]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
added r_rtworld, r_rtworldshadows, r_rtdlight, r_rtdlightshadows, and r_lightmapinten...
[xonotic/darkplaces.git] / r_shadow.c
index 9a660ed911cf4ae9a9997446eabd48aa019537b2..9ed419d54979febeb6d7971f031a9f5f441bbb81 100644 (file)
@@ -125,7 +125,6 @@ extern void R_Shadow_EditLights_Init(void);
 #define SHADOWSTAGE_STENCILTWOSIDE 3
 
 int r_shadowstage = SHADOWSTAGE_NONE;
-int r_shadow_reloadlights = false;
 
 mempool_t *r_shadow_mempool;
 
@@ -143,6 +142,14 @@ int *vertexupdate;
 int *vertexremap;
 int vertexupdatenum;
 
+int r_shadow_buffer_numclusterpvsbytes;
+qbyte *r_shadow_buffer_clusterpvs;
+int *r_shadow_buffer_clusterlist;
+
+int r_shadow_buffer_numsurfacepvsbytes;
+qbyte *r_shadow_buffer_surfacepvs;
+int *r_shadow_buffer_surfacelist;
+
 rtexturepool_t *r_shadow_texturepool;
 rtexture_t *r_shadow_normalcubetexture;
 rtexture_t *r_shadow_attenuation2dtexture;
@@ -151,50 +158,99 @@ rtexture_t *r_shadow_blankbumptexture;
 rtexture_t *r_shadow_blankglosstexture;
 rtexture_t *r_shadow_blankwhitetexture;
 
+// lights are reloaded when this changes
+char r_shadow_mapname[MAX_QPATH];
+
 // used only for light filters (cubemaps)
 rtexturepool_t *r_shadow_filters_texturepool;
 
-cvar_t r_shadow_realtime_world_lightmaps = {0, "r_shadow_realtime_world_lightmaps", "0"};
+cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
+cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
+cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
+cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
+cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"};
+cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
+cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
 cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5"};
 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1"};
 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
-cvar_t r_shadow_realtime_world = {0, "r_shadow_realtime_world", "0"};
-cvar_t r_shadow_realtime_dlight = {0, "r_shadow_realtime_dlight", "0"};
-cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
-cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
-cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1"};
-cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
-cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
-cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
-cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
-cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
-cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0"};
-cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1"};
 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
-cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "10000"};
-cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
+cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
+cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
+cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "0"};
+cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
+cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
+cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
+cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
+cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
+cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
+cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
-cvar_t r_shadow_worldshadows = {0, "r_shadow_worldshadows", "1"};
-cvar_t r_shadow_dlightshadows = {CVAR_SAVE, "r_shadow_dlightshadows", "1"};
-cvar_t r_shadow_showtris = {0, "r_shadow_showtris", "0"};
 cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
-cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
+cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
+cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
+cvar_t r_editlights = {0, "r_editlights", "0"};
+cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
+cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
+cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
+cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
+cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
+cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
+cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
 
 int c_rt_lights, c_rt_clears, c_rt_scissored;
 int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
 int c_rtcached_shadowmeshes, c_rtcached_shadowtris;
 
+float r_shadow_attenpower, r_shadow_attenscale;
+
+rtlight_t *r_shadow_compilingrtlight;
+dlight_t *r_shadow_worldlightchain;
+dlight_t *r_shadow_selectedlight;
+dlight_t r_shadow_bufferlight;
+vec3_t r_editlights_cursorlocation;
+
+rtexture_t *lighttextures[5];
+
+extern int con_vislines;
+
+typedef struct cubemapinfo_s
+{
+       char basename[64];
+       rtexture_t *texture;
+}
+cubemapinfo_t;
+
+#define MAX_CUBEMAPS 256
+static int numcubemaps;
+static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
+
+void R_Shadow_UncompileWorldLights(void);
 void R_Shadow_ClearWorldLights(void);
 void R_Shadow_SaveWorldLights(void);
 void R_Shadow_LoadWorldLights(void);
 void R_Shadow_LoadLightsFile(void);
 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
+void R_Shadow_EditLights_Reload_f(void);
+void R_Shadow_ValidateCvars(void);
+static void R_Shadow_MakeTextures(void);
+void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
 
 void r_shadow_start(void)
 {
        // allocate vertex processing arrays
-       r_shadow_mempool = Mem_AllocPool("R_Shadow");
+       numcubemaps = 0;
+       r_shadow_normalcubetexture = NULL;
+       r_shadow_attenuation2dtexture = NULL;
+       r_shadow_attenuation3dtexture = NULL;
+       r_shadow_blankbumptexture = NULL;
+       r_shadow_blankglosstexture = NULL;
+       r_shadow_blankwhitetexture = NULL;
+       r_shadow_texturepool = NULL;
+       r_shadow_filters_texturepool = NULL;
+       R_Shadow_ValidateCvars();
+       R_Shadow_MakeTextures();
        maxshadowelements = 0;
        shadowelements = NULL;
        maxvertexupdate = 0;
@@ -206,22 +262,18 @@ void r_shadow_start(void)
        shadowmark = NULL;
        shadowmarklist = NULL;
        shadowmarkcount = 0;
-       r_shadow_normalcubetexture = NULL;
-       r_shadow_attenuation2dtexture = NULL;
-       r_shadow_attenuation3dtexture = NULL;
-       r_shadow_blankbumptexture = NULL;
-       r_shadow_blankglosstexture = NULL;
-       r_shadow_blankwhitetexture = NULL;
-       r_shadow_texturepool = NULL;
-       r_shadow_filters_texturepool = NULL;
-       R_Shadow_ClearWorldLights();
-       r_shadow_reloadlights = true;
+       r_shadow_buffer_numclusterpvsbytes = 0;
+       r_shadow_buffer_clusterpvs = NULL;
+       r_shadow_buffer_clusterlist = NULL;
+       r_shadow_buffer_numsurfacepvsbytes = 0;
+       r_shadow_buffer_surfacepvs = NULL;
+       r_shadow_buffer_surfacelist = NULL;
 }
 
 void r_shadow_shutdown(void)
 {
-       R_Shadow_ClearWorldLights();
-       r_shadow_reloadlights = true;
+       R_Shadow_UncompileWorldLights();
+       numcubemaps = 0;
        r_shadow_normalcubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
@@ -231,23 +283,44 @@ void r_shadow_shutdown(void)
        R_FreeTexturePool(&r_shadow_texturepool);
        R_FreeTexturePool(&r_shadow_filters_texturepool);
        maxshadowelements = 0;
+       if (shadowelements)
+               Mem_Free(shadowelements);
        shadowelements = NULL;
        maxvertexupdate = 0;
+       if (vertexupdate)
+               Mem_Free(vertexupdate);
        vertexupdate = NULL;
+       if (vertexremap)
+               Mem_Free(vertexremap);
        vertexremap = NULL;
        vertexupdatenum = 0;
        maxshadowmark = 0;
        numshadowmark = 0;
+       if (shadowmark)
+               Mem_Free(shadowmark);
        shadowmark = NULL;
+       if (shadowmarklist)
+               Mem_Free(shadowmarklist);
        shadowmarklist = NULL;
        shadowmarkcount = 0;
-       Mem_FreePool(&r_shadow_mempool);
+       r_shadow_buffer_numclusterpvsbytes = 0;
+       if (r_shadow_buffer_clusterpvs)
+               Mem_Free(r_shadow_buffer_clusterpvs);
+       r_shadow_buffer_clusterpvs = NULL;
+       if (r_shadow_buffer_clusterlist)
+               Mem_Free(r_shadow_buffer_clusterlist);
+       r_shadow_buffer_clusterlist = NULL;
+       r_shadow_buffer_numsurfacepvsbytes = 0;
+       if (r_shadow_buffer_surfacepvs)
+               Mem_Free(r_shadow_buffer_surfacepvs);
+       r_shadow_buffer_surfacepvs = NULL;
+       if (r_shadow_buffer_surfacelist)
+               Mem_Free(r_shadow_buffer_surfacelist);
+       r_shadow_buffer_surfacelist = NULL;
 }
 
 void r_shadow_newmap(void)
 {
-       R_Shadow_ClearWorldLights();
-       r_shadow_reloadlights = true;
 }
 
 void R_Shadow_Help_f(void)
@@ -255,28 +328,29 @@ void R_Shadow_Help_f(void)
        Con_Printf(
 "Documentation on r_shadow system:\n"
 "Settings:\n"
+"r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
+"r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
+"r_shadow_debuglight : render only this light number (-1 = all)\n"
+"r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
+"r_shadow_gloss2intensity : brightness of forced gloss\n"
+"r_shadow_glossintensity : brightness of textured gloss\n"
 "r_shadow_lightattenuationpower : used to generate attenuation texture\n"
 "r_shadow_lightattenuationscale : used to generate attenuation texture\n"
 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
-"r_shadow_realtime_world : use realtime world light rendering\n"
-"r_shadow_realtime_dlight : use high quality dlight rendering\n"
-"r_shadow_realtime_world_lightmaps : use lightmaps in addition to rtlights\n"
-"r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
-"r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
-"r_shadow_glossintensity : brightness of textured gloss\n"
-"r_shadow_gloss2intensity : brightness of forced gloss\n"
-"r_shadow_debuglight : render only this light number (-1 = all)\n"
-"r_shadow_scissor : use scissor optimization\n"
-"r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
-"r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
-"r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
-"r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
 "r_shadow_portallight : use portal visibility for static light precomputation\n"
 "r_shadow_projectdistance : shadow volume projection distance\n"
-"r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
+"r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
+"r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
+"r_shadow_realtime_world : use high quality world lighting mode\n"
+"r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
+"r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
+"r_shadow_realtime_world_shadows : cast shadows from world lights\n"
+"r_shadow_scissor : use scissor optimization\n"
+"r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
+"r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
-"r_shadow_worldshadows : enable world shadows\n"
-"r_shadow_dlightshadows : enable dlight shadows\n"
+"r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
+"r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
 "Commands:\n"
 "r_shadow_help : this help\n"
        );
@@ -284,31 +358,31 @@ void R_Shadow_Help_f(void)
 
