]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
changed R_Shadow_RenderLighting to do full base+pants+shirt+gloss rendering in one...
[xonotic/darkplaces.git] / r_shadow.c
index 9575f9c785c8ed8d23a7ff5146ad1661325efdb2..ad8d9b29c9199dbd7727f36011a0301096797819 100644 (file)
@@ -193,10 +193,10 @@ cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scal
 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "-0.04"};
 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
 cvar_t r_editlights = {0, "r_editlights", "0"};
-cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
-cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
-cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
-cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
+cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"};
+cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"};
+cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"};
+cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"};
 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
 cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
 cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
@@ -670,9 +670,10 @@ int *R_Shadow_ResizeShadowElements(int numtris)
        return shadowelements;
 }
 
-void R_Shadow_EnlargeClusterBuffer(int numclusters)
+void R_Shadow_EnlargeClusterSurfaceBuffer(int numclusters, int numsurfaces)
 {
        int numclusterpvsbytes = (((numclusters + 7) >> 3) + 255) & ~255;
+       int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
        if (r_shadow_buffer_numclusterpvsbytes < numclusterpvsbytes)
        {
                if (r_shadow_buffer_clusterpvs)
@@ -683,11 +684,6 @@ void R_Shadow_EnlargeClusterBuffer(int numclusters)
                r_shadow_buffer_clusterpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes);
                r_shadow_buffer_clusterlist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes * 8 * sizeof(*r_shadow_buffer_clusterlist));
        }
-}
-
-void R_Shadow_EnlargeSurfaceBuffer(int numsurfaces)
-{
-       int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
        if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
        {
                if (r_shadow_buffer_surfacepvs)
@@ -1552,16 +1548,19 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve
        }
 }
 
-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, vec_t ambientscale, vec_t diffusescale, vec_t specularscale)
+void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale)
 {
        int renders;
        float color[3], color2[3], colorscale;
        rmeshstate_t m;
-       // FIXME: support EF_NODEPTHTEST
-       GL_DepthMask(false);
-       GL_DepthTest(true);
        if (!bumptexture)
                bumptexture = r_texture_blanknormalmap;
+       if (!lightcolorbase)
+               lightcolorbase = vec3_origin;
+       if (!lightcolorpants)
+               lightcolorpants = vec3_origin;
+       if (!lightcolorshirt)
+               lightcolorshirt = vec3_origin;
        specularscale *= r_shadow_glossintensity.value;
        if (!glosstexture)
        {
@@ -1580,8 +1579,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                specularscale = 0;
        if (!lightcubemap)
                lightcubemap = r_shadow_blankwhitecubetexture;
-       if (ambientscale + diffusescale + specularscale < 0.01)
+       if ((ambientscale + diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) <= 0.001)
                return;
+       // FIXME: support EF_NODEPTHTEST
+       GL_DepthMask(false);
+       GL_DepthTest(true);
        if (r_shadow_glsl.integer && r_shadow_program_light[0])
        {
                unsigned int perm, prog;
@@ -1629,7 +1631,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                        qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularPower"), 8);CHECKGLERROR
                        qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularScale"), specularscale);CHECKGLERROR
                }
-               qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolor[0], lightcolor[1], lightcolor[2]);CHECKGLERROR
+               qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
                qglUniform3fARB(qglGetUniformLocationARB(prog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
                if (perm & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
                {
@@ -1641,10 +1643,27 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                        qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
                }
                CHECKGLERROR
-               GL_LockArrays(0, numverts);
-               R_Mesh_Draw(0, numverts, numtriangles, elements);
+               GL_LockArrays(firstvertex, numvertices);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                c_rt_lightmeshes++;
                c_rt_lighttris += numtriangles;
+               // TODO: add direct pants/shirt rendering
+               if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+               {
+                       R_Mesh_TexBind(1, R_GetTexture(pantstexture));
+                       qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolorpants[0], lightcolorpants[1], lightcolorpants[2]);CHECKGLERROR
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+               }
+               if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+               {
+                       R_Mesh_TexBind(1, R_GetTexture(shirttexture));
+                       qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolorshirt[0], lightcolorshirt[1], lightcolorshirt[2]);CHECKGLERROR
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+               }
                GL_LockArrays(0, 0);
                qglUseProgramObjectARB(0);
                // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering
@@ -1654,6 +1673,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
        }
        else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
        {
+               // TODO: add direct pants/shirt rendering
+               if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale);
+               if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale);
                if (!bumptexture)
                        bumptexture = r_texture_blanknormalmap;
                if (!glosstexture)
@@ -1680,7 +1704,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
 #endif
                                m.tex[1] = R_GetTexture(basetexture);
                                m.pointer_texcoord[1] = texcoord2f;
@@ -1690,7 +1714,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                m.texmatrix[2] = *matrix_modeltolight;
 #else
                                m.pointer_texcoord3f[2] = varray_texcoord3f[2];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltolight);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
 #endif
                                GL_BlendFunc(GL_ONE, GL_ONE);
                        }
@@ -1705,7 +1729,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
 #endif
                                m.tex[1] = R_GetTexture(basetexture);
                                m.pointer_texcoord[1] = texcoord2f;
@@ -1722,7 +1746,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
 #endif
                                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
@@ -1730,7 +1754,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
 #endif
                                m.tex[2] = R_GetTexture(basetexture);
                                m.pointer_texcoord[2] = texcoord2f;
