]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
moved rsurface_ variables into rsurface struct as a minor cleanup
[xonotic/darkplaces.git] / r_shadow.c
index 7c219b686528d812f984052fd4c2f5d79c4c861b..c7f2d72fd1db66dc561d8be89af9e451f0be068a 100644 (file)
@@ -228,7 +228,6 @@ cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_
 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
-cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
@@ -237,8 +236,8 @@ cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compi
 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
 cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
-cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
-cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
+cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
+cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
@@ -404,14 +403,13 @@ void R_Shadow_Help_f(void)
 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
 "r_shadow_realtime_world : use high quality world lighting mode\n"
-"r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
 "r_shadow_scissor : use scissor optimization\n"
-"r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
-"r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
+"r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
+"r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
 "r_showlighting : useful for performance testing; bright = slow!\n"
 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
@@ -442,7 +440,6 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
        Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
        Cvar_RegisterVariable(&r_shadow_realtime_world);
-       Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
        Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
        Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
        Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
@@ -451,8 +448,8 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
        Cvar_RegisterVariable(&r_shadow_scissor);
        Cvar_RegisterVariable(&r_shadow_culltriangles);
-       Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
-       Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
+       Cvar_RegisterVariable(&r_shadow_polygonfactor);
+       Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_texture3d);
        Cvar_RegisterVariable(&gl_ext_separatestencil);
        Cvar_RegisterVariable(&gl_ext_stenciltwoside);
@@ -900,19 +897,19 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte
        }
        r_refdef.stats.lights_shadowtriangles += numtriangles;
        CHECKGLERROR
-       R_Mesh_VertexPointer(vertex3f);
+       R_Mesh_VertexPointer(vertex3f, 0, 0);
        GL_LockArrays(0, numvertices);
        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
        {
                // decrement stencil if backface is behind depthbuffer
                GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
-               R_Mesh_Draw(0, numvertices, numtriangles, element3i);
+               R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0);
                // increment stencil if frontface is behind depthbuffer
                GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
        }
-       R_Mesh_Draw(0, numvertices, numtriangles, element3i);
+       R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0);
        GL_LockArrays(0, 0);
        CHECKGLERROR
 }
@@ -1003,9 +1000,10 @@ void R_Shadow_RenderMode_Begin(void)
                R_Shadow_MakeTextures();
 
        CHECKGLERROR
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
        GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthRange(0, 1);
        GL_DepthTest(true);
        GL_DepthMask(false);
        GL_Color(0, 0, 0, 1);
@@ -1044,8 +1042,9 @@ void R_Shadow_RenderMode_Reset(void)
        {
                qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
        }
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
+       GL_DepthRange(0, 1);
        GL_DepthTest(true);
        GL_DepthMask(false);
        qglDepthFunc(GL_LEQUAL);CHECKGLERROR
@@ -1060,7 +1059,7 @@ void R_Shadow_RenderMode_Reset(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
 }
 
-void R_Shadow_RenderMode_StencilShadowVolumes(void)
+void R_Shadow_RenderMode_StencilShadowVolumes(qboolean clearstencil)
 {
        CHECKGLERROR
        R_Shadow_RenderMode_Reset();
@@ -1086,7 +1085,8 @@ void R_Shadow_RenderMode_StencilShadowVolumes(void)
                qglStencilMask(~0);CHECKGLERROR
                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
        }
-       GL_Clear(GL_STENCIL_BUFFER_BIT);
+       if (clearstencil)
+               GL_Clear(GL_STENCIL_BUFFER_BIT);
        r_refdef.stats.lights_clears++;
 }
 