 void R_Shadow_Init(void)
 {
+       Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
+       Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
+       Cvar_RegisterVariable(&r_shadow_cull);
+       Cvar_RegisterVariable(&r_shadow_debuglight);
+       Cvar_RegisterVariable(&r_shadow_gloss);
+       Cvar_RegisterVariable(&r_shadow_gloss2intensity);
+       Cvar_RegisterVariable(&r_shadow_glossintensity);
        Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
        Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
        Cvar_RegisterVariable(&r_shadow_lightintensityscale);
+       Cvar_RegisterVariable(&r_shadow_portallight);
+       Cvar_RegisterVariable(&r_shadow_projectdistance);
+       Cvar_RegisterVariable(&r_shadow_realtime_dlight);
+       Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
        Cvar_RegisterVariable(&r_shadow_realtime_world);
+       Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
        Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
-       Cvar_RegisterVariable(&r_shadow_realtime_dlight);
-       Cvar_RegisterVariable(&r_shadow_visiblevolumes);
-       Cvar_RegisterVariable(&r_shadow_gloss);
-       Cvar_RegisterVariable(&r_shadow_glossintensity);
-       Cvar_RegisterVariable(&r_shadow_gloss2intensity);
-       Cvar_RegisterVariable(&r_shadow_debuglight);
+       Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
        Cvar_RegisterVariable(&r_shadow_scissor);
-       Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
-       Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
-       Cvar_RegisterVariable(&r_shadow_polygonfactor);
-       Cvar_RegisterVariable(&r_shadow_polygonoffset);
-       Cvar_RegisterVariable(&r_shadow_portallight);
-       Cvar_RegisterVariable(&r_shadow_projectdistance);
-       Cvar_RegisterVariable(&r_shadow_texture3d);
+       Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
+       Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
-       Cvar_RegisterVariable(&r_shadow_worldshadows);
-       Cvar_RegisterVariable(&r_shadow_dlightshadows);
-       Cvar_RegisterVariable(&r_shadow_showtris);
        Cvar_RegisterVariable(&r_shadow_staticworldlights);
-       Cvar_RegisterVariable(&r_shadow_cull);
+       Cvar_RegisterVariable(&r_shadow_texture3d);
+       Cvar_RegisterVariable(&r_shadow_visiblevolumes);
        Cvar_RegisterVariable(&gl_ext_stenciltwoside);
        if (gamemode == GAME_TENEBRAE)
        {
@@ -317,6 +391,25 @@ void R_Shadow_Init(void)
        }
        Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f);
        R_Shadow_EditLights_Init();
+       r_shadow_mempool = Mem_AllocPool("R_Shadow", 0, NULL);
+       r_shadow_worldlightchain = NULL;
+       maxshadowelements = 0;
+       shadowelements = NULL;
+       maxvertexupdate = 0;
+       vertexupdate = NULL;
+       vertexremap = NULL;
+       vertexupdatenum = 0;
+       maxshadowmark = 0;
+       numshadowmark = 0;
+       shadowmark = NULL;
+       shadowmarklist = NULL;
+       shadowmarkcount = 0;
+       r_shadow_buffer_numclusterpvsbytes = 0;
+       r_shadow_buffer_clusterpvs = NULL;
+       r_shadow_buffer_clusterlist = NULL;
+       r_shadow_buffer_numsurfacepvsbytes = 0;
+       r_shadow_buffer_surfacepvs = NULL;
+       r_shadow_buffer_surfacelist = NULL;
        R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
 }
 
@@ -334,8 +427,8 @@ matrix4x4_t matrix_attenuationz =
 {
        {
                {0.0, 0.0, 0.5, 0.5},
-               {0.0, 0.0, 0.0, 0.0},
-               {0.0, 0.0, 0.0, 0.0},
+               {0.0, 0.0, 0.0, 0.5},
+               {0.0, 0.0, 0.0, 0.5},
                {0.0, 0.0, 0.0, 1.0}
        }
 };
@@ -353,6 +446,36 @@ int *R_Shadow_ResizeShadowElements(int numtris)
        return shadowelements;
 }
 
+void R_Shadow_EnlargeClusterBuffer(int numclusters)
+{
+       int numclusterpvsbytes = (((numclusters + 7) >> 3) + 255) & ~255;
+       if (r_shadow_buffer_numclusterpvsbytes < numclusterpvsbytes)
+       {
+               if (r_shadow_buffer_clusterpvs)
+                       Mem_Free(r_shadow_buffer_clusterpvs);
+               if (r_shadow_buffer_clusterlist)
+                       Mem_Free(r_shadow_buffer_clusterlist);
+               r_shadow_buffer_numclusterpvsbytes = numclusterpvsbytes;
+               r_shadow_buffer_clusterpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes);
+               r_shadow_buffer_clusterlist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes * 8 * sizeof(*r_shadow_buffer_clusterlist));
+       }
+}
+
+void R_Shadow_EnlargeSurfaceBuffer(int numsurfaces)
+{
+       int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
+       if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
+       {
+               if (r_shadow_buffer_surfacepvs)
+                       Mem_Free(r_shadow_buffer_surfacepvs);
+               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));
+       }
+}
+
 void R_Shadow_PrepareShadowMark(int numtris)
 {
        // make sure shadowmark is big enough for this volume
@@ -484,8 +607,6 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *
        return tris;
 }
 
-float varray_vertex3f2[65536*3];
-
 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
 {
        int tris, outverts;
@@ -540,53 +661,35 @@ void R_Shadow_VolumeFromSphere(int numverts, int numtris, const float *invertex3
 
 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
 {
-       GL_VertexPointer(vertex3f);
+       rmeshstate_t m;
+       if (r_shadow_compilingrtlight)
+       {
+               // if we're compiling an rtlight, capture the mesh
+               Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
+               return;
+       }
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = vertex3f;
+       R_Mesh_State(&m);
+       GL_LockArrays(0, numvertices);
        if (r_shadowstage == SHADOWSTAGE_STENCIL)
        {
-               // decrement stencil if frontface is behind depthbuffer
-               qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
-               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
-               R_Mesh_Draw(numvertices, numtriangles, element3i);
-               c_rt_shadowmeshes++;
-               c_rt_shadowtris += numtriangles;
                // increment stencil if backface is behind depthbuffer
                qglCullFace(GL_BACK); // quake is backwards, this culls front faces
                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
-       }
-       R_Mesh_Draw(numvertices, numtriangles, element3i);
-       c_rt_shadowmeshes++;
-       c_rt_shadowtris += numtriangles;
-}
-
-void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
-{
-       shadowmesh_t *mesh;
-       if (r_shadowstage == SHADOWSTAGE_STENCIL)
-       {
+               R_Mesh_Draw(numvertices, numtriangles, element3i);
+               c_rt_shadowmeshes++;
+               c_rt_shadowtris += numtriangles;
                // decrement stencil if frontface is behind depthbuffer
                qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
-               for (mesh = firstmesh;mesh;mesh = mesh->next)
-               {
-                       GL_VertexPointer(mesh->vertex3f);
-                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       c_rtcached_shadowmeshes++;
-                       c_rtcached_shadowtris += mesh->numtriangles;
-               }
-               // increment stencil if backface is behind depthbuffer
-               qglCullFace(GL_BACK); // quake is backwards, this culls front faces
-               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
-       }
-       for (mesh = firstmesh;mesh;mesh = mesh->next)
-       {
-               GL_VertexPointer(mesh->vertex3f);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-               c_rtcached_shadowmeshes++;
-               c_rtcached_shadowtris += mesh->numtriangles;
        }
+       R_Mesh_Draw(numvertices, numtriangles, element3i);
+       c_rt_shadowmeshes++;
+       c_rt_shadowtris += numtriangles;
+       GL_LockArrays(0, 0);
 }
 
-float r_shadow_attenpower, r_shadow_attenscale;
 static void R_Shadow_MakeTextures(void)
 {
        int x, y, z, d, side;
@@ -715,14 +818,19 @@ static void R_Shadow_MakeTextures(void)
        Mem_Free(data);
 }
 
-void R_Shadow_Stage_Begin(void)
+void R_Shadow_ValidateCvars(void)
 {
-       rmeshstate_t m;
-
        if (r_shadow_texture3d.integer && !gl_texture3d)
                Cvar_SetValueQuick(&r_shadow_texture3d, 0);
        if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
                Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
+}
+
+void R_Shadow_Stage_Begin(void)
+{
+       rmeshstate_t m;
+
+       R_Shadow_ValidateCvars();
 
        if (!r_shadow_attenuation2dtexture
         || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
@@ -734,9 +842,10 @@ void R_Shadow_Stage_Begin(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        GL_Color(0, 0, 0, 1);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+       qglEnable(GL_CULL_FACE);
        GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
        r_shadowstage = SHADOWSTAGE_NONE;
 
@@ -745,36 +854,20 @@ void R_Shadow_Stage_Begin(void)
        c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
 }
 
-void R_Shadow_LoadWorldLightsIfNeeded(void)
-{
-       if (r_shadow_reloadlights && cl.worldmodel)
-       {
-               R_Shadow_ClearWorldLights();
-               r_shadow_reloadlights = false;
-               R_Shadow_LoadWorldLights();
-               if (r_shadow_worldlightchain == NULL)
-               {
-                       R_Shadow_LoadLightsFile();
-                       if (r_shadow_worldlightchain == NULL)
-                               R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
-               }
-       }
-}
-
 void R_Shadow_Stage_ShadowVolumes(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(0, 0, 0, 0);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       qglPolygonOffset(r_shadow_polygonfactor.value, r_shadow_polygonoffset.value);
-       //if (r_shadow_polygonoffset.value != 0)
+       qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
+       //if (r_shadow_shadow_polygonoffset.value != 0)
        //{
-       //      qglPolygonOffset(r_shadow_polygonfactor.value, r_shadow_polygonoffset.value);
+       //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
        //      qglEnable(GL_POLYGON_OFFSET_FILL);
        //}
        //else
@@ -786,18 +879,21 @@ void R_Shadow_Stage_ShadowVolumes(void)
        if (gl_ext_stenciltwoside.integer)
        {
                r_shadowstage = SHADOWSTAGE_STENCILTWOSIDE;
+               qglDisable(GL_CULL_FACE);
                qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
-        qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
-               qglStencilMask(~0);
-               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
-        qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
+               qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
                qglStencilMask(~0);
                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+               qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
+               qglStencilMask(~0);
+               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
        }
        else
        {
                r_shadowstage = SHADOWSTAGE_STENCIL;
+               qglEnable(GL_CULL_FACE);
                qglStencilMask(~0);
+               // this is changed by every shadow render so its value here is unimportant
                qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        }
        GL_Clear(GL_STENCIL_BUFFER_BIT);
@@ -811,52 +907,32 @@ void R_Shadow_Stage_ShadowVolumes(void)
        // optimize for them as noted above
 }
 
