]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
significant surface renderer optimizations
[xonotic/darkplaces.git] / r_shadow.c
index dcfdef54285da3fd9d994f99d546c073de4858e0..c1dcc70c17342a1e7eb43543a5df55eb50b8f5f7 100644 (file)
@@ -702,7 +702,6 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv
 
 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
@@ -710,9 +709,7 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte
                return;
        }
        renderstats.lights_shadowtriangles += numtriangles;
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = vertex3f;
-       R_Mesh_State(&m);
+       R_Mesh_VertexPointer(vertex3f);
        GL_LockArrays(0, numvertices);
        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
        {
@@ -811,8 +808,6 @@ matrix4x4_t r_shadow_entitytoattenuationz;
 
 void R_Shadow_RenderMode_Begin(void)
 {
-       rmeshstate_t m;
-
        R_Shadow_ValidateCvars();
 
        if (!r_shadow_attenuation2dtexture
@@ -821,8 +816,8 @@ void R_Shadow_RenderMode_Begin(void)
         || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
                R_Shadow_MakeTextures();
 
-       memset(&m, 0, sizeof(m));
-       R_Mesh_State(&m);
+       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ResetTextureState();
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(false);
        GL_DepthTest(true);
@@ -853,7 +848,6 @@ void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
 
 void R_Shadow_RenderMode_Reset(void)
 {
-       rmeshstate_t m;
        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
        {
                qglUseProgramObjectARB(0);
@@ -864,8 +858,8 @@ void R_Shadow_RenderMode_Reset(void)
        }
        else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
                qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
-       memset(&m, 0, sizeof(m));
-       R_Mesh_State(&m);
+       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ResetTextureState();
 }
 
 void R_Shadow_RenderMode_StencilShadowVolumes(void)
@@ -940,6 +934,9 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
                R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
                R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
                R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
+               R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); // lightmap
+               R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); // deluxemap
+               R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow
                //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
@@ -1232,57 +1229,52 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve
        }
 }
 