@@ -1132,6 +1132,7 @@ void R_Shadow_RenderMode_VisibleShadowVolumes(void)
        CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_ONE, GL_ONE);
+       GL_DepthRange(0, 1);
        GL_DepthTest(r_showshadowvolumes.integer < 2);
        GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1);
        qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
@@ -1144,6 +1145,7 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar
        CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_ONE, GL_ONE);
+       GL_DepthRange(0, 1);
        GL_DepthTest(r_showlighting.integer < 2);
        GL_Color(0.1 * r_view.colorscale, 0.0125 * r_view.colorscale, 0, 1);
        if (!transparent)
@@ -1261,9 +1263,9 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
 
 static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
 {
-       float *vertex3f = rsurface_vertex3f + 3 * firstvertex;
-       float *normal3f = rsurface_normal3f + 3 * firstvertex;
-       float *color4f = rsurface_array_color4f + 4 * firstvertex;
+       float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
+       float *normal3f = rsurface.normal3f + 3 * firstvertex;
+       float *color4f = rsurface.array_color4f + 4 * firstvertex;
        float dist, dot, distintensity, shadeintensity, v[3], n[3];
        if (r_textureunits.integer >= 3)
        {
@@ -1282,7 +1284,8 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        VectorCopy(ambientcolor, color4f);
                                if (r_refdef.fogenabled)
                                {
-                                       float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                                       float f;
+                                       f = FogPoint_Model(vertex3f);
                                        VectorScale(color4f, f, color4f);
                                }
                                color4f[3] = 1;
@@ -1297,7 +1300,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                {
                                        float f;
                                        Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
-                                       f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                                       f = FogPoint_Model(vertex3f);
                                        VectorScale(color4f, f, color4f);
                                }
                                color4f[3] = 1;
@@ -1329,7 +1332,8 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        }
                                        if (r_refdef.fogenabled)
                                        {
-                                               float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                                               float f;
+                                               f = FogPoint_Model(vertex3f);
                                                VectorScale(color4f, f, color4f);
                                        }
                                }
@@ -1350,7 +1354,8 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        color4f[2] = ambientcolor[2] * distintensity;
                                        if (r_refdef.fogenabled)
                                        {
-                                               float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                                               float f;
+                                               f = FogPoint_Model(vertex3f);
                                                VectorScale(color4f, f, color4f);
                                        }
                                }
@@ -1386,7 +1391,8 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        }
                                        if (r_refdef.fogenabled)
                                        {
-                                               float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                                               float f;
+                                               f = FogPoint_Model(vertex3f);
                                                VectorScale(color4f, f, color4f);
                                        }
                                }
@@ -1408,7 +1414,8 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        color4f[2] = ambientcolor[2] * distintensity;
                                        if (r_refdef.fogenabled)
                                        {
-                                               float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                                               float f;
+                                               f = FogPoint_Model(vertex3f);
                                                VectorScale(color4f, f, color4f);
                                        }
                                }
@@ -1425,11 +1432,11 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
 static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
 {
        int i;
-       float       *out3f     = rsurface_array_texcoord3f + 3 * firstvertex;
-       const float *vertex3f  = rsurface_vertex3f         + 3 * firstvertex;
-       const float *svector3f = rsurface_svector3f        + 3 * firstvertex;
-       const float *tvector3f = rsurface_tvector3f        + 3 * firstvertex;
-       const float *normal3f  = rsurface_normal3f         + 3 * firstvertex;
+       float       *out3f     = rsurface.array_texcoord3f + 3 * firstvertex;
+       const float *vertex3f  = rsurface.vertex3f         + 3 * firstvertex;
+       const float *svector3f = rsurface.svector3f        + 3 * firstvertex;
+       const float *tvector3f = rsurface.tvector3f        + 3 * firstvertex;
+       const float *normal3f  = rsurface.normal3f         + 3 * firstvertex;
        float lightdir[3];
        for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
        {
@@ -1444,17 +1451,17 @@ static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int num
 static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
 {
        int i;
-       float       *out3f     = rsurface_array_texcoord3f + 3 * firstvertex;
-       const float *vertex3f  = rsurface_vertex3f         + 3 * firstvertex;
-       const float *svector3f = rsurface_svector3f        + 3 * firstvertex;
-       const float *tvector3f = rsurface_tvector3f        + 3 * firstvertex;
-       const float *normal3f  = rsurface_normal3f         + 3 * firstvertex;
+       float       *out3f     = rsurface.array_texcoord3f + 3 * firstvertex;
+       const float *vertex3f  = rsurface.vertex3f         + 3 * firstvertex;
+       const float *svector3f = rsurface.svector3f        + 3 * firstvertex;
+       const float *tvector3f = rsurface.tvector3f        + 3 * firstvertex;
+       const float *normal3f  = rsurface.normal3f         + 3 * firstvertex;
        float lightdir[3], eyedir[3], halfdir[3];
        for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
        {
                VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
                VectorNormalize(lightdir);
-               VectorSubtract(rsurface_modelorg, vertex3f, eyedir);
+               VectorSubtract(rsurface.modelorg, vertex3f, eyedir);
                VectorNormalize(eyedir);
                VectorAdd(lightdir, eyedir, halfdir);
                // the cubemap normalizes this for us
@@ -1464,35 +1471,35 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int nu
        }
 }
 