-void R_Shadow_Stage_LightWithoutShadows(void)
+void R_Shadow_Stage_Light(int shadowtest)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
        qglPolygonOffset(0, 0);
        //qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
-       GL_ColorMask(1, 1, 1, 1);
+       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
        qglDepthFunc(GL_EQUAL);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
-       qglDisable(GL_STENCIL_TEST);
-       if (gl_support_stenciltwoside)
-               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
-       qglStencilMask(~0);
-       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-       qglStencilFunc(GL_EQUAL, 128, 0xFF);
-       r_shadowstage = SHADOWSTAGE_LIGHT;
-       c_rt_lights++;
-}
-
-void R_Shadow_Stage_LightWithShadows(void)
-{
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
-       GL_BlendFunc(GL_ONE, GL_ONE);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       qglPolygonOffset(0, 0);
-       //qglDisable(GL_POLYGON_OFFSET_FILL);
-       GL_Color(1, 1, 1, 1);
-       GL_ColorMask(1, 1, 1, 1);
-       qglDepthFunc(GL_EQUAL);
-       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
-       qglEnable(GL_STENCIL_TEST);
+       qglEnable(GL_CULL_FACE);
+       if (shadowtest)
+               qglEnable(GL_STENCIL_TEST);
+       else
+               qglDisable(GL_STENCIL_TEST);
        if (gl_support_stenciltwoside)
                qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
        qglStencilMask(~0);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        // only draw light where this geometry was already rendered AND the
        // stencil is 128 (values other than this mean shadow)
-       qglStencilFunc(GL_EQUAL, 128, 0xFF);
+       qglStencilFunc(GL_EQUAL, 128, ~0);
        r_shadowstage = SHADOWSTAGE_LIGHT;
        c_rt_lights++;
 }
@@ -865,14 +941,14 @@ void R_Shadow_Stage_End(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
        GL_DepthTest(true);
        qglPolygonOffset(0, 0);
        //qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
-       GL_ColorMask(1, 1, 1, 1);
+       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
        GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
        qglDepthFunc(GL_LEQUAL);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
@@ -881,7 +957,7 @@ void R_Shadow_Stage_End(void)
        if (gl_support_stenciltwoside)
                qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
        qglStencilMask(~0);
-       qglStencilFunc(GL_ALWAYS, 128, 0xFF);
+       qglStencilFunc(GL_ALWAYS, 128, ~0);
        r_shadowstage = SHADOWSTAGE_NONE;
 }
 
@@ -894,9 +970,7 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        if (!r_shadow_scissor.integer)
                return false;
        // if view is inside the box, just say yes it's visible
-       // LordHavoc: for some odd reason scissor seems broken without stencil
-       // (?!?  seems like a driver bug) so abort if gl_stencil is false
-       if (!gl_stencil || BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
+       if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
        {
                GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
                return false;
@@ -1058,7 +1132,7 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        return false;
 }
 
-void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
+static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
 {
        float *color4f = varray_color4f;
        float dist, dot, intensity, v[3], n[3];
@@ -1071,7 +1145,8 @@ void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *n
                        if ((dot = DotProduct(n, v)) > 0)
                        {
                                dist = sqrt(dist);
-                               intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
+                               intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+                               intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
                                VectorScale(lightcolor, intensity, color4f);
                                color4f[3] = 1;
                        }
@@ -1089,7 +1164,7 @@ void R_Shadow_VertexLighting(int numverts, const float *vertex3f, const float *n
        }
 }
 
-void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
+static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
 {
        float *color4f = varray_color4f;
        float dist, dot, intensity, v[3], n[3];
@@ -1101,7 +1176,8 @@ void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *
                        Matrix4x4_Transform3x3(m, normal3f, n);
                        if ((dot = DotProduct(n, v)) > 0)
                        {
-                               intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale * dot / sqrt(DotProduct(n,n));
+                               intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+                               intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
                                VectorScale(lightcolor, intensity, color4f);
                                color4f[3] = 1;
                        }
@@ -1119,9 +1195,35 @@ void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *
        }
 }
 
-// FIXME: this should be done in a vertex program when possible
-// FIXME: if vertex program not available, this would really benefit from 3DNow! or SSE
-void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
+static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
+{
+       float *color4f = varray_color4f;
+       float dot, intensity, v[3], n[3];
+       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+       {
+               Matrix4x4_Transform(m, vertex3f, v);
+               Matrix4x4_Transform3x3(m, normal3f, n);
+               if ((dot = DotProduct(n, v)) > 0)
+               {
+                       intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+                       VectorScale(lightcolor, intensity, color4f);
+                       color4f[3] = 1;
+               }
+               else
+               {
+                       VectorClear(color4f);
+                       color4f[3] = 1;
+               }
+       }
+}
+
+// TODO: use glTexGen instead of feeding vertices to texcoordpointer?
+#define USETEXMATRIX
+
+#ifndef USETEXMATRIX
+// this should be done in a texture matrix or vertex program when possible, but here's code to do it manually
+// if hardware texcoord manipulation is not available (or not suitable, this would really benefit from 3DNow! or SSE
+static void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
 {
        do
        {
@@ -1134,7 +1236,7 @@ void R_Shadow_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const flo
        while (--numverts);
 }
 
-void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
+static void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
 {
        do
        {
@@ -1145,8 +1247,9 @@ void R_Shadow_Transform_Vertex3f_TexCoord2f(float *tc2f, int numverts, const flo
        }
        while (--numverts);
 }
+#endif
 
-void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
+static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
 {
        int i;
        float lightdir[3];
@@ -1160,7 +1263,7 @@ void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, con
        }
 }
 
-void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
+static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
 {
        int i;
        float lightdir[3], eyedir[3], halfdir[3];
@@ -1178,500 +1281,576 @@ void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, co
        }
 }
 