@@ -1742,7 +1766,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        m.texmatrix[3] = *matrix_modeltolight;
 #else
                                        m.pointer_texcoord3f[3] = varray_texcoord3f[3];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3], numverts, vertex3f, matrix_modeltolight);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
 #endif
                                }
                                GL_BlendFunc(GL_ONE, GL_ONE);
@@ -1758,7 +1782,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
 #endif
                                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
@@ -1766,7 +1790,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
 #endif
                                m.tex[2] = R_GetTexture(basetexture);
                                m.pointer_texcoord[2] = texcoord2f;
@@ -1783,7 +1807,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
 #endif
                                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
@@ -1791,13 +1815,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, 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(0, numverts, numtriangles, elements);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -1814,7 +1838,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        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);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
 #endif
                                }
                                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -1822,12 +1846,12 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                        // this final code is shared
                        R_Mesh_State(&m);
                        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
-                       VectorScale(lightcolor, colorscale, color2);
-                       GL_LockArrays(0, numverts);
+                       VectorScale(lightcolorbase, colorscale, color2);
+                       GL_LockArrays(firstvertex, numvertices);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
                                GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
-                               R_Mesh_Draw(0, numverts, numtriangles, elements);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
                        }
@@ -1855,20 +1879,20 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
                                m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[2] = vertex3f;
                                m.texmatrix[2] = *matrix_modeltoattenuationxyz;
 #else
                                m.pointer_texcoord3f[2] = varray_texcoord3f[2];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, 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(0, numverts, numtriangles, elements);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -1885,7 +1909,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        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);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
 #endif
                                }
                                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -1901,13 +1925,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, 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(0, numverts, numtriangles, elements);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -1920,11 +1944,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
                                R_Mesh_State(&m);
                                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(0, numverts, numtriangles, elements);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -1941,7 +1965,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        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);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
 #endif
                                }
                                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -1957,12 +1981,12 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
                                R_Mesh_State(&m);
                                GL_ColorMask(0,0,0,1);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(0, numverts, numtriangles, elements);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -1977,7 +2001,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
 #endif
                                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        }
@@ -1992,14 +2016,14 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
                                m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[2] = vertex3f;
                                m.texmatrix[2] = *matrix_modeltoattenuationxyz;
 #else
                                m.pointer_texcoord[2] = varray_texcoord2f[2];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
 #endif
                                m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
@@ -2007,13 +2031,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, 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(0, numverts, numtriangles, elements);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -2030,7 +2054,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        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);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
 #endif
                                }
                                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -2046,7 +2070,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
 #endif
                                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
@@ -2054,13 +2078,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, 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(0, numverts, numtriangles, elements);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -2073,11 +2097,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
                                R_Mesh_State(&m);
                                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(0, numverts, numtriangles, elements);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -2094,7 +2118,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        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);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
 #endif
                                }
                                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -2102,12 +2126,12 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                        // this final code is shared
                        R_Mesh_State(&m);
                        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
-                       VectorScale(lightcolor, colorscale, color2);
-                       GL_LockArrays(0, numverts);
+                       VectorScale(lightcolorbase, colorscale, color2);
+                       GL_LockArrays(firstvertex, numvertices);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
                                GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
-                               R_Mesh_Draw(0, numverts, numtriangles, elements);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
                        }
@@ -2130,13 +2154,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        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_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, 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(0, numverts, numtriangles, elements);
