, intensity, color4f);
-                               color4f[3] = 1;
+                               shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+                               color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
+                               color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
+                               color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
                        }
                        else
                        {
-                               VectorClear(color4f);
-                               color4f[3] = 1;
+                               color4f[0] = ambientcolor[0] * distintensity - reduce;
+                               color4f[1] = ambientcolor[1] * distintensity - reduce;
+                               color4f[2] = ambientcolor[2] * distintensity - reduce;
                        }
+                       color4f[0] = bound(0, color4f[0], 1);
+                       color4f[1] = bound(0, color4f[1], 1);
+                       color4f[2] = bound(0, color4f[2], 1);
                }
                else
-               {
                        VectorClear(color4f);
-                       color4f[3] = 1;
-               }
+               color4f[3] = 1;
        }
 }
 
-static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
+static void R_Shadow_VertexShadingWithZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
 {
-       float *color4f = varray_color4f;
-       float dist, dot, intensity, v[3], n[3];
+       int numverts = surface->num_vertices;
+       float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
+       float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
+       float *color4f = varray_color4f + 4 * surface->num_firstvertex;
+       float dist, dot, distintensity, shadeintensity, v[3], n[3];
        for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
        {
                Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
                if ((dist = fabs(v[2])) < 1)
                {
+                       distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
                        Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
                        if ((dot = DotProduct(n, v)) > 0)
                        {
-                               intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                               intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
-                               VectorScale(lightcolor, intensity, color4f);
-                               color4f[3] = 1;
+                               shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+                               color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
+                               color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
+                               color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
                        }
                        else
                        {
-                               VectorClear(color4f);
-                               color4f[3] = 1;
+                               color4f[0] = ambientcolor[0] * distintensity - reduce;
+                               color4f[1] = ambientcolor[1] * distintensity - reduce;
+                               color4f[2] = ambientcolor[2] * distintensity - reduce;
                        }
+                       color4f[0] = bound(0, color4f[0], 1);
+                       color4f[1] = bound(0, color4f[1], 1);
+                       color4f[2] = bound(0, color4f[2], 1);
                }
                else
-               {
                        VectorClear(color4f);
-                       color4f[3] = 1;
-               }
+               color4f[3] = 1;
        }
 }
 
-static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
+static void R_Shadow_VertexShading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
 {
-       float *color4f = varray_color4f;
-       float dot, intensity, v[3], n[3];
+       int numverts = surface->num_vertices;
+       float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
+       float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
+       float *color4f = varray_color4f + 4 * surface->num_firstvertex;
+       float dot, shadeintensity, v[3], n[3];
        for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
        {
                Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
                Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
                if ((dot = DotProduct(n, v)) > 0)
                {
-                       intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                       VectorScale(lightcolor, intensity, color4f);
-                       color4f[3] = 1;
-               }
-               else
-               {
-                       VectorClear(color4f);
-                       color4f[3] = 1;
-               }
-       }
-}
-
-static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor)
-{
-       float *color4f = varray_color4f;
-       float dist, intensity, v[3];
-       for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
-       {
-               Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
-               if ((dist = DotProduct(v, v)) < 1)
-               {
-                       dist = sqrt(dist);
-                       intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
-                       VectorScale(lightcolor, intensity, color4f);
-                       color4f[3] = 1;
+                       shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+                       color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
+                       color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
+                       color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
+                       color4f[0] = bound(0, color4f[0], 1);
+                       color4f[1] = bound(0, color4f[1], 1);
+                       color4f[2] = bound(0, color4f[2], 1);
                }
                else
-               {
                        VectorClear(color4f);
-                       color4f[3] = 1;
-               }
-       }
-}
-
-static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor)
-{
-       float *color4f = varray_color4f;
-       float dist, intensity, v[3];
-       for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
-       {
-               Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
-               if ((dist = fabs(v[2])) < 1)
-               {
-                       intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
-                       VectorScale(lightcolor, intensity, color4f);
-                       color4f[3] = 1;
-               }
-               else
-               {
-                       VectorClear(color4f);
-                       color4f[3] = 1;
-               }
+               color4f[3] = 1;
        }
 }
 
@@ -1556,9 +1564,9 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve
        for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
        {
                VectorSubtract(vertex3f, relativelightorigin, lightdir);
-               VectorNormalizeFast(lightdir);
+               VectorNormalize(lightdir);
                VectorSubtract(vertex3f, relativeeyeorigin, eyedir);
-               VectorNormalizeFast(eyedir);
+               VectorNormalize(eyedir);
                VectorAdd(lightdir, eyedir, halfdir);
                // the cubemap normalizes this for us
                out3f[0] = DotProduct(svector3f, halfdir);
@@ -1567,195 +1575,118 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve
        }
 }
 