-static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, 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 ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, 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 ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // used to display how many times a surface is lit for level design purposes
        GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1);
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
-       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 }
 
-static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, 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 ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, 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 ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
        R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale);
-       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)
+       R_Mesh_TexCoordPointer(0, 2, rsurface.model->surfmesh.data_texcoordtexture2f, rsurface.model->surfmesh.vbo, rsurface.model->surfmesh.vbooffset_texcoordtexture2f);
+       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
        {
                qglDepthFunc(GL_EQUAL);CHECKGLERROR
        }
-       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
-       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
        {
                qglDepthFunc(GL_LEQUAL);CHECKGLERROR
        }
 }
 
-static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int numtriangles, const int *element3i, float r, float g, float b)
+static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, float r, float g, float b)
 {
        // shared final code for all the dot3 layers
        int renders;
@@ -1500,11 +1507,11 @@ static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int num
        for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
        {
                GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
        }
 }
 
-static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
 {
        rmeshstate_t m;
        // colorscale accounts for how much we multiply the brightness
@@ -1520,13 +1527,19 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int
                // 3 3D combine path (Geforce3, Radeon 8500)
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(basetexture);
-               m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[1] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[1] = rsurface.model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+               m.texmatrix[1] = rsurface.texture->currenttexmatrix;
                m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-               m.pointer_texcoord3f[2] = rsurface_vertex3f;
+               m.pointer_texcoord3f[2] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
                m.texmatrix[2] = r_shadow_entitytolight;
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
@@ -1535,11 +1548,15 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int
                // 2 3D combine path (Geforce3, original Radeon)
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(basetexture);
-               m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[1] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[1] = rsurface.model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.model->surfmesh.vbooffset_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)
@@ -1547,18 +1564,26 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int
                // 4 2D combine path (Geforce3, Radeon 8500)
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord3f[1] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                m.tex[2] = R_GetTexture(basetexture);
-               m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[2] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[2] = rsurface.model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[2] = rsurface.model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[2] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+               m.texmatrix[2] = rsurface.texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-                       m.pointer_texcoord3f[3] = rsurface_vertex3f;
+                       m.pointer_texcoord3f[3] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
                        m.texmatrix[3] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_ONE, GL_ONE);
@@ -1568,14 +1593,20 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int
                // 3 2D combine path (Geforce3, original Radeon)
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord3f[1] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                m.tex[2] = R_GetTexture(basetexture);
-               m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[2] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[2] = rsurface.model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[2] = rsurface.model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[2] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+               m.texmatrix[2] = rsurface.texture->currenttexmatrix;
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
        else
@@ -1583,35 +1614,43 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int
                // 2/2/2 2D combine path (any dot3 card)
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord3f[1] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
        // this final code is shared
        R_Mesh_TextureState(&m);
-       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
 }
 
