]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
the beginnings of texture fog support (to cure the vertex artifacts and simplify...
[xonotic/darkplaces.git] / r_shadow.c
index 723e5b61c05cabf19bba66627719c9af67094caa..7f39f3253bb93af21a0a21b1a680fa0f647bcf95 100644 (file)
@@ -296,7 +296,7 @@ const char *builtinshader_light_vert =
 "void main(void)\n"
 "{\n"
 "      // copy the surface texcoord\n"
-"      TexCoord = gl_MultiTexCoord0.st;\n"
+"      TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
 "\n"
 "      // transform vertex position into light attenuation/cubemap space\n"
 "      // (-1 to +1 across the light box)\n"
@@ -328,29 +328,34 @@ const char *builtinshader_light_frag =
 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
 "// written by Forest 'LordHavoc' Hale\n"
 "\n"
-"// use half floats on GEFORCEFX for math performance, otherwise don't\n"
-"#ifndef GEFORCEFX\n"
-"#define half float\n"
-"#define hvec2 vec2\n"
-"#define hvec3 vec3\n"
-"#define hvec4 vec4\n"
+"// use half floats if available for math performance\n"
+"#ifdef GEFORCEFX\n"
+"#define myhalf half\n"
+"#define myhvec2 hvec2\n"
+"#define myhvec3 hvec3\n"
+"#define myhvec4 hvec4\n"
+"#else\n"
+"#define myhalf float\n"
+"#define myhvec2 vec2\n"
+"#define myhvec3 vec3\n"
+"#define myhvec4 vec4\n"
 "#endif\n"
 "\n"
-"uniform hvec3 LightColor;\n"
+"uniform myhvec3 LightColor;\n"
 "#ifdef USEOFFSETMAPPING\n"
-"uniform half OffsetMapping_Scale;\n"
-"uniform half OffsetMapping_Bias;\n"
+"uniform myhalf OffsetMapping_Scale;\n"
+"uniform myhalf OffsetMapping_Bias;\n"
 "#endif\n"
 "#ifdef USESPECULAR\n"
-"uniform half SpecularPower;\n"
+"uniform myhalf SpecularPower;\n"
 "#endif\n"
 "#ifdef USEFOG\n"
-"uniform half FogRangeRecip;\n"
+"uniform myhalf FogRangeRecip;\n"
 "#endif\n"
-"uniform half AmbientScale;\n"
-"uniform half DiffuseScale;\n"
+"uniform myhalf AmbientScale;\n"
+"uniform myhalf DiffuseScale;\n"
 "#ifdef USESPECULAR\n"
-"uniform half SpecularScale;\n"
+"uniform myhalf SpecularScale;\n"
 "#endif\n"
 "\n"
 "uniform sampler2D Texture_Normal;\n"
@@ -382,17 +387,17 @@ const char *builtinshader_light_frag =
 "      //\n"
 "      // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
 "      // provide significant illumination, large = slow = pain.\n"
-"      half colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
+"      myhalf colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
 "\n"
 "#ifdef USEFOG\n"
 "      // apply fog\n"
-"      colorscale *= texture2D(Texture_FogMask, hvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
+"      colorscale *= texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
 "#endif\n"
 "\n"
 "#ifdef USEOFFSETMAPPING\n"
 "      // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
-"      hvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
-"      hvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
+"      myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
+"      myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
 "      TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
 "      TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
 "#define TexCoord TexCoordOffset\n"
@@ -400,26 +405,26 @@ const char *builtinshader_light_frag =
 "\n"
 "      // get the surface normal\n"
 "#ifdef SURFACENORMALIZE\n"
-"      hvec3 surfacenormal = normalize(hvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
 "#else\n"
-"      hvec3 surfacenormal = -1.0 + 2.0 * hvec3(texture2D(Texture_Normal, TexCoord));\n"
+"      myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
 "#endif\n"
 "\n"
 "      // calculate shading\n"
-"      hvec3 diffusenormal = hvec3(normalize(LightVector));\n"
-"      hvec3 color = hvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+"      myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
 "#ifdef USESPECULAR\n"
-"      hvec3 specularnormal = hvec3(normalize(diffusenormal + hvec3(normalize(EyeVector))));\n"
-"      color += hvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n"
+"      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
+"      color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n"
 "#endif\n"
 "\n"
 "#ifdef USECUBEFILTER\n"
 "      // apply light cubemap filter\n"
-"      color *= hvec3(textureCube(Texture_Cube, CubeVector));\n"
+"      color *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
 "#endif\n"
 "\n"
 "      // calculate fragment color (apply light color and attenuation/fog scaling)\n"
-"      gl_FragColor = hvec4(color * LightColor * colorscale, 1);\n"
+"      gl_FragColor = myhvec4(color * LightColor * colorscale, 1);\n"
 "}\n"
 ;
 
