]> 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 f6497c6932dec4b8d9d3888c1f246f036938d620..723e5b61c05cabf19bba66627719c9af67094caa 100644 (file)
@@ -1403,131 +1403,111 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        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;
+                       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_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;
-               }
-               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;
        }
 }
 
@@ -1595,32 +1575,52 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve
        }
 }
 
-void R_Shadow_RenderLighting_VisibleLighting(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, float specularscale)
+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)
 {
+       // used to display how many times a surface is lit for level design purposes
+       int surfacelistindex;
        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;
+       if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
+               return;
        GL_Color(0.1, 0.025, 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);
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       {
+               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);
+       }
 }
 
-void R_Shadow_RenderLighting_Light_GLSL(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, float specularscale)
+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)
 {
-       // GLSL shader path (GFFX5200, Radeon 9500)
+       // 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 (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-               R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
-       if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-               R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
-       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));
+       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;
+       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)
@@ -1628,845 +1628,867 @@ void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int nu
                qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
        }
        qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
-       GL_LockArrays(firstvertex, numvertices);
-       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-       c_rt_lightmeshes++;
-       c_rt_lighttris += numtriangles;
-       GL_LockArrays(0, 0);
+       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)
+               {
+                       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);
+               }
+               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 += surface->num_triangles;
+               GL_LockArrays(0, 0);
+       }
 }
 
-void R_Shadow_RenderLighting_Light_Dot3(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, float specularscale)
+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 (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-               R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
-       if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-               R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
-       if (r_shadow_rtlight->ambientscale)
+       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++)
        {
-               GL_Color(1,1,1,1);
-               colorscale = r_shadow_rtlight->ambientscale;
-               // colorscale accounts for how much we multiply the brightness
-               // during combine.
-               //
-               // mult is how many times the final pass of the lighting will be
-               // performed to get more brightness than otherwise possible.
-               //
-               // Limit mult to 64 for sanity sake.
-               if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
+               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)
                {
-                       // 3 3D combine path (Geforce3, Radeon 8500)
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = vertex3f;
-                       m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-#ifdef USETEXMATRIX
-                       m.pointer_texcoord3f[0] = vertex3f;
-                       m.texmatrix[0] = 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);
-#endif
-                       m.tex[1] = R_GetTexture(basetexture);
-                       m.pointer_texcoord[1] = texcoord2f;
-                       m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
-#ifdef USETEXMATRIX
-                       m.pointer_texcoord3f[2] = 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);
-#endif
-                       GL_BlendFunc(GL_ONE, GL_ONE);
+                       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);
                }
-               else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
+               if (doambientbase)
                {
-                       // 2 3D combine path (Geforce3, original Radeon)
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = vertex3f;
-                       m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-#ifdef USETEXMATRIX
-                       m.pointer_texcoord3f[0] = vertex3f;
-                       m.texmatrix[0] = 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);
-#endif
-                       m.tex[1] = R_GetTexture(basetexture);
-                       m.pointer_texcoord[1] = texcoord2f;
-                       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.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       GL_Color(1,1,1,1);
+                       colorscale = r_shadow_rtlight->ambientscale;
+                       // colorscale accounts for how much we multiply the brightness
+                       // during combine.
+                       //
+                       // mult is how many times the final pass of the lighting will be
+                       // performed to get more brightness than otherwise possible.
+                       //
+                       // Limit mult to 64 for sanity sake.