-void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture)
+static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
 {
-       int renders;
-       float color[3], color2[3], colorscale, specularscale;
+       // used to display how many times a surface is lit for level design purposes
+       int surfacelistindex;
        rmeshstate_t m;
-       // FIXME: support EF_NODEPTHTEST
-       if (!basetexture)
-               basetexture = r_texture_white;
-       if (!bumptexture)
-               bumptexture = r_texture_blanknormalmap;
-       if (!pantstexture)
-               lightcolorpants = vec3_origin;
-       if (!shirttexture)
-               lightcolorshirt = vec3_origin;
-       if (glosstexture && r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
-               specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
-       else if (!glosstexture && r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
-       {
-               glosstexture = r_texture_white;
-               specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
-       }
-       else
+       qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
+       qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
+       qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
+       qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
+       qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
+       qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
+       qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
+       if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
+               return;
+       GL_Color(0.1, 0.025, 0, 1);
+       memset(&m, 0, sizeof(m));
+       R_Mesh_State(&m);
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
-               glosstexture = r_texture_black;
-               specularscale = 0;
+               const msurface_t *surface = surfacelist[surfacelistindex];
+               RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
+               GL_LockArrays(0, 0);
        }
-       if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) <= 0.001)
+}
+
+static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
+{
+       // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
+       int surfacelistindex;
+       qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
+       qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
+       qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
+       qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
+       qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
+       qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
+       qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
+       // TODO: add direct pants/shirt rendering
+       if (doambientpants || dodiffusepants)
+               R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
+       if (doambientshirt || dodiffuseshirt)
+               R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
+       if (!doambientbase && !dodiffusebase && !dospecular)
                return;
-       if (r_shadowstage == R_SHADOWSTAGE_VISIBLELIGHTING)
+       R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
+       R_Mesh_TexBind(1, R_GetTexture(basetexture));
+       R_Mesh_TexBind(2, R_GetTexture(glosstexture));
+       if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
        {
-               int passes = 0;
-               if (r_shadow_glsl.integer && r_shadow_program_light[0])
-                       passes++; // GLSL shader path (GFFX5200, Radeon 9500)
-               else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
-               {
-                       // TODO: add direct pants/shirt rendering
-                       if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
-                       if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
-                       if (r_shadow_rtlight->ambientscale)
-                       {
-                               colorscale = r_shadow_rtlight->ambientscale;
-                               if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
-                               {
-                               }
-                               else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
-                               {
-                               }
-                               else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
-                               {
-                               }
-                               else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
-                               {
-                               }
-                               else
-                                       passes++;
-                               VectorScale(lightcolorbase, colorscale, color2);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                                       passes++;
-                       }
-                       if (r_shadow_rtlight->diffusescale)
-                       {
-                               colorscale = r_shadow_rtlight->diffusescale;
-                               if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
-                               {
-                                       // 3/2 3D combine path (Geforce3, Radeon 8500)
-                                       passes++;
-                               }
-                               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
-                               {
-                                       // 1/2/2 3D combine path (original Radeon)
-                                       passes += 2;
-                               }
-                               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
-                               {
-                                       // 2/2 3D combine path (original Radeon)
-                                       passes++;
-                               }
-                               else if (r_textureunits.integer >= 4)
-                               {
-                                       // 4/2 2D combine path (Geforce3, Radeon 8500)
-                                       passes++;
-                               }
-                               else
-                               {
-                                       // 2/2/2 2D combine path (any dot3 card)
-                                       passes += 2;
-                               }
-                               VectorScale(lightcolorbase, colorscale, color2);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                                       passes++;
-                       }
-                       if (specularscale && glosstexture != r_texture_black)
-                       {
-                               //if (gl_support_blendsquare)
-                               {
-                                       colorscale = specularscale;
-                                       if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
-                                               passes += 4;
-                                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
-                                               passes += 3;
-                                       else
-                                               passes += 4;
-                                       VectorScale(lightcolorbase, colorscale, color2);
-                                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                                               passes++;
-                               }
-                       }
-               }
-               else
-               {
-                       // TODO: add direct pants/shirt rendering
-                       if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
-                       if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
-                       if (r_shadow_rtlight->ambientscale)
-                       {
-                               VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                                       passes++;
-                       }
-                       if (r_shadow_rtlight->diffusescale)
-                       {
-                               VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                                       passes++;
-                       }
-               }
-               if (passes)
-               {
-                       GL_Color(0.1*passes, 0.025*passes, 0, 1);
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = vertex3f;
-                       R_Mesh_State(&m);
-                       GL_LockArrays(firstvertex, numvertices);
-                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                       GL_LockArrays(0, 0);
-               }
-               return;
+               qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
        }
-       else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
+       qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
-               // GLSL shader path (GFFX5200, Radeon 9500)
-               R_Mesh_VertexPointer(vertex3f);
-               R_Mesh_TexCoordPointer(0, 2, texcoord2f);
-               R_Mesh_TexCoordPointer(1, 3, svector3f);
-               R_Mesh_TexCoordPointer(2, 3, tvector3f);
-               R_Mesh_TexCoordPointer(3, 3, normal3f);
-               R_Mesh_TexBind(0, R_GetTexture(bumptexture));
-               R_Mesh_TexBind(1, R_GetTexture(basetexture));
-               R_Mesh_TexBind(2, R_GetTexture(glosstexture));
-               if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
+               const msurface_t *surface = surfacelist[surfacelistindex];
+               const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
+               RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+               if (!rsurface_svector3f)
                {
-                       qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
+                       rsurface_svector3f = varray_svector3f;
+                       rsurface_tvector3f = varray_tvector3f;
+                       rsurface_normal3f = varray_normal3f;
+                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
                }
-               qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
-               GL_LockArrays(firstvertex, numvertices);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+               R_Mesh_VertexPointer(rsurface_vertex3f);
+               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+               R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
+               R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
+               R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
+               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                c_rt_lightmeshes++;
-               c_rt_lighttris += numtriangles;
-               // TODO: add direct pants/shirt rendering
-               if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-               {
-                       R_Mesh_TexBind(1, R_GetTexture(pantstexture));
-                       qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorpants[0], lightcolorpants[1], lightcolorpants[2]);CHECKGLERROR
-                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-               }
-               if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-               {
-                       R_Mesh_TexBind(1, R_GetTexture(shirttexture));
-                       qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorshirt[0], lightcolorshirt[1], lightcolorshirt[2]);CHECKGLERROR
-                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-               }
+               c_rt_lighttris += surface->num_triangles;
                GL_LockArrays(0, 0);
        }
-       else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_DOT3)
+}
+
+static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
+{
+       // ARB path (any Geforce, any Radeon)
+       int surfacelistindex;
+       int renders;
+       float color2[3], colorscale;
+       rmeshstate_t m;
+       qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
