]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
added rmesh_t and R_Mesh_AddVertex3f, R_Mesh_AddPolygon3f, R_Mesh_AddBrushMeshFromPla...
[xonotic/darkplaces.git] / r_shadow.c
index 09b79b3be0e5edbaeb103a66d4cdf820f2fba5d9..ca621cca86598221d83ed6ee520361a0a98037cd 100644 (file)
@@ -29,7 +29,7 @@ shadows do not lie.
 
 Terminology: Stencil Light Volume (sometimes called Light Volumes)
 Similar to a Stencil Shadow Volume, but inverted; rather than containing the
-areas in shadow it contanis the areas in light, this can only be built
+areas in shadow it contains the areas in light, this can only be built
 quickly for certain limited cases (such as portal visibility from a point),
 but is quite useful for some effects (sunlight coming from sky polygons is
 one possible example, translucent occluders is another example).
@@ -119,12 +119,20 @@ the (currently upcoming) game Doom3.
 
 extern void R_Shadow_EditLights_Init(void);
 
-#define SHADOWSTAGE_NONE 0
-#define SHADOWSTAGE_STENCIL 1
-#define SHADOWSTAGE_LIGHT 2
-#define SHADOWSTAGE_STENCILTWOSIDE 3
+typedef enum r_shadowstage_e
+{
+       R_SHADOWSTAGE_NONE,
+       R_SHADOWSTAGE_STENCIL,
+       R_SHADOWSTAGE_STENCILTWOSIDE,
+       R_SHADOWSTAGE_LIGHT_VERTEX,
+       R_SHADOWSTAGE_LIGHT_DOT3,
+       R_SHADOWSTAGE_LIGHT_GLSL,
+       R_SHADOWSTAGE_VISIBLEVOLUMES,
+       R_SHADOWSTAGE_VISIBLELIGHTING,
+}
+r_shadowstage_t;
 
-int r_shadowstage = SHADOWSTAGE_NONE;
+r_shadowstage_t r_shadowstage = R_SHADOWSTAGE_NONE;
 
 mempool_t *r_shadow_mempool;
 
@@ -162,7 +170,6 @@ rtexturepool_t *r_shadow_filters_texturepool;
 
 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0"};
 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4"};
-cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1"};
 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.25"};
@@ -191,8 +198,8 @@ cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0"};
 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "1"};
-cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "0.04"};
-cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "-0.04"};
+cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"};
+cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"};
 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
 cvar_t r_editlights = {0, "r_editlights", "0"};
 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"};
@@ -583,7 +590,6 @@ void R_Shadow_Init(void)
 {
        Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
        Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
-       Cvar_RegisterVariable(&r_shadow_cull);
        Cvar_RegisterVariable(&r_shadow_debuglight);
        Cvar_RegisterVariable(&r_shadow_gloss);
        Cvar_RegisterVariable(&r_shadow_gloss2intensity);
@@ -915,7 +921,7 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte
        m.pointer_vertex = vertex3f;
        R_Mesh_State(&m);
        GL_LockArrays(0, numvertices);
-       if (r_shadowstage == SHADOWSTAGE_STENCIL)
+       if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
        {
                // increment stencil if backface is behind depthbuffer
                qglCullFace(GL_BACK); // quake is backwards, this culls front faces
@@ -998,6 +1004,29 @@ void R_Shadow_ValidateCvars(void)
                Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
 }
 
+// light currently being rendered
+static rtlight_t *r_shadow_rtlight;
+// light filter cubemap being used by the light
+static rtexture_t *r_shadow_lightcubemap;
+
+// this is the location of the eye in entity space
+static vec3_t r_shadow_entityeyeorigin;
+// this is the location of the light in entity space
+static vec3_t r_shadow_entitylightorigin;
+// this transforms entity coordinates to light filter cubemap coordinates
+// (also often used for other purposes)
+static matrix4x4_t r_shadow_entitytolight;
+// based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
+// of attenuation texturing in full 3D (Z result often ignored)
+static matrix4x4_t r_shadow_entitytoattenuationxyz;
+// this transforms only the Z to S, and T is always 0.5
+static matrix4x4_t r_shadow_entitytoattenuationz;
+// rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
+static vec3_t r_shadow_entitylightcolor;
+
+static int r_shadow_lightpermutation;
+static int r_shadow_lightprog;
+
 void R_Shadow_Stage_Begin(void)
 {
        rmeshstate_t m;
@@ -1019,14 +1048,34 @@ void R_Shadow_Stage_Begin(void)
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglEnable(GL_CULL_FACE);
        GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
-       r_shadowstage = SHADOWSTAGE_NONE;
+       r_shadowstage = R_SHADOWSTAGE_NONE;
+}
+
+void R_Shadow_Stage_ActiveLight(rtlight_t *rtlight)
+{
+       r_shadow_rtlight = rtlight;
 }
 
-void R_Shadow_Stage_ShadowVolumes(void)
+void R_Shadow_Stage_Reset(void)
 {
        rmeshstate_t m;
+       if (gl_support_stenciltwoside)
+               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+       if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
+       {
+               qglUseProgramObjectARB(0);
+               // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering in 6xxx drivers
+               qglBegin(GL_TRIANGLES);
+               qglEnd();
+               CHECKGLERROR
+       }
        memset(&m, 0, sizeof(m));
        R_Mesh_State(&m);
+}
+
+void R_Shadow_Stage_StencilShadowVolumes(void)
+{
+       R_Shadow_Stage_Reset();
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(0, 0, 0, 0);
        GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -1040,37 +1089,38 @@ void R_Shadow_Stage_ShadowVolumes(void)
        //}
        //else
        //      qglDisable(GL_POLYGON_OFFSET_FILL);
-       qglDepthFunc(GL_LESS);
+       qglDepthFunc(GL_GEQUAL);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglEnable(GL_STENCIL_TEST);
        qglStencilFunc(GL_ALWAYS, 128, ~0);
        if (gl_ext_stenciltwoside.integer)
        {
-               r_shadowstage = SHADOWSTAGE_STENCILTWOSIDE;
+               r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
                qglDisable(GL_CULL_FACE);
                qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
                qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
                qglStencilMask(~0);
-               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+               qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);
                qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
                qglStencilMask(~0);
-               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+               qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
        }
        else
        {
-               r_shadowstage = SHADOWSTAGE_STENCIL;
+               r_shadowstage = R_SHADOWSTAGE_STENCIL;
                qglEnable(GL_CULL_FACE);
                qglStencilMask(~0);
                // this is changed by every shadow render so its value here is unimportant
                qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        }
+       GL_Clear(GL_STENCIL_BUFFER_BIT);
+       c_rt_clears++;
 }
 