-void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, int lighting)
 {
        int renders;
-       float color[3], color2[3];
+       float color[3], color2[3], colorscale;
        rmeshstate_t m;
-       GL_VertexPointer(vertex3f);
+       if (!bumptexture)
+               bumptexture = r_shadow_blankbumptexture;
+       if (!glosstexture)
+               glosstexture = r_shadow_blankglosstexture;
+       GL_DepthMask(false);
+       GL_DepthTest(true);
        if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
        {
-               if (!bumptexture)
-                       bumptexture = r_shadow_blankbumptexture;
-               GL_Color(1,1,1,1);
-               // colorscale accounts for how much we multiply the brightness during combine
-               // mult is how many times the final pass of the lighting will be
-               // performed to get more brightness than otherwise possible
-               // limit mult to 64 for sanity sake
-               if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
+               if (lighting & LIGHTING_DIFFUSE)
                {
-                       // 3/2 3D combine path (Geforce3, Radeon 8500)
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
-                       m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
-                       m.texcombinergb[0] = GL_REPLACE;
-                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       m.pointer_texcoord[2] = varray_texcoord3f[2];
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(0,0,0,1);
-                       GL_BlendFunc(GL_ONE, GL_ZERO);
-                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
-                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.pointer_texcoord[0] = texcoord2f;
-                       if (lightcubemap)
-                       {
-                               m.texcubemap[1] = R_GetTexture(lightcubemap);
-                               m.pointer_texcoord[1] = varray_texcoord3f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
-                       }
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(1,1,1,0);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
-                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       GL_Color(1,1,1,1);
+                       colorscale = r_shadow_lightintensityscale.value;
+                       // 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)
                        {
-                               color[0] = bound(0, color2[0], 1);
-                               color[1] = bound(0, color2[1], 1);
-                               color[2] = bound(0, color2[2], 1);
-                               GL_Color(color[0], color[1], color[2], 1);
+                               // 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_shadow_normalcubetexture);
+                               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                               m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[2] = vertex3f;
+                               m.texmatrix[2] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord3f[2] = varray_texcoord3f[2];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               R_Mesh_State(&m);
+                               GL_ColorMask(0,0,0,1);
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               GL_LockArrays(0, numverts);
                                R_Mesh_Draw(numverts, 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 (lightcubemap)
+                               {
+                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.texmatrix[1] = *matrix_modeltolight;
+#else
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+                               }
                        }
-               }
-               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
-               {
-                       // 1/2/2 3D combine path (original Radeon)
-                       memset(&m, 0, sizeof(m));
-                       m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-                       m.pointer_texcoord[0] = varray_texcoord3f[0];
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(0,0,0,1);
-                       GL_BlendFunc(GL_ONE, GL_ZERO);
-                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
-                       m.texcombinergb[0] = GL_REPLACE;
-                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.pointer_texcoord[0] = texcoord2f;
-                       if (lightcubemap)
-                       {
-                               m.texcubemap[1] = R_GetTexture(lightcubemap);
-                               m.pointer_texcoord[1] = varray_texcoord3f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
-                       }
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(1,1,1,0);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
-                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
                        {
-                               color[0] = bound(0, color2[0], 1);
-                               color[1] = bound(0, color2[1], 1);
-                               color[2] = bound(0, color2[2], 1);
-                               GL_Color(color[0], color[1], color[2], 1);
+                               // 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] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               R_Mesh_State(&m);
+                               GL_ColorMask(0,0,0,1);
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               GL_LockArrays(0, numverts);
                                R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
-                       }
-               }
-               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
-               {
-                       // 2/2 3D combine path (original Radeon)
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
-                       m.texcombinergb[0] = GL_REPLACE;
-                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(0,0,0,1);
-                       GL_BlendFunc(GL_ONE, GL_ZERO);
-                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(1,1,1,0);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
-                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
-                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                       {
-                               color[0] = bound(0, color2[0], 1);
-                               color[1] = bound(0, color2[1], 1);
-                               color[2] = bound(0, color2[2], 1);
-                               GL_Color(color[0], color[1], color[2], 1);
+       
+                               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_shadow_normalcubetexture);
+                               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                               R_Mesh_State(&m);
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                               GL_LockArrays(0, numverts);
                                R_Mesh_Draw(numverts, 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 (lightcubemap)
+                               {
+                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.texmatrix[1] = *matrix_modeltolight;
+#else
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+                               }
                        }
-               }
-               else if (r_textureunits.integer >= 4)
-               {
-                       // 4/2 2D combine path (Geforce3, Radeon 8500)
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
-                       m.texcombinergb[0] = GL_REPLACE;
-                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
-                       m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       m.pointer_texcoord[2] = varray_texcoord2f[2];
-                       m.pointer_texcoord[3] = varray_texcoord2f[3];
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(0,0,0,1);
-                       GL_BlendFunc(GL_ONE, GL_ZERO);
-                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
-                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
-                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.pointer_texcoord[0] = texcoord2f;
-                       if (lightcubemap)
+                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
                        {
-                               m.texcubemap[1] = R_GetTexture(lightcubemap);
-                               m.pointer_texcoord[1] = varray_texcoord3f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
-                       }
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(1,1,1,0);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
-                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                       {
-                               color[0] = bound(0, color2[0], 1);
-                               color[1] = bound(0, color2[1], 1);
-                               color[2] = bound(0, color2[2], 1);
-                               GL_Color(color[0], color[1], color[2], 1);
+                               // 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_shadow_normalcubetexture);
+                               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                               R_Mesh_State(&m);
+                               GL_ColorMask(0,0,0,1);
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               GL_LockArrays(0, numverts);
                                R_Mesh_Draw(numverts, 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);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
                        }
-               }
-               else
-               {
-                       // 2/2/2 2D combine path (any dot3 card)
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-                       m.pointer_texcoord[0] = varray_texcoord2f[0];
-                       m.pointer_texcoord[1] = varray_texcoord2f[1];
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(0,0,0,1);
-                       GL_BlendFunc(GL_ONE, GL_ZERO);
-                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
-                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
-                       m.texcombinergb[0] = GL_REPLACE;
-                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.pointer_texcoord[0] = texcoord2f;
-                       if (lightcubemap)
-                       {
-                               m.texcubemap[1] = R_GetTexture(lightcubemap);
-                               m.pointer_texcoord[1] = varray_texcoord3f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
-                       }
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(1,1,1,0);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
-                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       else if (r_textureunits.integer >= 4)
                        {
-                               color[0] = bound(0, color2[0], 1);
-                               color[1] = bound(0, color2[1], 1);
-                               color[2] = bound(0, color2[2], 1);
-                               GL_Color(color[0], color[1], color[2], 1);
+                               // 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_shadow_normalcubetexture);
+                               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                               m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[2] = vertex3f;
+                               m.texmatrix[2] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord[2] = varray_texcoord2f[2];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[3] = vertex3f;
+                               m.texmatrix[3] = *matrix_modeltoattenuationz;
+#else
+                               m.pointer_texcoord[3] = varray_texcoord2f[3];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
+#endif
+                               R_Mesh_State(&m);
+                               GL_ColorMask(0,0,0,1);
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               GL_LockArrays(0, numverts);
                                R_Mesh_Draw(numverts, 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 (lightcubemap)
+                               {
+                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.texmatrix[1] = *matrix_modeltolight;
+#else
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+                               }
                        }
-               }
-       }
-       else
-       {
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_DepthMask(false);
-               GL_DepthTest(true);
-               GL_ColorPointer(varray_color4f);
-               VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = texcoord2f;
-               if (r_textureunits.integer >= 2)
-               {
-                       // voodoo2
-                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-                       m.pointer_texcoord[1] = varray_texcoord2f[1];
-                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
-               }
-               R_Mesh_State_Texture(&m);
-               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-               {
-                       color[0] = bound(0, color2[0], 1);
-                       color[1] = bound(0, color2[1], 1);
-                       color[2] = bound(0, color2[2], 1);
-                       if (r_textureunits.integer >= 2)
-                               R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltolight);
                        else
-                               R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltolight);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-               }
-       }
-}
-
-void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
-{
-       int renders;
-       float color[3], color2[3], colorscale;
-       rmeshstate_t m;
-       if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil)
-               return;
-       if (!glosstexture)
-               glosstexture = r_shadow_blankglosstexture;
-       if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
-       {
-               colorscale = r_shadow_glossintensity.value;
-               if (!bumptexture)
-                       bumptexture = r_shadow_blankbumptexture;
-               if (glosstexture == r_shadow_blankglosstexture)
-                       colorscale *= r_shadow_gloss2intensity.value;
-               GL_VertexPointer(vertex3f);
-               GL_Color(1,1,1,1);
-               if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
-               {
-                       // 2/0/0/1/2 3D combine blendsquare path
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
-                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(0,0,0,1);
-                       // this squares the result
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       R_Mesh_State_Texture(&m);
-                       // square alpha in framebuffer a few times to make it shiny
-                       GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
-                       // these comments are a test run through this math for intensity 0.5
-                       // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
-                       // 0.25 * 0.25 = 0.0625 (this is another pass)
-                       // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-                       m.pointer_texcoord[0] = varray_texcoord3f[0];
-                       R_Mesh_State_Texture(&m);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(glosstexture);
-                       if (lightcubemap)
                        {
-                               m.texcubemap[1] = R_GetTexture(lightcubemap);
-                               m.pointer_texcoord[1] = varray_texcoord3f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                               // 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] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord[0] = varray_texcoord2f[0];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.texmatrix[1] = *matrix_modeltoattenuationz;
+#else
+                               m.pointer_texcoord[1] = varray_texcoord2f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+#endif
+                               R_Mesh_State(&m);
+                               GL_ColorMask(0,0,0,1);
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               GL_LockArrays(0, numverts);
+                               R_Mesh_Draw(numverts, 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_shadow_normalcubetexture);
+                               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                               R_Mesh_State(&m);
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                               GL_LockArrays(0, numverts);
+                               R_Mesh_Draw(numverts, 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 (lightcubemap)
+                               {
+                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.texmatrix[1] = *matrix_modeltolight;
+#else
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+                               }
                        }
-                       m.pointer_texcoord[0] = texcoord2f;
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(1,1,1,0);
+                       // this final code is shared
+                       R_Mesh_State(&m);
+                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, colorscale, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
-                               color[0] = bound(0, color2[0], 1);
-                               color[1] = bound(0, color2[1], 1);
-                               color[2] = bound(0, color2[2], 1);
-                               GL_Color(color[0], color[1], color[2], 1);
+                               GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
+                               GL_LockArrays(0, numverts);
                                R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
                        }
-               }
-               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
-               {
-                       // 2/0/0/2 3D combine blendsquare path
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
-                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(0,0,0,1);
-                       // this squares the result
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       R_Mesh_State_Texture(&m);
-                       // square alpha in framebuffer a few times to make it shiny
-                       GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
-                       // these comments are a test run through this math for intensity 0.5
-                       // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
-                       // 0.25 * 0.25 = 0.0625 (this is another pass)
-                       // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(glosstexture);
-                       m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(1,1,1,0);
+               }
+               if ((lighting & LIGHTING_SPECULAR) && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)))
+               {
+                       // FIXME: detect blendsquare!
+                       //if (gl_support_blendsquare)
+                       {
+                               colorscale = r_shadow_lightintensityscale.value * r_shadow_glossintensity.value;
+                               if (glosstexture == r_shadow_blankglosstexture)
+                                       colorscale *= r_shadow_gloss2intensity.value;
+                               GL_Color(1,1,1,1);
+                               if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+                               {
+                                       // 2/0/0/1/2 3D combine blendsquare path
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(bumptexture);
+                                       m.pointer_texcoord[0] = texcoord2f;
+                                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                                       R_Mesh_State(&m);
+                                       GL_ColorMask(0,0,0,1);
+                                       // this squares the result
+                                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+                                       GL_LockArrays(0, numverts);
+                                       R_Mesh_Draw(numverts, numtriangles, 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(0, numverts);
+                                       // 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(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                                       GL_LockArrays(0, 0);
+               
+                                       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] = *matrix_modeltoattenuationxyz;
+#else
+                                       m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                                       R_Mesh_State(&m);
+                                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                                       GL_LockArrays(0, numverts);
+                                       R_Mesh_Draw(numverts, 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(glosstexture);
+                                       m.pointer_texcoord[0] = texcoord2f;
+                                       if (lightcubemap)
+                                       {
+                                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+                                               m.pointer_texcoord3f[1] = vertex3f;
+                                               m.texmatrix[1] = *matrix_modeltolight;
+#else
+                                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+                                       }
+                               }
+                               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+                               {
+                                       // 2/0/0/2 3D combine blendsquare path
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(bumptexture);
+                                       m.pointer_texcoord[0] = texcoord2f;
+                                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                                       R_Mesh_State(&m);
+                                       GL_ColorMask(0,0,0,1);
+                                       // this squares the result
+                                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+                                       GL_LockArrays(0, numverts);
+                                       R_Mesh_Draw(numverts, numtriangles, 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(0, numverts);
+                                       // 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(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                                       GL_LockArrays(0, 0);
+               
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(glosstexture);
+                                       m.pointer_texcoord[0] = texcoord2f;
+                                       m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+#else
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               }
+                               else
+                               {
+                                       // 2/0/0/2/2 2D combine blendsquare path
+                                       memset(&m, 0, sizeof(m));
+                                       m.pointer_vertex = vertex3f;
+                                       m.tex[0] = R_GetTexture(bumptexture);
+                                       m.pointer_texcoord[0] = texcoord2f;
+                                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                                       R_Mesh_State(&m);
+                                       GL_ColorMask(0,0,0,1);
+                                       // this squares the result
+                                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+                                       GL_LockArrays(0, numverts);
+                                       R_Mesh_Draw(numverts, numtriangles, 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(0, numverts);
+                                       // 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(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                                       GL_LockArrays(0, 0);
+               
+                                       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] = *matrix_modeltoattenuationxyz;
+#else
+                                       m.pointer_texcoord[0] = varray_texcoord2f[0];
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.texmatrix[1] = *matrix_modeltoattenuationz;
+#else
+                                       m.pointer_texcoord[1] = varray_texcoord2f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+#endif
+                                       R_Mesh_State(&m);
+                                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                                       GL_LockArrays(0, numverts);
+                                       R_Mesh_Draw(numverts, 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(glosstexture);
+                                       m.pointer_texcoord[0] = texcoord2f;
+                                       if (lightcubemap)
+                                       {
+                                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+                                               m.pointer_texcoord3f[1] = vertex3f;
+                                               m.texmatrix[1] = *matrix_modeltolight;
+#else
+                                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+                                       }
+                               }
+                       }
+                       R_Mesh_State(&m);
+                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
                        VectorScale(lightcolor, colorscale, color2);
+                       GL_LockArrays(0, numverts);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
-                               color[0] = bound(0, color2[0], 1);
-                               color[1] = bound(0, color2[1], 1);
-                               color[2] = bound(0, color2[2], 1);
-                               GL_Color(color[0], color[1], color[2], 1);
+                               GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
                                R_Mesh_Draw(numverts, numtriangles, elements);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
                        }
+                       GL_LockArrays(0, 0);
                }
-               else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+       }
+       else
+       {
+               if (lighting & LIGHTING_DIFFUSE)
                {
-                       // 2/0/0/2/2 2D combine blendsquare path
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
                        memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
-                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       m.pointer_vertex = vertex3f;
+                       m.pointer_color = varray_color4f;
+                       m.tex[0] = R_GetTexture(basetexture);
                        m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(0,0,0,1);
-                       // this squares the result
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       R_Mesh_State_Texture(&m);
-                       // square alpha in framebuffer a few times to make it shiny
-                       GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
-                       // these comments are a test run through this math for intensity 0.5
-                       // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
-                       // 0.25 * 0.25 = 0.0625 (this is another pass)
-                       // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-                       m.pointer_texcoord[0] = varray_texcoord2f[0];
-                       m.pointer_texcoord[1] = varray_texcoord2f[1];
-                       R_Mesh_State_Texture(&m);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
-                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(glosstexture);
-                       if (lightcubemap)
+                       if (r_textureunits.integer >= 2)
                        {
-                               m.texcubemap[1] = R_GetTexture(lightcubemap);
-                               m.pointer_texcoord[1] = varray_texcoord3f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                               // voodoo2
+                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord[1] = varray_texcoord2f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               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] = *matrix_modeltoattenuationz;
+#else
+                                       m.pointer_texcoord[2] = varray_texcoord2f[2];
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationz);
+#endif
+                               }
                        }
-                       m.pointer_texcoord[0] = texcoord2f;
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(1,1,1,0);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       VectorScale(lightcolor, colorscale, color2);
+                       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);
-                               GL_Color(color[0], color[1], color[2], 1);
+                               if (r_textureunits.integer >= 3)
+                                       R_Shadow_VertexShading(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+                               else if (r_textureunits.integer >= 2)
+                                       R_Shadow_VertexShadingWithZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+                               else
+                                       R_Shadow_VertexShadingWithXYZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+                               GL_LockArrays(0, numverts);
                                R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
                        }
@@ -1689,14 +1868,14 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i
        VectorCopy(light->origin, rtlight->shadoworigin);
        VectorCopy(light->color, rtlight->color);
        rtlight->radius = light->radius;
-       rtlight->cullradius = rtlight->radius;
-       rtlight->cullradius2 = rtlight->cullradius * rtlight->cullradius;
-       rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->cullradius;
-       rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->cullradius;
-       rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->cullradius;
-       rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->cullradius;
-       rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->cullradius;
-       rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->cullradius;
+       //rtlight->cullradius = rtlight->radius;
+       //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
+       rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
+       rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
+       rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
+       rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
+       rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
+       rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
        rtlight->cubemapname[0] = 0;
        if (light->cubemapname[0])
                strcpy(rtlight->cubemapname, light->cubemapname);
@@ -1718,7 +1897,7 @@ 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 * d_lightstylevalue[rtlight->style] * 0.25f, rtlight->lightmap_light);
+       VectorScale(rtlight->color, rtlight->radius * d_lightstylevalue[rtlight->style] * 0.125f, rtlight->lightmap_light);
        rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
 }
 