-static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderSurfacesLighting_VisibleLighting(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // used to display how many times a surface is lit for level design purposes
        int surfacelistindex;
-       model_t *model = ent->model;
-       rmeshstate_t m;
        GL_Color(0.1, 0.025, 0, 1);
-       memset(&m, 0, sizeof(m));
-       R_Mesh_State(&m);
-       RSurf_SetPointersForPass(false, false);
+       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ResetTextureState();
+       RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                const msurface_t *surface = surfacelist[surfacelistindex];
-               if (rsurface_dynamicvertex)
-                       RSurf_PrepareDynamicSurfaceVertices(surface);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
        }
+       GL_LockArrays(0, 0);
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
        int surfacelistindex;
-       model_t *model = ent->model;
-       R_SetupSurfaceShader(ent, texture, r_shadow_entityeyeorigin, lightcolorbase, false);
-       RSurf_SetPointersForPass(false, true);
+       RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
+       R_SetupSurfaceShader(lightcolorbase, false);
+       R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
+       R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
+       R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
+       R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
+       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+               qglDepthFunc(GL_EQUAL);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                const msurface_t *surface = surfacelist[surfacelistindex];
-               const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
-               if (rsurface_dynamicvertex)
-                       RSurf_PrepareDynamicSurfaceVertices(surface);
-               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
-               R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
-               R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
-               R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3);
        }
+       GL_LockArrays(0, 0);
+       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+               qglDepthFunc(GL_LEQUAL);
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
+static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
 {
        int renders;
-       model_t *model = ent->model;
        float color2[3];
        rmeshstate_t m;
-       const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
+       const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
        GL_Color(1,1,1,1);
        // colorscale accounts for how much we multiply the brightness
        // during combine.
@@ -1295,13 +1287,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_
        {
                // 3 3D combine path (Geforce3, Radeon 8500)
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(basetexture);
-               m.pointer_texcoord[1] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[1] = texture->currenttexmatrix;
+               m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[1] = rsurface_texture->currenttexmatrix;
                m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                m.pointer_texcoord3f[2] = rsurface_vertex3f;
                m.texmatrix[2] = r_shadow_entitytolight;
@@ -1311,20 +1302,18 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_
        {
                // 2 3D combine path (Geforce3, original Radeon)
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(basetexture);
-               m.pointer_texcoord[1] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[1] = texture->currenttexmatrix;
+               m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[1] = rsurface_texture->currenttexmatrix;
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
        else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
        {
                // 4 2D combine path (Geforce3, Radeon 8500)
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
@@ -1332,8 +1321,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                m.tex[2] = R_GetTexture(basetexture);
-               m.pointer_texcoord[2] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[2] = texture->currenttexmatrix;
+               m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[2] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
@@ -1346,7 +1335,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_
        {
                // 3 2D combine path (Geforce3, original Radeon)
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
@@ -1354,22 +1342,21 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                m.tex[2] = R_GetTexture(basetexture);
-               m.pointer_texcoord[2] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[2] = texture->currenttexmatrix;
+               m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[2] = rsurface_texture->currenttexmatrix;
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
        else
        {
                // 2/2/2 2D combine path (any dot3 card)
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
@@ -1377,10 +1364,9 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
@@ -1390,7 +1376,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
        // this final code is shared
-       R_Mesh_State(&m);
+       R_Mesh_TextureState(&m);
        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
        VectorScale(lightcolorbase, colorscale, color2);
        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
@@ -1402,13 +1388,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_
        GL_LockArrays(0, 0);
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
 {
        int renders;
-       model_t *model = ent->model;
        float color2[3];
        rmeshstate_t m;
-       const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
+       const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
        GL_Color(1,1,1,1);
        // colorscale accounts for how much we multiply the brightness
        // during combine.
@@ -1421,11 +1406,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
        {
                // 3/2 3D combine path (Geforce3, Radeon 8500)
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
@@ -1433,7 +1417,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[2] = rsurface_vertex3f;
                m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
@@ -1441,10 +1425,9 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
@@ -1457,11 +1440,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
        {
                // 1/2/2 3D combine path (original Radeon)
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
@@ -1469,26 +1451,24 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
                R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
@@ -1501,16 +1481,15 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
        {
                // 2/2 3D combine path (original Radeon)
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
                R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
@@ -1518,10 +1497,9 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
                m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
@@ -1531,11 +1509,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
        {
                // 4/2 2D combine path (Geforce3, Radeon 8500)
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
@@ -1546,7 +1523,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[3] = rsurface_vertex3f;
                m.texmatrix[3] = r_shadow_entitytoattenuationz;
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
@@ -1554,10 +1531,9 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
@@ -1570,14 +1546,13 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
        {
                // 2/2/2 2D combine path (any dot3 card)
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
@@ -1585,26 +1560,24 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
                R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
@@ -1614,7 +1587,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
        // this final code is shared
-       R_Mesh_State(&m);
+       R_Mesh_TextureState(&m);
        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
        VectorScale(lightcolorbase, colorscale, color2);
        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
@@ -1626,13 +1599,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
        GL_LockArrays(0, 0);
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
 {
        int renders;
-       model_t *model = ent->model;
        float color2[3];
        rmeshstate_t m;
-       const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
+       const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
        // FIXME: detect blendsquare!
        //if (!gl_support_blendsquare)
        //      return;
@@ -1641,15 +1613,14 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
        {
                // 2/0/0/1/2 3D combine blendsquare path
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(normalmaptexture);
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
                R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
@@ -1657,9 +1628,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                GL_LockArrays(0, 0);
 
-               memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
-               R_Mesh_State(&m);
+               R_Mesh_ResetTextureState();
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                // square alpha in framebuffer a few times to make it shiny
                GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
@@ -1672,21 +1641,19 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(glosstexture);
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
@@ -1699,15 +1666,14 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
        {
                // 2/0/0/2 3D combine blendsquare path
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(normalmaptexture);
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
                R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
@@ -1715,9 +1681,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                GL_LockArrays(0, 0);
 