@@ -496,6 +501,9 @@ void r_shadow_start(void)
                        }
                        if (i & SHADERPERMUTATION_GEFORCEFX)
                        {
+                               // if the extension does not exist, don't try to compile it
+                               if (!gl_support_half_float)
+                                       continue;
                                vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
                                fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
                        }
@@ -725,7 +733,7 @@ int *R_Shadow_ResizeShadowElements(int numtris)
                maxshadowelements = numtris * 24;
                if (shadowelements)
                        Mem_Free(shadowelements);
-               shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
+               shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
        }
        return shadowelements;
 }
@@ -741,8 +749,8 @@ static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
                if (r_shadow_buffer_leaflist)
                        Mem_Free(r_shadow_buffer_leaflist);
                r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
-               r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
-               r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
+               r_shadow_buffer_leafpvs = (qbyte *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
+               r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
        }
        if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
        {
@@ -751,8 +759,8 @@ static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
                if (r_shadow_buffer_surfacelist)
                        Mem_Free(r_shadow_buffer_surfacelist);
                r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
-               r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
-               r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
+               r_shadow_buffer_surfacepvs = (qbyte *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
+               r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
        }
 }
 
@@ -766,8 +774,8 @@ void R_Shadow_PrepareShadowMark(int numtris)
                        Mem_Free(shadowmark);
                if (shadowmarklist)
                        Mem_Free(shadowmarklist);
-               shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
-               shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
+               shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
+               shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
                shadowmarkcount = 0;
        }
        shadowmarkcount++;
@@ -794,8 +802,8 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *
                        Mem_Free(vertexupdate);
                if (vertexremap)
                        Mem_Free(vertexremap);
-               vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
-               vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+               vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+               vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
                vertexupdatenum = 0;
        }
        vertexupdatenum++;
@@ -915,6 +923,7 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
        if (maxshadowelements < nummarktris * 24)
                R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
        tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
+       renderstats.lights_dynamicshadowtriangles += tris;
        R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
 }
 
@@ -964,6 +973,7 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte
                Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
                return;
        }
+       renderstats.lights_shadowtriangles += numtriangles;
        memset(&m, 0, sizeof(m));
        m.pointer_vertex = vertex3f;
        R_Mesh_State(&m);
@@ -974,15 +984,11 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte
                qglCullFace(GL_BACK); // quake is backwards, this culls front faces
                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
                R_Mesh_Draw(0, numvertices, numtriangles, element3i);
-               c_rt_shadowmeshes++;
-               c_rt_shadowtris += numtriangles;
                // increment stencil if frontface is behind depthbuffer
                qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
        }
        R_Mesh_Draw(0, numvertices, numtriangles, element3i);
-       c_rt_shadowmeshes++;
-       c_rt_shadowtris += numtriangles;
        GL_LockArrays(0, 0);
 }
 
@@ -997,7 +1003,7 @@ static void R_Shadow_MakeTextures(void)
        r_shadow_attenscale = r_shadow_lightattenuationscale.value;
 #define ATTEN2DSIZE 64
 #define ATTEN3DSIZE 32
-       data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
+       data = (qbyte *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
        for (y = 0;y < ATTEN2DSIZE;y++)
        {
                for (x = 0;x < ATTEN2DSIZE;x++)
@@ -1068,8 +1074,12 @@ static matrix4x4_t r_shadow_entitytolight;
 static matrix4x4_t r_shadow_entitytoattenuationxyz;
 // this transforms only the Z to S, and T is always 0.5
 static matrix4x4_t r_shadow_entitytoattenuationz;
-// rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
-static vec3_t r_shadow_entitylightcolor;
+// rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
+static vec3_t r_shadow_entitylightcolorbase;
+// rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_pantscolor * ent->alpha
+static vec3_t r_shadow_entitylightcolorpants;
+// rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_shirtcolor * ent->alpha
+static vec3_t r_shadow_entitylightcolorshirt;
 
