]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
Added a mempool parameter to FS_LoadFile
[xonotic/darkplaces.git] / r_shadow.c
index 8c083ece236e4fa1b9bfdd4671bd5ac62cf8f45f..ac7d08c18d4b9723dad0062a91943b7e0bcbf2fd 100644 (file)
@@ -122,7 +122,7 @@ extern void R_Shadow_EditLights_Init(void);
 #define SHADOWSTAGE_NONE 0
 #define SHADOWSTAGE_STENCIL 1
 #define SHADOWSTAGE_LIGHT 2
-#define SHADOWSTAGE_ERASESTENCIL 3
+#define SHADOWSTAGE_STENCILTWOSIDE 3
 
 int r_shadowstage = SHADOWSTAGE_NONE;
 int r_shadow_reloadlights = false;
@@ -131,15 +131,26 @@ mempool_t *r_shadow_mempool;
 
 int maxshadowelements;
 int *shadowelements;
-int maxtrianglefacinglight;
-qbyte *trianglefacinglight;
-int *trianglefacinglightlist;
+
+int maxshadowmark;
+int numshadowmark;
+int *shadowmark;
+int *shadowmarklist;
+int shadowmarkcount;
 
 int maxvertexupdate;
 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;
@@ -168,12 +179,14 @@ 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_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "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 gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
 
 int c_rt_lights, c_rt_clears, c_rt_scissored;
 int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
@@ -195,9 +208,17 @@ void r_shadow_start(void)
        vertexupdate = NULL;
        vertexremap = NULL;
        vertexupdatenum = 0;
-       maxtrianglefacinglight = 0;
-       trianglefacinglight = NULL;
-       trianglefacinglightlist = NULL;
+       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_shadow_normalcubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
@@ -228,9 +249,17 @@ void r_shadow_shutdown(void)
        vertexupdate = NULL;
        vertexremap = NULL;
        vertexupdatenum = 0;
-       maxtrianglefacinglight = 0;
-       trianglefacinglight = NULL;
-       trianglefacinglightlist = NULL;
+       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;
        Mem_FreePool(&r_shadow_mempool);
 }
 
@@ -296,7 +325,9 @@ void R_Shadow_Init(void)
        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(&gl_ext_stenciltwoside);
        if (gamemode == GAME_TENEBRAE)
        {
                Cvar_SetValue("r_shadow_gloss", 2);
@@ -321,29 +352,12 @@ 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}
        }
 };
 
-void R_Shadow_ResizeTriangleFacingLight(int numtris)
-{
-       // make sure trianglefacinglight is big enough for this volume
-       // ameks ru ertaignelaficgnilhg tsib gie ongu hof rhtsiv lomu e
-       // m4k3 5ur3 7r14ng13f4c1n5115h7 15 b15 3n0u5h f0r 7h15 v01um3
-       if (maxtrianglefacinglight < numtris)
-       {
-               maxtrianglefacinglight = numtris;
-               if (trianglefacinglight)
-                       Mem_Free(trianglefacinglight);
-               if (trianglefacinglightlist)
-                       Mem_Free(trianglefacinglightlist);
-               trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight);
-               trianglefacinglightlist = Mem_Alloc(r_shadow_mempool, sizeof(int) * maxtrianglefacinglight);
-       }
-}
-
 int *R_Shadow_ResizeShadowElements(int numtris)
 {
        // make sure shadowelements is big enough for this volume
@@ -357,68 +371,66 @@ int *R_Shadow_ResizeShadowElements(int numtris)
        return shadowelements;
 }
 
-/*
-// readable version of some code found below
-//if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
-int PointInfrontOfTriangle(const float *p, const float *a, const float *b, const float *c)
+void R_Shadow_EnlargeClusterBuffer(int numclusters)
 {
-       float dir0[3], dir1[3], normal[3];
-
-       // calculate two mostly perpendicular edge directions
-       VectorSubtract(a, b, dir0);
-       VectorSubtract(c, b, dir1);
-
-       // we have two edge directions, we can calculate a third vector from
-       // them, which is the direction of the surface normal (it's magnitude
-       // is not 1 however)
-       CrossProduct(dir0, dir1, normal);
+       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));
+       }
+}
 
-       // compare distance of light along normal, with distance of any point
-       // of the triangle along the same normal (the triangle is planar,
-       // I.E. flat, so all points give the same answer)
-       return DotProduct(p, normal) > DotProduct(a, normal);
+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));
+       }
 }
-int checkcastshadowfromedge(int t, int i)
+
+void R_Shadow_PrepareShadowMark(int numtris)
 {
-       int *te;
-       float *v[3];
-       if (t >= trianglerange_start && t < trianglerange_end)
+       // make sure shadowmark is big enough for this volume
+       if (maxshadowmark < numtris)
        {
-               if (t < i && !trianglefacinglight[t])
-                       return true;
-               else
-                       return false;
+               maxshadowmark = numtris;
+               if (shadowmark)
+                       Mem_Free(shadowmark);
+               if (shadowmarklist)
+                       Mem_Free(shadowmarklist);
+               shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
+               shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
+               shadowmarkcount = 0;
        }
-       else
+       shadowmarkcount++;
+       // if shadowmarkcount wrapped we clear the array and adjust accordingly
+       if (shadowmarkcount == 0)
        {
-               if (t < 0)
-                       return true;
-               else
-               {
-                       te = inelement3i + t * 3;
-                       v[0] = invertex3f + te[0] * 3;
-                       v[1] = invertex3f + te[1] * 3;
-                       v[2] = invertex3f + te[2] * 3;
-                       if (!PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
-                               return true;
-                       else
-                               return false;
-               }
+               shadowmarkcount = 1;
+               memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
        }
+       numshadowmark = 0;
 }
-*/
 
-int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, int trianglerange_end, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *relativelightorigin, float projectdistance)
+int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
 {
-       int i, j, tris = 0, numfacing = 0, vr[3], t, outvertices = 0;
-       const float *v[3];
-       const int *e, *n, *te;
+       int i, j, tris = 0, vr[3], t, outvertices = 0;
+       const int *e, *n;
        float f, temp[3];
 