-static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
 {
        rmeshstate_t m;
        // colorscale accounts for how much we multiply the brightness
@@ -1630,28 +1669,38 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_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;
+               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[2] = rsurface_vertex3f;
+               m.pointer_texcoord3f[2] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
                m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -1661,35 +1710,45 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                // 1/2/2 3D combine path (original Radeon)
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_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;
+               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -1700,23 +1759,31 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_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;
+               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord3f[1] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
@@ -1726,31 +1793,43 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_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;
+               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[2] = rsurface_vertex3f;
+               m.pointer_texcoord3f[2] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
                m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
                m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[3] = rsurface_vertex3f;
+               m.pointer_texcoord3f[3] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
                m.texmatrix[3] = r_shadow_entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -1760,48 +1839,60 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                // 2/2/2 2D combine path (any dot3 card)
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord3f[1] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_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;
+               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
        // this final code is shared
        R_Mesh_TextureState(&m);
-       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
 }
 
-static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
 {
        float glossexponent;
        rmeshstate_t m;
@@ -1816,42 +1907,52 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int
                // 2/0/0/1/2 3D combine blendsquare path
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_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;
+               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second and third pass
                R_Mesh_ResetTextureState();
                // square alpha in framebuffer a few times to make it shiny
                GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
-                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // fourth pass
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // fifth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(glosstexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -1861,31 +1962,39 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int
                // 2/0/0/2 3D combine blendsquare path
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_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;
+               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second and third pass
                R_Mesh_ResetTextureState();
                // square alpha in framebuffer a few times to make it shiny
                GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
-                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // fourth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(glosstexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord3f[1] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
@@ -1894,55 +2003,67 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int
                // 2/0/0/2/2 2D combine blendsquare path
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_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;
+               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second and third pass
                R_Mesh_ResetTextureState();
                // square alpha in framebuffer a few times to make it shiny
                GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
-                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // fourth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord3f[1] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // fifth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(glosstexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
        // this final code is shared
        R_Mesh_TextureState(&m);
-       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
 }
 
-static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *element3i, 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 ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, 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 ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // ARB path (any Geforce, any Radeon)
        qboolean doambient = ambientscale > 0;
@@ -1950,30 +2071,30 @@ static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices,
        qboolean dospecular = specularscale > 0;
        if (!doambient && !dodiffuse && !dospecular)
                return;
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        if (doambient)
-               R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, ambientscale * r_view.colorscale);
+               R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, ambientscale * r_view.colorscale);
        if (dodiffuse)
-               R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_view.colorscale);
+               R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_view.colorscale);
        if (dopants)
        {
                if (doambient)
-                       R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, ambientscale * r_view.colorscale);
+                       R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, ambientscale * r_view.colorscale);
                if (dodiffuse)
-                       R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_view.colorscale);
+                       R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_view.colorscale);
        }
        if (doshirt)
        {
                if (doambient)
-                       R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, ambientscale * r_view.colorscale);
+                       R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, ambientscale * r_view.colorscale);
                if (dodiffuse)
-                       R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_view.colorscale);
+                       R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_view.colorscale);
        }
        if (dospecular)
-               R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
+               R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
 }
 
-void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
+void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, vec3_t diffusecolor2, vec3_t ambientcolor2)
 {
        int renders;
        int i;
@@ -1984,7 +2105,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve
        int *newe;
        const int *e;
        float *c;
-       int newelements[3072];
+       int newelements[4096*3];
        R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
        for (renders = 0;renders < 64;renders++)
        {
@@ -2000,7 +2121,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve
                // renders them at once
                for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
                {
-                       if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
+                       if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
                        {
                                if (newnumtriangles)
                                {
@@ -2021,9 +2142,9 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve
                                newe[2] = e[2];
                                newnumtriangles++;
                                newe += 3;
-                               if (newnumtriangles >= 1024)
+                               if (newnumtriangles >= (int)(sizeof(newelements)/sizeof(float[3])))
                                {
-                                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements);
+                                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0);
                                        newnumtriangles = 0;
                                        newe = newelements;
                                        stop = false;
@@ -2032,7 +2153,11 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve
                }
                if (newnumtriangles >= 1)
                {
-                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements);
+                       // if all triangles are included, use the original array to take advantage of the bufferobject if possible
+                       if (newnumtriangles == numtriangles)
+                               R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+                       else
+                               R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0);
                        stop = false;
                }
                // if we couldn't find any lit triangles, exit early
@@ -2043,7 +2168,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve
                // handling of negative colors
                // (some old drivers even have improper handling of >1 color)
                stop = true;
-               for (i = 0, c = rsurface_array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
+               for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
                {
                        if (c[0] > 1 || c[1] > 1 || c[2] > 1)
                        {
@@ -2061,10 +2186,10 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve
        }
 }
 