-void R_Shadow_Stage_Light(int shadowtest)
+void R_Shadow_Stage_Lighting(int stenciltest)
 {
        rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       R_Mesh_State(&m);
+       R_Shadow_Stage_Reset();
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
@@ -1081,25 +1131,118 @@ void R_Shadow_Stage_Light(int shadowtest)
        qglDepthFunc(GL_EQUAL);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglEnable(GL_CULL_FACE);
-       if (shadowtest)
+       if (r_shadowstage == R_SHADOWSTAGE_STENCIL || r_shadowstage == R_SHADOWSTAGE_STENCILTWOSIDE)
                qglEnable(GL_STENCIL_TEST);
        else
                qglDisable(GL_STENCIL_TEST);
-       if (gl_support_stenciltwoside)
-               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
        qglStencilMask(~0);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        // only draw light where this geometry was already rendered AND the
        // stencil is 128 (values other than this mean shadow)
        qglStencilFunc(GL_EQUAL, 128, ~0);
-       r_shadowstage = SHADOWSTAGE_LIGHT;
+       if (r_shadow_glsl.integer && r_shadow_program_light[0])
+       {
+               r_shadowstage = R_SHADOWSTAGE_LIGHT_GLSL;
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = varray_vertex3f;
+               m.pointer_texcoord[0] = varray_texcoord2f[0];
+               m.pointer_texcoord3f[1] = varray_svector3f;
+               m.pointer_texcoord3f[2] = varray_tvector3f;
+               m.pointer_texcoord3f[3] = varray_normal3f;
+               m.tex[0] = R_GetTexture(r_texture_blanknormalmap); // normal
+               m.tex[1] = R_GetTexture(r_texture_white); // diffuse
+               m.tex[2] = R_GetTexture(r_texture_white); // gloss
+               m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
+               // TODO: support fog (after renderer is converted to texture fog)
+               m.tex[4] = R_GetTexture(r_texture_white); // fog
+               //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
+               R_Mesh_State(&m);
+               GL_BlendFunc(GL_ONE, GL_ONE);
+               GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+               CHECKGLERROR
+               r_shadow_lightpermutation = 0;
+               // only add a feature to the permutation if that permutation exists
+               // (otherwise it might end up not using a shader at all, which looks
+               // worse than using less features)
+               if (r_shadow_rtlight->specularscale && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
+                       r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
+               //if (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
+               //      r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
+               if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
+                       r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
+               if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
+                       r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
+               r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
+               qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
+               // TODO: support fog (after renderer is converted to texture fog)
+               if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
+               {
+                       qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), 0);CHECKGLERROR
+               }
+               qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
+               qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
+               if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
+               {
+                       qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularPower"), 8);CHECKGLERROR
+                       qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), r_shadow_rtlight->specularscale);CHECKGLERROR
+               }
+               //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
+               //qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
+               //if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
+               //{
+               //      qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
+               //}
+               if (r_shadow_lightpermutation & SHADERPERMUTATION_OFFSETMAPPING)
+               {
+                       qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
+                       qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
+               }
+       }
+       else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
+               r_shadowstage = R_SHADOWSTAGE_LIGHT_DOT3;
+       else
+               r_shadowstage = R_SHADOWSTAGE_LIGHT_VERTEX;
+}
+
+void R_Shadow_Stage_VisibleShadowVolumes(void)
+{
+       R_Shadow_Stage_Reset();
+       GL_BlendFunc(GL_ONE, GL_ONE);
+       GL_DepthMask(false);
+       GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
+       qglPolygonOffset(0, 0);
+       GL_Color(0.0, 0.0125, 0.1, 1);
+       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+       qglDepthFunc(GL_GEQUAL);
+       qglCullFace(GL_FRONT); // this culls back
+       qglDisable(GL_CULL_FACE);
+       qglDisable(GL_STENCIL_TEST);
+       r_shadowstage = R_SHADOWSTAGE_VISIBLEVOLUMES;
+}
+
+void R_Shadow_Stage_VisibleLighting(int stenciltest)
+{
+       R_Shadow_Stage_Reset();
+       GL_BlendFunc(GL_ONE, GL_ONE);
+       GL_DepthMask(false);
+       GL_DepthTest(r_shadow_visiblelighting.integer < 2);
+       qglPolygonOffset(0, 0);
+       GL_Color(0.1, 0.0125, 0, 1);
+       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+       qglDepthFunc(GL_EQUAL);
+       qglCullFace(GL_FRONT); // this culls back
+       qglEnable(GL_CULL_FACE);
+       if (stenciltest)
+               qglEnable(GL_STENCIL_TEST);
+       else
+               qglDisable(GL_STENCIL_TEST);
+       r_shadowstage = R_SHADOWSTAGE_VISIBLELIGHTING;
 }
 
 void R_Shadow_Stage_End(void)
 {
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       R_Mesh_State(&m);
+       R_Shadow_Stage_Reset();
+       R_Shadow_Stage_ActiveLight(NULL);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
        GL_DepthTest(true);
@@ -1116,173 +1259,92 @@ void R_Shadow_Stage_End(void)
                qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
        qglStencilMask(~0);
        qglStencilFunc(GL_ALWAYS, 128, ~0);
-       r_shadowstage = SHADOWSTAGE_NONE;
+       r_shadowstage = R_SHADOWSTAGE_NONE;
 }
 
-int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
+qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
 {
        int i, ix1, iy1, ix2, iy2;
-       float x1, y1, x2, y2, x, y, f;
-       vec3_t smins, smaxs;
+       float x1, y1, x2, y2;
        vec4_t v, v2;
-       if (!r_shadow_scissor.integer)
-               return false;
-       // if view is inside the box, just say yes it's visible
+       rmesh_t mesh;
+       mplane_t planes[11];
+       float vertex3f[256*3];
+
+       // if view is inside the light box, just say yes it's visible
        if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
        {
                GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
                return false;
        }
-       for (i = 0;i < 3;i++)
+
+       // create a temporary brush describing the area the light can affect in worldspace
+       VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
+       VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
+       VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
+       VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
+       VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
+       VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
+       VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
+       VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
+       VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
+       VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
+       VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
+
+       // turn the brush into a mesh
+       memset(&mesh, 0, sizeof(rmesh_t));
+       mesh.maxvertices = 256;
+       mesh.vertex3f = vertex3f;
+       mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
+       R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
+
+       // if that mesh is empty, the light is not visible at all
+       if (!mesh.numvertices)
+               return true;
+
+       if (!r_shadow_scissor.integer)
+               return false;
+
+       // if that mesh is not empty, check what area of the screen it covers
+       x1 = y1 = x2 = y2 = 0;
+       v[3] = 1.0f;
+       for (i = 0;i < mesh.numvertices;i++)
        {
-               if (r_viewforward[i] >= 0)
+               VectorCopy(mesh.vertex3f + i * 3, v);
+               GL_TransformToScreen(v, v2);
+               //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
+               if (i)
                {
-                       v[i] = mins[i];
-                       v2[i] = maxs[i];
+                       if (x1 > v2[0]) x1 = v2[0];
+                       if (x2 < v2[0]) x2 = v2[0];
+                       if (y1 > v2[1]) y1 = v2[1];
+                       if (y2 < v2[1]) y2 = v2[1];
                }
                else
                {
-                       v[i] = maxs[i];
-                       v2[i] = mins[i];
+                       x1 = x2 = v2[0];
+                       y1 = y2 = v2[1];
                }
        }
-       f = DotProduct(r_viewforward, r_vieworigin) + 1;
-       if (DotProduct(r_viewforward, v2) <= f)
-       {
-               // entirely behind nearclip plane
-               return true;
-       }
-       if (DotProduct(r_viewforward, v) >= f)
-       {
-               // entirely infront of nearclip plane
-               x1 = y1 = x2 = y2 = 0;
-               for (i = 0;i < 8;i++)
-               {
-                       v[0] = (i & 1) ? mins[0] : maxs[0];
-                       v[1] = (i & 2) ? mins[1] : maxs[1];
-                       v[2] = (i & 4) ? mins[2] : maxs[2];
-                       v[3] = 1.0f;
-                       GL_TransformToScreen(v, v2);
-                       //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
-                       x = v2[0];
-                       y = v2[1];
-                       if (i)
-                       {
-                               if (x1 > x) x1 = x;
-                               if (x2 < x) x2 = x;
-                               if (y1 > y) y1 = y;
-                               if (y2 < y) y2 = y;
-                       }
-                       else
-                       {
-                               x1 = x2 = x;
-                               y1 = y2 = y;
-                       }
-               }
-       }
-       else
-       {
-               // clipped by nearclip plane
-               // this is nasty and crude...
-               // create viewspace bbox
-               for (i = 0;i < 8;i++)
-               {
-                       v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_vieworigin[0];
-                       v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_vieworigin[1];
-                       v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_vieworigin[2];
-                       v2[0] = -DotProduct(v, r_viewleft);
-                       v2[1] = DotProduct(v, r_viewup);
-                       v2[2] = DotProduct(v, r_viewforward);
-                       if (i)
-                       {
-                               if (smins[0] > v2[0]) smins[0] = v2[0];
-                               if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
-                               if (smins[1] > v2[1]) smins[1] = v2[1];
-                               if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
-                               if (smins[2] > v2[2]) smins[2] = v2[2];
-                               if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
-                       }
-                       else
-                       {
-                               smins[0] = smaxs[0] = v2[0];
-                               smins[1] = smaxs[1] = v2[1];
-                               smins[2] = smaxs[2] = v2[2];
-                       }
-               }
-               // now we have a bbox in viewspace
-               // clip it to the view plane
-               if (smins[2] < 1)
-                       smins[2] = 1;
-               // return true if that culled the box
-               if (smins[2] >= smaxs[2])
-                       return true;
-               // ok some of it is infront of the view, transform each corner back to
-               // worldspace and then to screenspace and make screen rect
-               // initialize these variables just to avoid compiler warnings
-               x1 = y1 = x2 = y2 = 0;
-               for (i = 0;i < 8;i++)
-               {
-                       v2[0] = (i & 1) ? smins[0] : smaxs[0];
-                       v2[1] = (i & 2) ? smins[1] : smaxs[1];
-                       v2[2] = (i & 4) ? smins[2] : smaxs[2];
-                       v[0] = v2[0] * -r_viewleft[0] + v2[1] * r_viewup[0] + v2[2] * r_viewforward[0] + r_vieworigin[0];
-                       v[1] = v2[0] * -r_viewleft[1] + v2[1] * r_viewup[1] + v2[2] * r_viewforward[1] + r_vieworigin[1];
-                       v[2] = v2[0] * -r_viewleft[2] + v2[1] * r_viewup[2] + v2[2] * r_viewforward[2] + r_vieworigin[2];
-                       v[3] = 1.0f;
-                       GL_TransformToScreen(v, v2);
-                       //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
-                       x = v2[0];
-                       y = v2[1];
-                       if (i)
-                       {
-                               if (x1 > x) x1 = x;
-                               if (x2 < x) x2 = x;
-                               if (y1 > y) y1 = y;
-                               if (y2 < y) y2 = y;
-                       }
-                       else
-                       {
-                               x1 = x2 = x;
-                               y1 = y2 = y;
-                       }
-               }
-               /*
-               // this code doesn't handle boxes with any points behind view properly
-               x1 = 1000;x2 = -1000;
-               y1 = 1000;y2 = -1000;
-               for (i = 0;i < 8;i++)
-               {
-                       v[0] = (i & 1) ? mins[0] : maxs[0];
-                       v[1] = (i & 2) ? mins[1] : maxs[1];
-                       v[2] = (i & 4) ? mins[2] : maxs[2];
-                       v[3] = 1.0f;
-                       GL_TransformToScreen(v, v2);
-                       //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
-                       if (v2[2] > 0)
-                       {
-                               x = v2[0];
-                               y = v2[1];
 