+       qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
+       qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
+       qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
+       qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
+       qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
+       qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
+       // TODO: add direct pants/shirt rendering
+       if (doambientpants || dodiffusepants)
+               R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
+       if (doambientshirt || dodiffuseshirt)
+               R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
+       if (!doambientbase && !dodiffusebase && !dospecular)
+               return;
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
-               // TODO: add direct pants/shirt rendering
-               if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
-               if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
-               if (r_shadow_rtlight->ambientscale)
+               const msurface_t *surface = surfacelist[surfacelistindex];
+               const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
+               RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+               if (!rsurface_svector3f)
+               {
+                       rsurface_svector3f = varray_svector3f;
+                       rsurface_tvector3f = varray_tvector3f;
+                       rsurface_normal3f = varray_normal3f;
+                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+               }
+               if (doambientbase)
                {
                        GL_Color(1,1,1,1);
                        colorscale = r_shadow_rtlight->ambientscale;
@@ -1770,24 +1701,24 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                        {
                                // 3 3D combine path (Geforce3, Radeon 8500)
                                memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
+                               m.pointer_vertex = rsurface_vertex3f;
                                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[0] = vertex3f;
+                               m.pointer_texcoord3f[0] = rsurface_vertex3f;
                                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
                                m.pointer_texcoord3f[0] = varray_texcoord3f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                m.tex[1] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[1] = texcoord2f;
+                               m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
                                m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[2] = vertex3f;
+                               m.pointer_texcoord3f[2] = rsurface_vertex3f;
                                m.texmatrix[2] = r_shadow_entitytolight;
 #else
                                m.pointer_texcoord3f[2] = varray_texcoord3f[2];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
 #endif
                                GL_BlendFunc(GL_ONE, GL_ONE);
                        }
@@ -1795,51 +1726,51 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                        {
                                // 2 3D combine path (Geforce3, original Radeon)
                                memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
+                               m.pointer_vertex = rsurface_vertex3f;
                                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[0] = vertex3f;
+                               m.pointer_texcoord3f[0] = rsurface_vertex3f;
                                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
                                m.pointer_texcoord3f[0] = varray_texcoord3f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                m.tex[1] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[1] = texcoord2f;
+                               m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
                                GL_BlendFunc(GL_ONE, GL_ONE);
                        }
                        else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
                        {
                                // 4 2D combine path (Geforce3, Radeon 8500)
                                memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
+                               m.pointer_vertex = rsurface_vertex3f;
                                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[0] = vertex3f;
+                               m.pointer_texcoord3f[0] = rsurface_vertex3f;
                                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
                                m.pointer_texcoord[0] = varray_texcoord2f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.pointer_texcoord3f[1] = rsurface_vertex3f;
                                m.texmatrix[1] = r_shadow_entitytoattenuationz;
 #else
                                m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+                               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
 #endif
                                m.tex[2] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[2] = texcoord2f;
+                               m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
                                if (r_shadow_lightcubemap != r_texture_whitecube)
                                {
                                        m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[3] = vertex3f;
+                                       m.pointer_texcoord3f[3] = rsurface_vertex3f;
                                        m.texmatrix[3] = r_shadow_entitytolight;
 #else
                                        m.pointer_texcoord3f[3] = varray_texcoord3f[3];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
 #endif
                                }
                                GL_BlendFunc(GL_ONE, GL_ONE);
@@ -1848,70 +1779,70 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                        {
                                // 3 2D combine path (Geforce3, original Radeon)
                                memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
+                               m.pointer_vertex = rsurface_vertex3f;
                                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[0] = vertex3f;
+                               m.pointer_texcoord3f[0] = rsurface_vertex3f;
                                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
                                m.pointer_texcoord[0] = varray_texcoord2f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.pointer_texcoord3f[1] = rsurface_vertex3f;
                                m.texmatrix[1] = r_shadow_entitytoattenuationz;
 #else
                                m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+                               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
 #endif
                                m.tex[2] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[2] = texcoord2f;
+                               m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
                                GL_BlendFunc(GL_ONE, GL_ONE);
                        }
                        else
                        {
                                // 2/2/2 2D combine path (any dot3 card)
                                memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
+                               m.pointer_vertex = rsurface_vertex3f;
                                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[0] = vertex3f;
+                               m.pointer_texcoord3f[0] = rsurface_vertex3f;
                                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
                                m.pointer_texcoord[0] = varray_texcoord2f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.pointer_texcoord3f[1] = rsurface_vertex3f;
                                m.texmatrix[1] = r_shadow_entitytoattenuationz;
 #else
                                m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+                               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
 #endif
                                R_Mesh_State(&m);
                                GL_ColorMask(0,0,0,1);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(firstvertex, numvertices);
-                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
+                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
+                               m.pointer_vertex = rsurface_vertex3f;
                                m.tex[0] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[0] = texcoord2f;
+                               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
                                if (r_shadow_lightcubemap != r_texture_whitecube)
                                {
                                        m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
                                        m.texmatrix[1] = r_shadow_entitytolight;
 #else
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
 #endif
                                }
                                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -1920,17 +1851,17 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                        R_Mesh_State(&m);
                        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
                        VectorScale(lightcolorbase, colorscale, color2);
-                       GL_LockArrays(firstvertex, numvertices);
+                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
                                GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
-                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
+                               c_rt_lighttris += surface->num_triangles;
                        }
                        GL_LockArrays(0, 0);
                }
-               if (r_shadow_rtlight->diffusescale)
+               if (dodiffusebase)
                {
                        GL_Color(1,1,1,1);
                        colorscale = r_shadow_rtlight->diffusescale;
@@ -1945,44 +1876,44 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                        {
                                // 3/2 3D combine path (Geforce3, Radeon 8500)
                                memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(bumptexture);
+                               m.pointer_vertex = rsurface_vertex3f;
+                               m.tex[0] = R_GetTexture(normalmaptexture);
                                m.texcombinergb[0] = GL_REPLACE;
-                               m.pointer_texcoord[0] = texcoord2f;
+                               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
                                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
                                m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[2] = vertex3f;
+                               m.pointer_texcoord3f[2] = rsurface_vertex3f;
                                m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
 #else
                                m.pointer_texcoord3f[2] = varray_texcoord3f[2];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                R_Mesh_State(&m);
                                GL_ColorMask(0,0,0,1);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(firstvertex, numvertices);
-                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
+                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
+                               m.pointer_vertex = rsurface_vertex3f;
                                m.tex[0] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[0] = texcoord2f;
+                               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
                                if (r_shadow_lightcubemap != r_texture_whitecube)
                                {
                                        m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