+                       if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
+                       {
+                               // 3 3D combine path (Geforce3, Radeon 8500)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = rsurface_vertex3f;
+                               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
-                       m.pointer_texcoord3f[0] = vertex3f;
-                       m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+                               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);
+                               m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+                               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(r_shadow_attenuation2dtexture);
+                               m.tex[1] = R_GetTexture(basetexture);
+                               m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
+                               m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
 #ifdef USETEXMATRIX
-                       m.pointer_texcoord3f[1] = vertex3f;
-                       m.texmatrix[1] = r_shadow_entitytoattenuationz;
+                               m.pointer_texcoord3f[2] = rsurface_vertex3f;
+                               m.texmatrix[2] = r_shadow_entitytolight;
 #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);
+                               m.pointer_texcoord3f[2] = varray_texcoord3f[2];
+                               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
-                       m.tex[2] = R_GetTexture(basetexture);
-                       m.pointer_texcoord[2] = texcoord2f;
-                       if (r_shadow_lightcubemap != r_texture_whitecube)
+                               GL_BlendFunc(GL_ONE, GL_ONE);
+                       }
+                       else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
                        {
-                               m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
+                               // 2 3D combine path (Geforce3, original Radeon)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = rsurface_vertex3f;
+                               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[3] = vertex3f;
-                               m.texmatrix[3] = r_shadow_entitytolight;
+                               m.pointer_texcoord3f[0] = rsurface_vertex3f;
+                               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #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);
+                               m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+                               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] = surface->groupmesh->data_texcoordtexture2f;
+                               GL_BlendFunc(GL_ONE, GL_ONE);
                        }
-                       GL_BlendFunc(GL_ONE, GL_ONE);
-               }
-               else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
-               {
-                       // 3 2D combine path (Geforce3, original Radeon)
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = vertex3f;
-                       m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-#ifdef USETEXMATRIX
-                       m.pointer_texcoord3f[0] = vertex3f;
-                       m.texmatrix[0] = 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);
-#endif
-                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-#ifdef USETEXMATRIX
-                       m.pointer_texcoord3f[1] = 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);
-#endif
-                       m.tex[2] = R_GetTexture(basetexture);
-                       m.pointer_texcoord[2] = texcoord2f;
-                       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.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-#ifdef USETEXMATRIX
-                       m.pointer_texcoord3f[0] = 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);
-#endif
-                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-#ifdef USETEXMATRIX
-                       m.pointer_texcoord3f[1] = 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);
-#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(0, 0);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = vertex3f;
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.pointer_texcoord[0] = texcoord2f;
-                       if (r_shadow_lightcubemap != r_texture_whitecube)
+                       else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
                        {
-                               m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
+                               // 4 2D combine path (Geforce3, Radeon 8500)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = rsurface_vertex3f;
+                               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[1] = vertex3f;
-                               m.texmatrix[1] = r_shadow_entitytolight;
+                               m.pointer_texcoord3f[0] = rsurface_vertex3f;
+                               m.texmatrix[0] = 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_entitytolight);
+                               m.pointer_texcoord[0] = varray_texcoord2f[0];
+                               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
-                       }
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-               }
-               // this final code is shared
-               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);
-               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);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-               }
-               GL_LockArrays(0, 0);
-       }
-       if (r_shadow_rtlight->diffusescale)
-       {
-               GL_Color(1,1,1,1);
-               colorscale = r_shadow_rtlight->diffusescale;
-               // colorscale accounts for how much we multiply the brightness
-               // during combine.
-               //
-               // mult is how many times the final pass of the lighting will be
-               // performed to get more brightness than otherwise possible.
-               //
-               // Limit mult to 64 for sanity sake.