-                               if (x1 > x) x1 = x;
-                               if (x2 < x) x2 = x;
-                               if (y1 > y) y1 = y;
-                               if (y2 < y) y2 = y;
-                       }
-               }
-               */
-       }
+       // now convert the scissor rectangle to integer screen coordinates
        ix1 = x1 - 1.0f;
        iy1 = y1 - 1.0f;
        ix2 = x2 + 1.0f;
        iy2 = y2 + 1.0f;
        //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
+
+       // clamp it to the screen
        if (ix1 < r_view_x) ix1 = r_view_x;
        if (iy1 < r_view_y) iy1 = r_view_y;
        if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
        if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
+
+       // if it is inside out, it's not visible
        if (ix2 <= ix1 || iy2 <= iy1)
                return true;
-       // set up the scissor rectangle
+
+       // the light area is visible, set up the scissor rectangle
        GL_Scissor(ix1, vid.realheight - iy2, ix2 - ix1, iy2 - iy1);
        //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
        //qglEnable(GL_SCISSOR_TEST);
@@ -1290,16 +1352,16 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        return false;
 }
 
-static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
+static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
 {
        float *color4f = varray_color4f;
        float dist, dot, intensity, v[3], n[3];
        for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
        {
-               Matrix4x4_Transform(m, vertex3f, v);
+               Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
                if ((dist = DotProduct(v, v)) < 1)
                {
-                       Matrix4x4_Transform3x3(m, normal3f, n);
+                       Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
                        if ((dot = DotProduct(n, v)) > 0)
                        {
                                dist = sqrt(dist);
@@ -1322,16 +1384,16 @@ static void R_Shadow_VertexShadingWithXYZAttenuation(int numverts, const float *
        }
 }
 
-static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
+static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
 {
        float *color4f = varray_color4f;
        float dist, dot, intensity, v[3], n[3];
        for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
        {
-               Matrix4x4_Transform(m, vertex3f, v);
+               Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
                if ((dist = fabs(v[2])) < 1)
                {
-                       Matrix4x4_Transform3x3(m, normal3f, n);
+                       Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
                        if ((dot = DotProduct(n, v)) > 0)
                        {
                                intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
@@ -1353,14 +1415,14 @@ static void R_Shadow_VertexShadingWithZAttenuation(int numverts, const float *ve
        }
 }
 
-static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor, const matrix4x4_t *m)
+static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const float *normal3f, const float *lightcolor)
 {
        float *color4f = varray_color4f;
        float dot, intensity, v[3], n[3];
        for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
        {
-               Matrix4x4_Transform(m, vertex3f, v);
-               Matrix4x4_Transform3x3(m, normal3f, n);
+               Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+               Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
                if ((dot = DotProduct(n, v)) > 0)
                {
                        intensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
@@ -1375,13 +1437,13 @@ static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const fl
        }
 }
 
-static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor, const matrix4x4_t *m)
+static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor)
 {
        float *color4f = varray_color4f;
        float dist, intensity, v[3];
        for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
        {
-               Matrix4x4_Transform(m, vertex3f, v);
+               Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
                if ((dist = DotProduct(v, v)) < 1)
                {
                        dist = sqrt(dist);
@@ -1397,13 +1459,13 @@ static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float
        }
 }
 
-static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor, const matrix4x4_t *m)
+static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor)
 {
        float *color4f = varray_color4f;
        float dist, intensity, v[3];
        for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
        {
-               Matrix4x4_Transform(m, vertex3f, v);
+               Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
                if ((dist = fabs(v[2])) < 1)
                {
                        intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
@@ -1482,36 +1544,35 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve
        }
 }
 