-static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, 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 ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, 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 ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // OpenGL 1.1 path (anything)
-       model_t *model = rsurface_entity->model;
+       const model_t *model = rsurface.model;
        float ambientcolorbase[3], diffusecolorbase[3];
        float ambientcolorpants[3], diffusecolorpants[3];
        float ambientcolorshirt[3], diffusecolorshirt[3];
@@ -2076,52 +2201,57 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice
        VectorScale(lightcolorshirt, ambientscale * 2 * r_view.colorscale, ambientcolorshirt);
        VectorScale(lightcolorshirt, diffusescale * 2 * r_view.colorscale, diffusecolorshirt);
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       R_Mesh_ColorPointer(rsurface_array_color4f);
+       R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
        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;
+       m.texmatrix[0] = rsurface.texture->currenttexmatrix;
+       m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
+       m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
+       m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
        if (r_textureunits.integer >= 2)
        {
                // voodoo2 or TNT
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
-               m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord3f[1] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
                if (r_textureunits.integer >= 3)
                {
                        // 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_texcoord3f[2] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
                }
        }
        R_Mesh_TextureState(&m);
        //R_Mesh_TexBind(0, R_GetTexture(basetexture));
-       R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
+       R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorbase, ambientcolorbase);
        if (dopants)
        {
                R_Mesh_TexBind(0, R_GetTexture(pantstexture));
-               R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
+               R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorpants, ambientcolorpants);
        }
        if (doshirt)
        {
                R_Mesh_TexBind(0, R_GetTexture(shirttexture));
-               R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
+               R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorshirt, ambientcolorshirt);
        }
 }
 