-       // make sure trianglefacinglight is big enough for this volume
-       if (maxtrianglefacinglight < trianglerange_end)
-               R_Shadow_ResizeTriangleFacingLight(trianglerange_end);
-
        if (maxvertexupdate < innumvertices)
        {
                maxvertexupdate = innumvertices;
@@ -428,220 +440,91 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, i
                        Mem_Free(vertexremap);
                vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
                vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+               vertexupdatenum = 0;
        }
        vertexupdatenum++;
-
-       if (r_shadow_singlepassvolumegeneration.integer)
+       if (vertexupdatenum == 0)
        {
-               // one pass approach (identify lit/dark faces and generate sides while doing so)
-               for (i = trianglerange_start, e = inelement3i + i * 3, n = inneighbor3i + i * 3;i < trianglerange_end;i++, e += 3, n += 3)
-               {
-                       // calculate triangle facing flag
-                       v[0] = invertex3f + e[0] * 3;
-                       v[1] = invertex3f + e[1] * 3;
-                       v[2] = invertex3f + e[2] * 3;
-                       if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
-                       {
-                               // make sure the vertices are created
-                               for (j = 0;j < 3;j++)
-                               {
-                                       if (vertexupdate[e[j]] != vertexupdatenum)
-                                       {
-                                               vertexupdate[e[j]] = vertexupdatenum;
-                                               vertexremap[e[j]] = outvertices;
-                                               VectorCopy(v[j], outvertex3f);
-                                               VectorSubtract(v[j], relativelightorigin, temp);
-                                               f = projectdistance / VectorLength(temp);
-                                               VectorMA(relativelightorigin, f, temp, (outvertex3f + 3));
-                                               outvertex3f += 6;
-                                               outvertices += 2;
-                                       }
-                               }
-                               // output the front and back triangles
-                               vr[0] = vertexremap[e[0]];
-                               vr[1] = vertexremap[e[1]];
-                               vr[2] = vertexremap[e[2]];
-                               outelement3i[0] = vr[0];
-                               outelement3i[1] = vr[1];
-                               outelement3i[2] = vr[2];
-                               outelement3i[3] = vr[2] + 1;
-                               outelement3i[4] = vr[1] + 1;
-                               outelement3i[5] = vr[0] + 1;
-                               outelement3i += 6;
-                               tris += 2;
-                               // output the sides (facing outward from this triangle)
-                               t = n[0];
-                               if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
-                               {
-                                       outelement3i[0] = vr[1];
-                                       outelement3i[1] = vr[0];
-                                       outelement3i[2] = vr[0] + 1;
-                                       outelement3i[3] = vr[1];
-                                       outelement3i[4] = vr[0] + 1;
-                                       outelement3i[5] = vr[1] + 1;
-                                       outelement3i += 6;
-                                       tris += 2;
-                               }
-                               t = n[1];
-                               if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
-                               {
-                                       outelement3i[0] = vr[2];
-                                       outelement3i[1] = vr[1];
-                                       outelement3i[2] = vr[1] + 1;
-                                       outelement3i[3] = vr[2];
-                                       outelement3i[4] = vr[1] + 1;
-                                       outelement3i[5] = vr[2] + 1;
-                                       outelement3i += 6;
-                                       tris += 2;
-                               }
-                               t = n[2];
-                               if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
-                               {
-                                       outelement3i[0] = vr[0];
-                                       outelement3i[1] = vr[2];
-                                       outelement3i[2] = vr[2] + 1;
-                                       outelement3i[3] = vr[0];
-                                       outelement3i[4] = vr[2] + 1;
-                                       outelement3i[5] = vr[0] + 1;
-                                       outelement3i += 6;
-                                       tris += 2;
-                               }
-                       }
-                       else
-                       {
-                               // this triangle is not facing the light
-                               // output the sides (facing inward to this triangle)
-                               t = n[0];
-                               if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
-                               {
-                                       vr[0] = vertexremap[e[0]];
-                                       vr[1] = vertexremap[e[1]];
-                                       outelement3i[0] = vr[1];
-                                       outelement3i[1] = vr[0] + 1;
-                                       outelement3i[2] = vr[0];
-                                       outelement3i[3] = vr[1];
-                                       outelement3i[4] = vr[1] + 1;
-                                       outelement3i[5] = vr[0] + 1;
-                                       outelement3i += 6;
-                                       tris += 2;
-                               }
-                               t = n[1];
-                               if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
-                               {
-                                       vr[1] = vertexremap[e[1]];
-                                       vr[2] = vertexremap[e[2]];
-                                       outelement3i[0] = vr[2];
-                                       outelement3i[1] = vr[1] + 1;
-                                       outelement3i[2] = vr[1];
-                                       outelement3i[3] = vr[2];
-                                       outelement3i[4] = vr[2] + 1;
-                                       outelement3i[5] = vr[1] + 1;
-                                       outelement3i += 6;
-                                       tris += 2;
-                               }
-                               t = n[2];
-                               if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
-                               {
-                                       vr[0] = vertexremap[e[0]];
-                                       vr[2] = vertexremap[e[2]];
-                                       outelement3i[0] = vr[0];
-                                       outelement3i[1] = vr[2] + 1;
-                                       outelement3i[2] = vr[2];
-                                       outelement3i[3] = vr[0];
-                                       outelement3i[4] = vr[0] + 1;
-                                       outelement3i[5] = vr[2] + 1;
-                                       outelement3i += 6;
-                                       tris += 2;
-                               }
-                       }
-               }
+               vertexupdatenum = 1;
+               memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
+               memset(vertexremap, 0, maxvertexupdate * sizeof(int));
        }
-       else
+       
+       for (i = 0;i < numshadowmarktris;i++)
        {
-               // two pass approach (identify lit/dark faces and then generate sides)
-               for (i = trianglerange_start, e = inelement3i + i * 3, numfacing = 0;i < trianglerange_end;i++, e += 3)
+               t = shadowmarktris[i];
+               shadowmark[t] = shadowmarkcount;
+               e = inelement3i + t * 3;
+               // make sure the vertices are created
+               for (j = 0;j < 3;j++)
                {
-                       // calculate triangle facing flag
-                       v[0] = invertex3f + e[0] * 3;
-                       v[1] = invertex3f + e[1] * 3;
-                       v[2] = invertex3f + e[2] * 3;
-                       if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
+                       if (vertexupdate[e[j]] != vertexupdatenum)
                        {
-                               trianglefacinglightlist[numfacing++] = i;
-                               // make sure the vertices are created
-                               for (j = 0;j < 3;j++)
-                               {
-                                       if (vertexupdate[e[j]] != vertexupdatenum)
-                                       {
-                                               vertexupdate[e[j]] = vertexupdatenum;
-                                               vertexremap[e[j]] = outvertices;
-                                               VectorSubtract(v[j], relativelightorigin, temp);
-                                               f = projectdistance / VectorLength(temp);
-                                               VectorCopy(v[j], outvertex3f);
-                                               VectorMA(relativelightorigin, f, temp, (outvertex3f + 3));
-                                               outvertex3f += 6;
-                                               outvertices += 2;
-                                       }
-                               }
-                               // output the front and back triangles
-                               outelement3i[0] = vertexremap[e[0]];
-                               outelement3i[1] = vertexremap[e[1]];
-                               outelement3i[2] = vertexremap[e[2]];
-                               outelement3i[3] = vertexremap[e[2]] + 1;
-                               outelement3i[4] = vertexremap[e[1]] + 1;
-                               outelement3i[5] = vertexremap[e[0]] + 1;
-                               outelement3i += 6;
-                               tris += 2;
+                               vertexupdate[e[j]] = vertexupdatenum;
+                               vertexremap[e[j]] = outvertices;
+                               VectorSubtract(invertex3f + e[j] * 3, projectorigin, temp);
+                               f = projectdistance / VectorLength(temp);
+                               VectorCopy(invertex3f + e[j] * 3, outvertex3f);
+                               VectorMA(projectorigin, f, temp, (outvertex3f + 3));
+                               outvertex3f += 6;
+                               outvertices += 2;
                        }
                }
-               for (i = 0;i < numfacing;i++)
+               // output the front and back triangles
+               outelement3i[0] = vertexremap[e[0]];
+               outelement3i[1] = vertexremap[e[1]];
+               outelement3i[2] = vertexremap[e[2]];
+               outelement3i[3] = vertexremap[e[2]] + 1;
+               outelement3i[4] = vertexremap[e[1]] + 1;
+               outelement3i[5] = vertexremap[e[0]] + 1;
+               outelement3i += 6;
+               tris += 2;
+       }
+
+       for (i = 0;i < numshadowmarktris;i++)
+       {
+               t = shadowmarktris[i];
+               e = inelement3i + t * 3;
+               n = inneighbor3i + t * 3;
+               // output the sides (facing outward from this triangle)
+               if (shadowmark[n[0]] != shadowmarkcount)
                {
-                       t = trianglefacinglightlist[i];
-                       e = inelement3i + t * 3;
-                       n = inneighbor3i + t * 3;
-                       // output the sides (facing outward from this triangle)
-                       t = n[0];
-                       if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
-                       {
-                               vr[0] = vertexremap[e[0]];
-                               vr[1] = vertexremap[e[1]];
-                               outelement3i[0] = vr[1];
-                               outelement3i[1] = vr[0];
-                               outelement3i[2] = vr[0] + 1;
-                               outelement3i[3] = vr[1];
-                               outelement3i[4] = vr[0] + 1;
-                               outelement3i[5] = vr[1] + 1;
-                               outelement3i += 6;
-                               tris += 2;
-                       }
-                       t = n[1];
-                       if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
-                       {
-                               vr[1] = vertexremap[e[1]];
-                               vr[2] = vertexremap[e[2]];
-                               outelement3i[0] = vr[2];
-                               outelement3i[1] = vr[1];
-                               outelement3i[2] = vr[1] + 1;
-                               outelement3i[3] = vr[2];
-                               outelement3i[4] = vr[1] + 1;
-                               outelement3i[5] = vr[2] + 1;
-                               outelement3i += 6;
-                               tris += 2;
-                       }
-                       t = n[2];
-                       if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
-                       {
-                               vr[0] = vertexremap[e[0]];
-                               vr[2] = vertexremap[e[2]];
-                               outelement3i[0] = vr[0];
-                               outelement3i[1] = vr[2];
-                               outelement3i[2] = vr[2] + 1;
-                               outelement3i[3] = vr[0];
-                               outelement3i[4] = vr[2] + 1;
-                               outelement3i[5] = vr[0] + 1;
-                               outelement3i += 6;
-                               tris += 2;
-                       }
+                       vr[0] = vertexremap[e[0]];
+                       vr[1] = vertexremap[e[1]];
+                       outelement3i[0] = vr[1];
+                       outelement3i[1] = vr[0];
+                       outelement3i[2] = vr[0] + 1;
+                       outelement3i[3] = vr[1];
+                       outelement3i[4] = vr[0] + 1;
+                       outelement3i[5] = vr[1] + 1;
+                       outelement3i += 6;
+                       tris += 2;
+               }
+               if (shadowmark[n[1]] != shadowmarkcount)
+               {
+                       vr[1] = vertexremap[e[1]];
+                       vr[2] = vertexremap[e[2]];
+                       outelement3i[0] = vr[2];
+                       outelement3i[1] = vr[1];
+                       outelement3i[2] = vr[1] + 1;
+                       outelement3i[3] = vr[2];
+                       outelement3i[4] = vr[1] + 1;
+                       outelement3i[5] = vr[2] + 1;
+                       outelement3i += 6;
+                       tris += 2;
+               }
+               if (shadowmark[n[2]] != shadowmarkcount)
+               {
+                       vr[0] = vertexremap[e[0]];
+                       vr[2] = vertexremap[e[2]];
+                       outelement3i[0] = vr[0];
+                       outelement3i[1] = vr[2];
+                       outelement3i[2] = vr[2] + 1;
+                       outelement3i[3] = vr[0];
+                       outelement3i[4] = vr[2] + 1;
+                       outelement3i[5] = vr[0] + 1;
+                       outelement3i += 6;
+                       tris += 2;
                }
        }
        if (outnumvertices)
@@ -651,7 +534,7 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, i
 