                                        m.texmatrix[1] = r_shadow_entitytolight;
 #else
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
 #endif
                                }
                                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -1991,54 +1922,54 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                        {
                                // 1/2/2 3D combine path (original Radeon)
                                memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
+                               m.pointer_vertex = rsurface_vertex3f;
                                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[0] = vertex3f;
+                               m.pointer_texcoord3f[0] = rsurface_vertex3f;
                                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
                                m.pointer_texcoord3f[0] = varray_texcoord3f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                R_Mesh_State(&m);
                                GL_ColorMask(0,0,0,1);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(firstvertex, numvertices);
-                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
+                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(bumptexture);
+                               m.pointer_vertex = rsurface_vertex3f;
+                               m.tex[0] = R_GetTexture(normalmaptexture);
                                m.texcombinergb[0] = GL_REPLACE;
-                               m.pointer_texcoord[0] = texcoord2f;
+                               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
                                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
                                R_Mesh_State(&m);
                                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                               GL_LockArrays(firstvertex, numvertices);
-                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
+                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
+                               m.pointer_vertex = rsurface_vertex3f;
                                m.tex[0] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[0] = texcoord2f;
+                               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
                                if (r_shadow_lightcubemap != r_texture_whitecube)
                                {
                                        m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
                                        m.texmatrix[1] = r_shadow_entitytolight;
 #else
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
 #endif
                                }
                                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -2047,34 +1978,34 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                        {
                                // 2/2 3D combine path (original Radeon)
                                memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(bumptexture);
+                               m.pointer_vertex = rsurface_vertex3f;
+                               m.tex[0] = R_GetTexture(normalmaptexture);
                                m.texcombinergb[0] = GL_REPLACE;
-                               m.pointer_texcoord[0] = texcoord2f;
+                               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
                                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
                                R_Mesh_State(&m);
                                GL_ColorMask(0,0,0,1);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(firstvertex, numvertices);
-                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
+                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
+                               m.pointer_vertex = rsurface_vertex3f;
                                m.tex[0] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[0] = texcoord2f;
+                               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
                                m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.pointer_texcoord3f[1] = rsurface_vertex3f;
                                m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
 #else
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        }
@@ -2082,52 +2013,52 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                        {
                                // 4/2 2D combine path (Geforce3, Radeon 8500)
                                memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(bumptexture);
+                               m.pointer_vertex = rsurface_vertex3f;
+                               m.tex[0] = R_GetTexture(normalmaptexture);
                                m.texcombinergb[0] = GL_REPLACE;
-                               m.pointer_texcoord[0] = texcoord2f;
+                               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
                                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
                                m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[2] = vertex3f;
+                               m.pointer_texcoord3f[2] = rsurface_vertex3f;
                                m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
 #else
                                m.pointer_texcoord[2] = varray_texcoord2f[2];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[3] = vertex3f;
+                               m.pointer_texcoord3f[3] = rsurface_vertex3f;
                                m.texmatrix[3] = r_shadow_entitytoattenuationz;
 #else
                                m.pointer_texcoord[3] = varray_texcoord2f[3];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+                               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[3] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
 #endif
                                R_Mesh_State(&m);
                                GL_ColorMask(0,0,0,1);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(firstvertex, numvertices);
-                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
+                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
+                               m.pointer_vertex = rsurface_vertex3f;
                                m.tex[0] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[0] = texcoord2f;
+                               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
                                if (r_shadow_lightcubemap != r_texture_whitecube)
                                {
                                        m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
                                        m.texmatrix[1] = r_shadow_entitytolight;
 #else
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
 #endif
                                }
                                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -2136,62 +2067,62 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                        {
                                // 2/2/2 2D combine path (any dot3 card)
                                memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
+                               m.pointer_vertex = rsurface_vertex3f;
                                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[0] = vertex3f;
+                               m.pointer_texcoord3f[0] = rsurface_vertex3f;
                                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
                                m.pointer_texcoord[0] = varray_texcoord2f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.pointer_texcoord3f[1] = rsurface_vertex3f;
                                m.texmatrix[1] = r_shadow_entitytoattenuationz;
 #else
                                m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+                               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
 #endif
                                R_Mesh_State(&m);
                                GL_ColorMask(0,0,0,1);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(firstvertex, numvertices);
-                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
+                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(bumptexture);
+                               m.pointer_vertex = rsurface_vertex3f;
+                               m.tex[0] = R_GetTexture(normalmaptexture);
                                m.texcombinergb[0] = GL_REPLACE;
-                               m.pointer_texcoord[0] = texcoord2f;
+                               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
                                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
                                R_Mesh_State(&m);
                                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                               GL_LockArrays(firstvertex, numvertices);
-                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
+                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
+                               m.pointer_vertex = rsurface_vertex3f;
                                m.tex[0] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[0] = texcoord2f;
+                               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
                                if (r_shadow_lightcubemap != r_texture_whitecube)
                                {
                                        m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
                                        m.texmatrix[1] = r_shadow_entitytolight;
 #else
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
 #endif
                                }
                                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -2200,17 +2131,17 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                        R_Mesh_State(&m);
                        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
                        VectorScale(lightcolorbase, colorscale, color2);
-                       GL_LockArrays(firstvertex, numvertices);
+                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
                                GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
-                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
+                               c_rt_lighttris += surface->num_triangles;
                        }
                        GL_LockArrays(0, 0);
                }
-               if (specularscale && glosstexture != r_texture_black)
+               if (dospecular)
                {
                        // FIXME: detect blendsquare!
                        //if (gl_support_blendsquare)
@@ -2221,72 +2152,72 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                {
                                        // 2/0/0/1/2 3D combine blendsquare path
                                        memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = vertex3f;
-                                       m.tex[0] = R_GetTexture(bumptexture);
-                                       m.pointer_texcoord[0] = texcoord2f;
+                                       m.pointer_vertex = rsurface_vertex3f;
+                                       m.tex[0] = R_GetTexture(normalmaptexture);
+                                       m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
                                        m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
+                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
                                        R_Mesh_State(&m);
                                        GL_ColorMask(0,0,0,1);
                                        // this squares the result
                                        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                                       GL_LockArrays(firstvertex, numvertices);
-                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
+                                       c_rt_lighttris += surface->num_triangles;
 