-void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i)
+void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset)
 {
        float ambientscale, diffusescale, specularscale;
-       // FIXME: support MATERIALFLAG_NODEPTHTEST
        vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
        // calculate colors to render this texture with
-       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;
+       lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface.texture->currentlayers[0].color[0] * rsurface.texture->currentlayers[0].color[3];
+       lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface.texture->currentlayers[0].color[1] * rsurface.texture->currentlayers[0].color[3];
+       lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface.texture->currentlayers[0].color[2] * rsurface.texture->currentlayers[0].color[3];
        ambientscale = r_shadow_rtlight->ambientscale;
        diffusescale = r_shadow_rtlight->diffusescale;
-       specularscale = specularscale;
+       specularscale = r_shadow_rtlight->specularscale * rsurface.texture->specularscale;
        if (!r_shadow_usenormalmap.integer)
        {
                ambientscale += 1.0f * diffusescale;
@@ -2130,42 +2260,43 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
        }
        if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
                return;
-       GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
-       if (rsurface_texture->colormapping)
+       GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+       GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+       GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+       if (rsurface.texture->colormapping)
        {
-               qboolean dopants = rsurface_texture->currentskinframe->pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f);
-               qboolean doshirt = rsurface_texture->currentskinframe->shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f);
+               qboolean dopants = rsurface.texture->currentskinframe->pants != NULL && VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f);
+               qboolean doshirt = rsurface.texture->currentskinframe->shirt != NULL && VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
                if (dopants)
                {
-                       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];
+                       lightcolorpants[0] = lightcolorbase[0] * rsurface.colormap_pantscolor[0];
+                       lightcolorpants[1] = lightcolorbase[1] * rsurface.colormap_pantscolor[1];
+                       lightcolorpants[2] = lightcolorbase[2] * rsurface.colormap_pantscolor[2];
                }
                else
                        VectorClear(lightcolorpants);
                if (doshirt)
                {
-                       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];
+                       lightcolorshirt[0] = lightcolorbase[0] * rsurface.colormap_shirtcolor[0];
+                       lightcolorshirt[1] = lightcolorbase[1] * rsurface.colormap_shirtcolor[1];
+                       lightcolorshirt[2] = lightcolorbase[2] * rsurface.colormap_shirtcolor[2];
                }
                else
                        VectorClear(lightcolorshirt);
                switch (r_shadow_rendermode)
                {
                case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
-                       GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
-                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+                       GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
+                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-                       R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+                       R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_DOT3:
-                       R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+                       R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-                       R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+                       R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
                        break;
                default:
                        Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
@@ -2177,17 +2308,17 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                switch (r_shadow_rendermode)
                {
                case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
-                       GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
-                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+                       GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
+                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-                       R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+                       R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_DOT3:
-                       R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+                       R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-                       R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+                       R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
                        break;
                default:
                        Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
@@ -2526,19 +2657,19 @@ void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned
                for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
                {
                        r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
-                       R_Mesh_VertexPointer(mesh->vertex3f);
+                       R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
                        GL_LockArrays(0, mesh->numverts);
                        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
                        {
                                // decrement stencil if backface is behind depthbuffer
                                GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
                                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
-                               R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
+                               R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
                                // increment stencil if frontface is behind depthbuffer
                                GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
                                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
                        }
-                       R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
+                       R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
                        GL_LockArrays(0, 0);
                }
                CHECKGLERROR
@@ -2620,15 +2751,19 @@ void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfac
 
 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
 {
-       int i, usestencil;
+       int i;
        float f;
        int numleafs, numsurfaces;
        int *leaflist, *surfacelist;
        unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs;
        int numlightentities;
+       int numlightentities_noselfshadow;
        int numshadowentities;
+       int numshadowentities_noselfshadow;
        entity_render_t *lightentities[MAX_EDICTS];
+       entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
        entity_render_t *shadowentities[MAX_EDICTS];
+       entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
 
        // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
        // skip lights that are basically invisible (color 0 0 0)
@@ -2721,7 +2856,9 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
 
        // make a list of lit entities and shadow casting entities
        numlightentities = 0;
+       numlightentities_noselfshadow = 0;
        numshadowentities = 0;
+       numshadowentities_noselfshadow = 0;
        // add dynamic entities that are lit by the light
        if (r_drawentities.integer)
        {
@@ -2746,12 +2883,26 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                                // so now check if it's in a leaf seen by the light
                                if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))
                                        continue;
-                               lightentities[numlightentities++] = ent;
+                               if (ent->flags & RENDER_NOSELFSHADOW)
+                                       lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
+                               else
+                                       lightentities[numlightentities++] = ent;
                                // since it is lit, it probably also casts a shadow...
                                // about the VectorDistance2 - light emitting entities should not cast their own shadow
                                Matrix4x4_OriginFromMatrix(&ent->matrix, org);
                                if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
-                                       shadowentities[numshadowentities++] = ent;
+                               {
+                                       // note: exterior models without the RENDER_NOSELFSHADOW
+                                       // flag still create a RENDER_NOSELFSHADOW shadow but
+                                       // are lit normally, this means that they are
+                                       // self-shadowing but do not shadow other
+                                       // RENDER_NOSELFSHADOW entities such as the gun
+                                       // (very weird, but keeps the player shadow off the gun)
+                                       if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
+                                               shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
+                                       else
+                                               shadowentities[numshadowentities++] = ent;
+                               }
                        }
                        else if (ent->flags & RENDER_SHADOW)
                        {
@@ -2764,7 +2915,12 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                                // about the VectorDistance2 - light emitting entities should not cast their own shadow
                                Matrix4x4_OriginFromMatrix(&ent->matrix, org);
                                if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
-                                       shadowentities[numshadowentities++] = ent;
+                               {
+                                       if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
+                                               shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
+                                       else
+                                               shadowentities[numshadowentities++] = ent;
+                               }
                        }
                }
        }
@@ -2782,51 +2938,95 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        // count this light in the r_speeds
        r_refdef.stats.lights++;
 