 float varray_vertex3f2[65536*3];
 
-void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)
+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;
        if (projectdistance < 0.1)
@@ -659,64 +542,79 @@ void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *el
                Con_Printf("R_Shadow_Volume: projectdistance %f\n");
                return;
        }
-       if (!numverts)
+       if (!numverts || !nummarktris)
                return;
-
        // make sure shadowelements is big enough for this volume
-       if (maxshadowelements < numtris * 24)
-               R_Shadow_ResizeShadowElements(numtris);
+       if (maxshadowelements < nummarktris * 24)
+               R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
+       tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
+       R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
+}
 
-       // check which triangles are facing the light, and then output
+void R_Shadow_VolumeFromBox(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, const vec3_t mins, const vec3_t maxs)
+{
+       int i;
+       const float *v[3];
+
+       // check which triangles are facing the , and then output
        // triangle elements and vertices...  by clever use of elements we
        // can construct the whole shadow from the unprojected vertices and
        // the projected vertices
-       if ((tris = R_Shadow_ConstructShadowVolume(numverts, 0, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, relativelightorigin, r_shadow_projectdistance.value/*projectdistance*/)))
+
+       // identify lit faces within the bounding box
+       R_Shadow_PrepareShadowMark(numtris);
+       for (i = 0;i < numtris;i++)
        {
-               GL_VertexPointer(varray_vertex3f2);
-               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(outverts, tris, shadowelements);
-                       c_rt_shadowmeshes++;
-                       c_rt_shadowtris += numtris;
-                       // increment stencil if backface is behind depthbuffer
-                       qglCullFace(GL_BACK); // quake is backwards, this culls front faces
-                       qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
-               }
-               R_Mesh_Draw(outverts, tris, shadowelements);
-               c_rt_shadowmeshes++;
-               c_rt_shadowtris += numtris;
+               v[0] = invertex3f + elements[i*3+0] * 3;
+               v[1] = invertex3f + elements[i*3+1] * 3;
+               v[2] = invertex3f + elements[i*3+2] * 3;
+               if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]) && maxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && mins[0] < max(v[0][0], max(v[1][0], v[2][0])) && maxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && mins[1] < max(v[0][1], max(v[1][1], v[2][1])) && maxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && mins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                       shadowmarklist[numshadowmark++] = i;
        }
+       R_Shadow_VolumeFromList(numverts, numtris, invertex3f, elements, neighbors, projectorigin, projectdistance, numshadowmark, shadowmarklist);
 }
 
-void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
+void R_Shadow_VolumeFromSphere(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, float radius)
 {
-       shadowmesh_t *mesh;
+       vec3_t mins, maxs;
+       mins[0] = projectorigin[0] - radius;
+       mins[1] = projectorigin[1] - radius;
+       mins[2] = projectorigin[2] - radius;
+       maxs[0] = projectorigin[0] + radius;
+       maxs[1] = projectorigin[1] + radius;
+       maxs[2] = projectorigin[2] + radius;
+       R_Shadow_VolumeFromBox(numverts, numtris, invertex3f, elements, neighbors, projectorigin, projectdistance, mins, maxs);
+}
+
+void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
+{
+       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);
-               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);
+               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;
-       }
+       R_Mesh_Draw(numvertices, numtriangles, element3i);
+       c_rt_shadowmeshes++;
+       c_rt_shadowtris += numtriangles;
+       GL_LockArrays(0, 0);
 }
 
 float r_shadow_attenpower, r_shadow_attenscale;
@@ -854,6 +752,8 @@ void R_Shadow_Stage_Begin(void)
 