-               if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
-               {
-                       // 3/2 3D combine path (Geforce3, Radeon 8500)
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = vertex3f;
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcombinergb[0] = GL_REPLACE;
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.texcubemap[1] = R_GetTexture(r_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);
-                       m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
+                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                       m.pointer_texcoord3f[2] = vertex3f;
-                       m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
+                               m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                               m.texmatrix[1] = r_shadow_entitytoattenuationz;
 #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);
+                               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_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(0, 0);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = vertex3f;
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.pointer_texcoord[0] = texcoord2f;
-                       if (r_shadow_lightcubemap != r_texture_whitecube)
-                       {
-                               m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
+                               m.tex[2] = R_GetTexture(basetexture);
+                               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[1] = vertex3f;
-                               m.texmatrix[1] = r_shadow_entitytolight;
+                                       m.pointer_texcoord3f[3] = rsurface_vertex3f;
+                                       m.texmatrix[3] = 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);
+                                       m.pointer_texcoord3f[3] = varray_texcoord3f[3];
+                                       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);
                        }
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-               }
-               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
-               {
-                       // 1/2/2 3D combine path (original Radeon)
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = vertex3f;
-                       m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-#ifdef USETEXMATRIX
-                       m.pointer_texcoord3f[0] = 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);
-#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(0, 0);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = vertex3f;
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcombinergb[0] = GL_REPLACE;
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.texcubemap[1] = R_GetTexture(r_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_Mesh_State(&m);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                       GL_LockArrays(firstvertex, numvertices);
-                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                       GL_LockArrays(0, 0);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = vertex3f;
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.pointer_texcoord[0] = texcoord2f;
-                       if (r_shadow_lightcubemap != r_texture_whitecube)
+                       else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
                        {
-                               m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
+                               // 3 2D combine path (Geforce3, original Radeon)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = rsurface_vertex3f;
+                               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[1] = vertex3f;
-                               m.texmatrix[1] = r_shadow_entitytolight;
+                               m.pointer_texcoord3f[0] = rsurface_vertex3f;
+                               m.texmatrix[0] = 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_entitytolight);
+                               m.pointer_texcoord[0] = varray_texcoord2f[0];
+                               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
-                       }
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-               }
-               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
-               {
-                       // 2/2 3D combine path (original Radeon)
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = vertex3f;
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcombinergb[0] = GL_REPLACE;
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.texcubemap[1] = R_GetTexture(r_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_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(0, 0);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = vertex3f;
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                       m.pointer_texcoord3f[1] = vertex3f;
-                       m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+                               m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                               m.texmatrix[1] = r_shadow_entitytoattenuationz;
 #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);
+                               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_entitytoattenuationz);
 #endif
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-               }
-               else if (r_textureunits.integer >= 4)
-               {
-                       // 4/2 2D combine path (Geforce3, Radeon 8500)
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = vertex3f;
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcombinergb[0] = GL_REPLACE;
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.texcubemap[1] = R_GetTexture(r_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);
-                       m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+                               m.tex[2] = R_GetTexture(basetexture);
+                               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 = rsurface_vertex3f;
+                               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                       m.pointer_texcoord3f[2] = vertex3f;
-                       m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
+                               m.pointer_texcoord3f[0] = rsurface_vertex3f;
+                               m.texmatrix[0] = 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);
+                               m.pointer_texcoord[0] = varray_texcoord2f[0];
+                               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[3] = R_GetTexture(r_shadow_attenuation2dtexture);
+                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                       m.pointer_texcoord3f[3] = vertex3f;
-                       m.texmatrix[3] = r_shadow_entitytoattenuationz;
+                               m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                               m.texmatrix[1] = 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);
+                               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_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(0, 0);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
+                               R_Mesh_State(&m);
+                               GL_ColorMask(0,0,0,1);
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               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;
 
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = vertex3f;
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.pointer_texcoord[0] = texcoord2f;
-                       if (r_shadow_lightcubemap != r_texture_whitecube)
-                       {
-                               m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = rsurface_vertex3f;
+                               m.tex[0] = R_GetTexture(basetexture);
+                               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.texmatrix[1] = r_shadow_entitytolight;
+                                       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);
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       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);
                        }
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-               }
-               else
-               {
-                       // 2/2/2 2D combine path (any dot3 card)
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = vertex3f;
-                       m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-#ifdef USETEXMATRIX
-                       m.pointer_texcoord3f[0] = 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);
-#endif
-                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-#ifdef USETEXMATRIX
-                       m.pointer_texcoord3f[1] = 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);
-#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(0, 0);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = vertex3f;
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcombinergb[0] = GL_REPLACE;
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.texcubemap[1] = R_GetTexture(r_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);
+                       // this final code is shared
                        R_Mesh_State(&m);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                       GL_LockArrays(firstvertex, numvertices);
-                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                       GL_LockArrays(0, 0);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = vertex3f;
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.pointer_texcoord[0] = texcoord2f;
-                       if (r_shadow_lightcubemap != r_texture_whitecube)
+                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+                       VectorScale(lightcolorbase, colorscale, color2);
+                       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]--)
                        {
-                               m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
-#ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[1] = 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);
-#endif
+                               GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += surface->num_triangles;
                        }
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       GL_LockArrays(0, 0);
                }
-               // this final code is shared
-               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);
-               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+               if (dodiffusebase)
                {
-                       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);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-               }
-               GL_LockArrays(0, 0);
-       }
-       if (specularscale && glosstexture != r_texture_black)
-       {
-               // FIXME: detect blendsquare!