@@ -1726,249 +1905,85 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i
 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
 void R_RTLight_Compile(rtlight_t *rtlight)
 {
-       int i, j, k, l, maxverts = 256, tris;
-       float *vertex3f = NULL, mins[3], maxs[3];
-       shadowmesh_t *mesh, *castmesh = NULL;
-       int lightpvsbytes;
-       qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8];
-       qbyte lightfullpvs[(MAX_MAP_LEAFS + 7)/ 8];
+       int shadowmeshes, shadowtris, lightmeshes, lighttris, numclusters, numsurfaces;
+       entity_render_t *ent = &cl_entities[0].render;
+       model_t *model = ent->model;
 
        // compile the light
        rtlight->compiled = true;
-       VectorCopy(rtlight->cullmins, mins);
-       VectorCopy(rtlight->cullmaxs, maxs);
-       if (rtlight->shadow)
-               castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
-       rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
-       if (cl.worldmodel)
-       {
-               lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, rtlight->shadoworigin, 0, lightfullpvs, sizeof(lightfullpvs));
-               memset(lightpvs, 0, lightpvsbytes);
-               if (cl.worldmodel->brushq3.num_leafs)
+       rtlight->static_numclusters = 0;
+       rtlight->static_numclusterpvsbytes = 0;
+       rtlight->static_clusterlist = NULL;
+       rtlight->static_clusterpvs = NULL;
+       rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
+       rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
+       rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
+       rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
+       rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
+       rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
+
+       if (model && model->GetLightInfo)
+       {
+               // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering
+               r_shadow_compilingrtlight = rtlight;
+               R_Shadow_EnlargeClusterBuffer(model->brush.num_pvsclusters);
+               R_Shadow_EnlargeSurfaceBuffer(model->nummodelsurfaces); 
+               model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+               if (numclusters)
                {
-                       q3mleaf_t *leaf;
-                       q3mface_t *face;
-
-                       // make a pvs that only includes things within the box
-                       for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++)
-                               if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
-                                       SETPVSBIT(lightpvs, leaf->clusterindex);
-
-                       // make a cluster list for fast visibility checking during rendering
-                       for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
-                               if (CHECKPVSBIT(lightpvs, i))
-                                       rtlight->static_numclusters++;
-                       rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int));
-                       for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
-                               if (CHECKPVSBIT(lightpvs, i))
-                                       rtlight->static_clusterindices[rtlight->static_numclusters++] = i;
-
-                       VectorCopy(rtlight->shadoworigin, rtlight->cullmins);
-                       VectorCopy(rtlight->shadoworigin, rtlight->cullmaxs);
-                       for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++)
-                               face->lighttemp_castshadow = false;
-                       for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++)
-                       {
-                               if (CHECKPVSBIT(lightpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
-                               {
-                                       for (k = 0;k < 3;k++)
-                                       {
-                                               if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k];
-                                               if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k];
-                                       }
-                                       for (j = 0;j < leaf->numleaffaces;j++)
-                                       {
-                                               face = leaf->firstleafface[j];
-                                               if (BoxesOverlap(face->mins, face->maxs, mins, maxs))
-                                                       face->lighttemp_castshadow = true;
-                                       }
-                               }
-                       }
-
-                       // add surfaces to shadow casting mesh and light mesh
-                       for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++)
-                       {
-                               if (face->lighttemp_castshadow)
-                               {
-                                       face->lighttemp_castshadow = false;
-                                       if (!(face->texture->surfaceflags & (Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY)))
-                                       {
-                                               if (rtlight->shadow)
-                                                       if (!(face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT))
-                                                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, face->data_vertex3f, NULL, NULL, NULL, NULL, face->num_triangles, face->data_element3i);
-                                               if (!(face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
-                                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_light, face->texture->skin.base, face->texture->skin.gloss, face->texture->skin.nmap, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, face->num_triangles, face->data_element3i);
-                                       }
-                               }
-                       }
+                       rtlight->static_numclusters = numclusters;
+                       rtlight->static_numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3;
+                       rtlight->static_clusterlist = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist));
+                       rtlight->static_clusterpvs = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusterpvsbytes);
+                       memcpy(rtlight->static_clusterlist, r_shadow_buffer_clusterlist, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist));
+                       memcpy(rtlight->static_clusterpvs, r_shadow_buffer_clusterpvs, rtlight->static_numclusterpvsbytes);
                }
-               else if (cl.worldmodel->brushq1.num_leafs)
+               if (model->DrawShadowVolume && rtlight->shadow)
                {
-                       mleaf_t *leaf;
-                       msurface_t *surf;
-                       VectorCopy(rtlight->shadoworigin, rtlight->cullmins);
-                       VectorCopy(rtlight->shadoworigin, rtlight->cullmaxs);
-                       i = CL_PointQ1Contents(rtlight->shadoworigin);
-
-                       for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
-                               surf->lighttemp_castshadow = false;
-
-                       if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
-                       {
-                               qbyte *byteleafpvs;
-                               qbyte *bytesurfacepvs;
-
-                               byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.num_leafs);
-                               bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces);
-
-                               Portal_Visibility(cl.worldmodel, rtlight->shadoworigin, byteleafpvs, bytesurfacepvs, NULL, 0, true, mins, maxs, rtlight->cullmins, rtlight->cullmaxs);
-
-                               // make a pvs that only includes things within the box
-                               for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
-                               {
-                                       if (byteleafpvs[i] && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
-                                       {
-                                               SETPVSBIT(lightpvs, leaf->clusterindex);
-                                               for (k = 0;k < 3;k++)
-                                               {
-                                                       if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k];
-                                                       if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k];
-                                               }
-                                       }
-                               }
-       
-                               for (i = 0, surf = cl.worldmodel->brushq1.surfaces;i < cl.worldmodel->brushq1.numsurfaces;i++, surf++)
-                                       if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
-                                               surf->lighttemp_castshadow = true;
-
-                               Mem_Free(byteleafpvs);
-                               Mem_Free(bytesurfacepvs);
-       
-                               // make a cluster list for fast visibility checking during rendering
-                               for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
-                                       if (CHECKPVSBIT(lightpvs, i))
-                                               rtlight->static_numclusters++;
-                               rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int));
-                               for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
-                                       if (CHECKPVSBIT(lightpvs, i))
-                                               rtlight->static_clusterindices[rtlight->static_numclusters++] = i;
-                       }
-                       else
-                       {
-                               for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
-                               {
-                                       if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
-                                       {
-                                               // make a pvs that only includes things within the box
-                                               SETPVSBIT(lightpvs, leaf->clusterindex);
-                                               for (k = 0;k < 3;k++)
-                                               {
-                                                       if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k];
-                                                       if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k];
-                                               }
-                                               for (j = 0;j < leaf->nummarksurfaces;j++)
-                                               {
-                                                       surf = cl.worldmodel->brushq1.surfaces + leaf->firstmarksurface[j];
-                                                       if (!surf->lighttemp_castshadow && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
-                                                               surf->lighttemp_castshadow = true;
-                                               }
-                                       }
-                               }
-
-                               // make a pvs that only includes things within the box
-                               for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
-                                       if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
-                                               SETPVSBIT(lightpvs, leaf->clusterindex);
-
-                               // make a cluster list for fast visibility checking during rendering
-                               for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
-                                       if (CHECKPVSBIT(lightpvs, i))
-                                               rtlight->static_numclusters++;
-                               rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int));
-                               for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
-                                       if (CHECKPVSBIT(lightpvs, i))
-                                               rtlight->static_clusterindices[rtlight->static_numclusters++] = i;
-                       }
-
-                       // add surfaces to shadow casting mesh and light mesh
-                       for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
-                       {
-                               if (surf->lighttemp_castshadow)
-                               {
-                                       surf->lighttemp_castshadow = false;
-                                       if (rtlight->shadow && (surf->flags & SURF_SHADOWCAST))
-                                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, surf->mesh.data_vertex3f, NULL, NULL, NULL, NULL, surf->mesh.num_triangles, surf->mesh.data_element3i);
-                                       if (!(surf->flags & SURF_DRAWSKY))
-                                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_light, surf->texinfo->texture->skin.base, surf->texinfo->texture->skin.gloss, surf->texinfo->texture->skin.nmap, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, surf->mesh.num_triangles, surf->mesh.data_element3i);
-                               }
-                       }
+                       rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+                       model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+                       rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
+               }
+               if (model->DrawLight)
+               {
+                       rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
+                       model->DrawLight(ent, rtlight->shadoworigin, vec3_origin, rtlight->radius, vec3_origin, &r_identitymatrix, &r_identitymatrix, &r_identitymatrix, NULL, numsurfaces, r_shadow_buffer_surfacelist);
+                       rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
                }
+               // switch back to rendering when DrawShadowVolume or DrawLight is called
+               r_shadow_compilingrtlight = NULL;
        }
 
-       // limit box to light bounds (in case it grew larger)
-       for (k = 0;k < 3;k++)
-       {
-               if (rtlight->cullmins[k] < rtlight->shadoworigin[k] - rtlight->radius) rtlight->cullmins[k] = rtlight->shadoworigin[k] - rtlight->radius;
-               if (rtlight->cullmaxs[k] > rtlight->shadoworigin[k] + rtlight->radius) rtlight->cullmaxs[k] = rtlight->shadoworigin[k] + rtlight->radius;
-       }
-       rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
-       rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
 