-void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int visiblelighting)
+void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture)
 {
        int renders;
-       float color[3], color2[3], colorscale;
+       float color[3], color2[3], colorscale, specularscale;
        rmeshstate_t m;
-       if (glosstexture && r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && specularscale > 0)
-               specularscale = specularscale * r_shadow_glossintensity.value;
-       else if (!glosstexture && r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && specularscale > 0)
+       // FIXME: support EF_NODEPTHTEST
+       if (!basetexture)
+               basetexture = r_texture_white;
+       if (!bumptexture)
+               bumptexture = r_texture_blanknormalmap;
+       if (!pantstexture)
+               lightcolorpants = vec3_origin;
+       if (!shirttexture)
+               lightcolorshirt = vec3_origin;
+       if (glosstexture && r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
+               specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
+       else if (!glosstexture && r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
        {
                glosstexture = r_texture_white;
-               specularscale = specularscale * r_shadow_gloss2intensity.value;
+               specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
        }
        else
        {
                glosstexture = r_texture_black;
                specularscale = 0;
        }
-       if ((ambientscale + diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) <= 0.001)
+       if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) <= 0.001)
                return;
-       if (!basetexture)
-               basetexture = r_texture_white;
-       if (!bumptexture)
-               bumptexture = r_texture_blanknormalmap;
-       if (!lightcolorbase)
-               lightcolorbase = vec3_origin;
-       if (!lightcolorpants)
-               lightcolorpants = vec3_origin;
-       if (!lightcolorshirt)
-               lightcolorshirt = vec3_origin;
-       if (visiblelighting)
+       if (r_shadowstage == R_SHADOWSTAGE_VISIBLELIGHTING)
        {
                int passes = 0;
                if (r_shadow_glsl.integer && r_shadow_program_light[0])
@@ -1519,27 +1580,23 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
                {
                        // TODO: add direct pants/shirt rendering
-                       if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
-                       if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
-                       if (!bumptexture)
-                               bumptexture = r_texture_blanknormalmap;
-                       if (!glosstexture)
-                               glosstexture = r_texture_white;
-                       if (ambientscale)
+                       if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
+                       if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
+                       if (r_shadow_rtlight->ambientscale)
                        {
-                               colorscale = ambientscale;
-                               if (r_shadow_texture3d.integer && lightcubemap && r_textureunits.integer >= 4)
+                               colorscale = r_shadow_rtlight->ambientscale;
+                               if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
                                {
                                }
-                               else if (r_shadow_texture3d.integer && !lightcubemap && r_textureunits.integer >= 2)
+                               else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
                                {
                                }
-                               else if (r_textureunits.integer >= 4 && lightcubemap)
+                               else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
                                {
                                }
-                               else if (r_textureunits.integer >= 3 && !lightcubemap)
+                               else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
                                {
                                }
                                else
@@ -1548,20 +1605,20 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                                        passes++;
                        }
-                       if (diffusescale)
+                       if (r_shadow_rtlight->diffusescale)
                        {
-                               colorscale = diffusescale;
+                               colorscale = r_shadow_rtlight->diffusescale;
                                if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
                                {
                                        // 3/2 3D combine path (Geforce3, Radeon 8500)
                                        passes++;
                                }
-                               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
+                               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
                                {
                                        // 1/2/2 3D combine path (original Radeon)
                                        passes += 2;
                                }
-                               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
+                               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
                                {
                                        // 2/2 3D combine path (original Radeon)
                                        passes++;
@@ -1585,9 +1642,9 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                //if (gl_support_blendsquare)
                                {
                                        colorscale = specularscale;
-                                       if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+                                       if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
                                                passes += 4;
-                                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+                                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
                                                passes += 3;
                                        else
                                                passes += 4;
@@ -1600,19 +1657,19 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                else
                {
                        // TODO: add direct pants/shirt rendering
-                       if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
-                       if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
-                       if (ambientscale)
+                       if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
+                       if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
+                       if (r_shadow_rtlight->ambientscale)
                        {
-                               VectorScale(lightcolorbase, ambientscale, color2);
+                               VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
                                for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                                        passes++;
                        }
-                       if (diffusescale)
+                       if (r_shadow_rtlight->diffusescale)
                        {
-                               VectorScale(lightcolorbase, diffusescale, color2);
+                               VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
                                for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                                        passes++;
                        }
@@ -1629,111 +1686,56 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                }
                return;
        }
-       // FIXME: support EF_NODEPTHTEST
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       if (r_shadow_glsl.integer && r_shadow_program_light[0])
+       else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
        {
-               unsigned int perm, prog;
                // GLSL shader path (GFFX5200, Radeon 9500)
-               memset(&m, 0, sizeof(m));
-               m.pointer_vertex = vertex3f;
-               m.pointer_texcoord[0] = texcoord2f;
-               m.pointer_texcoord3f[1] = svector3f;
-               m.pointer_texcoord3f[2] = tvector3f;
-               m.pointer_texcoord3f[3] = normal3f;
-               m.tex[0] = R_GetTexture(bumptexture);
-               m.tex[1] = R_GetTexture(basetexture);
-               m.tex[2] = R_GetTexture(glosstexture);
-               m.texcubemap[3] = R_GetTexture(lightcubemap);
-               // TODO: support fog (after renderer is converted to texture fog)
-               m.tex[4] = R_GetTexture(r_texture_white);
-               m.texmatrix[3] = *matrix_modeltolight;
-               R_Mesh_State(&m);
-               GL_BlendFunc(GL_ONE, GL_ONE);
-               GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
-               CHECKGLERROR
-               perm = 0;
-               // only add a feature to the permutation if that permutation exists
-               // (otherwise it might end up not using a shader at all, which looks
-               // worse than using less features)
-               if (specularscale && r_shadow_program_light[perm | SHADERPERMUTATION_SPECULAR])
-                       perm |= SHADERPERMUTATION_SPECULAR;
-               //if (fog && r_shadow_program_light[perm | SHADERPERMUTATION_FOG])
-               //      perm |= SHADERPERMUTATION_FOG;
-               if (lightcubemap && r_shadow_program_light[perm | SHADERPERMUTATION_CUBEFILTER])
-                       perm |= SHADERPERMUTATION_CUBEFILTER;
-               if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[perm | SHADERPERMUTATION_OFFSETMAPPING])
-                       perm |= SHADERPERMUTATION_OFFSETMAPPING;
-               prog = r_shadow_program_light[perm];
-               qglUseProgramObjectARB(prog);CHECKGLERROR
-               // TODO: support fog (after renderer is converted to texture fog)
-               if (perm & SHADERPERMUTATION_FOG)
+               R_Mesh_VertexPointer(vertex3f);
+               R_Mesh_TexCoordPointer(0, 2, texcoord2f);
+               R_Mesh_TexCoordPointer(1, 3, svector3f);
+               R_Mesh_TexCoordPointer(2, 3, tvector3f);
+               R_Mesh_TexCoordPointer(3, 3, normal3f);
+               R_Mesh_TexBind(0, R_GetTexture(bumptexture));
+               R_Mesh_TexBind(1, R_GetTexture(basetexture));
+               R_Mesh_TexBind(2, R_GetTexture(glosstexture));
+               if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
                {
-                       qglUniform1fARB(qglGetUniformLocationARB(prog, "FogRangeRecip"), 0);CHECKGLERROR
+                       qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
                }
-               qglUniform1fARB(qglGetUniformLocationARB(prog, "AmbientScale"), ambientscale);CHECKGLERROR
-               qglUniform1fARB(qglGetUniformLocationARB(prog, "DiffuseScale"), diffusescale);CHECKGLERROR
-               if (perm & SHADERPERMUTATION_SPECULAR)
-               {
-                       qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularPower"), 8);CHECKGLERROR
-                       qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularScale"), specularscale);CHECKGLERROR
-               }
-               qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
-               qglUniform3fARB(qglGetUniformLocationARB(prog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
-               if (perm & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
-               {
-                       qglUniform3fARB(qglGetUniformLocationARB(prog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
-               }
-               if (perm & SHADERPERMUTATION_OFFSETMAPPING)
-               {
-                       qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
-                       qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
-               }
-               CHECKGLERROR
+               qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
                GL_LockArrays(firstvertex, numvertices);
                R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                c_rt_lightmeshes++;
                c_rt_lighttris += numtriangles;
                // TODO: add direct pants/shirt rendering
-               if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+               if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
                {
                        R_Mesh_TexBind(1, R_GetTexture(pantstexture));
-                       qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolorpants[0], lightcolorpants[1], lightcolorpants[2]);CHECKGLERROR
+                       qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorpants[0], lightcolorpants[1], lightcolorpants[2]);CHECKGLERROR
                        R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
                }
-               if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+               if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
                {
                        R_Mesh_TexBind(1, R_GetTexture(shirttexture));
-                       qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolorshirt[0], lightcolorshirt[1], lightcolorshirt[2]);CHECKGLERROR
+                       qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorshirt[0], lightcolorshirt[1], lightcolorshirt[2]);CHECKGLERROR
                        R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                        c_rt_lightmeshes++;
                        c_rt_lighttris += numtriangles;
                }
                GL_LockArrays(0, 0);
-               qglUseProgramObjectARB(0);
-               // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering
-               qglBegin(GL_TRIANGLES);
-               qglEnd();
-               CHECKGLERROR
        }
-       else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
+       else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_DOT3)
        {
                // TODO: add direct pants/shirt rendering
-               if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
-               if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
-               if (!bumptexture)
-                       bumptexture = r_texture_blanknormalmap;
-               if (!glosstexture)
-                       glosstexture = r_texture_white;
-               if (ambientscale)
+               if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
+               if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
+               if (r_shadow_rtlight->ambientscale)
                {
                        GL_Color(1,1,1,1);
-                       colorscale = ambientscale;
+                       colorscale = r_shadow_rtlight->ambientscale;
                        // colorscale accounts for how much we multiply the brightness
                        // during combine.
                        //
@@ -1741,7 +1743,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                        // performed to get more brightness than otherwise possible.
                        //
                        // Limit mult to 64 for sanity sake.
-                       if (r_shadow_texture3d.integer && lightcubemap && r_textureunits.integer >= 4)
+                       if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
                        {
                                // 3 3D combine path (Geforce3, Radeon 8500)
                                memset(&m, 0, sizeof(m));
@@ -1749,24 +1751,24 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[0] = vertex3f;
-                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+                               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
                                m.pointer_texcoord3f[0] = varray_texcoord3f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                m.tex[1] = R_GetTexture(basetexture);
                                m.pointer_texcoord[1] = texcoord2f;
-                               m.texcubemap[2] = R_GetTexture(lightcubemap);
+                               m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[2] = vertex3f;
-                               m.texmatrix[2] = *matrix_modeltolight;
+                               m.texmatrix[2] = r_shadow_entitytolight;
 #else
                                m.pointer_texcoord3f[2] = varray_texcoord3f[2];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
 #endif
                                GL_BlendFunc(GL_ONE, GL_ONE);
                        }
-                       else if (r_shadow_texture3d.integer && !lightcubemap && r_textureunits.integer >= 2)
+                       else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
                        {
                                // 2 3D combine path (Geforce3, original Radeon)
                                memset(&m, 0, sizeof(m));
@@ -1774,16 +1776,16 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[0] = vertex3f;
-                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+                               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
                                m.pointer_texcoord3f[0] = varray_texcoord3f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                m.tex[1] = R_GetTexture(basetexture);
                                m.pointer_texcoord[1] = texcoord2f;
                                GL_BlendFunc(GL_ONE, GL_ONE);
                        }
-                       else if (r_textureunits.integer >= 4 && lightcubemap)
+                       else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
                        {
                                // 4 2D combine path (Geforce3, Radeon 8500)
                                memset(&m, 0, sizeof(m));
@@ -1791,35 +1793,35 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[0] = vertex3f;
-                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+                               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
                                m.pointer_texcoord[0] = varray_texcoord2f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[1] = vertex3f;
-                               m.texmatrix[1] = *matrix_modeltoattenuationz;
+                               m.texmatrix[1] = r_shadow_entitytoattenuationz;
 #else
                                m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
 #endif
                                m.tex[2] = R_GetTexture(basetexture);
                                m.pointer_texcoord[2] = texcoord2f;
-                               if (lightcubemap)
+                               if (r_shadow_lightcubemap != r_texture_whitecube)
                                {
-                                       m.texcubemap[3] = R_GetTexture(lightcubemap);
+                                       m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
 #ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[3] = vertex3f;
-                                       m.texmatrix[3] = *matrix_modeltolight;
+                                       m.texmatrix[3] = r_shadow_entitytolight;
 #else
                                        m.pointer_texcoord3f[3] = varray_texcoord3f[3];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
 #endif
                                }
                                GL_BlendFunc(GL_ONE, GL_ONE);
                        }
-                       else if (r_textureunits.integer >= 3 && !lightcubemap)
+                       else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
                        {
                                // 3 2D combine path (Geforce3, original Radeon)
                                memset(&m, 0, sizeof(m));
@@ -1827,18 +1829,18 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[0] = vertex3f;
-                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+                               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
                                m.pointer_texcoord[0] = varray_texcoord2f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[1] = vertex3f;
-                               m.texmatrix[1] = *matrix_modeltoattenuationz;
+                               m.texmatrix[1] = r_shadow_entitytoattenuationz;
 #else
                                m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
 #endif
                                m.tex[2] = R_GetTexture(basetexture);
                                m.pointer_texcoord[2] = texcoord2f;
@@ -1852,18 +1854,18 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[0] = vertex3f;
-                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+                               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
                                m.pointer_texcoord[0] = varray_texcoord2f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[1] = vertex3f;
-                               m.texmatrix[1] = *matrix_modeltoattenuationz;
+                               m.texmatrix[1] = r_shadow_entitytoattenuationz;
 #else
                                m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
 #endif
                                R_Mesh_State(&m);
                                GL_ColorMask(0,0,0,1);
@@ -1878,15 +1880,15 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.pointer_vertex = vertex3f;
                                m.tex[0] = R_GetTexture(basetexture);
                                m.pointer_texcoord[0] = texcoord2f;
-                               if (lightcubemap)
+                               if (r_shadow_lightcubemap != r_texture_whitecube)
                                {
-                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                                       m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
 #ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[1] = vertex3f;
-                                       m.texmatrix[1] = *matrix_modeltolight;