                                        memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = vertex3f;
+                                       m.pointer_vertex = rsurface_vertex3f;
                                        R_Mesh_State(&m);
-                                       GL_LockArrays(firstvertex, numvertices);
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        // square alpha in framebuffer a few times to make it shiny
                                        GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                                        // these comments are a test run through this math for intensity 0.5
                                        // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
                                        // 0.25 * 0.25 = 0.0625 (this is another pass)
                                        // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                        c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                                       c_rt_lighttris += surface->num_triangles;
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                        c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
+                                       c_rt_lighttris += surface->num_triangles;
                                        GL_LockArrays(0, 0);
 
                                        memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = vertex3f;
+                                       m.pointer_vertex = rsurface_vertex3f;
                                        m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[0] = vertex3f;
+                                       m.pointer_texcoord3f[0] = rsurface_vertex3f;
                                        m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
                                        m.pointer_texcoord3f[0] = varray_texcoord3f[0];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                        R_Mesh_State(&m);
                                        GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                                       GL_LockArrays(firstvertex, numvertices);
-                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
+                                       c_rt_lighttris += surface->num_triangles;
 
                                        memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = vertex3f;
+                                       m.pointer_vertex = rsurface_vertex3f;
                                        m.tex[0] = R_GetTexture(glosstexture);
-                                       m.pointer_texcoord[0] = texcoord2f;
+                                       m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
                                        if (r_shadow_lightcubemap != r_texture_whitecube)
                                        {
                                                m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
 #ifdef USETEXMATRIX
-                                               m.pointer_texcoord3f[1] = vertex3f;
+                                               m.pointer_texcoord3f[1] = rsurface_vertex3f;
                                                m.texmatrix[1] = r_shadow_entitytolight;
 #else
                                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
 #endif
                                        }
                                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -2295,52 +2226,52 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                {
                                        // 2/0/0/2 3D combine blendsquare path
                                        memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = vertex3f;
-                                       m.tex[0] = R_GetTexture(bumptexture);
-                                       m.pointer_texcoord[0] = texcoord2f;
+                                       m.pointer_vertex = rsurface_vertex3f;
+                                       m.tex[0] = R_GetTexture(normalmaptexture);
+                                       m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
                                        m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
+                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
                                        R_Mesh_State(&m);
                                        GL_ColorMask(0,0,0,1);
                                        // this squares the result
                                        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                                       GL_LockArrays(firstvertex, numvertices);
-                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
+                                       c_rt_lighttris += surface->num_triangles;
 
                                        memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = vertex3f;
+                                       m.pointer_vertex = rsurface_vertex3f;
                                        R_Mesh_State(&m);
-                                       GL_LockArrays(firstvertex, numvertices);
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        // square alpha in framebuffer a few times to make it shiny
                                        GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                                        // these comments are a test run through this math for intensity 0.5
                                        // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
                                        // 0.25 * 0.25 = 0.0625 (this is another pass)
                                        // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                        c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                                       c_rt_lighttris += surface->num_triangles;
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                        c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
+                                       c_rt_lighttris += surface->num_triangles;
                                        GL_LockArrays(0, 0);
 
                                        memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = vertex3f;
+                                       m.pointer_vertex = rsurface_vertex3f;
                                        m.tex[0] = R_GetTexture(glosstexture);
-                                       m.pointer_texcoord[0] = texcoord2f;
+                                       m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
                                        m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
                                        m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
 #else
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                                }
@@ -2348,80 +2279,80 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                {
                                        // 2/0/0/2/2 2D combine blendsquare path
                                        memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = vertex3f;
-                                       m.tex[0] = R_GetTexture(bumptexture);
-                                       m.pointer_texcoord[0] = texcoord2f;
+                                       m.pointer_vertex = rsurface_vertex3f;
+                                       m.tex[0] = R_GetTexture(normalmaptexture);
+                                       m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
                                        m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
+                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
                                        R_Mesh_State(&m);
                                        GL_ColorMask(0,0,0,1);
                                        // this squares the result
                                        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                                       GL_LockArrays(firstvertex, numvertices);
-                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
+                                       c_rt_lighttris += surface->num_triangles;
 
                                        memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = vertex3f;
+                                       m.pointer_vertex = rsurface_vertex3f;
                                        R_Mesh_State(&m);
-                                       GL_LockArrays(firstvertex, numvertices);
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        // square alpha in framebuffer a few times to make it shiny
                                        GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                                        // these comments are a test run through this math for intensity 0.5
                                        // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
                                        // 0.25 * 0.25 = 0.0625 (this is another pass)
                                        // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                        c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                                       c_rt_lighttris += surface->num_triangles;
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                        c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
+                                       c_rt_lighttris += surface->num_triangles;
                                        GL_LockArrays(0, 0);
 
                                        memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = vertex3f;
+                                       m.pointer_vertex = rsurface_vertex3f;
                                        m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[0] = vertex3f;
+                                       m.pointer_texcoord3f[0] = rsurface_vertex3f;
                                        m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
                                        m.pointer_texcoord[0] = varray_texcoord2f[0];
-                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+                                       R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[0] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                        m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
                                        m.texmatrix[1] = r_shadow_entitytoattenuationz;
 #else
                                        m.pointer_texcoord[1] = varray_texcoord2f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+                                       R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
 #endif
                                        R_Mesh_State(&m);
                                        GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                                       GL_LockArrays(firstvertex, numvertices);
-                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
+                                       c_rt_lighttris += surface->num_triangles;
 