        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);
 
        if (!r_shadow_attenuation2dtexture
         || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
@@ -865,10 +765,11 @@ 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
-       GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
+       qglEnable(GL_CULL_FACE);
+       GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
        r_shadowstage = SHADOWSTAGE_NONE;
 
        c_rt_lights = c_rt_clears = c_rt_scissored = 0;
@@ -896,9 +797,9 @@ 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);
-       qglColorMask(0, 0, 0, 0);
+       GL_ColorMask(0, 0, 0, 0);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(false);
        GL_DepthTest(true);
@@ -913,10 +814,28 @@ void R_Shadow_Stage_ShadowVolumes(void)
        qglDepthFunc(GL_LESS);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglEnable(GL_STENCIL_TEST);
-       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-       qglStencilFunc(GL_ALWAYS, 128, 0xFF);
-       r_shadowstage = SHADOWSTAGE_STENCIL;
-       qglClear(GL_STENCIL_BUFFER_BIT);
+       qglStencilFunc(GL_ALWAYS, 128, ~0);
+       if (gl_ext_stenciltwoside.integer)
+       {
+               r_shadowstage = SHADOWSTAGE_STENCILTWOSIDE;
+               qglDisable(GL_CULL_FACE);
+               qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+               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);
        c_rt_clears++;
        // LordHavoc note: many shadow volumes reside entirely inside the world
        // (that is to say they are entirely bounded by their lit surfaces),
@@ -931,19 +850,23 @@ void R_Shadow_Stage_LightWithoutShadows(void)
 {
        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);
-       qglColorMask(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_CULL_FACE);
        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);
+       qglStencilFunc(GL_EQUAL, 128, ~0);
        r_shadowstage = SHADOWSTAGE_LIGHT;
        c_rt_lights++;
 }
@@ -952,21 +875,24 @@ void R_Shadow_Stage_LightWithShadows(void)
 {
        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);
-       qglColorMask(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);
+       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++;
 }
@@ -975,20 +901,23 @@ 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);
-       qglColorMask(1, 1, 1, 1);
-       GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
+       GL_ColorMask(1, 1, 1, 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
        qglDisable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-       qglStencilFunc(GL_ALWAYS, 128, 0xFF);
+       if (gl_support_stenciltwoside)
+               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+       qglStencilMask(~0);
+       qglStencilFunc(GL_ALWAYS, 128, ~0);
        r_shadowstage = SHADOWSTAGE_NONE;
 }
 
@@ -1001,11 +930,9 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        if (!r_shadow_scissor.integer)
                return false;
        // if view is inside the box, just say yes it's visible
-       // 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_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
+               GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
                return false;
        }
        for (i = 0;i < 3;i++)
@@ -1151,10 +1078,10 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        ix2 = x2 + 1.0f;
        iy2 = y2 + 1.0f;
        //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
-       if (ix1 < r_refdef.x) ix1 = r_refdef.x;
-       if (iy1 < r_refdef.y) iy1 = r_refdef.y;
-       if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width;
-       if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height;
+       if (ix1 < r_view_x) ix1 = r_view_x;
+       if (iy1 < r_view_y) iy1 = r_view_y;
+       if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
+       if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
        if (ix2 <= ix1 || iy2 <= iy1)
                return true;
        // set up the scissor rectangle
@@ -1165,7 +1092,7 @@ 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];
@@ -1178,7 +1105,8 @@ 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 / (VectorLength(v) * VectorLength(n));
+                               intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
                                VectorScale(lightcolor, intensity, color4f);
                                color4f[3] = 1;
                        }
@@ -1196,7 +1124,7 @@ 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];
@@ -1208,7 +1136,8 @@ 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 / (VectorLength(v) * VectorLength(n));
+                               intensity *= pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
                                VectorScale(lightcolor, intensity, color4f);
                                color4f[3] = 1;
                        }
@@ -1226,9 +1155,33 @@ void R_Shadow_VertexLightingWithXYAttenuationTexture(int numverts, const float *
        }
 }
 
-// FIXME: this should be done in a vertex program when possible
+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 / (VectorLength(v) * VectorLength(n));
+                       VectorScale(lightcolor, intensity, color4f);
+                       color4f[3] = 1;
+               }
+               else
+               {
+                       VectorClear(color4f);
+                       color4f[3] = 1;
+               }
+       }
+}
+
+#define USETEXMATRIX 1
+#ifndef USETEXMATRIX
+// FIXME: this should be done in a texture matrix or 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_Transform_Vertex3f_TexCoord3f(float *tc3f, int numverts, const float *vertex3f, const matrix4x4_t *matrix)
 {
        do
        {
@@ -1241,7 +1194,7 @@ 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
        {
@@ -1252,8 +1205,9 @@ 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];
@@ -1267,7 +1221,7 @@ 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];
@@ -1285,573 +1239,965 @@ 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, float lightradius, 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);
-                       qglColorMask(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)
+                       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)
                        {
-                               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);
+                               // 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);
+#if 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);
+#if 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_Texture(&m);
-                       qglColorMask(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);
+#if 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;
+       
+                               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);
+#if 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);
-                       qglColorMask(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)
+                       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);
+                               // 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);
+#if 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
                        }
-                       R_Mesh_State_Texture(&m);
-                       qglColorMask(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);
+#if 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);
+#if 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);
+#if 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)
-               {
-                       // 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);
-                       qglColorMask(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);
-                       qglColorMask(1,1,1,0);
+                       else
+                       {
+                               // 2/2/2 2D combine path (any dot3 card)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#if 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);
+#if 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);
+#if 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
+                               }
+                       }
+                       // this final code is shared
+                       R_Mesh_State(&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);
+                       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_textureunits.integer >= 4)
+               if ((lighting & LIGHTING_SPECULAR) && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)))
                {
-                       // 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);
-                       qglColorMask(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)
+                       // FIXME: detect blendsquare!
+                       //if (gl_support_blendsquare)
                        {
-                               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);
+                               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);
+#if 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);
+#if 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);
+#if 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);
+#if 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);
+#if 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);
+#if 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_Texture(&m);
-                       qglColorMask(1,1,1,0);
+                       R_Mesh_State(&m);
+                       GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
+                       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
+       }
+       else
+       {
+               if (lighting & LIGHTING_DIFFUSE)
                {
-                       // 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);
-                       qglColorMask(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;
-
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
+                       m.pointer_color = varray_color4f;
                        m.tex[0] = R_GetTexture(basetexture);
                        m.pointer_texcoord[0] = texcoord2f;
-                       if (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);
+#if 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);
+#if 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
+                               }
                        }
-                       R_Mesh_State_Texture(&m);
-                       qglColorMask(1,1,1,0);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, 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;
                        }
                }
        }
-       else
+}
+
+void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
+{
+       int j, k;
+       float scale;
+       R_RTLight_Uncompile(rtlight);
+       memset(rtlight, 0, sizeof(*rtlight));
+
+       VectorCopy(light->origin, rtlight->shadoworigin);
+       VectorCopy(light->color, rtlight->color);
+       rtlight->radius = light->radius;
+       //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);
+       else if (light->cubemapnum > 0)
+               sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
+       rtlight->shadow = light->shadow;
+       rtlight->corona = light->corona;
+       rtlight->style = light->style;
+       rtlight->isstatic = isstatic;
+       Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
+       // ConcatScale won't work here because this needs to scale rotate and
+       // translate, not just rotate
+       scale = 1.0f / rtlight->radius;
+       for (k = 0;k < 3;k++)
+               for (j = 0;j < 4;j++)
+                       rtlight->matrix_worldtolight.m[k][j] *= scale;
+       Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &rtlight->matrix_worldtolight);
+       Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationz, &matrix_attenuationz, &rtlight->matrix_worldtolight);
+
+       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] * 0.125f, rtlight->lightmap_light);
+       rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
+}
+
+rtlight_t *r_shadow_compilingrtlight;
+
+// compiles rtlight geometry
+// (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
+void R_RTLight_Compile(rtlight_t *rtlight)
+{
+       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;
+       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->numsurfaces); 
+               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)
+               {
+                       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);
+               }
+               if (model->DrawShadowVolume && rtlight->shadow)
+               {
+                       rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+                       model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+                       rtlight->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;
+       }
+
+
+       // 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)
        {
-               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)
+               shadowmesh_t *mesh;
+               for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
                {
-                       // 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);
+                       shadowmeshes++;
+                       shadowtris += mesh->numtriangles;
                }
-               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]--)
+       }
+
+       lightmeshes = 0;
+       lighttris = 0;
+       if (rtlight->static_meshchain_light)
+       {
+               shadowmesh_t *mesh;
+               for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
                {
-                       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;
+                       lightmeshes++;
+                       lighttris += mesh->numtriangles;
                }
        }
+
+       Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes), %i light triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes, lighttris, lightmeshes);
+}
+
+void R_RTLight_Uncompile(rtlight_t *rtlight)
+{
+       if (rtlight->compiled)
+       {
+               if (rtlight->static_meshchain_shadow)
+                       Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
+               rtlight->static_meshchain_shadow = NULL;
+               if (rtlight->static_meshchain_light)
+                       Mod_ShadowMesh_Free(rtlight->static_meshchain_light);
+               rtlight->static_meshchain_light = NULL;
+               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;
+       }
 }
 