 static int r_shadow_lightpermutation;
 static int r_shadow_lightprog;
@@ -1161,7 +1171,7 @@ void R_Shadow_Stage_StencilShadowVolumes(void)
                qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        }
        GL_Clear(GL_STENCIL_BUFFER_BIT);
-       c_rt_clears++;
+       renderstats.lights_clears++;
 }
 
 void R_Shadow_Stage_Lighting(int stenciltest)
@@ -1399,7 +1409,7 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
        //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
        //qglEnable(GL_SCISSOR_TEST);
-       c_rt_scissored++;
+       renderstats.lights_scissored++;
        return false;
 }
 
@@ -1620,6 +1630,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *en
                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_TexMatrix(0, &texture->currenttexmatrix);
        R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
        R_Mesh_TexBind(1, R_GetTexture(basetexture));
        R_Mesh_TexBind(2, R_GetTexture(glosstexture));
@@ -1640,15 +1651,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *en
                        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);
        }
 }
@@ -1712,6 +1720,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
 #endif
                                m.tex[1] = R_GetTexture(basetexture);
                                m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
+                               m.texmatrix[1] = texture->currenttexmatrix;
                                m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[2] = rsurface_vertex3f;
@@ -1737,6 +1746,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
 #endif
                                m.tex[1] = R_GetTexture(basetexture);
                                m.pointer_texcoord[1] = surface->groupmesh->data_texcoordtexture2f;
+                               m.texmatrix[1] = texture->currenttexmatrix;
                                GL_BlendFunc(GL_ONE, GL_ONE);
                        }
                        else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
@@ -1762,6 +1772,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
 #endif
                                m.tex[2] = R_GetTexture(basetexture);
                                m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
+                               m.texmatrix[2] = texture->currenttexmatrix;
                                if (r_shadow_lightcubemap != r_texture_whitecube)
                                {
                                        m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
@@ -1798,6 +1809,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
 #endif
                                m.tex[2] = R_GetTexture(basetexture);
                                m.pointer_texcoord[2] = surface->groupmesh->data_texcoordtexture2f;
+                               m.texmatrix[2] = texture->currenttexmatrix;
                                GL_BlendFunc(GL_ONE, GL_ONE);
                        }
                        else
@@ -1827,13 +1839,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                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(basetexture);
                                m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+                               m.texmatrix[0] = texture->currenttexmatrix;
                                if (r_shadow_lightcubemap != r_texture_whitecube)
                                {
                                        m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
@@ -1856,8 +1867,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                        {
                                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);
                }
@@ -1880,6 +1889,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                m.tex[0] = R_GetTexture(normalmaptexture);
                                m.texcombinergb[0] = GL_REPLACE;
                                m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+                               m.texmatrix[0] = texture->currenttexmatrix;
                                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
@@ -1898,13 +1908,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                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(basetexture);
                                m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+                               m.texmatrix[0] = texture->currenttexmatrix;
                                if (r_shadow_lightcubemap != r_texture_whitecube)
                                {
                                        m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
@@ -1937,14 +1946,13 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                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.texmatrix[0] = texture->currenttexmatrix;
                                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
@@ -1954,13 +1962,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                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(basetexture);
                                m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+                               m.texmatrix[0] = texture->currenttexmatrix;
                                if (r_shadow_lightcubemap != r_texture_whitecube)
                                {
                                        m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
@@ -1982,6 +1989,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                m.tex[0] = R_GetTexture(normalmaptexture);
                                m.texcombinergb[0] = GL_REPLACE;
                                m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+                               m.texmatrix[0] = texture->currenttexmatrix;
                                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
@@ -1992,13 +2000,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                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(basetexture);
                                m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+                               m.texmatrix[0] = texture->currenttexmatrix;
                                m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[1] = rsurface_vertex3f;
@@ -2017,6 +2024,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                m.tex[0] = R_GetTexture(normalmaptexture);
                                m.texcombinergb[0] = GL_REPLACE;
                                m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+                               m.texmatrix[0] = texture->currenttexmatrix;
                                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
@@ -2043,13 +2051,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                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(basetexture);
                                m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+                               m.texmatrix[0] = texture->currenttexmatrix;
                                if (r_shadow_lightcubemap != r_texture_whitecube)
                                {
                                        m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
@@ -2090,14 +2097,13 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                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.texmatrix[0] = texture->currenttexmatrix;
                                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
@@ -2107,13 +2113,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                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(basetexture);
                                m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+                               m.texmatrix[0] = texture->currenttexmatrix;
                                if (r_shadow_lightcubemap != r_texture_whitecube)
                                {
                                        m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
@@ -2136,8 +2141,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                        {
                                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);
                }
@@ -2155,6 +2158,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        m.pointer_vertex = rsurface_vertex3f;
                                        m.tex[0] = R_GetTexture(normalmaptexture);
                                        m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+                                       m.texmatrix[0] = texture->currenttexmatrix;
                                        m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
@@ -2166,8 +2170,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        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;
@@ -2180,11 +2182,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        // 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));
@@ -2202,13 +2200,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        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;
+                                       m.texmatrix[0] = texture->currenttexmatrix;
                                        if (r_shadow_lightcubemap != r_texture_whitecube)
                                        {
                                                m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
@@ -2229,6 +2226,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        m.pointer_vertex = rsurface_vertex3f;
                                        m.tex[0] = R_GetTexture(normalmaptexture);
                                        m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+                                       m.texmatrix[0] = texture->currenttexmatrix;
                                        m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
@@ -2240,8 +2238,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        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;
@@ -2254,17 +2250,14 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        // 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.texmatrix[0] = texture->currenttexmatrix;
                                        m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[1] = rsurface_vertex3f;
@@ -2282,6 +2275,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        m.pointer_vertex = rsurface_vertex3f;
                                        m.tex[0] = R_GetTexture(normalmaptexture);
                                        m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+                                       m.texmatrix[0] = texture->currenttexmatrix;
                                        m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
@@ -2293,8 +2287,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        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;
@@ -2307,11 +2299,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        // 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));
@@ -2337,13 +2325,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        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;
+                                       m.texmatrix[0] = texture->currenttexmatrix;
                                        if (r_shadow_lightcubemap != r_texture_whitecube)
                                        {
                                                m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
@@ -2365,8 +2352,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                {
                                        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);
                        }
@@ -2436,8 +2421,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *
                        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);
+               R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
                if (r_textureunits.integer >= 2)
                {
                        // voodoo2 or TNT
@@ -2467,8 +2452,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *
                        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;
                }
        }
 }
@@ -2496,10 +2479,11 @@ void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t
        }
 }
 