-       // cast shadow volume from castmesh
-       castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh, false, true);
-       if (castmesh)
+       // use smallest available cullradius - box radius or light radius
+       //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
+       //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
+
+       shadowmeshes = 0;
+       shadowtris = 0;
+       if (rtlight->static_meshchain_shadow)
        {
-               maxverts = 0;
-               for (mesh = castmesh;mesh;mesh = mesh->next)
+               shadowmesh_t *mesh;
+               for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
                {
-                       R_Shadow_ResizeShadowElements(mesh->numtriangles);
-                       maxverts = max(maxverts, mesh->numverts * 2);
+                       shadowmeshes++;
+                       shadowtris += mesh->numtriangles;
                }
+       }
 
-               if (maxverts > 0)
+       lightmeshes = 0;
+       lighttris = 0;
+       if (rtlight->static_meshchain_light)
+       {
+               shadowmesh_t *mesh;
+               for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
                {
-                       vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
-                       // now that we have the buffers big enough, construct and add
-                       // the shadow volume mesh
-                       if (rtlight->shadow)
-                               rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
-                       for (mesh = castmesh;mesh;mesh = mesh->next)
-                       {
-                               Mod_BuildTriangleNeighbors(mesh->neighbor3i, mesh->element3i, mesh->numtriangles);
-                               R_Shadow_PrepareShadowMark(mesh->numtriangles);
-                               for (i = 0;i < mesh->numtriangles;i++)
-                               {
-                                       const float *v[3];
-                                       v[0] = mesh->vertex3f + mesh->element3i[i*3+0] * 3;
-                                       v[1] = mesh->vertex3f + mesh->element3i[i*3+1] * 3;
-                                       v[2] = mesh->vertex3f + mesh->element3i[i*3+2] * 3;
-                                       if (PointInfrontOfTriangle(rtlight->shadoworigin, v[0], v[1], v[2]) && rtlight->cullmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && rtlight->cullmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && rtlight->cullmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && rtlight->cullmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && rtlight->cullmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && rtlight->cullmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
-                                               shadowmarklist[numshadowmark++] = i;
-                               }
-                               if (maxshadowelements < numshadowmark * 24)
-                                       R_Shadow_ResizeShadowElements((numshadowmark + 256) * 24);
-                               if ((tris = R_Shadow_ConstructShadowVolume(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->neighbor3i, mesh->vertex3f, NULL, shadowelements, vertex3f, rtlight->shadoworigin, r_shadow_projectdistance.value, numshadowmark, shadowmarklist)))
-                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
-                       }
-                       Mem_Free(vertex3f);
-                       vertex3f = NULL;
+                       lightmeshes++;
+                       lighttris += mesh->numtriangles;
                }
-               // we're done with castmesh now
-               Mod_ShadowMesh_Free(castmesh);
        }
 
-       rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
-       rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
-
-       k = 0;
-       if (rtlight->static_meshchain_shadow)
-               for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
-                       k += mesh->numtriangles;
-       l = 0;
-       if (rtlight->static_meshchain_light)
-               for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
-                       l += mesh->numtriangles;
-       Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles, %i light triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], k, l);
+       Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes), %i light triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes, lighttris, lightmeshes);
 }
 
 void R_RTLight_Uncompile(rtlight_t *rtlight)
@@ -1981,58 +1996,103 @@ void R_RTLight_Uncompile(rtlight_t *rtlight)
                if (rtlight->static_meshchain_light)
                        Mod_ShadowMesh_Free(rtlight->static_meshchain_light);
                rtlight->static_meshchain_light = NULL;
-               if (rtlight->static_clusterindices)
-                       Mem_Free(rtlight->static_clusterindices);
-               rtlight->static_clusterindices = NULL;
+               if (rtlight->static_clusterlist)
+                       Mem_Free(rtlight->static_clusterlist);
+               rtlight->static_clusterlist = NULL;
+               if (rtlight->static_clusterpvs)
+                       Mem_Free(rtlight->static_clusterpvs);
+               rtlight->static_clusterpvs = NULL;
                rtlight->static_numclusters = 0;
+               rtlight->static_numclusterpvsbytes = 0;
                rtlight->compiled = false;
        }
 }
 
-int shadowframecount = 0;
-
-void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t shadoworigin, vec_t shadowradius, vec3_t cullmins, vec3_t cullmaxs)
+void R_Shadow_UncompileWorldLights(void)
 {
-       // rough checks
-       if ((BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) || !r_shadow_cull.integer) && (ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawShadowVolume)
-       {
-               vec3_t relativeshadoworigin;
-               Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativeshadoworigin);
-               ent->model->DrawShadowVolume (ent, relativeshadoworigin, shadowradius);
-       }
+       dlight_t *light;
+       for (light = r_shadow_worldlightchain;light;light = light->next)
+               R_RTLight_Uncompile(&light->rtlight);
 }
 
-void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
-
 void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
 {
        int i, shadow;
        entity_render_t *ent;
        float f;
-       vec3_t relativelightorigin, relativeeyeorigin, lightcolor;
+       vec3_t relativelightorigin, relativeeyeorigin, lightcolor, lightcolor2;
        rtexture_t *cubemaptexture;
        matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
+       int numclusters, numsurfaces;
+       int *clusterlist, *surfacelist;
+       qbyte *clusterpvs;
+       vec3_t cullmins, cullmaxs;
+       shadowmesh_t *mesh;
+       rmeshstate_t m;
+
+       // loading is done before visibility checks because loading should happen
+       // all at once at the start of a level, not when it stalls gameplay.
+       // (especially important to benchmarks)
+       if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
+               R_RTLight_Compile(rtlight);
+       if (rtlight->cubemapname[0])
+               cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname);
+       else
+               cubemaptexture = NULL;
 
+       cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
+       cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
+       cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
+       cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
+       cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
+       cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
        if (d_lightstylevalue[rtlight->style] <= 0)
                return;
-       if (rtlight->compiled)
-       {
-               if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
+       numclusters = 0;
+       clusterlist = NULL;
+       clusterpvs = NULL;
+       numsurfaces = 0;
+       surfacelist = NULL;
+       if (rtlight->compiled && r_shadow_staticworldlights.integer)
+       {
+               // compiled light, world available and can receive realtime lighting
+               // retrieve cluster information
+               numclusters = rtlight->static_numclusters;
+               clusterlist = rtlight->static_clusterlist;
+               clusterpvs = rtlight->static_clusterpvs;
+               VectorCopy(rtlight->cullmins, cullmins);
+               VectorCopy(rtlight->cullmaxs, cullmaxs);
+       }
+       else if (cl.worldmodel && cl.worldmodel->GetLightInfo)
+       {
+               // dynamic light, world available and can receive realtime lighting
+               // if the light box is offscreen, skip it right away
+               if (R_CullBox(cullmins, cullmaxs))
                        return;
-               for (i = 0;i < rtlight->static_numclusters;i++)
-                       if (CHECKPVSBIT(r_pvsbits, rtlight->static_clusterindices[i]))
+               // calculate lit surfaces and clusters
+               R_Shadow_EnlargeClusterBuffer(cl.worldmodel->brush.num_pvsclusters);
+               R_Shadow_EnlargeSurfaceBuffer(cl.worldmodel->nummodelsurfaces); 
+               cl.worldmodel->GetLightInfo(&cl_entities[0].render, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+               clusterlist = r_shadow_buffer_clusterlist;
+               clusterpvs = r_shadow_buffer_clusterpvs;
+               surfacelist = r_shadow_buffer_surfacelist;
+       }
+       // if the reduced cluster bounds are offscreen, skip it
+       if (R_CullBox(cullmins, cullmaxs))
+               return;
+       // check if light is illuminating any visible clusters
+       if (numclusters)
+       {
+               for (i = 0;i < numclusters;i++)
+                       if (CHECKPVSBIT(r_pvsbits, clusterlist[i]))
                                break;
-               if (i == rtlight->static_numclusters)
+               if (i == numclusters)
                        return;
        }
-       else if (VIS_CullBox(rtlight->cullmins, rtlight->cullmaxs))
-               return;
-       if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
+       // set up a scissor rectangle for this light
+       if (R_Shadow_ScissorForBBox(cullmins, cullmaxs))
                return;
 
-       if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
-               R_RTLight_Compile(rtlight);
-       
        f = d_lightstylevalue[rtlight->style] * (1.0f / 256.0f);
        VectorScale(rtlight->color, f, lightcolor);
        /*
@@ -2043,12 +2103,8 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
        }
        */
 
-       if (rtlight->cubemapname[0])
-               cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname);
-       else
-               cubemaptexture = NULL;
+       shadow = rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows);
 
-       shadow = rtlight->shadow && (rtlight->isstatic ? r_shadow_worldshadows.integer : r_shadow_dlightshadows.integer);
        if (shadow && (gl_stencil || visiblevolumes))
        {
                if (!visiblevolumes)
@@ -2056,51 +2112,63 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                ent = &cl_entities[0].render;
                if (r_shadow_staticworldlights.integer && rtlight->compiled)
                {
+                       memset(&m, 0, sizeof(m));
                        R_Mesh_Matrix(&ent->matrix);
-                       if (r_shadow_showtris.integer)
+                       for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
                        {
-                               shadowmesh_t *mesh;
-                               rmeshstate_t m;
-                               int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
-                               int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
-                               qglDisable(GL_DEPTH_TEST);
-                               qglDisable(GL_STENCIL_TEST);
-                               //qglDisable(GL_CULL_FACE);
-                               GL_ColorMask(1,1,1,1);
-                               memset(&m, 0, sizeof(m));
-                               R_Mesh_State_Texture(&m);
-                               GL_Color(0,0.1,0,1);
-                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                               for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
-                               {
-                                       GL_VertexPointer(mesh->vertex3f);
-                                       R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                               }
-                               //qglEnable(GL_CULL_FACE);
-                               if (depthenabled)
-                                       qglEnable(GL_DEPTH_TEST);
-                               if (stencilenabled)
+                               m.pointer_vertex = mesh->vertex3f;
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, mesh->numverts);
+                               if (r_shadowstage == SHADOWSTAGE_STENCIL)
                                {
-                                       qglEnable(GL_STENCIL_TEST);
-                                       GL_ColorMask(0,0,0,0);
+                                       // decrement stencil if frontface is behind depthbuffer
+                                       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+                                       qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+                                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+                                       c_rtcached_shadowmeshes++;
+                                       c_rtcached_shadowtris += mesh->numtriangles;
+                                       // increment stencil if backface is behind depthbuffer
+                                       qglCullFace(GL_BACK); // quake is backwards, this culls front faces
+                                       qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
                                }
+                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+                               c_rtcached_shadowmeshes++;
+                               c_rtcached_shadowtris += mesh->numtriangles;
+                               GL_LockArrays(0, 0);
                        }
-                       R_Shadow_RenderShadowMeshVolume(rtlight->static_meshchain_shadow);
                }
                else
-                       R_TestAndDrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs);
+               {
+                       Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
+                       ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist);
+               }
                if (r_drawentities.integer)
+               {
                        for (i = 0;i < r_refdef.numentities;i++)
-                               if (r_refdef.entities[i]->flags & RENDER_SHADOW)
-                                       R_TestAndDrawShadowVolume(r_refdef.entities[i], rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs);
+                       {
+                               ent = r_refdef.entities[i];
+                               // rough checks
+                               if (r_shadow_cull.integer)
+                               {
+                                       if (!BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs))
+                                               continue;
+                                       if (cl.worldmodel != NULL && cl.worldmodel->brush.BoxTouchingPVS != NULL && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, clusterpvs, ent->mins, ent->maxs))
+                                               continue;
+                               }
+                               if (!(ent->flags & RENDER_SHADOW) || !ent->model || !ent->model->DrawShadowVolume)
+                                       continue;
+                               Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
+                               // light emitting entities should not cast their own shadow
+                               if (VectorLength2(relativelightorigin) < 0.1)
+                                       continue;
+                               ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->nummodelsurfaces, ent->model->surfacelist);
+                       }
+               }
        }
 