-void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+int shadowframecount = 0;
+
+void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
+
+void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
 {
-       int renders;
-       float color[3], color2[3], colorscale;
+       int i, shadow;
+       entity_render_t *ent;
+       float f;
+       vec3_t relativelightorigin, relativeeyeorigin, lightcolor;
+       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;
-       if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil)
+
+       if (d_lightstylevalue[rtlight->style] <= 0)
+               return;
+       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 (R_CullBox(cullmins, cullmaxs))
+               return;
+       if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
+               R_RTLight_Compile(rtlight);
+       numclusters = 0;
+       clusterlist = NULL;
+       clusterpvs = NULL;
+       numsurfaces = 0;
+       surfacelist = NULL;
+       if (rtlight->compiled && r_shadow_staticworldlights.integer)
+       {
+               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)
+       {
+               R_Shadow_EnlargeClusterBuffer(cl.worldmodel->brush.num_pvsclusters);
+               R_Shadow_EnlargeSurfaceBuffer(cl.worldmodel->numsurfaces); 
+               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 (numclusters)
+       {
+               for (i = 0;i < numclusters;i++)
+                       if (CHECKPVSBIT(r_pvsbits, clusterlist[i]))
+                               break;
+               if (i == numclusters)
+                       return;
+       }
+       if (R_CullBox(cullmins, cullmaxs))
+               return;
+       if (R_Shadow_ScissorForBBox(cullmins, cullmaxs))
                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);
-                       qglColorMask(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;
+       f = d_lightstylevalue[rtlight->style] * (1.0f / 256.0f);
+       VectorScale(rtlight->color, f, lightcolor);
+       /*
+       if (rtlight->selected)
+       {
+               f = 2 + sin(realtime * M_PI * 4.0);
+               VectorScale(lightcolor, f, lightcolor);
+       }
+       */
 
-                       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;
+       if (rtlight->cubemapname[0])
+               cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname);
+       else
+               cubemaptexture = NULL;
 
+       shadow = rtlight->shadow && (rtlight->isstatic ? r_shadow_worldshadows.integer : r_shadow_dlightshadows.integer);
+       if (shadow && (gl_stencil || visiblevolumes))
+       {
+               if (!visiblevolumes)
+                       R_Shadow_Stage_ShadowVolumes();
+               ent = &cl_entities[0].render;
+               if (r_shadow_staticworldlights.integer && rtlight->compiled)
+               {
                        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);
-                       }
-                       m.pointer_texcoord[0] = texcoord2f;
-                       R_Mesh_State_Texture(&m);
-                       qglColorMask(1,1,1,0);
-                       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]--)
+                       R_Mesh_Matrix(&ent->matrix);
+                       for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
                        {
-                               color[0] = bound(0, color2[0], 1);
-                               color[1] = bound(0, color2[1], 1);
-                               color[2] = bound(0, color2[2], 1);
-                               GL_Color(color[0], color[1], color[2], 1);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
+                               m.pointer_vertex = mesh->vertex3f;
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, mesh->numverts);
+                               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(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);
                        }
                }
-               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+               else
                {
-                       // 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);
-                       qglColorMask(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);
-                       qglColorMask(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, colorscale, color2);
-                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                       {
-                               color[0] = bound(0, color2[0], 1);
-                               color[1] = bound(0, color2[1], 1);
-                               color[2] = bound(0, color2[2], 1);
-                               GL_Color(color[0], color[1], color[2], 1);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-                       }
+                       Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
+                       ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist);
                }
-               else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+               if (r_drawentities.integer)
                {
-                       // 2/0/0/2/2 2D combine blendsquare path
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
-                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
-                       qglColorMask(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)
+                       for (i = 0;i < r_refdef.numentities;i++)
                        {
-                               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);
-                       }
-                       m.pointer_texcoord[0] = texcoord2f;
-                       R_Mesh_State_Texture(&m);
-                       qglColorMask(1,1,1,0);
-                       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);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
+                               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->numsurfaces, ent->model->surfacelist);
                        }
                }
        }
-}
 
-void R_Shadow_DrawStaticWorldLight_Shadow(worldlight_t *light, matrix4x4_t *matrix)
-{
-       R_Mesh_Matrix(matrix);
-       if (r_shadow_showtris.integer)
+       if (!visiblevolumes)
        {
-               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);
-               qglColorMask(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 = light->meshchain_shadow;mesh;mesh = mesh->next)
+               if (shadow && gl_stencil)
+                       R_Shadow_Stage_LightWithShadows();
+               else
+                       R_Shadow_Stage_LightWithoutShadows();
+
+               ent = &cl_entities[0].render;
+               if (ent->model && ent->model->DrawLight)
                {
-                       GL_VertexPointer(mesh->vertex3f);
-                       R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
+                       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);
+                       if (r_shadow_staticworldlights.integer && rtlight->compiled)
+                       {
+                               R_Mesh_Matrix(&ent->matrix);
+                               for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
+                                       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, numsurfaces, surfacelist);
                }
-               //qglEnable(GL_CULL_FACE);
-               if (depthenabled)
-                       qglEnable(GL_DEPTH_TEST);
-               if (stencilenabled)
+               if (r_drawentities.integer)
                {
-                       qglEnable(GL_STENCIL_TEST);
-                       qglColorMask(0,0,0,0);
+                       for (i = 0;i < r_refdef.numentities;i++)
+                       {
+                               ent = r_refdef.entities[i];
+                               if (ent->visframe == r_framecount && BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) && ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT))
+                               {
+                                       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->numsurfaces, ent->model->surfacelist);
+                               }
+                       }
                }
        }
-       R_Shadow_RenderShadowMeshVolume(light->meshchain_shadow);
 }
 