-               //if (gl_support_blendsquare)
-               {
-                       colorscale = specularscale;
                        GL_Color(1,1,1,1);
-                       if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
+                       colorscale = r_shadow_rtlight->diffusescale;
+                       // colorscale accounts for how much we multiply the brightness
+                       // during combine.
+                       //
+                       // mult is how many times the final pass of the lighting will be
+                       // performed to get more brightness than otherwise possible.
+                       //
+                       // Limit mult to 64 for sanity sake.
+                       if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
                        {
-                               // 2/0/0/1/2 3D combine blendsquare path
+                               // 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_texcoord[0] = texcoord2f;
+                               m.pointer_vertex = rsurface_vertex3f;
+                               m.tex[0] = R_GetTexture(normalmaptexture);
+                               m.texcombinergb[0] = GL_REPLACE;
+                               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_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] = 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 * 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);
-                               // this squares the result
-                               GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                               GL_LockArrays(firstvertex, numvertices);
-                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               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;
-                               R_Mesh_State(&m);
-                               GL_LockArrays(firstvertex, numvertices);
-                               // 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);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-                               GL_LockArrays(0, 0);
-
+                               m.pointer_vertex = rsurface_vertex3f;
+                               m.tex[0] = R_GetTexture(basetexture);
+                               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] = 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 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+#endif
+                               }
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       }
+                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
+                       {
+                               // 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(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;
+
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = rsurface_vertex3f;
+                               m.tex[0] = R_GetTexture(normalmaptexture);
+                               m.texcombinergb[0] = GL_REPLACE;
+                               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 * 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.tex[0] = R_GetTexture(glosstexture);
-                               m.pointer_texcoord[0] = texcoord2f;
+                               m.pointer_vertex = rsurface_vertex3f;
+                               m.tex[0] = R_GetTexture(basetexture);
+                               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);
                        }
-                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
+                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
                        {
-                               // 2/0/0/2 3D combine blendsquare path
+                               // 2/2 3D combine path (original Radeon)
                                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.texcombinergb[0] = GL_REPLACE;
+                               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_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);
-                               // this squares the result
-                               GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                               GL_LockArrays(firstvertex, numvertices);
-                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               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;
-
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               R_Mesh_State(&m);
-                               GL_LockArrays(firstvertex, numvertices);
-                               // 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);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-                               GL_LockArrays(0, 0);
+                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(glosstexture);
-                               m.pointer_texcoord[0] = texcoord2f;
+                               m.pointer_vertex = rsurface_vertex3f;
+                               m.tex[0] = R_GetTexture(basetexture);
+                               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);
                        }
-                       else
+                       else if (r_textureunits.integer >= 4)
                        {
-                               // 2/0/0/2/2 2D combine blendsquare path
+                               // 4/2 2D combine path (Geforce3, Radeon 8500)
                                memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(bumptexture);
-                               m.pointer_texcoord[0] = texcoord2f;
+                               m.pointer_vertex = rsurface_vertex3f;
+                               m.tex[0] = R_GetTexture(normalmaptexture);
+                               m.texcombinergb[0] = GL_REPLACE;
+                               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_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] = 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 * 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] = 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 * 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);
-                               // this squares the result
-                               GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                               GL_LockArrays(firstvertex, numvertices);
-                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               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;
-                               R_Mesh_State(&m);
-                               GL_LockArrays(firstvertex, numvertices);
-                               // 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);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-                               GL_LockArrays(0, 0);
-
+                               m.pointer_vertex = rsurface_vertex3f;
+                               m.tex[0] = R_GetTexture(basetexture);
+                               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] = 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 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+#endif
+                               }
+                               GL_BlendFunc(GL_DST_ALPHA, 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(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;
+
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = rsurface_vertex3f;
+                               m.tex[0] = R_GetTexture(normalmaptexture);
+                               m.texcombinergb[0] = GL_REPLACE;
+                               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 * 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.tex[0] = R_GetTexture(glosstexture);
-                               m.pointer_texcoord[0] = texcoord2f;
+                               m.pointer_vertex = rsurface_vertex3f;
+                               m.tex[0] = R_GetTexture(basetexture);
+                               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);
                        }
+                       // this final code is shared
                        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 (dospecular)
+               {
+                       // FIXME: detect blendsquare!