+                                       GL_LockArrays(firstvertex, numvertices);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
@@ -2144,17 +2168,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = vertex3f;
                                        R_Mesh_State(&m);
-                                       GL_LockArrays(0, numverts);
+                                       GL_LockArrays(firstvertex, numvertices);
                                        // square alpha in framebuffer a few times to make it shiny
                                        GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                                        // these comments are a test run through this math for intensity 0.5
                                        // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
                                        // 0.25 * 0.25 = 0.0625 (this is another pass)
                                        // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
-                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
                                        GL_LockArrays(0, 0);
@@ -2167,12 +2191,12 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        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);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
 #endif
                                        R_Mesh_State(&m);
                                        GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                                       GL_LockArrays(0, numverts);
-                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
+                                       GL_LockArrays(firstvertex, numvertices);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
@@ -2189,7 +2213,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                                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);
+                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
 #endif
                                        }
                                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -2204,13 +2228,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        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_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, 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(0, numverts, numtriangles, elements);
+                                       GL_LockArrays(firstvertex, numvertices);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
@@ -2218,17 +2242,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = vertex3f;
                                        R_Mesh_State(&m);
-                                       GL_LockArrays(0, numverts);
+                                       GL_LockArrays(firstvertex, numvertices);
                                        // square alpha in framebuffer a few times to make it shiny
                                        GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                                        // these comments are a test run through this math for intensity 0.5
                                        // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
                                        // 0.25 * 0.25 = 0.0625 (this is another pass)
                                        // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
-                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
                                        GL_LockArrays(0, 0);
@@ -2243,7 +2267,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        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);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
 #endif
                                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                                }
@@ -2257,13 +2281,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        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_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, 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(0, numverts, numtriangles, elements);
+                                       GL_LockArrays(firstvertex, numvertices);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
@@ -2271,17 +2295,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = vertex3f;
                                        R_Mesh_State(&m);
-                                       GL_LockArrays(0, numverts);
+                                       GL_LockArrays(firstvertex, numvertices);
                                        // square alpha in framebuffer a few times to make it shiny
                                        GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                                        // these comments are a test run through this math for intensity 0.5
                                        // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
                                        // 0.25 * 0.25 = 0.0625 (this is another pass)
                                        // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
-                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
                                        GL_LockArrays(0, 0);
@@ -2294,7 +2318,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        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);
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
 #endif
                                        m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
@@ -2302,12 +2326,12 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        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);
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
 #endif
                                        R_Mesh_State(&m);
                                        GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                                       GL_LockArrays(0, numverts);
-                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
+                                       GL_LockArrays(firstvertex, numvertices);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
@@ -2324,19 +2348,19 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                                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);
+                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
 #endif
                                        }
                                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                                }
                                R_Mesh_State(&m);
                                GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
-                               VectorScale(lightcolor, colorscale, color2);
-                               GL_LockArrays(0, numverts);
+                               VectorScale(lightcolorbase, colorscale, color2);
+                               GL_LockArrays(firstvertex, numvertices);
                                for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                                {
                                        GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
-                                       R_Mesh_Draw(0, numverts, numtriangles, elements);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
                                }
@@ -2346,10 +2370,15 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
        }
        else
        {
+               // TODO: add direct pants/shirt rendering
+               if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale);