-       usestencil = false;
-       if (numsurfaces + numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
+       if (r_showshadowvolumes.integer && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
+       {
+               // optionally draw visible shape of the shadow volumes
+               // for performance analysis by level designers
+               R_Shadow_RenderMode_VisibleShadowVolumes();
+               if (numsurfaces)
+                       R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
+               for (i = 0;i < numshadowentities;i++)
+                       R_Shadow_DrawEntityShadow(shadowentities[i]);
+               for (i = 0;i < numshadowentities_noselfshadow;i++)
+                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
+       }
+
+       if (gl_stencil && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
        {
                // draw stencil shadow volumes to mask off pixels that are in shadow
                // so that they won't receive lighting
-               if (gl_stencil)
+               R_Shadow_RenderMode_StencilShadowVolumes(true);
+               if (numsurfaces)
+                       R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
+               for (i = 0;i < numshadowentities;i++)
+                       R_Shadow_DrawEntityShadow(shadowentities[i]);
+               if (numlightentities_noselfshadow)
                {
-                       usestencil = true;
-                       R_Shadow_RenderMode_StencilShadowVolumes();
-                       if (numsurfaces)
-                               R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
-                       for (i = 0;i < numshadowentities;i++)
-                               R_Shadow_DrawEntityShadow(shadowentities[i]);
+                       // draw lighting in the unmasked areas
+                       R_Shadow_RenderMode_Lighting(true, false);
+                       for (i = 0;i < numlightentities_noselfshadow;i++)
+                               R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+
+                       // optionally draw the illuminated areas
+                       // for performance analysis by level designers
+                       if (r_showlighting.integer)
+                       {
+                               R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
+                               for (i = 0;i < numlightentities_noselfshadow;i++)
+                                       R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+                       }
+
+                       R_Shadow_RenderMode_StencilShadowVolumes(false);
                }
+               for (i = 0;i < numshadowentities_noselfshadow;i++)
+                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
 
-               // optionally draw visible shape of the shadow volumes
-               // for performance analysis by level designers
-               if (r_showshadowvolumes.integer)
+               if (numsurfaces + numlightentities)
                {
-                       R_Shadow_RenderMode_VisibleShadowVolumes();
+                       // draw lighting in the unmasked areas
+                       R_Shadow_RenderMode_Lighting(true, false);
                        if (numsurfaces)
-                               R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
-                       for (i = 0;i < numshadowentities;i++)
-                               R_Shadow_DrawEntityShadow(shadowentities[i]);
+                               R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+                       for (i = 0;i < numlightentities;i++)
+                               R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+
+                       // optionally draw the illuminated areas
+                       // for performance analysis by level designers
+                       if (r_showlighting.integer)
+                       {
+                               R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
+                               if (numsurfaces)
+                                       R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+                               for (i = 0;i < numlightentities;i++)
+                                       R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+                       }
                }
        }
-
-       if (numsurfaces + numlightentities)
+       else
        {
-               // draw lighting in the unmasked areas
-               R_Shadow_RenderMode_Lighting(usestencil, false);
-               if (numsurfaces)
-                       R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
-               for (i = 0;i < numlightentities;i++)
-                       R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
-
-               // optionally draw the illuminated areas
-               // for performance analysis by level designers
-               if (r_showlighting.integer)
+               if (numsurfaces + numlightentities)
                {
-                       R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
+                       // draw lighting in the unmasked areas
+                       R_Shadow_RenderMode_Lighting(false, false);
                        if (numsurfaces)
                                R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
                        for (i = 0;i < numlightentities;i++)
                                R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+                       for (i = 0;i < numlightentities_noselfshadow;i++)
+                               R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+
+                       // optionally draw the illuminated areas
+                       // for performance analysis by level designers
+                       if (r_showlighting.integer)
+                       {
+                               R_Shadow_RenderMode_VisibleLighting(false, false);
+                               if (numsurfaces)
+                                       R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+                               for (i = 0;i < numlightentities;i++)
+                                       R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+                               for (i = 0;i < numlightentities_noselfshadow;i++)
+                                       R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+                       }
                }
        }
 }
@@ -2890,7 +3090,7 @@ void R_DrawModelShadows(void)
        else
                r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
 