-void R_Shadow_DrawStaticWorldLight_Light(worldlight_t *light, matrix4x4_t *matrix, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
+void R_ShadowVolumeLighting(int visiblevolumes)
 {
-       shadowmesh_t *mesh;
-       R_Mesh_Matrix(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);
+       int lnum;
+       dlight_t *light;
+       rmeshstate_t m;
+
+       if (visiblevolumes)
+       {
                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 = light->meshchain_light;mesh;mesh = mesh->next)
+               R_Mesh_State(&m);
+
+               GL_BlendFunc(GL_ONE, GL_ONE);
+               GL_DepthMask(false);
+               GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
+               qglDisable(GL_CULL_FACE);
+               GL_Color(0.0, 0.0125, 0.1, 1);
+       }
+       else
+               R_Shadow_Stage_Begin();
+       shadowframecount++;
+       if (r_shadow_realtime_world.integer)
+       {
+               R_Shadow_LoadWorldLightsIfNeeded();
+               if (r_shadow_debuglight.integer >= 0)
                {
-                       GL_VertexPointer(mesh->vertex3f);
-                       R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
+                       for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
+                               if (lnum == r_shadow_debuglight.integer)
+                                       R_DrawRTLight(&light->rtlight, visiblevolumes);
                }
-               //qglEnable(GL_CULL_FACE);
-               if (depthenabled)
-                       qglEnable(GL_DEPTH_TEST);
-               if (stencilenabled)
-                       qglEnable(GL_STENCIL_TEST);
+               else
+                       for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
+                               R_DrawRTLight(&light->rtlight, visiblevolumes);
        }
-       for (mesh = light->meshchain_light;mesh;mesh = mesh->next)
+       if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
+               for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
+                       R_DrawRTLight(&light->rtlight, visiblevolumes);
+
+       if (visiblevolumes)
        {
-               R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, light->cubemap);
-               R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, light->cubemap);
+               qglEnable(GL_CULL_FACE);
+               GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
        }
+       else
+               R_Shadow_Stage_End();
 }
 
 cvar_t r_editlights = {0, "r_editlights", "0"};
@@ -1862,14 +2208,10 @@ 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"};
-worldlight_t *r_shadow_worldlightchain;
-worldlight_t *r_shadow_selectedlight;
+dlight_t *r_shadow_worldlightchain;
+dlight_t *r_shadow_selectedlight;
 vec3_t r_editlights_cursorlocation;
 
-static int lightpvsbytes;
-static qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8];
-static qbyte lightfullpvs[(MAX_MAP_LEAFS + 7)/ 8];
-
 typedef struct cubemapinfo_s
 {
        char basename[64];
@@ -1965,7 +2307,7 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename)
                for (j = 0;j < 3;j++)
                        for (i = 0;i < 6;i++)
                                Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
-               Con_Printf(" and was unable to find any of them.\n");
+               Con_Print(" and was unable to find any of them.\n");
        }
        return cubemaptexture;
 }
@@ -1992,286 +2334,46 @@ void R_Shadow_FreeCubemaps(void)
 
 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)
 {
-       int i, j, k, l, maxverts = 256, tris;
-       float *vertex3f = NULL, mins[3], maxs[3];
-       worldlight_t *e;
-       shadowmesh_t *mesh, *castmesh = NULL;
+       dlight_t *light;
 
        if (radius < 15 || DotProduct(color, color) < 0.03)
        {
-               Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
+               Con_Print("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
                return;
        }
 
-       e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t));
-       VectorCopy(origin, e->origin);
-       VectorCopy(angles, e->angles);
-       VectorCopy(color, e->color);
-       e->radius = radius;
-       e->style = style;
-       if (e->style < 0 || e->style >= MAX_LIGHTSTYLES)
-       {
-               Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", e->style, MAX_LIGHTSTYLES);
-               e->style = 0;
-       }
-       e->drawshadows = shadowenable;
-       e->corona = corona;
-
-       Matrix4x4_CreateFromQuakeEntity(&e->matrix_lighttoworld, e->origin[0], e->origin[1], e->origin[2], e->angles[0], e->angles[1], e->angles[2], e->radius);
-       Matrix4x4_Invert_Simple(&e->matrix_worldtolight, &e->matrix_lighttoworld);
-       Matrix4x4_Concat(&e->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &e->matrix_worldtolight);
-       Matrix4x4_Concat(&e->matrix_worldtoattenuationz, &matrix_attenuationz, &e->matrix_worldtolight);
-
-       e->cullradius = e->radius;
-       for (k = 0;k < 3;k++)
-       {
-               mins[k] = e->origin[k] - e->radius;
-               maxs[k] = e->origin[k] + e->radius;
-       }
-
-       e->next = r_shadow_worldlightchain;
-       r_shadow_worldlightchain = e;
-       if (cubemapname && cubemapname[0])
-       {
-               e->cubemapname = Mem_Alloc(r_shadow_mempool, strlen(cubemapname) + 1);
-               strcpy(e->cubemapname, cubemapname);
-               e->cubemap = R_Shadow_Cubemap(e->cubemapname);
-       }
-       // FIXME: rewrite this to store ALL geometry into a cache in the light
-       if (e->drawshadows)
-               castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
-       e->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, origin, 0, lightfullpvs, sizeof(lightfullpvs));
-               memset(lightpvs, 0, lightpvsbytes);
-               if (cl.worldmodel->brushq3.num_leafs)
-               {
-                       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, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
-                               if (CHECKPVSBIT(lightpvs, i))
-                                       e->numclusters++;
-                       e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int));
-                       for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
-                               if (CHECKPVSBIT(lightpvs, i))
-                                       e->clusterindices[e->numclusters++] = i;
-
-                       VectorCopy(e->origin, e->mins);
-                       VectorCopy(e->origin, e->maxs);
-                       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 (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
-                                               if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
-                                       }
-                                       for (j = 0;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 (e->drawshadows)
-                                                       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, e->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);
-                                       }
-                               }
-                       }
-               }
-               else if (cl.worldmodel->brushq1.num_leafs)
-               {
-                       mleaf_t *leaf;
-                       msurface_t *surf;
-                       VectorCopy(e->origin, e->mins);
-                       VectorCopy(e->origin, e->maxs);
-                       i = CL_PointQ1Contents(e->origin);
-
-                       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, e->origin, byteleafpvs, bytesurfacepvs, NULL, 0, true, mins, maxs, e->mins, e->maxs);
-
-                               // 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 (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
-                                                       if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
-                                               }
-                                       }
-                               }
-       
-                               for (i = 0, surf = cl.worldmodel->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, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
-                                       if (CHECKPVSBIT(lightpvs, i))
-                                               e->numclusters++;
-                               e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int));
-                               for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
-                                       if (CHECKPVSBIT(lightpvs, i))
-                                               e->clusterindices[e->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 (e->mins[k] > leaf->mins[k]) e->mins[k] = leaf->mins[k];
-                                                       if (e->maxs[k] < leaf->maxs[k]) e->maxs[k] = leaf->maxs[k];
-                                               }
-                                               for (j = 0;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, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
-                                       if (CHECKPVSBIT(lightpvs, i))
-                                               e->numclusters++;
-                               e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int));
-                               for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
-                                       if (CHECKPVSBIT(lightpvs, i))
-                                               e->clusterindices[e->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 (e->drawshadows && (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, e->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);
-                               }
-                       }
-               }
-       }
-
-       // limit box to light bounds (in case it grew larger)
-       for (k = 0;k < 3;k++)
-       {
-               if (e->mins[k] < e->origin[k] - e->radius) e->mins[k] = e->origin[k] - e->radius;
-               if (e->maxs[k] > e->origin[k] + e->radius) e->maxs[k] = e->origin[k] + e->radius;
-       }
-       e->cullradius = RadiusFromBoundsAndOrigin(e->mins, e->maxs, e->origin);
-
-       // cast shadow volume from castmesh
-       castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh, false, true);
-       if (castmesh)
-       {
-               maxverts = 0;
-               for (mesh = castmesh;mesh;mesh = mesh->next)
-               {
-                       R_Shadow_ResizeShadowElements(mesh->numtriangles);
-                       maxverts = max(maxverts, mesh->numverts * 2);
-               }
-
-               if (maxverts > 0)
-               {
-                       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 (e->drawshadows)
-                               e->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);
-                               if ((tris = R_Shadow_ConstructShadowVolume(castmesh->numverts, 0, castmesh->numtriangles, castmesh->element3i, castmesh->neighbor3i, castmesh->vertex3f, NULL, shadowelements, vertex3f, e->origin, r_shadow_projectdistance.value)))
-                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, e->meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
-                       }
-                       Mem_Free(vertex3f);
-                       vertex3f = NULL;
-               }
-               // we're done with castmesh now
-               Mod_ShadowMesh_Free(castmesh);
-       }
-
-       e->meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, e->meshchain_shadow, false, false);
-       e->meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, e->meshchain_light, true, false);
-
-       k = 0;
-       if (e->meshchain_shadow)
-               for (mesh = e->meshchain_shadow;mesh;mesh = mesh->next)
-                       k += mesh->numtriangles;
-       l = 0;
-       if (e->meshchain_light)
-               for (mesh = e->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", e->mins[0], e->mins[1], e->mins[2], e->maxs[0], e->maxs[1], e->maxs[2], k, l);
+       light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
+       VectorCopy(origin, light->origin);
+       VectorCopy(angles, light->angles);
+       VectorCopy(color, light->color);
+       light->radius = radius;
+       light->style = style;
+       if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
+       {
+               Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
+               light->style = 0;
+       }
+       light->shadow = shadowenable;
+       light->corona = corona;
+       if (cubemapname && cubemapname[0] && strlen(cubemapname) < sizeof(light->cubemapname))
+               strcpy(light->cubemapname, 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(worldlight_t *light)
+void R_Shadow_FreeWorldLight(dlight_t *light)
 {
-       worldlight_t **lightpointer;
+       dlight_t **lightpointer;
        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;
-       if (light->cubemapname)
-               Mem_Free(light->cubemapname);
-       if (light->meshchain_shadow)
-               Mod_ShadowMesh_Free(light->meshchain_shadow);
-       if (light->meshchain_light)
-               Mod_ShadowMesh_Free(light->meshchain_light);
+       R_RTLight_Uncompile(&light->rtlight);
        Mem_Free(light);
 }
 