+               if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale);
                if (ambientscale)
                {
                        GL_BlendFunc(GL_ONE, GL_ONE);
-                       VectorScale(lightcolor, ambientscale, color2);
+                       VectorScale(lightcolorbase, ambientscale, color2);
                        memset(&m, 0, sizeof(m));
                        m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(basetexture);
@@ -2363,7 +2392,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
 #endif
                                if (r_textureunits.integer >= 3)
                                {
@@ -2374,7 +2403,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        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);
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
 #endif
                                }
                        }
@@ -2391,11 +2420,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                if (r_textureunits.integer >= 3)
                                        GL_Color(color[0], color[1], color[2], 1);
                                else if (r_textureunits.integer >= 2)
-                                       R_Shadow_VertexNoShadingWithZAttenuation(numverts, vertex3f, color, matrix_modeltolight);
+                                       R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color, matrix_modeltolight);
                                else
-                                       R_Shadow_VertexNoShadingWithXYZAttenuation(numverts, vertex3f, color, matrix_modeltolight);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(0, numverts, numtriangles, elements);
+                                       R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color, matrix_modeltolight);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -2404,7 +2433,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                if (diffusescale)
                {
                        GL_BlendFunc(GL_ONE, GL_ONE);
-                       VectorScale(lightcolor, diffusescale, color2);
+                       VectorScale(lightcolorbase, diffusescale, color2);
                        memset(&m, 0, sizeof(m));
                        m.pointer_vertex = vertex3f;
                        m.pointer_color = varray_color4f;
@@ -2419,7 +2448,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
 #endif
                                if (r_textureunits.integer >= 3)
                                {
@@ -2430,7 +2459,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        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);
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
 #endif
                                }
                        }
@@ -2441,13 +2470,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                color[1] = bound(0, color2[1], 1);
                                color[2] = bound(0, color2[2], 1);
                                if (r_textureunits.integer >= 3)
-                                       R_Shadow_VertexShading(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+                                       R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color, matrix_modeltolight);
                                else if (r_textureunits.integer >= 2)
-                                       R_Shadow_VertexShadingWithZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+                                       R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color, matrix_modeltolight);
                                else
-                                       R_Shadow_VertexShadingWithXYZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(0, numverts, numtriangles, elements);
+                                       R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color, matrix_modeltolight);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -2529,8 +2558,7 @@ void R_RTLight_Compile(rtlight_t *rtlight)
        {
                // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering
                r_shadow_compilingrtlight = rtlight;
-               R_Shadow_EnlargeClusterBuffer(model->brush.num_pvsclusters);
-               R_Shadow_EnlargeSurfaceBuffer(model->nummodelsurfaces);
+               R_Shadow_EnlargeClusterSurfaceBuffer(model->brush.num_pvsclusters, model->nummodelsurfaces);
                model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
                rtlight->static_numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3;
                rtlight->static_clusterpvs = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusterpvsbytes);
@@ -2689,9 +2717,8 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                if (R_CullBox(cullmins, cullmaxs))
                        return;
                // calculate lit surfaces and clusters
-               R_Shadow_EnlargeClusterBuffer(r_refdef.worldmodel->brush.num_pvsclusters);
-               R_Shadow_EnlargeSurfaceBuffer(r_refdef.worldmodel->nummodelsurfaces);
-               r_refdef.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);
+               R_Shadow_EnlargeClusterSurfaceBuffer(r_refdef.worldmodel->brush.num_pvsclusters, r_refdef.worldmodel->nummodelsurfaces);
+               r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, 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;
@@ -2722,7 +2749,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                        R_Shadow_Stage_ShadowVolumes();
                        usestencil = true;
                }
-               ent = &cl_entities[0].render;
+               ent = r_refdef.worldentity;
                if (r_shadow_staticworldlights.integer && rtlight->compiled)
                {
                        memset(&m, 0, sizeof(m));
@@ -2789,7 +2816,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
        {
                R_Shadow_Stage_Light(usestencil);
 
-               ent = &cl_entities[0].render;
+               ent = r_refdef.worldentity;
                if (ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT))
                {
                        lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
@@ -2804,7 +2831,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                        {
                                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, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale);
+                                       R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, NULL, NULL, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, NULL, NULL, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale);
                        }
                        else
                                ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist);
@@ -3093,7 +3120,7 @@ void R_Shadow_DrawLightSprites(void)
        for (i = 0;i < 5;i++)
        {
                lighttextures[i] = NULL;
-               if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1))))
+               if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1), true)))
                        lighttextures[i] = pic->tex;
        }
 
@@ -3248,7 +3275,7 @@ void R_Shadow_SaveWorldLights(void)
                {
                        bufmaxchars = bufchars + strlen(line) + 2048;
                        oldbuf = buf;
-                       buf = Mem_Alloc(r_shadow_mempool, bufmaxchars);
+                       buf = Mem_Alloc(tempmempool, bufmaxchars);
                        if (oldbuf)
                        {
                                if (bufchars)