+                                       m.texmatrix[1] = r_shadow_entitytolight;
 #else
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
 #endif
                                }
                                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -1905,10 +1907,10 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                        }
                        GL_LockArrays(0, 0);
                }
-               if (diffusescale)
+               if (r_shadow_rtlight->diffusescale)
                {
                        GL_Color(1,1,1,1);
-                       colorscale = diffusescale;
+                       colorscale = r_shadow_rtlight->diffusescale;
                        // colorscale accounts for how much we multiply the brightness
                        // during combine.
                        //
@@ -1927,14 +1929,14 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
                                m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[2] = vertex3f;
-                               m.texmatrix[2] = *matrix_modeltoattenuationxyz;
+                               m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
 #else
                                m.pointer_texcoord3f[2] = varray_texcoord3f[2];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                R_Mesh_State(&m);
                                GL_ColorMask(0,0,0,1);
@@ -1949,20 +1951,20 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.pointer_vertex = vertex3f;
                                m.tex[0] = R_GetTexture(basetexture);
                                m.pointer_texcoord[0] = texcoord2f;
-                               if (lightcubemap)
+                               if (r_shadow_lightcubemap != r_texture_whitecube)
                                {
-                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                                       m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
 #ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[1] = vertex3f;
-                                       m.texmatrix[1] = *matrix_modeltolight;
+                                       m.texmatrix[1] = r_shadow_entitytolight;
 #else
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
 #endif
                                }
                                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        }
-                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
+                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
                        {
                                // 1/2/2 3D combine path (original Radeon)
                                memset(&m, 0, sizeof(m));
@@ -1970,10 +1972,10 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[0] = vertex3f;
-                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+                               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
                                m.pointer_texcoord3f[0] = varray_texcoord3f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                R_Mesh_State(&m);
                                GL_ColorMask(0,0,0,1);
@@ -1992,7 +1994,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
                                R_Mesh_State(&m);
                                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                                GL_LockArrays(firstvertex, numvertices);
@@ -2005,20 +2007,20 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.pointer_vertex = vertex3f;
                                m.tex[0] = R_GetTexture(basetexture);
                                m.pointer_texcoord[0] = texcoord2f;
-                               if (lightcubemap)
+                               if (r_shadow_lightcubemap != r_texture_whitecube)
                                {
-                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                                       m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
 #ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[1] = vertex3f;
-                                       m.texmatrix[1] = *matrix_modeltolight;
+                                       m.texmatrix[1] = r_shadow_entitytolight;
 #else
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
 #endif
                                }
                                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        }
-                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
+                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
                        {
                                // 2/2 3D combine path (original Radeon)
                                memset(&m, 0, sizeof(m));
@@ -2029,7 +2031,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
                                R_Mesh_State(&m);
                                GL_ColorMask(0,0,0,1);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -2046,10 +2048,10 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[1] = vertex3f;
-                               m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+                               m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
 #else
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        }
@@ -2064,22 +2066,22 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
                                m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[2] = vertex3f;
-                               m.texmatrix[2] = *matrix_modeltoattenuationxyz;
+                               m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
 #else
                                m.pointer_texcoord[2] = varray_texcoord2f[2];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[3] = vertex3f;
-                               m.texmatrix[3] = *matrix_modeltoattenuationz;
+                               m.texmatrix[3] = r_shadow_entitytoattenuationz;
 #else
                                m.pointer_texcoord[3] = varray_texcoord2f[3];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
 #endif
                                R_Mesh_State(&m);
                                GL_ColorMask(0,0,0,1);
@@ -2094,15 +2096,15 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.pointer_vertex = vertex3f;
                                m.tex[0] = R_GetTexture(basetexture);
                                m.pointer_texcoord[0] = texcoord2f;
-                               if (lightcubemap)
+                               if (r_shadow_lightcubemap != r_texture_whitecube)
                                {
-                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                                       m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
 #ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[1] = vertex3f;
-                                       m.texmatrix[1] = *matrix_modeltolight;
+                                       m.texmatrix[1] = r_shadow_entitytolight;
 #else
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
 #endif
                                }
                                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -2115,18 +2117,18 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[0] = vertex3f;
-                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+                               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
                                m.pointer_texcoord[0] = varray_texcoord2f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[1] = vertex3f;
-                               m.texmatrix[1] = *matrix_modeltoattenuationz;
+                               m.texmatrix[1] = r_shadow_entitytoattenuationz;
 #else
                                m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
 #endif
                                R_Mesh_State(&m);
                                GL_ColorMask(0,0,0,1);
@@ -2145,7 +2147,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
                                R_Mesh_State(&m);
                                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                                GL_LockArrays(firstvertex, numvertices);
@@ -2158,15 +2160,15 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.pointer_vertex = vertex3f;
                                m.tex[0] = R_GetTexture(basetexture);
                                m.pointer_texcoord[0] = texcoord2f;
-                               if (lightcubemap)
+                               if (r_shadow_lightcubemap != r_texture_whitecube)
                                {
-                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+                                       m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
 #ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[1] = vertex3f;
-                                       m.texmatrix[1] = *matrix_modeltolight;
+                                       m.texmatrix[1] = r_shadow_entitytolight;
 #else
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
 #endif
                                }
                                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -2192,7 +2194,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                        {
                                colorscale = specularscale;
                                GL_Color(1,1,1,1);
-                               if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+                               if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
                                {
                                        // 2/0/0/1/2 3D combine blendsquare path
                                        memset(&m, 0, sizeof(m));
@@ -2202,7 +2204,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                        m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin);
+                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
                                        R_Mesh_State(&m);
                                        GL_ColorMask(0,0,0,1);
                                        // this squares the result
@@ -2236,10 +2238,10 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                        m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[0] = vertex3f;
-                                       m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+                                       m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
                                        m.pointer_texcoord3f[0] = varray_texcoord3f[0];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                        R_Mesh_State(&m);
                                        GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
@@ -2253,20 +2255,20 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                        m.pointer_vertex = vertex3f;
                                        m.tex[0] = R_GetTexture(glosstexture);
                                        m.pointer_texcoord[0] = texcoord2f;
-                                       if (lightcubemap)
+                                       if (r_shadow_lightcubemap != r_texture_whitecube)
                                        {
-                                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+                                               m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
 #ifdef USETEXMATRIX
                                                m.pointer_texcoord3f[1] = vertex3f;
-                                               m.texmatrix[1] = *matrix_modeltolight;
+                                               m.texmatrix[1] = r_shadow_entitytolight;
 #else
                                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
+                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
 #endif
                                        }
                                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                                }
-                               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+                               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
                                {
                                        // 2/0/0/2 3D combine blendsquare path
                                        memset(&m, 0, sizeof(m));
@@ -2276,7 +2278,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                        m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin);
+                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
                                        R_Mesh_State(&m);
                                        GL_ColorMask(0,0,0,1);
                                        // this squares the result
@@ -2312,10 +2314,10 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                        m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[1] = vertex3f;
-                                       m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+                                       m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
 #else
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                                }
@@ -2329,7 +2331,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                        m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin);
+                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
                                        R_Mesh_State(&m);
                                        GL_ColorMask(0,0,0,1);
                                        // this squares the result
@@ -2363,18 +2365,18 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                        m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[0] = vertex3f;
-                                       m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+                                       m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
                                        m.pointer_texcoord[0] = varray_texcoord2f[0];
-                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                        m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[1] = vertex3f;
-                                       m.texmatrix[1] = *matrix_modeltoattenuationz;
+                                       m.texmatrix[1] = r_shadow_entitytoattenuationz;
 #else
                                        m.pointer_texcoord[1] = varray_texcoord2f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
 #endif
                                        R_Mesh_State(&m);
                                        GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
@@ -2388,15 +2390,15 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                        m.pointer_vertex = vertex3f;
                                        m.tex[0] = R_GetTexture(glosstexture);
                                        m.pointer_texcoord[0] = texcoord2f;
-                                       if (lightcubemap)
+                                       if (r_shadow_lightcubemap != r_texture_whitecube)
                                        {
-                                               m.texcubemap[1] = R_GetTexture(lightcubemap);
+                                               m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
 #ifdef USETEXMATRIX
                                                m.pointer_texcoord3f[1] = vertex3f;
-                                               m.texmatrix[1] = *matrix_modeltolight;
+                                               m.texmatrix[1] = r_shadow_entitytolight;
 #else
                                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
+                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
 #endif
                                        }
                                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -2416,17 +2418,17 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                        }
                }
        }
-       else
+       else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_VERTEX)
        {
                // TODO: add direct pants/shirt rendering
-               if (pantstexture && (ambientscale + diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, pantstexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
-               if (shirttexture && (ambientscale + diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, shirttexture, NULL, NULL, bumptexture, NULL, lightcubemap, ambientscale, diffusescale, specularscale, visiblelighting);
-               if (ambientscale)
+               if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
+               if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
+               if (r_shadow_rtlight->ambientscale)
                {
                        GL_BlendFunc(GL_ONE, GL_ONE);
-                       VectorScale(lightcolorbase, ambientscale, color2);
+                       VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
                        memset(&m, 0, sizeof(m));
                        m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(basetexture);
@@ -2437,10 +2439,10 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[1] = vertex3f;
-                               m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+                               m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
 #else
                                m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                if (r_textureunits.integer >= 3)
                                {
@@ -2448,10 +2450,10 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                        m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[2] = vertex3f;
-                                       m.texmatrix[2] = *matrix_modeltoattenuationz;
+                                       m.texmatrix[2] = r_shadow_entitytoattenuationz;
 #else
                                        m.pointer_texcoord[2] = varray_texcoord2f[2];
-                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
 #endif
                                }
                        }
@@ -2468,9 +2470,9 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                if (r_textureunits.integer >= 3)
                                        GL_Color(color[0], color[1], color[2], 1);
                                else if (r_textureunits.integer >= 2)
-                                       R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color, matrix_modeltolight);
+                                       R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
                                else
-                                       R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color, matrix_modeltolight);
+                                       R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
                                GL_LockArrays(firstvertex, numvertices);
                                R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
@@ -2478,10 +2480,10 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                c_rt_lighttris += numtriangles;
                        }
                }
-               if (diffusescale)
+               if (r_shadow_rtlight->diffusescale)
                {
                        GL_BlendFunc(GL_ONE, GL_ONE);
-                       VectorScale(lightcolorbase, diffusescale, color2);
+                       VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
                        memset(&m, 0, sizeof(m));
                        m.pointer_vertex = vertex3f;
                        m.pointer_color = varray_color4f;
@@ -2493,10 +2495,10 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[1] = vertex3f;
-                               m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+                               m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
 #else
                                m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
                                if (r_textureunits.integer >= 3)
                                {
@@ -2504,10 +2506,10 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                        m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
                                        m.pointer_texcoord3f[2] = vertex3f;
-                                       m.texmatrix[2] = *matrix_modeltoattenuationz;
+                                       m.texmatrix[2] = r_shadow_entitytoattenuationz;
 #else
                                        m.pointer_texcoord[2] = varray_texcoord2f[2];
-                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
 #endif
                                }
                        }
@@ -2518,11 +2520,11 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                color[1] = bound(0, color2[1], 1);
                                color[2] = bound(0, color2[2], 1);
                                if (r_textureunits.integer >= 3)
-                                       R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color, matrix_modeltolight);
+                                       R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
                                else if (r_textureunits.integer >= 2)
-                                       R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color, matrix_modeltolight);
+                                       R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
                                else
-                                       R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color, matrix_modeltolight);
+                                       R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
                                GL_LockArrays(firstvertex, numvertices);
                                R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
@@ -2572,8 +2574,6 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i
        for (k = 0;k < 3;k++)
                for (j = 0;j < 4;j++)
                        rtlight->matrix_worldtolight.m[k][j] *= scale;
-       Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationxyz, &matrix_attenuationxyz, &rtlight->matrix_worldtolight);
-       Matrix4x4_Concat(&rtlight->matrix_worldtoattenuationz, &matrix_attenuationz, &rtlight->matrix_worldtolight);
 
        rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
        rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
@@ -2634,7 +2634,7 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                if (model->DrawLight)
                {
                        rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
-                       model->DrawLight(ent, rtlight->shadoworigin, vec3_origin, rtlight->radius, vec3_origin, &r_identitymatrix, &r_identitymatrix, &r_identitymatrix, NULL, 0, 0, 0, numsurfaces, r_shadow_buffer_surfacelist, 0);
+                       model->DrawLight(ent, vec3_origin, numsurfaces, r_shadow_buffer_surfacelist);
                        rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
                }
                // switch back to rendering when DrawShadowVolume or DrawLight is called
@@ -2703,20 +2703,108 @@ void R_Shadow_UncompileWorldLights(void)
                R_RTLight_Uncompile(&light->rtlight);
 }
 
-void R_DrawRTLight(rtlight_t *rtlight, int visiblelighting, int visiblevolumes)
+void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
-       int i, shadow, usestencil;
-       entity_render_t *ent;
+       vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
+       vec_t relativeshadowradius;
+       if (ent == r_refdef.worldentity)
+       {
+               if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
+               {
+                       shadowmesh_t *mesh;
+                       R_Mesh_Matrix(&ent->matrix);
+                       for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
+                       {
+                               R_Mesh_VertexPointer(mesh->vertex3f);
+                               GL_LockArrays(0, mesh->numverts);
+                               if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
+                               {
+                                       // increment stencil if backface is behind depthbuffer
+                                       qglCullFace(GL_BACK); // quake is backwards, this culls front faces
+                                       qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+                                       R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
+                                       c_rtcached_shadowmeshes++;
+                                       c_rtcached_shadowtris += mesh->numtriangles;
+                                       // decrement stencil if frontface is behind depthbuffer
+                                       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+                                       qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+                               }
+                               R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
+                               c_rtcached_shadowmeshes++;
+                               c_rtcached_shadowtris += mesh->numtriangles;
+                               GL_LockArrays(0, 0);
+                       }
+               }
+               else if (numsurfaces)
+               {
+                       R_Mesh_Matrix(&ent->matrix);
+                       ent->model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
+               }
+       }
+       else
+       {
+               Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativeshadoworigin);
+               relativeshadowradius = rtlight->radius / ent->scale;
+               relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
+               relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
+               relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
+               relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
+               relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
+               relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
+               R_Mesh_Matrix(&ent->matrix);
+               ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
+       }
+}
+
+void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist)
+{
+       shadowmesh_t *mesh;
+       // set up properties for rendering light onto this entity
+       r_shadow_entitylightcolor[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
+       r_shadow_entitylightcolor[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
+       r_shadow_entitylightcolor[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
+       Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
+       Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
+       Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
+       Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, r_shadow_entitylightorigin);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
+       R_Mesh_Matrix(&ent->matrix);
+       if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
+       {
+               R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_lightcubemap));
+               R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
+               qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightPosition"), r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);CHECKGLERROR
+               if (r_shadow_lightpermutation & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
+               {
+                       qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "EyePosition"), r_shadow_entityeyeorigin[0], r_shadow_entityeyeorigin[1], r_shadow_entityeyeorigin[2]);CHECKGLERROR
+               }
+       }
+       if (ent == r_refdef.worldentity)
+       {
+               if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compilelight.integer)
+               {
+                       for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
+                               R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, r_shadow_entitylightcolor, vec3_origin, vec3_origin, mesh->map_diffuse, NULL, NULL, mesh->map_normal, mesh->map_specular);
+               }
+               else
+                       ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
+       }
+       else
+               ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist);
+}
+
+void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
+{
+       int i, usestencil;
        float f;
-       vec3_t relativelightorigin, relativeeyeorigin, lightcolor, lightcolor2;
-       rtexture_t *cubemaptexture;
-       matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
+       vec3_t lightcolor;
        int numleafs, numsurfaces;
        int *leaflist, *surfacelist;
        qbyte *leafpvs;
-       vec3_t cullmins, cullmaxs, relativelightmins, relativelightmaxs;
-       shadowmesh_t *mesh;
-       rmeshstate_t m;
+       int numlightentities;
+       int numshadowentities;
+       entity_render_t *lightentities[MAX_EDICTS];
+       entity_render_t *shadowentities[MAX_EDICTS];
 