-               memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
-               R_Mesh_State(&m);
+               R_Mesh_ResetTextureState();
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                // square alpha in framebuffer a few times to make it shiny
                GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
@@ -1730,10 +1694,9 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(glosstexture);
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
                m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
@@ -1743,15 +1706,14 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
        {
                // 2/0/0/2/2 2D combine blendsquare path
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(normalmaptexture);
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
                R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
@@ -1759,9 +1721,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                GL_LockArrays(0, 0);
 
-               memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
-               R_Mesh_State(&m);
+               R_Mesh_ResetTextureState();
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                // square alpha in framebuffer a few times to make it shiny
                GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
@@ -1774,24 +1734,22 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
-               R_Mesh_State(&m);
+               R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                GL_LockArrays(0, 0);
 
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(glosstexture);
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
@@ -1800,7 +1758,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
-       R_Mesh_State(&m);
+       R_Mesh_TextureState(&m);
        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
        VectorScale(lightcolorbase, colorscale, color2);
        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
@@ -1812,7 +1770,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
        GL_LockArrays(0, 0);
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // ARB path (any Geforce, any Radeon)
        int surfacelistindex;
@@ -1821,39 +1779,38 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
        qboolean dospecular = specularscale > 0;
        if (!doambient && !dodiffuse && !dospecular)
                return;
-       RSurf_SetPointersForPass(false, true);
+       RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
+       R_Mesh_ColorPointer(NULL);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                const msurface_t *surface = surfacelist[surfacelistindex];
-               if (rsurface_dynamicvertex)
-                       RSurf_PrepareDynamicSurfaceVertices(surface);
                if (doambient)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
+                       R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
                if (dodiffuse)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
+                       R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
                if (dopants)
                {
                        if (doambient)
-                               R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
+                               R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
                        if (dodiffuse)
-                               R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
+                               R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
                }
                if (doshirt)
                {
                        if (doambient)
-                               R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
+                               R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
                        if (dodiffuse)
-                               R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
+                               R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
                }
                if (dospecular)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
+                       R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
        }
 }
 
 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2)
 {
        int renders;
-       const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
+       const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
        R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
        for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
        {
@@ -1920,10 +1877,10 @@ goodpass:
        }
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderSurfacesLighting_Light_Vertex(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
 {
        int surfacelistindex;
-       model_t *model = ent->model;
+       model_t *model = rsurface_entity->model;
        float ambientcolorbase[3], diffusecolorbase[3];
        float ambientcolorpants[3], diffusecolorpants[3];
        float ambientcolorshirt[3], diffusecolorshirt[3];
@@ -1935,41 +1892,31 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *
        VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
        VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       R_Mesh_ColorPointer(rsurface_array_color4f);
        memset(&m, 0, sizeof(m));
        m.tex[0] = R_GetTexture(basetexture);
+       m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+       m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
        if (r_textureunits.integer >= 2)
        {
-               // voodoo2
+               // voodoo2 or TNT
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[1] = rsurface_vertex3f;
                if (r_textureunits.integer >= 3)
                {
-                       // Geforce3/Radeon class but not using dot3
+                       // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
                        m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
                        m.texmatrix[2] = r_shadow_entitytoattenuationz;
+                       m.pointer_texcoord3f[2] = rsurface_vertex3f;
                }
        }
-       m.pointer_color = rsurface_array_color4f;
-       R_Mesh_State(&m);
-       RSurf_SetPointersForPass(true, false);
+       R_Mesh_TextureState(&m);
+       RSurf_PrepareVerticesForBatch(true, false, numsurfaces, surfacelist);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                const msurface_t *surface = surfacelist[surfacelistindex];
-               if (rsurface_dynamicvertex)
-                       RSurf_PrepareDynamicSurfaceVertices(surface);
                // OpenGL 1.1 path (anything)
-               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
-               R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
-               if (r_textureunits.integer >= 2)
-               {
-                       // voodoo2 or TNT
-                       R_Mesh_TexCoordPointer(1, 3, rsurface_vertex3f);
-                       if (r_textureunits.integer >= 3)
-                       {
-                               // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
-                               R_Mesh_TexCoordPointer(2, 3, rsurface_vertex3f);
-                       }
-               }
                R_Mesh_TexBind(0, R_GetTexture(basetexture));
                R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorbase, ambientcolorbase);
                if (dopants)
@@ -1985,54 +1932,53 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *
        }
 }
 