                                        memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = vertex3f;
+                                       m.pointer_vertex = rsurface_vertex3f;
                                        m.tex[0] = R_GetTexture(glosstexture);
-                                       m.pointer_texcoord[0] = texcoord2f;
+                                       m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
                                        if (r_shadow_lightcubemap != r_texture_whitecube)
                                        {
                                                m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
 #ifdef USETEXMATRIX
-                                               m.pointer_texcoord3f[1] = vertex3f;
+                                               m.pointer_texcoord3f[1] = rsurface_vertex3f;
                                                m.texmatrix[1] = r_shadow_entitytolight;
 #else
                                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
 #endif
                                        }
                                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -2429,132 +2360,139 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                R_Mesh_State(&m);
                                GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
                                VectorScale(lightcolorbase, colorscale, color2);
-                               GL_LockArrays(firstvertex, numvertices);
+                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                                {
                                        GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
-                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                        c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
+                                       c_rt_lighttris += surface->num_triangles;
                                }
                                GL_LockArrays(0, 0);
                        }
                }
        }
-       else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_VERTEX)
+}
+
+static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
+{
+       int surfacelistindex;
+       int renders;
+       float ambientcolor2[3], diffusecolor2[3];
+       rmeshstate_t m;
+       qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
+       qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
+       qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
+       qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
+       qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
+       qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
+       //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
+       // TODO: add direct pants/shirt rendering
+       if (doambientpants || dodiffusepants)
+               R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
+       if (doambientshirt || dodiffuseshirt)
+               R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
+       if (!doambientbase && !dodiffusebase)
+               return;
+       VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
+       VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
+       GL_BlendFunc(GL_ONE, GL_ONE);
+       memset(&m, 0, sizeof(m));
+       m.tex[0] = R_GetTexture(basetexture);
+       if (r_textureunits.integer >= 2)
        {
-               // TODO: add direct pants/shirt rendering
-               if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
-               if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
-               if (r_shadow_rtlight->ambientscale)
-               {
-                       GL_BlendFunc(GL_ONE, GL_ONE);
-                       VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = vertex3f;
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.pointer_texcoord[0] = texcoord2f;
-                       if (r_textureunits.integer >= 2)
-                       {
-                               // voodoo2
-                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+               // voodoo2
+               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[1] = vertex3f;
-                               m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+               m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
 #else
-                               m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+               m.pointer_texcoord[1] = varray_texcoord2f[1];
+               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
-                               if (r_textureunits.integer >= 3)
-                               {
-                                       // Geforce3/Radeon class but not using dot3
-                                       m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+               if (r_textureunits.integer >= 3)
+               {
+                       // Geforce3/Radeon class but not using dot3
+                       m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[2] = vertex3f;
-                                       m.texmatrix[2] = r_shadow_entitytoattenuationz;
+                       m.texmatrix[2] = r_shadow_entitytoattenuationz;
 #else
-                                       m.pointer_texcoord[2] = varray_texcoord2f[2];
-                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+                       m.pointer_texcoord[2] = varray_texcoord2f[2];
+                       R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
 #endif
-                               }
-                       }
-                       if (r_textureunits.integer >= 3)
-                               m.pointer_color = NULL;
-                       else
-                               m.pointer_color = varray_color4f;
-                       R_Mesh_State(&m);
-                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                       {
-                               color[0] = bound(0, color2[0], 1);
-                               color[1] = bound(0, color2[1], 1);
-                               color[2] = bound(0, color2[2], 1);
-                               if (r_textureunits.integer >= 3)
-                                       GL_Color(color[0], color[1], color[2], 1);
-                               else if (r_textureunits.integer >= 2)
-                                       R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
-                               else
-                                       R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
-                               GL_LockArrays(firstvertex, numvertices);
-                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                               GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-                       }
                }
-               if (r_shadow_rtlight->diffusescale)
+       }
+       m.pointer_color = varray_color4f;
+       R_Mesh_State(&m);
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       {
+               const msurface_t *surface = surfacelist[surfacelistindex];
+               const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
+               RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+               if (!rsurface_svector3f)
                {
-                       GL_BlendFunc(GL_ONE, GL_ONE);
-                       VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = vertex3f;
-                       m.pointer_color = varray_color4f;
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.pointer_texcoord[0] = texcoord2f;
-                       if (r_textureunits.integer >= 2)
-                       {
-                               // voodoo2
-                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       rsurface_svector3f = varray_svector3f;
+                       rsurface_tvector3f = varray_tvector3f;
+                       rsurface_normal3f = varray_normal3f;
+                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+               }
+               // OpenGL 1.1 path (anything)
+               R_Mesh_VertexPointer(rsurface_vertex3f);
+               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+               if (r_textureunits.integer >= 2)
+               {
+                       // voodoo2 or TNT
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[1] = vertex3f;
-                               m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+                       R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
 #else
-                               m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+                       R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[1] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
-                               if (r_textureunits.integer >= 3)
-                               {
-                                       // Geforce3/Radeon class but not using dot3
-                                       m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       if (r_textureunits.integer >= 3)
+                       {
+                               // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[2] = vertex3f;
-                                       m.texmatrix[2] = r_shadow_entitytoattenuationz;
+                               R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
 #else
-                                       m.pointer_texcoord[2] = varray_texcoord2f[2];
-                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+                               R_Shadow_Transform_Vertex3f_Texcoord2f(varray_texcoord2f[2] + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationz);
 #endif
-                               }
-                       }
-                       R_Mesh_State(&m);
-                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                       {
-                               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 >= 3)
-                                       R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
-                               else if (r_textureunits.integer >= 2)
-                                       R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
-                               else
-                                       R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
-                               GL_LockArrays(firstvertex, numvertices);
-                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                               GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
                        }
                }
+               for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
+               {
+                       if (r_textureunits.integer >= 3)
+                               R_Shadow_VertexShading(surface, diffusecolor2, ambientcolor2, renders);
+                       else if (r_textureunits.integer >= 2)
+                               R_Shadow_VertexShadingWithZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
+                       else
+                               R_Shadow_VertexShadingWithXYZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
+                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+                       GL_LockArrays(0, 0);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += surface->num_triangles;
+               }
+       }
+}
+
+void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg)
+{
+       // FIXME: support MATERIALFLAG_NODEPTHTEST
+       switch (r_shadowstage)
+       {
+       case R_SHADOWSTAGE_VISIBLELIGHTING:
+               R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
+               break;
+       case R_SHADOWSTAGE_LIGHT_GLSL:
+               R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
+               break;
+       case R_SHADOWSTAGE_LIGHT_DOT3:
+               R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
+               break;
+       case R_SHADOWSTAGE_LIGHT_VERTEX:
+               R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, modelorg);
+               break;
+       default:
+               Con_Printf("R_Shadow_RenderLighting: unknown r_shadowstage %i\n", r_shadowstage);
+               break;
        }
 }
 