@@ -2283,7 +2385,7 @@ void R_Shadow_ClearWorldLights(void)
        R_Shadow_FreeCubemaps();
 }
 
-void R_Shadow_SelectLight(worldlight_t *light)
+void R_Shadow_SelectLight(dlight_t *light)
 {
        if (r_shadow_selectedlight)
                r_shadow_selectedlight->selected = false;
@@ -2303,12 +2405,12 @@ void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
 {
        float intensity;
-       const worldlight_t *light;
+       const dlight_t *light;
        light = calldata1;
        intensity = 0.5;
        if (light->selected)
                intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
-       if (!light->meshchain_shadow)
+       if (!light->shadow)
                intensity *= 0.5f;
        R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
 }
@@ -2317,7 +2419,7 @@ void R_Shadow_DrawLightSprites(void)
 {
        int i;
        cachepic_t *pic;
-       worldlight_t *light;
+       dlight_t *light;
 
        for (i = 0;i < 5;i++)
        {
@@ -2334,7 +2436,7 @@ void R_Shadow_DrawLightSprites(void)
 void R_Shadow_SelectLightInView(void)
 {
        float bestrating, rating, temp[3];
-       worldlight_t *best, *light;
+       dlight_t *best, *light;
        best = NULL;
        bestrating = 0;
        for (light = r_shadow_worldlightchain;light;light = light->next)
@@ -2361,18 +2463,34 @@ void R_Shadow_LoadWorldLights(void)
        float origin[3], radius, color[3], angles[3], corona;
        if (cl.worldmodel == NULL)
        {
-               Con_Printf("No map loaded.\n");
+               Con_Print("No map loaded.\n");
                return;
        }
        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;
                n = 0;
                while (*s)
                {
+                       t = s;
+                       /*
+                       shadow = true;
+                       for (;COM_Parse(t, true) && strcmp(
+                       if (COM_Parse(t, true))
+                       {
+                               if (com_token[0] == '!')
+                               {
+                                       shadow = false;
+                                       origin[0] = atof(com_token+1);
+                               }
+                               else
+                                       origin[0] = atof(com_token);
+                               if (Com_Parse(t
+                       }
+                       */
                        t = s;
                        while (*s && *s != '\n')
                                s++;
@@ -2388,16 +2506,15 @@ void R_Shadow_LoadWorldLights(void)
                        }
                        a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2]);
                        if (a < 13)
-                       {
-                               corona = 0;
                                VectorClear(angles);
-                       }
-                       if (a < 9)
+                       if (a < 10)
+                               corona = 0;
+                       if (a < 9 || !strcmp(cubemapname, "\"\""))
                                cubemapname[0] = 0;
                        *s = '\n';
                        if (a < 8)
                        {
-                               Con_Printf("found %d parameters on line %i, should be 8 or 9 parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style cubemapname)\n", a, n + 1);
+                               Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2])\n", a, n + 1);
                                break;
                        }
                        VectorScale(color, r_editlights_rtlightscolorscale.value, color);
@@ -2414,7 +2531,7 @@ void R_Shadow_LoadWorldLights(void)
 
 void R_Shadow_SaveWorldLights(void)
 {
-       worldlight_t *light;
+       dlight_t *light;
        int bufchars, bufmaxchars;
        char *buf, *oldbuf;
        char name[MAX_QPATH];
@@ -2423,7 +2540,7 @@ void R_Shadow_SaveWorldLights(void)
                return;
        if (cl.worldmodel == NULL)
        {
-               Con_Printf("No map loaded.\n");
+               Con_Print("No map loaded.\n");
                return;
        }
        FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
@@ -2432,7 +2549,7 @@ void R_Shadow_SaveWorldLights(void)
        buf = NULL;
        for (light = r_shadow_worldlightchain;light;light = light->next)
        {
-               sprintf(line, "%s%f %f %f %f %f %f %f %d %s\n", light->drawshadows ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "");
+               sprintf(line, "%s%f %f %f %f %f %f %f %d %s %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname[0] ? light->cubemapname : "\"\"", light->corona, light->angles[0], light->angles[1], light->angles[2]);
                if (bufchars + (int) strlen(line) > bufmaxchars)
                {
                        bufmaxchars = bufchars + strlen(line) + 2048;
@@ -2464,12 +2581,12 @@ void R_Shadow_LoadLightsFile(void)
        float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
        if (cl.worldmodel == NULL)
        {
-               Con_Printf("No map loaded.\n");
+               Con_Print("No map loaded.\n");
                return;
        }
        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;
@@ -2504,14 +2621,14 @@ void R_Shadow_LoadLightsFile(void)
 