+                       //if (gl_support_blendsquare)
+                       {
+                               colorscale = specularscale;
+                               GL_Color(1,1,1,1);
+                               if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
+                               {
+                                       // 2/0/0/1/2 3D combine blendsquare path
+                                       memset(&m, 0, sizeof(m));
+                                       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 * 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(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;
+
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = rsurface_vertex3f;
+                                       R_Mesh_State(&m);
+                                       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(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+                                       c_rt_lightmeshes++;
+                                       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 += surface->num_triangles;
+                                       GL_LockArrays(0, 0);
+
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = rsurface_vertex3f;
+                                       m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+                                       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 * 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(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;
+
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = rsurface_vertex3f;
+                                       m.tex[0] = R_GetTexture(glosstexture);
+                                       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] = 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 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+#endif
+                                       }
+                                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                               }
+                               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
+                               {
+                                       // 2/0/0/2 3D combine blendsquare path
+                                       memset(&m, 0, sizeof(m));
+                                       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 * 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(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;
+
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = rsurface_vertex3f;
+                                       R_Mesh_State(&m);
+                                       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(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+                                       c_rt_lightmeshes++;
+                                       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 += surface->num_triangles;
+                                       GL_LockArrays(0, 0);
+
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = rsurface_vertex3f;
+                                       m.tex[0] = R_GetTexture(glosstexture);
+                                       m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+                                       m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+                                       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 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytoattenuationxyz);
+#endif
+                                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                               }
+                               else
+                               {
+                                       // 2/0/0/2/2 2D combine blendsquare path
+                                       memset(&m, 0, sizeof(m));
+                                       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 * 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(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;
+
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = rsurface_vertex3f;
+                                       R_Mesh_State(&m);
+                                       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(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+                                       c_rt_lightmeshes++;
+                                       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 += surface->num_triangles;
+                                       GL_LockArrays(0, 0);
+
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = rsurface_vertex3f;
+                                       m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                                       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 * 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] = 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 * 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(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;
+
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = rsurface_vertex3f;
+                                       m.tex[0] = R_GetTexture(glosstexture);
+                                       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] = 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 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, &r_shadow_entitytolight);
+#endif
+                                       }
+                                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                               }
+                               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(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(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += surface->num_triangles;
+                               }
+                               GL_LockArrays(0, 0);
+                       }
+               }
        }
 }
 
-void R_Shadow_RenderLighting_Light_Vertex(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, float specularscale)
+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 color[3], color2[3];
+       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 (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-               R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
-       if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-               R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
-       if (r_shadow_rtlight->ambientscale)
+       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)
        {
-               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++)
        {
-               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;
+               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);
+               }
+               // 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
-                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       // 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);
+                               // 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]--)
+               for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
                {
-                       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);
+                               R_Shadow_VertexShading(surface, diffusecolor2, ambientcolor2, renders);
                        else if (r_textureunits.integer >= 2)
-                               R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
+                               R_Shadow_VertexShadingWithZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
                        else
-                               R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
-                       GL_LockArrays(firstvertex, numvertices);
-                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                               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 += numtriangles;
+                       c_rt_lighttris += surface->num_triangles;
                }
        }
 }
 
-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, float specularscale)
+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_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, pantstexture, shirttexture, bumptexture, glosstexture, specularscale);
+               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_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, pantstexture, shirttexture, bumptexture, glosstexture, specularscale);
+               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_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, pantstexture, shirttexture, bumptexture, glosstexture, specularscale);
+               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_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, pantstexture, shirttexture, bumptexture, glosstexture, specularscale);
+               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);