-void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
+void R_RTLight_Update(dlight_t *light, int isstatic)
 {
        int j, k;
        float scale;
+       rtlight_t *rtlight = &light->rtlight;
        R_RTLight_Uncompile(rtlight);
        memset(rtlight, 0, sizeof(*rtlight));
 
@@ -2538,7 +2522,7 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i
 
        rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
        rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
-       VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
+       VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
        rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
 }
 
@@ -2573,13 +2557,13 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
                model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
                numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
-               data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
+               data = (qbyte *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
                rtlight->static_numleafs = numleafs;
                rtlight->static_numleafpvsbytes = numleafpvsbytes;
-               rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs;
-               rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes;
+               rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
+               rtlight->static_leafpvs = (qbyte *)data;data += numleafpvsbytes;
                rtlight->static_numsurfaces = numsurfaces;
-               rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces;
+               rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
                if (numleafs)
                        memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
                if (numleafpvsbytes)
@@ -2651,6 +2635,7 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int num
                        R_Mesh_Matrix(&ent->matrix);
                        for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
                        {
+                               renderstats.lights_shadowtriangles += mesh->numtriangles;
                                R_Mesh_VertexPointer(mesh->vertex3f);
                                GL_LockArrays(0, mesh->numverts);
                                if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
@@ -2659,15 +2644,11 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int num
                                        qglCullFace(GL_BACK); // quake is backwards, this culls front faces
                                        qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
                                        R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
-                                       c_rtcached_shadowmeshes++;
-                                       c_rtcached_shadowtris += mesh->numtriangles;
                                        // increment stencil if frontface is behind depthbuffer
                                        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
                                        qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
                                }
                                R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
-                               c_rtcached_shadowmeshes++;
-                               c_rtcached_shadowtris += mesh->numtriangles;
                                GL_LockArrays(0, 0);
                        }
                }
@@ -2692,12 +2673,18 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int num
        }
 }
 