        if (!visiblevolumes)
        {
-               if (shadow && gl_stencil)
-                       R_Shadow_Stage_LightWithShadows();
-               else
-                       R_Shadow_Stage_LightWithoutShadows();
+               R_Shadow_Stage_Light(shadow && gl_stencil);
 
                ent = &cl_entities[0].render;
                if (ent->model && ent->model->DrawLight)
@@ -2112,56 +2180,29 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                        Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
                        if (r_shadow_staticworldlights.integer && rtlight->compiled)
                        {
-                               //R_Shadow_DrawStaticWorldLight_Light(rtlight, &ent->matrix, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
-                               shadowmesh_t *mesh;
                                R_Mesh_Matrix(&ent->matrix);
-                               if (r_shadow_showtris.integer)
-                               {
-                                       rmeshstate_t m;
-                                       int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
-                                       int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
-                                       qglDisable(GL_DEPTH_TEST);
-                                       qglDisable(GL_STENCIL_TEST);
-                                       //qglDisable(GL_CULL_FACE);
-                                       memset(&m, 0, sizeof(m));
-                                       R_Mesh_State_Texture(&m);
-                                       GL_Color(0.2,0,0,1);
-                                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                                       for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
-                                       {
-                                               GL_VertexPointer(mesh->vertex3f);
-                                               R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                                       }
-                                       //qglEnable(GL_CULL_FACE);
-                                       if (depthenabled)
-                                               qglEnable(GL_DEPTH_TEST);
-                                       if (stencilenabled)
-                                               qglEnable(GL_STENCIL_TEST);
-                               }
                                for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
-                               {
-                                       R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, cubemaptexture);
-                                       R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, cubemaptexture);
-                               }
+                                       R_Shadow_RenderLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
                        }
                        else
-                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
+                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, numsurfaces, surfacelist);
                }
                if (r_drawentities.integer)
                {
                        for (i = 0;i < r_refdef.numentities;i++)
                        {
                                ent = r_refdef.entities[i];
-                               if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
-                                && BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
-                                && (ent->flags & RENDER_LIGHT))
+                               // can't draw transparent entity lighting here because
+                               // transparent meshes are deferred for later
+                               if (ent->visframe == r_framecount && BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) && ent->model && ent->model->DrawLight && (ent->flags & (RENDER_LIGHT | RENDER_TRANSPARENT)) == RENDER_LIGHT)
                                {
+                                       VectorScale(lightcolor, ent->alpha, lightcolor2);
                                        Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
                                        Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
                                        Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
                                        Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
                                        Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
-                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
+                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, ent->model->nummodelsurfaces, ent->model->surfacelist);
                                }
                        }
                }
@@ -2174,10 +2215,13 @@ void R_ShadowVolumeLighting(int visiblevolumes)
        dlight_t *light;
        rmeshstate_t m;
 
+       if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
+               R_Shadow_EditLights_Reload_f();
+
        if (visiblevolumes)
        {
                memset(&m, 0, sizeof(m));
-               R_Mesh_State_Texture(&m);
+               R_Mesh_State(&m);
 
                GL_BlendFunc(GL_ONE, GL_ONE);
                GL_DepthMask(false);
@@ -2187,10 +2231,8 @@ void R_ShadowVolumeLighting(int visiblevolumes)
        }
        else
                R_Shadow_Stage_Begin();
-       shadowframecount++;
-       if (r_shadow_realtime_world.integer)
+       if (r_rtworld)
        {
-               R_Shadow_LoadWorldLightsIfNeeded();
                if (r_shadow_debuglight.integer >= 0)
                {
                        for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
@@ -2201,7 +2243,7 @@ void R_ShadowVolumeLighting(int visiblevolumes)
                        for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
                                R_DrawRTLight(&light->rtlight, visiblevolumes);
        }
-       if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
+       if (r_rtdlight)
                for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
                        R_DrawRTLight(&light->rtlight, visiblevolumes);
 
@@ -2214,38 +2256,23 @@ void R_ShadowVolumeLighting(int visiblevolumes)
                R_Shadow_Stage_End();
 }
 
-cvar_t r_editlights = {0, "r_editlights", "0"};
-cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
-cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
-cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
-cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
-cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
-cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
-cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
-dlight_t *r_shadow_worldlightchain;
-dlight_t *r_shadow_selectedlight;
-vec3_t r_editlights_cursorlocation;
-
-typedef struct cubemapinfo_s
-{
-       char basename[64];
-       rtexture_t *texture;
-}
-cubemapinfo_t;
-
-#define MAX_CUBEMAPS 128
-static int numcubemaps;
-static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
-
 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
 typedef struct suffixinfo_s
 {
        char *suffix;
-       int flipx, flipy, flipdiagonal;
+       qboolean flipx, flipy, flipdiagonal;
 }
 suffixinfo_t;
 static suffixinfo_t suffix[3][6] =
 {
+       {
+               {"px",   false, false, false},
+               {"nx",   false, false, false},
+               {"py",   false, false, false},
+               {"ny",   false, false, false},
+               {"pz",   false, false, false},
+               {"nz",   false, false, false}
+       },
        {
                {"posx", false, false, false},
                {"negx", false, false, false},
@@ -2255,20 +2282,12 @@ static suffixinfo_t suffix[3][6] =
                {"negz", false, false, false}
        },
        {
-               {"px", false, false, false},
-               {"nx", false, false, false},
-               {"py", false, false, false},
-               {"ny", false, false, false},
-               {"pz", false, false, false},
-               {"nz", false, false, false}
-       },
-       {
-               {"ft", true, false, true},
-               {"bk", false, true, true},
-               {"lf", true, true, false},
-               {"rt", false, false, false},
-               {"up", false, false, false},
-               {"dn", false, false, false}
+               {"rt",    true, false,  true},
+               {"lf",   false,  true,  true},
+               {"ft",    true,  true, false},
+               {"bk",   false, false, false},
+               {"up",    true, false,  true},
+               {"dn",    true, false,  true}
        }
 };
 
@@ -2284,30 +2303,39 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename)
        cubemapsize = 0;
        cubemappixels = NULL;
        cubemaptexture = NULL;
+       // keep trying different suffix groups (posx, px, rt) until one loads
        for (j = 0;j < 3 && !cubemappixels;j++)
        {
+               // load the 6 images in the suffix group
                for (i = 0;i < 6;i++)
                {
+                       // generate an image name based on the base and and suffix
                        snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
+                       // load it
                        if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
                        {
+                               // an image loaded, make sure width and height are equal
                                if (image_width == image_height)
                                {
+                                       // if this is the first image to load successfully, allocate the cubemap memory
                                        if (!cubemappixels && image_width >= 1)
                                        {
                                                cubemapsize = image_width;
-                                               // note this clears to black, so unavailable sizes are black
+                                               // note this clears to black, so unavailable sides are black
                                                cubemappixels = 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)
                                                Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
                                }
                                else
                                        Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
+                               // free the image
                                Mem_Free(image_rgba);
                        }
                }
        }
+       // if a cubemap loaded, upload it
        if (cubemappixels)
        {
                if (!r_shadow_filters_texturepool)
@@ -2346,21 +2374,25 @@ void R_Shadow_FreeCubemaps(void)
        R_FreeTexturePool(&r_shadow_filters_texturepool);
 }
 
-void R_Shadow_NewWorldLight(vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname)
+dlight_t *R_Shadow_NewWorldLight(void)
 {
        dlight_t *light;
-
-       if (radius < 15 || DotProduct(color, color) < 0.03)
-       {
-               Con_Print("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
-               return;
-       }
-
        light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
+       light->next = r_shadow_worldlightchain;
+       r_shadow_worldlightchain = light;
+       return light;
+}
+
+void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname)
+{
        VectorCopy(origin, light->origin);
-       VectorCopy(angles, light->angles);
-       VectorCopy(color, light->color);
-       light->radius = radius;
+       light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
+       light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
+       light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
+       light->color[0] = max(color[0], 0);
+       light->color[1] = max(color[1], 0);
+       light->color[2] = max(color[2], 0);
+       light->radius = max(radius, 0);
        light->style = style;
        if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
        {
@@ -2369,25 +2401,22 @@ void R_Shadow_NewWorldLight(vec3_t origin, vec3_t angles, vec3_t color, vec_t ra
        }
        light->shadow = shadowenable;
        light->corona = corona;
-       if (cubemapname && cubemapname[0] && strlen(cubemapname) < sizeof(light->cubemapname))
-               strcpy(light->cubemapname, cubemapname);
+       if (!cubemapname)
+               cubemapname = "";
+       strlcpy(light->cubemapname, cubemapname, strlen(light->cubemapname));
        Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
-       light->next = r_shadow_worldlightchain;
-       r_shadow_worldlightchain = light;
 
        R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
-       if (r_shadow_staticworldlights.integer)
-               R_RTLight_Compile(&light->rtlight);
 }
 
 void R_Shadow_FreeWorldLight(dlight_t *light)
 {
        dlight_t **lightpointer;
+       R_RTLight_Uncompile(&light->rtlight);
        for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
        if (*lightpointer != light)
                Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain\n");
        *lightpointer = light->next;
-       R_RTLight_Uncompile(&light->rtlight);
        Mem_Free(light);
 }
 
@@ -2408,8 +2437,6 @@ void R_Shadow_SelectLight(dlight_t *light)
                r_shadow_selectedlight->selected = true;
 }
 