-void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist)
+void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist)
 {
        // FIXME: support MATERIALFLAG_NODEPTHTEST
        vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
        // calculate colors to render this texture with
-       lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
-       lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
-       lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
-       if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
+       lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_entity->colormod[0] * rsurface_texture->currentalpha;
+       lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_entity->colormod[1] * rsurface_texture->currentalpha;
+       lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha;
+       if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
                return;
-       if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
+       if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
                qglDisable(GL_CULL_FACE);
        else
                qglEnable(GL_CULL_FACE);
-       RSurf_PrepareForBatch(ent, texture, r_shadow_entityeyeorigin);
-       if (texture->colormapping)
+       if (rsurface_texture->colormapping)
        {
-               qboolean dopants = texture->skin.pants != NULL && VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f);
-               qboolean doshirt = texture->skin.shirt != NULL && VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
+               qboolean dopants = rsurface_texture->skin.pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f);
+               qboolean doshirt = rsurface_texture->skin.shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f);
                if (dopants)
                {
-                       lightcolorpants[0] = lightcolorbase[0] * ent->colormap_pantscolor[0];
-                       lightcolorpants[1] = lightcolorbase[1] * ent->colormap_pantscolor[1];
-                       lightcolorpants[2] = lightcolorbase[2] * ent->colormap_pantscolor[2];
+                       lightcolorpants[0] = lightcolorbase[0] * rsurface_entity->colormap_pantscolor[0];
+                       lightcolorpants[1] = lightcolorbase[1] * rsurface_entity->colormap_pantscolor[1];
+                       lightcolorpants[2] = lightcolorbase[2] * rsurface_entity->colormap_pantscolor[2];
                }
                else
                        VectorClear(lightcolorpants);
                if (doshirt)
                {
-                       lightcolorshirt[0] = lightcolorbase[0] * ent->colormap_shirtcolor[0];
-                       lightcolorshirt[1] = lightcolorbase[1] * ent->colormap_shirtcolor[1];
-                       lightcolorshirt[2] = lightcolorbase[2] * ent->colormap_shirtcolor[2];
+                       lightcolorshirt[0] = lightcolorbase[0] * rsurface_entity->colormap_shirtcolor[0];
+                       lightcolorshirt[1] = lightcolorbase[1] * rsurface_entity->colormap_shirtcolor[1];
+                       lightcolorshirt[2] = lightcolorbase[2] * rsurface_entity->colormap_shirtcolor[2];
                }
                else
                        VectorClear(lightcolorshirt);
                switch (r_shadow_rendermode)
                {
                case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
-                       R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
+                       R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-                       R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
+                       R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_DOT3:
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
+                       R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-                       R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
+                       R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
                        break;
                default:
                        Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
@@ -2044,16 +1990,16 @@ void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t
                switch (r_shadow_rendermode)
                {
                case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
-                       R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
+                       R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-                       R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
+                       R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_DOT3:
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
+                       R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-                       R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
+                       R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
                        break;
                default:
                        Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
@@ -2256,12 +2202,14 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfa
 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
 {
        // set up properties for rendering light onto this entity
+       RSurf_ActiveEntity(ent);
        Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
        Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
        Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
        Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
-       R_Mesh_Matrix(&ent->matrix);
+       VectorCopy(rsurface_modelorg, r_shadow_entityeyeorigin);
+       if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
+               R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
 }
 
 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)