-void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolorbase, int numsurfaces, int *surfacelist)
+void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist)
 {
        // set up properties for rendering light onto this entity
-       r_shadow_entitylightcolor[0] = lightcolorbase[0] * ent->colormod[0] * ent->alpha;
-       r_shadow_entitylightcolor[1] = lightcolorbase[1] * ent->colormod[1] * ent->alpha;
-       r_shadow_entitylightcolor[2] = lightcolorbase[2] * ent->colormod[2] * ent->alpha;
+       r_shadow_entitylightcolorbase[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
+       r_shadow_entitylightcolorbase[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
+       r_shadow_entitylightcolorbase[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
+       r_shadow_entitylightcolorpants[0] = lightcolor[0] * ent->colormap_pantscolor[0] * ent->alpha;
+       r_shadow_entitylightcolorpants[1] = lightcolor[1] * ent->colormap_pantscolor[1] * ent->alpha;
+       r_shadow_entitylightcolorpants[2] = lightcolor[2] * ent->colormap_pantscolor[2] * ent->alpha;
+       r_shadow_entitylightcolorshirt[0] = lightcolor[0] * ent->colormap_shirtcolor[0] * ent->alpha;
+       r_shadow_entitylightcolorshirt[1] = lightcolor[1] * ent->colormap_shirtcolor[1] * ent->alpha;
+       r_shadow_entitylightcolorshirt[2] = lightcolor[2] * ent->colormap_shirtcolor[2] * ent->alpha;
        Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
        Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
        Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
@@ -2715,9 +2702,9 @@ void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t l
                }
        }
        if (ent == r_refdef.worldentity)
-               ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
+               ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, numsurfaces, surfacelist);
        else
-               ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist);
+               ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, ent->model->nummodelsurfaces, ent->model->surfacelist);
 }
 
 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
@@ -2737,7 +2724,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
                return;
 
-       f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
+       f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
        VectorScale(rtlight->color, f, lightcolor);
        if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
                return;
@@ -2837,7 +2824,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                return;
 
        R_Shadow_Stage_ActiveLight(rtlight);
-       c_rt_lights++;
+       renderstats.lights++;
 
        usestencil = false;
        if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
@@ -2892,8 +2879,8 @@ void R_ShadowVolumeLighting(qboolean visible)
                        if (light->flags & flag)
                                R_DrawRTLight(&light->rtlight, visible);
        if (r_rtdlight)
-               for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
-                       R_DrawRTLight(&light->rtlight, visible);
+               for (lnum = 0;lnum < r_refdef.numlights;lnum++)
+                       R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
 
        R_Shadow_Stage_End();
 }
@@ -2964,7 +2951,7 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename)
                                        {
                                                cubemapsize = image_width;
                                                // note this clears to black, so unavailable sides are black
-                                               cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
+                                               cubemappixels = (qbyte *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
                                        }
                                        // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
                                        if (cubemappixels)
@@ -3021,7 +3008,7 @@ void R_Shadow_FreeCubemaps(void)
 dlight_t *R_Shadow_NewWorldLight(void)
 {
        dlight_t *light;
-       light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
+       light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
        light->next = r_shadow_worldlightchain;
        r_shadow_worldlightchain = light;
        return light;
@@ -3055,7 +3042,7 @@ void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, ve
        light->flags = flags;
        Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
 
-       R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
+       R_RTLight_Update(light, true);
 }
 
 void R_Shadow_FreeWorldLight(dlight_t *light)
@@ -3096,7 +3083,7 @@ void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
 {
        float intensity;
        const dlight_t *light;
-       light = calldata1;
+       light = (dlight_t *)calldata1;
        intensity = 0.5;
        if (light->selected)
                intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
@@ -3267,7 +3254,7 @@ void R_Shadow_SaveWorldLights(void)
                {
                        bufmaxchars = bufchars + strlen(line) + 2048;
                        oldbuf = buf;
-                       buf = Mem_Alloc(tempmempool, bufmaxchars);
+                       buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
                        if (oldbuf)
                        {
                                if (bufchars)