-rtexture_t *lighttextures[5];
-
 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
 {
        float scale = r_editlights_cursorgrid.value * 0.5f;
@@ -2482,7 +2509,7 @@ void R_Shadow_LoadWorldLights(void)
        }
        FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
        strlcat (name, ".rtlights", sizeof (name));
-       lightsstring = FS_LoadFile(name, false);
+       lightsstring = FS_LoadFile(name, tempmempool, false);
        if (lightsstring)
        {
                s = lightsstring;
@@ -2533,7 +2560,7 @@ void R_Shadow_LoadWorldLights(void)
                        }
                        VectorScale(color, r_editlights_rtlightscolorscale.value, color);
                        radius *= r_editlights_rtlightssizescale.value;
-                       R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadow, cubemapname);
+                       R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname);
                        s++;
                        n++;
                }
@@ -2600,7 +2627,7 @@ void R_Shadow_LoadLightsFile(void)
        }
        FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
        strlcat (name, ".lights", sizeof (name));
-       lightsstring = FS_LoadFile(name, false);
+       lightsstring = FS_LoadFile(name, tempmempool, false);
        if (lightsstring)
        {
                s = lightsstring;
@@ -2623,7 +2650,7 @@ void R_Shadow_LoadLightsFile(void)
                        radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
                        radius = bound(15, radius, 4096);
                        VectorScale(color, (2.0f / (8388608.0f)), color);
-                       R_Shadow_NewWorldLight(origin, vec3_origin, color, radius, 0, style, true, NULL);
+                       R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL);
                        s++;
                        n++;
                }
@@ -2633,11 +2660,14 @@ void R_Shadow_LoadLightsFile(void)
        }
 }
 
+// tyrlite/hmap2 light types in the delay field
+typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX, LIGHTTYPE_NONE, LIGHTTYPE_SUN, LIGHTTYPE_MINUSXX} lighttype_t;
+
 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
 {
-       int entnum, style, islight, skin, pflags, effects;
+       int entnum, style, islight, skin, pflags, effects, type, n;
        char key[256], value[1024];
-       float origin[3], angles[3], radius, color[3], light, fadescale, lightscale, originhack[3], overridecolor[3];
+       float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
        const char *data;
 
        if (cl.worldmodel == NULL)
@@ -2650,11 +2680,12 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                return;
        for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
        {
-               light = 0;
+               type = LIGHTTYPE_MINUSX;
                origin[0] = origin[1] = origin[2] = 0;
                originhack[0] = originhack[1] = originhack[2] = 0;
                angles[0] = angles[1] = angles[2] = 0;
                color[0] = color[1] = color[2] = 1;
+               light[0] = light[1] = light[2] = 1;light[3] = 300;
                overridecolor[0] = overridecolor[1] = overridecolor[2] = 1;
                fadescale = 1;
                lightscale = 1;
@@ -2681,7 +2712,27 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
 
                        // now that we have the key pair worked out...
                        if (!strcmp("light", key))
-                               light = atof(value);
+                       {
+                               n = sscanf(value, "%f %f %f %f", &vec[0], &vec[1], &vec[2], &vec[3]);
+                               if (n == 1)
+                               {
+                                       // quake
+                                       light[0] = vec[0] * (1.0f / 256.0f);
+                                       light[1] = vec[0] * (1.0f / 256.0f);
+                                       light[2] = vec[0] * (1.0f / 256.0f);
+                                       light[3] = vec[0];
+                               }
+                               else if (n == 4)
+                               {
+                                       // halflife
+                                       light[0] = vec[0] * (1.0f / 255.0f);
+                                       light[1] = vec[1] * (1.0f / 255.0f);
+                                       light[2] = vec[2] * (1.0f / 255.0f);
+                                       light[3] = vec[3];
+                               }
+                       }
+                       else if (!strcmp("delay", key))
+                               type = atoi(value);
                        else if (!strcmp("origin", key))
                                sscanf(value, "%f %f %f", &origin[0], &origin[1], &origin[2]);
                        else if (!strcmp("angle", key))
@@ -2778,28 +2829,45 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                        else if (!strcmp("effects", key))
                                effects = (int)atof(value);
                }
-               if (light <= 0 && islight)
-                       light = 300;
+               if (!islight)
+                       continue;
                if (lightscale <= 0)
                        lightscale = 1;
                if (fadescale <= 0)
                        fadescale = 1;
-               if (gamemode == GAME_TENEBRAE)
+               if (color[0] == color[1] && color[0] == color[2])
                {
-                       if (effects & EF_NODRAW)
-                       {
-                               pflags |= PFLAGS_FULLDYNAMIC;
-                               effects &= ~EF_NODRAW;
-                       }
+                       color[0] *= overridecolor[0];
+                       color[1] *= overridecolor[1];
+                       color[2] *= overridecolor[2];
+               }
+               radius = light[3] * r_editlights_quakelightsizescale.value * lightscale / fadescale;
+               color[0] = color[0] * light[0];
+               color[1] = color[1] * light[1];
+               color[2] = color[2] * light[2];
+               switch (type)
+               {
+               case LIGHTTYPE_MINUSX:
+                       break;
+               case LIGHTTYPE_RECIPX:
+                       radius *= 2;
+                       VectorScale(color, (1.0f / 16.0f), color);
+                       break;
+               case LIGHTTYPE_RECIPXX:
+                       radius *= 2;
+                       VectorScale(color, (1.0f / 16.0f), color);
+                       break;
+               default:
+               case LIGHTTYPE_NONE:
+                       break;
+               case LIGHTTYPE_SUN:
+                       break;
+               case LIGHTTYPE_MINUSXX:
+                       break;
                }
-               radius = min(light * r_editlights_quakelightsizescale.value * lightscale / fadescale, 1048576);
-               light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
-               if (color[0] == 1 && color[1] == 1 && color[2] == 1)
-                       VectorCopy(overridecolor, color);
-               VectorScale(color, light, color);
                VectorAdd(origin, originhack, origin);
-               if (radius >= 15 && !(pflags & PFLAGS_FULLDYNAMIC))
-                       R_Shadow_NewWorldLight(origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL);
+               if (radius >= 1)
+                       R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL);
        }
 }
 
@@ -2844,13 +2912,24 @@ void R_Shadow_EditLights_Clear_f(void)
 
 void R_Shadow_EditLights_Reload_f(void)
 {
-       r_shadow_reloadlights = true;
+       if (!cl.worldmodel)
+               return;
+       strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
+       R_Shadow_ClearWorldLights();
+       R_Shadow_LoadWorldLights();
+       if (r_shadow_worldlightchain == NULL)
+       {
+               R_Shadow_LoadLightsFile();
+               if (r_shadow_worldlightchain == NULL)
+                       R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
+       }
 }
 
 void R_Shadow_EditLights_Save_f(void)
 {
-       if (cl.worldmodel)
-               R_Shadow_SaveWorldLights();
+       if (!cl.worldmodel)
+               return;
+       R_Shadow_SaveWorldLights();
 }
 
 void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void)
@@ -2879,7 +2958,7 @@ void R_Shadow_EditLights_Spawn_f(void)
                return;
        }
        color[0] = color[1] = color[2] = 1;
-       R_Shadow_NewWorldLight(r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL);
+       R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL);
 }
 
 void R_Shadow_EditLights_Edit_f(void)
@@ -3096,20 +3175,37 @@ void R_Shadow_EditLights_Edit_f(void)
                Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
                return;
        }
-       R_Shadow_FreeWorldLight(r_shadow_selectedlight);
-       r_shadow_selectedlight = NULL;
-       R_Shadow_NewWorldLight(origin, angles, color, radius, corona, style, shadows, cubemapname);
+       R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname);
+}
+
+void R_Shadow_EditLights_EditAll_f(void)
+{
+       dlight_t *light;
+
+       if (!r_editlights.integer)
+       {
+               Con_Print("Cannot edit lights when not in editing mode. Set r_editlights to 1.\n");
+               return;
+       }
+
+       for (light = r_shadow_worldlightchain;light;light = light->next)
+       {
+               R_Shadow_SelectLight(light);
+               R_Shadow_EditLights_Edit_f();
+       }
 }
 
-extern int con_vislines;
 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
 {
        float x, y;
        char temp[256];
-       if (r_shadow_selectedlight == NULL)
+       if (!r_editlights.integer)
                return;
        x = 0;
        y = con_vislines;
+       sprintf(temp, "Cursor  %f %f %f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       if (r_shadow_selectedlight == NULL)
+               return;
        sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
        sprintf(temp, "Origin  %f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
        sprintf(temp, "Angles  %f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
@@ -3133,9 +3229,7 @@ void R_Shadow_EditLights_ToggleShadow_f(void)
                Con_Print("No selected light.\n");
                return;
        }
-       R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
-       R_Shadow_FreeWorldLight(r_shadow_selectedlight);
-       r_shadow_selectedlight = NULL;
+       R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
 }
 
 void R_Shadow_EditLights_ToggleCorona_f(void)
@@ -3150,9 +3244,7 @@ void R_Shadow_EditLights_ToggleCorona_f(void)
                Con_Print("No selected light.\n");
                return;
        }
-       R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
-       R_Shadow_FreeWorldLight(r_shadow_selectedlight);
-       r_shadow_selectedlight = NULL;
+       R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
 }
 
 void R_Shadow_EditLights_Remove_f(void)
@@ -3218,6 +3310,45 @@ void R_Shadow_EditLights_Help_f(void)
        );
 }
 
+void R_Shadow_EditLights_CopyInfo_f(void)
+{
+       if (!r_editlights.integer)
+       {
+               Con_Print("Cannot copy light info when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (!r_shadow_selectedlight)
+       {
+               Con_Print("No selected light.\n");
+               return;
+       }
+       VectorCopy(r_shadow_selectedlight->angles, r_shadow_bufferlight.angles);
+       VectorCopy(r_shadow_selectedlight->color, r_shadow_bufferlight.color);
+       r_shadow_bufferlight.radius = r_shadow_selectedlight->radius;
+       r_shadow_bufferlight.style = r_shadow_selectedlight->style;
+       if (r_shadow_selectedlight->cubemapname)
+               strcpy(r_shadow_bufferlight.cubemapname, r_shadow_selectedlight->cubemapname);
+       else
+               r_shadow_bufferlight.cubemapname[0] = 0;
+       r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
+       r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
+}
+
+void R_Shadow_EditLights_PasteInfo_f(void)
+{
+       if (!r_editlights.integer)
+       {
+               Con_Print("Cannot paste light info when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (!r_shadow_selectedlight)
+       {
+               Con_Print("No selected light.\n");
+               return;
+       }
+       R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname);
+}
+
 void R_Shadow_EditLights_Init(void)
 {
        Cvar_RegisterVariable(&r_editlights);
@@ -3234,10 +3365,13 @@ void R_Shadow_EditLights_Init(void)
        Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f);
        Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f);
        Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f);
+       Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f);
        Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f);
        Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f);
        Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f);
        Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f);
        Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f);
+       Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f);
+       Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f);
 }