@@ -2608,7 +2546,7 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i
 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
 void R_RTLight_Compile(rtlight_t *rtlight)
 {
-       int shadowmeshes, shadowtris, lightmeshes, lighttris, numleafs, numleafpvsbytes, numsurfaces;
+       int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
        entity_render_t *ent = r_refdef.worldentity;
        model_t *model = r_refdef.worldmodel;
        qbyte *data;
@@ -2630,9 +2568,9 @@ void R_RTLight_Compile(rtlight_t *rtlight)
 
        if (model && model->GetLightInfo)
        {
-               // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering
+               // this variable must be set for the CompileShadowVolume code
                r_shadow_compilingrtlight = rtlight;
-               R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->brush.num_surfaces);
+               R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
                model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
                numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
                data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
@@ -2648,19 +2586,9 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                        memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
                if (numsurfaces)
                        memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
-               if (model->DrawShadowVolume && rtlight->shadow)
-               {
-                       rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
-                       model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist, rtlight->cullmins, rtlight->cullmaxs);
-                       rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
-               }
-               if (model->DrawLight)
-               {
-                       rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
-                       model->DrawLight(ent, vec3_origin, numsurfaces, r_shadow_buffer_surfacelist);
-                       rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
-               }
-               // switch back to rendering when DrawShadowVolume or DrawLight is called
+               if (model->CompileShadowVolume && rtlight->shadow)
+                       model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+               // now we're done compiling the rtlight
                r_shadow_compilingrtlight = NULL;
        }
 
@@ -2681,19 +2609,7 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                }
        }
 
-       lightmeshes = 0;
-       lighttris = 0;
-       if (rtlight->static_meshchain_light)
-       {
-               shadowmesh_t *mesh;
-               for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
-               {
-                       lightmeshes++;
-                       lighttris += mesh->numtriangles;
-               }
-       }
-
-       Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes), %i light triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes, lighttris, lightmeshes);
+       Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
 }
 
 void R_RTLight_Uncompile(rtlight_t *rtlight)
@@ -2703,9 +2619,6 @@ void R_RTLight_Uncompile(rtlight_t *rtlight)
                if (rtlight->static_meshchain_shadow)
                        Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
                rtlight->static_meshchain_shadow = NULL;
-               if (rtlight->static_meshchain_light)
-                       Mod_ShadowMesh_Free(rtlight->static_meshchain_light);
-               rtlight->static_meshchain_light = NULL;
                // these allocations are grouped
                if (rtlight->static_leaflist)
                        Mem_Free(rtlight->static_leaflist);
@@ -2779,13 +2692,12 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int num
        }
 }
 
-void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist)
+void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolorbase, int numsurfaces, int *surfacelist)
 {
-       shadowmesh_t *mesh;
        // set up properties for rendering light onto this entity
-       r_shadow_entitylightcolor[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
-       r_shadow_entitylightcolor[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
-       r_shadow_entitylightcolor[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
+       r_shadow_entitylightcolor[0] = lightcolorbase[0] * ent->colormod[0] * ent->alpha;
+       r_shadow_entitylightcolor[1] = lightcolorbase[1] * ent->colormod[1] * ent->alpha;
+       r_shadow_entitylightcolor[2] = lightcolorbase[2] * ent->colormod[2] * ent->alpha;
        Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
        Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
        Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
@@ -2803,15 +2715,7 @@ void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t l
                }
        }
        if (ent == r_refdef.worldentity)
-       {
-               if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compilelight.integer)
-               {
-                       for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
-                               R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, r_shadow_entitylightcolor, vec3_origin, vec3_origin, mesh->map_diffuse, NULL, NULL, mesh->map_normal, mesh->map_specular);
-               }
-               else
-                       ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
-       }
+               ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
        else
                ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist);
 }
@@ -2830,12 +2734,12 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        entity_render_t *shadowentities[MAX_EDICTS];
 
        // skip lights that don't light (corona only lights)
-       if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < 0.01)
+       if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
                return;
 
        f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
        VectorScale(rtlight->color, f, lightcolor);
-       if (VectorLength2(lightcolor) < 0.01)
+       if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
                return;
        /*
        if (rtlight->selected)
@@ -2872,7 +2776,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        {
                // dynamic light, world available and can receive realtime lighting
                // calculate lit surfaces and leafs
-               R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->brush.num_surfaces);
+               R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
                r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
                leaflist = r_shadow_buffer_leaflist;
                leafpvs = r_shadow_buffer_leafpvs;
@@ -3103,6 +3007,8 @@ rtexture_t *R_Shadow_Cubemap(const char *basename)
        numcubemaps++;
        strcpy(cubemaps[i].basename, basename);
        cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
+       if (!cubemaps[i].texture)
+               cubemaps[i].texture = r_texture_whitecube;
        return cubemaps[i].texture;
 }
 