 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
 {
-       int entnum, style, islight, skin, pflags;
+       int entnum, style, islight, skin, pflags, effects;
        char key[256], value[1024];
        float origin[3], angles[3], radius, color[3], light, fadescale, lightscale, originhack[3], overridecolor[3];
        const char *data;
 
        if (cl.worldmodel == NULL)
        {
-               Con_Printf("No map loaded.\n");
+               Con_Print("No map loaded.\n");
                return;
        }
        data = cl.worldmodel->brush.entities;
@@ -2530,6 +2647,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                style = 0;
                skin = 0;
                pflags = 0;
+               effects = 0;
                islight = false;
                while (1)
                {
@@ -2643,6 +2761,8 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                skin = (int)atof(value);
                        else if (!strcmp("pflags", key))
                                pflags = (int)atof(value);
+                       else if (!strcmp("effects", key))
+                               effects = (int)atof(value);
                }
                if (light <= 0 && islight)
                        light = 300;
@@ -2650,14 +2770,22 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                        lightscale = 1;
                if (fadescale <= 0)
                        fadescale = 1;
+               if (gamemode == GAME_TENEBRAE)
+               {
+                       if (effects & EF_NODRAW)
+                       {
+                               pflags |= PFLAGS_FULLDYNAMIC;
+                               effects &= ~EF_NODRAW;
+                       }
+               }
                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)
-                       R_Shadow_NewWorldLight(origin, angles, color, radius, !!(pflags & 2), style, !(pflags & 1), skin >= 16 ? va("cubemaps/%i", skin) : NULL);
+               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);
        }
 }
 
@@ -2728,12 +2856,12 @@ void R_Shadow_EditLights_Spawn_f(void)
        vec3_t color;
        if (!r_editlights.integer)
        {
-               Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
                return;
        }
        if (Cmd_Argc() != 1)
        {
-               Con_Printf("r_editlights_spawn does not take parameters\n");
+               Con_Print("r_editlights_spawn does not take parameters\n");
                return;
        }
        color[0] = color[1] = color[2] = 1;
@@ -2748,12 +2876,12 @@ void R_Shadow_EditLights_Edit_f(void)
        char cubemapname[1024];
        if (!r_editlights.integer)
        {
-               Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
                return;
        }
        if (!r_shadow_selectedlight)
        {
-               Con_Printf("No selected light.\n");
+               Con_Print("No selected light.\n");
                return;
        }
        VectorCopy(r_shadow_selectedlight->origin, origin);
@@ -2765,7 +2893,7 @@ void R_Shadow_EditLights_Edit_f(void)
                strcpy(cubemapname, r_shadow_selectedlight->cubemapname);
        else
                cubemapname[0] = 0;
-       shadows = r_shadow_selectedlight->drawshadows;
+       shadows = r_shadow_selectedlight->shadow;
        corona = r_shadow_selectedlight->corona;
        if (!strcmp(Cmd_Argv(1), "origin"))
        {
@@ -2843,7 +2971,7 @@ void R_Shadow_EditLights_Edit_f(void)
                }
                origin[2] += atof(Cmd_Argv(2));
        }
-       if (!strcmp(Cmd_Argv(1), "angles"))
+       else if (!strcmp(Cmd_Argv(1), "angles"))
        {
                if (Cmd_Argc() != 5)
                {
@@ -2901,7 +3029,7 @@ void R_Shadow_EditLights_Edit_f(void)
                }
                radius = atof(Cmd_Argv(2));
        }
-       else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "style"))
+       else if (!strcmp(Cmd_Argv(1), "style"))
        {
                if (Cmd_Argc() != 3)
                {
@@ -2910,7 +3038,7 @@ void R_Shadow_EditLights_Edit_f(void)
                }
                style = atoi(Cmd_Argv(2));
        }
-       else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "cubemap"))
+       else if (!strcmp(Cmd_Argv(1), "cubemap"))
        {
                if (Cmd_Argc() > 3)
                {
@@ -2922,7 +3050,7 @@ void R_Shadow_EditLights_Edit_f(void)
                else
                        cubemapname[0] = 0;
        }
-       else if (Cmd_Argc() == 3 && !strcmp(Cmd_Argv(1), "shadows"))
+       else if (!strcmp(Cmd_Argv(1), "shadows"))
        {
                if (Cmd_Argc() != 3)
                {
@@ -2942,15 +3070,15 @@ void R_Shadow_EditLights_Edit_f(void)
        }
        else
        {
-               Con_Printf("usage: r_editlights_edit [property] [value]\n");
-               Con_Printf("Selected light's properties:\n");
+               Con_Print("usage: r_editlights_edit [property] [value]\n");
+               Con_Print("Selected light's properties:\n");
                Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
                Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
                Con_Printf("Color  : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
                Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
                Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
                Con_Printf("Style  : %i\n", r_shadow_selectedlight->style);
-               Con_Printf("Shadows: %s\n", r_shadow_selectedlight->drawshadows ? "yes" : "no");
+               Con_Printf("Shadows: %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
                Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
                return;
        }
@@ -2975,7 +3103,7 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void)
        sprintf(temp, "Radius  %f", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
        sprintf(temp, "Corona  %f", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
        sprintf(temp, "Style   %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Shadows %s", r_shadow_selectedlight->drawshadows ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Shadows %s", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
        sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
 }
 
@@ -2983,15 +3111,15 @@ void R_Shadow_EditLights_ToggleShadow_f(void)
 {
        if (!r_editlights.integer)
        {
-               Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
                return;
        }
        if (!r_shadow_selectedlight)
        {
-               Con_Printf("No selected light.\n");
+               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->drawshadows, r_shadow_selectedlight->cubemapname);
+       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;
 }
@@ -3000,15 +3128,15 @@ void R_Shadow_EditLights_ToggleCorona_f(void)
 {
        if (!r_editlights.integer)
        {
-               Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
                return;
        }
        if (!r_shadow_selectedlight)
        {
-               Con_Printf("No selected light.\n");
+               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->drawshadows, r_shadow_selectedlight->cubemapname);
+       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;
 }
@@ -3017,12 +3145,12 @@ void R_Shadow_EditLights_Remove_f(void)
 {
        if (!r_editlights.integer)
        {
-               Con_Printf("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
+               Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
                return;
        }
        if (!r_shadow_selectedlight)
        {
-               Con_Printf("No selected light.\n");
+               Con_Print("No selected light.\n");
                return;
        }
        R_Shadow_FreeWorldLight(r_shadow_selectedlight);
@@ -3031,7 +3159,7 @@ void R_Shadow_EditLights_Remove_f(void)
 
 void R_Shadow_EditLights_Help_f(void)
 {
-       Con_Printf(
+       Con_Print(
 "Documentation on r_editlights system:\n"
 "Settings:\n"
 "r_editlights : enable/disable editing mode\n"