        // skip lights that don't light (corona only lights)
        if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < 0.01)
@@ -2737,26 +2825,16 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblelighting, int visiblevolumes)
        // loading is done before visibility checks because loading should happen
        // all at once at the start of a level, not when it stalls gameplay.
        // (especially important to benchmarks)
+       // compile light
        if (rtlight->isstatic && !rtlight->compiled && r_shadow_realtime_world_compile.integer)
                R_RTLight_Compile(rtlight);
-       if (rtlight->cubemapname[0])
-               cubemaptexture = R_Shadow_Cubemap(rtlight->cubemapname);
-       else
-               cubemaptexture = NULL;
-
-       cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
-       cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
-       cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
-       cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
-       cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
-       cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
-       if (rtlight->style >= 0 && d_lightstylevalue[rtlight->style] <= 0)
+       // load cubemap
+       r_shadow_lightcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
+
+       // if the light box is offscreen, skip it
+       if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
                return;
-       numleafs = 0;
-       leaflist = NULL;
-       leafpvs = NULL;
-       numsurfaces = 0;
-       surfacelist = NULL;
+
        if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
        {
                // compiled light, world available and can receive realtime lighting
@@ -2766,25 +2844,29 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblelighting, int visiblevolumes)
                leafpvs = rtlight->static_leafpvs;
                numsurfaces = rtlight->static_numsurfaces;
                surfacelist = rtlight->static_surfacelist;
-               VectorCopy(rtlight->cullmins, cullmins);
-               VectorCopy(rtlight->cullmaxs, cullmaxs);
        }
        else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
        {
                // dynamic light, world available and can receive realtime lighting
-               // if the light box is offscreen, skip it right away
-               if (R_CullBox(cullmins, cullmaxs))
-                       return;
                // calculate lit surfaces and leafs
                R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->brush.num_surfaces);
-               r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+               r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
                leaflist = r_shadow_buffer_leaflist;
                leafpvs = r_shadow_buffer_leafpvs;
                surfacelist = r_shadow_buffer_surfacelist;
+               // if the reduced leaf bounds are offscreen, skip it
+               if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
+                       return;
+       }
+       else
+       {
+               // no world
+               numleafs = 0;
+               leaflist = NULL;
+               leafpvs = NULL;
+               numsurfaces = 0;
+               surfacelist = NULL;
        }
-       // if the reduced leaf bounds are offscreen, skip it
-       if (R_CullBox(cullmins, cullmaxs))
-               return;
        // check if light is illuminating any visible leafs
        if (numleafs)
        {
@@ -2795,189 +2877,98 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblelighting, int visiblevolumes)
                        return;
        }
        // set up a scissor rectangle for this light
-       if (R_Shadow_ScissorForBBox(cullmins, cullmaxs))
+       if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
                return;
 