@@ -3252,7 +3158,7 @@ void R_Shadow_LoadWorldLights(void)
        }
        FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
        strlcat (name, ".rtlights", sizeof (name));
-       lightsstring = FS_LoadFile(name, tempmempool, false);
+       lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
        if (lightsstring)
        {
                s = lightsstring;
@@ -3318,8 +3224,6 @@ void R_Shadow_LoadWorldLights(void)
                                Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
                                break;
                        }
-                       VectorScale(color, r_editlights_rtlightscolorscale.value, color);
-                       radius *= r_editlights_rtlightssizescale.value;
                        R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
                        if (*s == '\r')
                                s++;
@@ -3336,7 +3240,7 @@ void R_Shadow_LoadWorldLights(void)
 void R_Shadow_SaveWorldLights(void)
 {
        dlight_t *light;
-       int bufchars, bufmaxchars;
+       size_t bufchars, bufmaxchars;
        char *buf, *oldbuf;
        char name[MAX_QPATH];
        char line[1024];
@@ -3354,12 +3258,12 @@ void R_Shadow_SaveWorldLights(void)
        for (light = r_shadow_worldlightchain;light;light = light->next)
        {
                if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
-                       sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
+                       sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
                else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
-                       sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
+                       sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
                else
-                       sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style);
-               if (bufchars + (int) strlen(line) > bufmaxchars)
+                       sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
+               if (bufchars + strlen(line) > bufmaxchars)
                {
                        bufmaxchars = bufchars + strlen(line) + 2048;
                        oldbuf = buf;
@@ -3378,7 +3282,7 @@ void R_Shadow_SaveWorldLights(void)
                }
        }
        if (bufchars)
-               FS_WriteFile(name, buf, bufchars);
+               FS_WriteFile(name, buf, (fs_offset_t)bufchars);
        if (buf)
                Mem_Free(buf);
 }
@@ -3395,7 +3299,7 @@ void R_Shadow_LoadLightsFile(void)
        }
        FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
        strlcat (name, ".lights", sizeof (name));
-       lightsstring = FS_LoadFile(name, tempmempool, false);
+       lightsstring = (char *)FS_LoadFile(name, tempmempool, false);
        if (lightsstring)
        {
                s = lightsstring;
@@ -3451,7 +3355,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
        // try to load a .ent file first
        FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
        strlcat (key, ".ent", sizeof (key));
-       data = entfiledata = FS_LoadFile(key, tempmempool, true);
+       data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true);
        // and if that is not found, fall back to the bsp file entity string
        if (!data)
                data = r_refdef.worldmodel->brush.entities;
@@ -3558,7 +3462,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                        {
                                                originhack[0] = 0;
                                                originhack[1] = 0;
-                                               originhack[2] = 48;
+                                               originhack[2] = 0;
                                                overridecolor[0] = 1;
                                                overridecolor[1] = 0.5;
                                                overridecolor[2] = 0.1;
@@ -3567,7 +3471,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                        {
                                                originhack[0] = 0;
                                                originhack[1] = 0;
-                                               originhack[2] = 40;
+                                               originhack[2] = 0;
                                                overridecolor[0] = 1;
                                                overridecolor[1] = 0.5;
                                                overridecolor[2] = 0.1;
@@ -3576,7 +3480,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                        {
                                                originhack[0] = 0;
                                                originhack[1] = 0;
-                                               originhack[2] = 40;
+                                               originhack[2] = 0;
                                                overridecolor[0] = 1;
                                                overridecolor[1] = 0.5;
                                                overridecolor[2] = 0.1;
@@ -3585,7 +3489,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                        {
                                                originhack[0] = 0;
                                                originhack[1] = 0;
-                                               originhack[2] = 40;
+                                               originhack[2] = 0;
                                                overridecolor[0] = 1;
                                                overridecolor[1] = 0.5;
                                                overridecolor[2] = 0.1;
@@ -3594,6 +3498,12 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                        }
                        else if (!strcmp("style", key))
                                style = atoi(value);
+                       else if (!strcmp("skin", key))
+                               skin = (int)atof(value);
+                       else if (!strcmp("pflags", key))
+                               pflags = (int)atof(value);
+                       else if (!strcmp("effects", key))
+                               effects = (int)atof(value);
                        else if (r_refdef.worldmodel->type == mod_brushq3)
                        {
                                if (!strcmp("scale", key))
@@ -3601,12 +3511,6 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                if (!strcmp("fade", key))
                                        fadescale = atof(value);
                        }
-                       else if (!strcmp("skin", key))
-                               skin = (int)atof(value);
-                       else if (!strcmp("pflags", key))
-                               pflags = (int)atof(value);
-                       else if (!strcmp("effects", key))
-                               effects = (int)atof(value);
                }
                if (!islight)
                        continue;
@@ -3670,6 +3574,10 @@ void R_Shadow_SetCursorLocationForView(void)
                VectorMA(trace.endpos, push, r_viewforward, endpos);
                VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
        }
+       else
+       {
+               VectorClear( endpos );
+       }
        r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
        r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
        r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
@@ -3911,6 +3819,36 @@ void R_Shadow_EditLights_Edit_f(void)
                }
                radius = atof(Cmd_Argv(2));
        }
+       else if (!strcmp(Cmd_Argv(1), "colorscale"))
+       {
+               if (Cmd_Argc() == 3)
+               {
+                       double scale = atof(Cmd_Argv(2));
+                       color[0] *= scale;
+                       color[1] *= scale;
+                       color[2] *= scale;
+               }
+               else
+               {
+                       if (Cmd_Argc() != 5)
+                       {
+                               Con_Printf("usage: r_editlights_edit %s red green blue  (OR grey instead of red green blue)\n", Cmd_Argv(1));
+                               return;
+                       }
+                       color[0] *= atof(Cmd_Argv(2));
+                       color[1] *= atof(Cmd_Argv(3));
+                       color[2] *= atof(Cmd_Argv(4));
+               }
+       }
+       else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               radius *= atof(Cmd_Argv(2));
+       }
        else if (!strcmp(Cmd_Argv(1), "style"))
        {
                if (Cmd_Argc() != 3)
@@ -4137,8 +4075,6 @@ void R_Shadow_EditLights_Help_f(void)
 "r_editlights_cursorpushoff : push cursor off surface this far\n"
 "r_editlights_cursorgrid : snap cursor to grid of this size\n"
 "r_editlights_quakelightsizescale : imported quake light entity size scaling\n"
-"r_editlights_rtlightssizescale : imported rtlight size scaling\n"
-"r_editlights_rtlightscolorscale : imported rtlight color scaling\n"
 "Commands:\n"
 "r_editlights_help : this help\n"
 "r_editlights_clear : remove all lights\n"
@@ -4165,6 +4101,10 @@ void R_Shadow_EditLights_Help_f(void)
 "anglesz z: set z component of light angles\n"
 "color r g b : set color of light (can be brighter than 1 1 1)\n"
 "radius radius : set radius (size) of light\n"
+"colorscale grey : multiply color of light (1 does nothing)\n"
+"colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
+"radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
+"sizescale scale : multiply radius (size) of light (1 does nothing)\n"
 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
 "cubemap basename : set filter cubemap of light (not yet supported)\n"
 "shadows 1/0 : turn on/off shadows\n"
@@ -4231,8 +4171,6 @@ void R_Shadow_EditLights_Init(void)
        Cvar_RegisterVariable(&r_editlights_cursorpushoff);
        Cvar_RegisterVariable(&r_editlights_cursorgrid);
        Cvar_RegisterVariable(&r_editlights_quakelightsizescale);
-       Cvar_RegisterVariable(&r_editlights_rtlightssizescale);
-       Cvar_RegisterVariable(&r_editlights_rtlightscolorscale);
        Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f);
        Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f);
        Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f);