-       R_Shadow_RenderMode_StencilShadowVolumes();
+       R_Shadow_RenderMode_StencilShadowVolumes(true);
 
        for (i = 0;i < r_refdef.numentities;i++)
        {
@@ -2924,11 +3124,12 @@ void R_DrawModelShadows(void)
        GL_ScissorTest(true);
        R_Mesh_Matrix(&identitymatrix);
        R_Mesh_ResetTextureState();
-       R_Mesh_VertexPointer(vertex3f);
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_VertexPointer(vertex3f, 0, 0);
+       R_Mesh_ColorPointer(NULL, 0, 0);
 
        // set up a 50% darkening blend on shadowed areas
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthRange(0, 1);
        GL_DepthTest(false);
        GL_DepthMask(false);
        qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
@@ -2941,7 +3142,7 @@ void R_DrawModelShadows(void)
        qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
 
        // apply the blend to the shadowed areas
-       R_Mesh_Draw(0, 4, 2, polygonelements);
+       R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
 
        // restoring the perspective view is done by R_RenderScene
        //R_SetupView(&r_view.matrix);
@@ -3148,7 +3349,7 @@ void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const r
 {
        // this is never batched (there can be only one)
        float scale = r_editlights_cursorgrid.value * 0.5f;
-       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
 }
 
 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
@@ -3162,7 +3363,7 @@ void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, co
                intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
        if (!light->shadow)
                intensity *= 0.5f;
-       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5f);
 }
 
 void R_Shadow_DrawLightSprites(void)
@@ -3415,7 +3616,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                data = r_refdef.worldmodel->brush.entities;
        if (!data)
                return;
-       for (entnum = 0;COM_ParseTokenConsole(&data) && com_token[0] == '{';entnum++)
+       for (entnum = 0;COM_ParseToken_Simple(&data, false) && com_token[0] == '{';entnum++)
        {
                type = LIGHTTYPE_MINUSX;
                origin[0] = origin[1] = origin[2] = 0;
@@ -3433,7 +3634,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                islight = false;
                while (1)
                {
-                       if (!COM_ParseTokenConsole(&data))
+                       if (!COM_ParseToken_Simple(&data, false))
                                break; // error
                        if (com_token[0] == '}')
                                break; // end of entity
@@ -3443,7 +3644,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                strlcpy(key, com_token, sizeof(key));
                        while (key[strlen(key)-1] == ' ') // remove trailing spaces
                                key[strlen(key)-1] = 0;
-                       if (!COM_ParseTokenConsole(&data))
+                       if (!COM_ParseToken_Simple(&data, false))
                                break; // error
                        strlcpy(value, com_token, sizeof(value));
 
@@ -4051,24 +4252,24 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void)
        for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
                if (light == r_shadow_selectedlight)
                        lightnumber = lightcount;
-       sprintf(temp, "Cursor  %f %f %f  Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Cursor  %f %f %f  Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
        if (r_shadow_selectedlight == NULL)
                return;
-       sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Radius       : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Corona       : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Ambient      : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Specular     : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Radius       : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Corona       : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Ambient      : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Specular     : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
 }
 
 void R_Shadow_EditLights_ToggleShadow_f(void)