-       c_rt_lights++;
-
-       shadow = rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows);
-       usestencil = false;
-
-       if (shadow && ((gl_stencil && !visiblelighting) || visiblevolumes))
+       numlightentities = 0;
+       if (numsurfaces)
+               lightentities[numlightentities++] = r_refdef.worldentity;
+       numshadowentities = 0;
+       if (numsurfaces)
+               shadowentities[numshadowentities++] = r_refdef.worldentity;
+       if (r_drawentities.integer)
        {
-               if (visiblevolumes)
+               for (i = 0;i < r_refdef.numentities;i++)
                {
-                       qglDisable(GL_CULL_FACE);
-                       GL_DepthTest(visiblevolumes < 2);
-                       GL_Color(0.0, 0.0125, 0.1, 1);
-               }
-               else
-               {
-                       R_Shadow_Stage_ShadowVolumes();
-                       GL_Clear(GL_STENCIL_BUFFER_BIT);
-                       c_rt_clears++;
-                       usestencil = true;
-               }
-               ent = r_refdef.worldentity;
-               if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
-               {
-                       memset(&m, 0, sizeof(m));
-                       R_Mesh_Matrix(&ent->matrix);
-                       for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
-                       {
-                               m.pointer_vertex = mesh->vertex3f;
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, mesh->numverts);
-                               if (r_shadowstage == SHADOWSTAGE_STENCIL)
-                               {
-                                       // increment stencil if backface is behind depthbuffer
-                                       qglCullFace(GL_BACK); // quake is backwards, this culls front faces
-                                       qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
-                                       R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
-                                       c_rtcached_shadowmeshes++;
-                                       c_rtcached_shadowtris += mesh->numtriangles;
-                                       // decrement stencil if frontface is behind depthbuffer
-                                       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
-                                       qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
-                               }
-                               R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
-                               c_rtcached_shadowmeshes++;
-                               c_rtcached_shadowtris += mesh->numtriangles;
-                               GL_LockArrays(0, 0);
-                       }
-               }
-               else if (numsurfaces)
-               {
-                       Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
-                       ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
-               }
-               if (r_drawentities.integer)
-               {
-                       for (i = 0;i < r_refdef.numentities;i++)
+                       entity_render_t *ent = r_refdef.entities[i];
+                       if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
+                        && ent->model
+                        && !(ent->flags & RENDER_TRANSPARENT)
+                        && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
                        {
-                               ent = r_refdef.entities[i];
-                               // rough checks
-                               if (r_shadow_cull.integer)
-                               {
-                                       if (!BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs))
-                                               continue;
-                                       if (r_refdef.worldmodel != NULL && r_refdef.worldmodel->brush.BoxTouchingLeafPVS != NULL && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))
-                                               continue;
-                               }
-                               if (!(ent->flags & RENDER_SHADOW) || !ent->model || !ent->model->DrawShadowVolume)
-                                       continue;
-                               Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
-                               // light emitting entities should not cast their own shadow
-                               if (VectorLength2(relativelightorigin) < 0.1)
-                                       continue;
-                               relativelightmins[0] = relativelightorigin[0] - rtlight->radius;
-                               relativelightmins[1] = relativelightorigin[1] - rtlight->radius;
-                               relativelightmins[2] = relativelightorigin[2] - rtlight->radius;
-                               relativelightmaxs[0] = relativelightorigin[0] + rtlight->radius;
-                               relativelightmaxs[1] = relativelightorigin[1] + rtlight->radius;
-                               relativelightmaxs[2] = relativelightorigin[2] + rtlight->radius;
-                               ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativelightmins, relativelightmaxs);
+                               // about the VectorDistance2 - light emitting entities should not cast their own shadow
+                               if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
+                                       shadowentities[numshadowentities++] = ent;
+                               if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && ent->model->DrawLight)
+                                       lightentities[numlightentities++] = ent;
                        }
                }
        }
 
-       if (visiblelighting || !visiblevolumes)
+       // return if there's nothing at all to light
+       if (!numlightentities)
+               return;
+
+       R_Shadow_Stage_ActiveLight(rtlight);
+       c_rt_lights++;
+
+       usestencil = false;
+       if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
+       {
+               usestencil = true;
+               R_Shadow_Stage_StencilShadowVolumes();
+               for (i = 0;i < numshadowentities;i++)
+                       R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
+       }
+
+       if (numlightentities && !visible)
        {
-               if (visiblelighting)
-               {
-                       qglEnable(GL_CULL_FACE);
-                       GL_DepthTest(visiblelighting < 2);
-                       GL_Color(0.1, 0.0125, 0, 1);
-               }
-               else
-                       R_Shadow_Stage_Light(usestencil);
+               R_Shadow_Stage_Lighting(usestencil);
+               for (i = 0;i < numlightentities;i++)
+                       R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
+       }
 
-               ent = r_refdef.worldentity;
-               if (ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT))
-               {
-                       lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
-                       lightcolor2[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
-                       lightcolor2[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
-                       Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
-                       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
-                       Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
-                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
-                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
-                       if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compilelight.integer)
-                       {
-                               R_Mesh_Matrix(&ent->matrix);
-                               for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
-                                       R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, NULL, NULL, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, NULL, NULL, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, visiblelighting);
-                       }
-                       else
-                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist, visiblelighting);
-               }
-               if (r_drawentities.integer)
-               {
-                       for (i = 0;i < r_refdef.numentities;i++)
-                       {
-                               ent = r_refdef.entities[i];
-                               // can't draw transparent entity lighting here because
-                               // transparent meshes are deferred for later
-                               if (ent->visframe == r_framecount && BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) && ent->model && ent->model->DrawLight && (ent->flags & (RENDER_LIGHT | RENDER_TRANSPARENT)) == RENDER_LIGHT)
-                               {
-                                       lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
-                                       lightcolor2[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
-                                       lightcolor2[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
-                                       Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
-                                       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
-                                       Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
-                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
-                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
-                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, ent->model->nummodelsurfaces, ent->model->surfacelist, visiblelighting);
-                               }
-                       }
-               }
+       if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
+       {
+               R_Shadow_Stage_VisibleShadowVolumes();
+               for (i = 0;i < numshadowentities;i++)
+                       R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
+       }
+
+       if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
+       {
+               R_Shadow_Stage_VisibleLighting(usestencil);
+               for (i = 0;i < numlightentities;i++)
+                       R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
        }
 }
 
-void R_ShadowVolumeLighting(int visiblelighting, int visiblevolumes)
+void R_ShadowVolumeLighting(qboolean visible)
 {
        int lnum, flag;
        dlight_t *light;
-       rmeshstate_t m;
 
        if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
                R_Shadow_EditLights_Reload_f();
 
-       if (visiblelighting || visiblevolumes)
-       {
-               memset(&m, 0, sizeof(m));
-               R_Mesh_State(&m);
+       R_Shadow_Stage_Begin();
 
-               GL_BlendFunc(GL_ONE, GL_ONE);
-               GL_DepthMask(false);
-               qglCullFace(GL_FRONT); // this culls back
-       }
-       else
-               R_Shadow_Stage_Begin();
        flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
        if (r_shadow_debuglight.integer >= 0)
        {
                for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
                        if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
-                               R_DrawRTLight(&light->rtlight, visiblelighting, visiblevolumes);
+                               R_DrawRTLight(&light->rtlight, visible);
        }
        else
                for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
                        if (light->flags & flag)
-                               R_DrawRTLight(&light->rtlight, visiblelighting, visiblevolumes);
+                               R_DrawRTLight(&light->rtlight, visible);
        if (r_rtdlight)
                for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
-                       R_DrawRTLight(&light->rtlight, visiblelighting, visiblevolumes);
+                       R_DrawRTLight(&light->rtlight, visible);
 
-       if (visiblelighting || visiblevolumes)
-       {
-               qglEnable(GL_CULL_FACE);
-               GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
-       }
-       else
-               R_Shadow_Stage_End();
+       R_Shadow_Stage_End();
 }
 
 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
@@ -3085,7 +3076,7 @@ rtexture_t *R_Shadow_Cubemap(const char *basename)
                if (!strcasecmp(cubemaps[i].basename, basename))
                        return cubemaps[i].texture;
        if (i >= MAX_CUBEMAPS)
-               return NULL;
+               return r_texture_whitecube;
        numcubemaps++;
        strcpy(cubemaps[i].basename, basename);
        cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);