]> 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 a386f0333772766875c3ba6ceb4f64f55af6044e..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;
 
@@ -142,23 +150,17 @@ int *vertexupdate;
 int *vertexremap;
 int vertexupdatenum;
 
-int r_shadow_buffer_numclusterpvsbytes;
-qbyte *r_shadow_buffer_clusterpvs;
-int *r_shadow_buffer_clusterlist;
+int r_shadow_buffer_numleafpvsbytes;
+qbyte *r_shadow_buffer_leafpvs;
+int *r_shadow_buffer_leaflist;
 
 int r_shadow_buffer_numsurfacepvsbytes;
 qbyte *r_shadow_buffer_surfacepvs;
 int *r_shadow_buffer_surfacelist;
 
 rtexturepool_t *r_shadow_texturepool;
-rtexture_t *r_shadow_normalcubetexture;
 rtexture_t *r_shadow_attenuation2dtexture;
 rtexture_t *r_shadow_attenuation3dtexture;
-rtexture_t *r_shadow_blankbumptexture;
-rtexture_t *r_shadow_blankglosstexture;
-rtexture_t *r_shadow_blankwhitetexture;
-rtexture_t *r_shadow_blankwhitecubetexture;
-rtexture_t *r_shadow_blankblacktexture;
 
 // lights are reloaded when this changes
 char r_shadow_mapname[MAX_QPATH];
@@ -168,7 +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"};
@@ -179,28 +180,32 @@ cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
 cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1"};
-cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "0"};
+cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1"};
+cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0"};
 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0"};
 cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1"};
 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
+cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
+cvar_t r_shadow_realtime_world_compilelight = {0, "r_shadow_realtime_world_compilelight", "1"};
+cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1"};
 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
-cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
+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_distance", "1024"};
-cvar_t r_editlights_cursorpushback = {0, "r_editlights_pushback", "0"};
-cvar_t r_editlights_cursorpushoff = {0, "r_editlights_pushoff", "4"};
-cvar_t r_editlights_cursorgrid = {0, "r_editlights_grid", "4"};
+cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024"};
+cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0"};
+cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4"};
+cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4"};
 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "0.8"};
 cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
 cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
@@ -251,90 +256,47 @@ const char *builtinshader_light_vert =
 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
 "// written by Forest 'LordHavoc' Hale\n"
 "\n"
-"uniform vec3 LightColor;\n"
-"\n"
-"#ifdef USEOFFSETMAPPING\n"
-"uniform float OffsetMapping_Scale;\n"
-"uniform float OffsetMapping_Bias;\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"uniform float SpecularPower;\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"uniform float FogRangeRecip;\n"
-"#endif\n"
-"uniform float AmbientScale;\n"
-"uniform float DiffuseScale;\n"
-"#ifdef USESPECULAR\n"
-"uniform float SpecularScale;\n"
-"#endif\n"
-"\n"
-"uniform sampler2D Texture_Normal;\n"
-"uniform sampler2D Texture_Color;\n"
-"#ifdef USESPECULAR\n"
-"uniform sampler2D Texture_Gloss;\n"
-"#endif\n"
-"#ifdef USECUBEFILTER\n"
-"uniform samplerCube Texture_Cube;\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"uniform sampler2D Texture_FogMask;\n"
-"#endif\n"
+"uniform vec3 LightPosition;\n"
 "\n"
 "varying vec2 TexCoord;\n"
 "varying vec3 CubeVector;\n"
 "varying vec3 LightVector;\n"
+"\n"
 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+"uniform vec3 EyePosition;\n"
 "varying vec3 EyeVector;\n"
 "#endif\n"
 "\n"
+"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
+"\n"
 "void main(void)\n"
 "{\n"
-"      // attenuation\n"
-"      //\n"
-"      // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
-"      // center and sharp falloff at the edge, this is about the most efficient\n"
-"      // we can get away with as far as providing illumination.\n"
-"      //\n"
-"      // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
-"      // provide significant illumination, large = slow = pain.\n"
-"      float colorscale = clamp(1.0 - dot(CubeVector, CubeVector), 0.0, 1.0);\n"
-"\n"
-"#ifdef USEFOG\n"
-"      // apply fog\n"
-"      colorscale *= texture2D(Texture_FogMask, vec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
-"#endif\n"
-"\n"
-"#ifdef USEOFFSETMAPPING\n"
-"      vec2 OffsetVector = normalize(EyeVector).xy * vec2(-1, 1);\n"
-"      vec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
-"      TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
-"      TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
-"      TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
-"#define TexCoord TexCoordOffset\n"
-"#endif\n"
+"      // copy the surface texcoord\n"
+"      TexCoord = gl_MultiTexCoord0.st;\n"
 "\n"
-"      // get the texels - with a blendmap we'd need to blend multiple here\n"
-"      vec3 surfacenormal = -1.0 + 2.0 * vec3(texture2D(Texture_Normal, TexCoord));\n"
-"      vec3 colortexel = vec3(texture2D(Texture_Color, TexCoord));\n"
-"#ifdef USESPECULAR\n"
-"      vec3 glosstexel = vec3(texture2D(Texture_Gloss, TexCoord));\n"
-"#endif\n"
+"      // transform vertex position into light attenuation/cubemap space\n"
+"      // (-1 to +1 across the light box)\n"
+"      CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
 "\n"
-"      // calculate shading\n"
-"      vec3 diffusenormal = normalize(LightVector);\n"
-"      vec3 color = colortexel * (AmbientScale + DiffuseScale * clamp(dot(surfacenormal, diffusenormal), 0.0, 1.0));\n"
-"#ifdef USESPECULAR\n"
-"      color += glosstexel * (SpecularScale * pow(clamp(dot(surfacenormal, normalize(diffusenormal + normalize(EyeVector))), 0.0, 1.0), SpecularPower));\n"
-"#endif\n"
+"      // transform unnormalized light direction into tangent space\n"
+"      // (we use unnormalized to ensure that it interpolates correctly and then\n"
+"      //  normalize it per pixel)\n"
+"      vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
+"      LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
+"      LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
+"      LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
 "\n"
-"#ifdef USECUBEFILTER\n"
-"      // apply light cubemap filter\n"
-"      color *= vec3(textureCube(Texture_Cube, CubeVector));\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+"      // transform unnormalized eye direction into tangent space\n"
+"      vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
+"      EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
+"      EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
+"      EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
 "#endif\n"
 "\n"
-"      // calculate fragment color\n"
-"      gl_FragColor = vec4(LightColor * color * colorscale, 1);\n"
+"      // transform vertex to camera space, using ftransform to match non-VS\n"
+"      // rendering\n"
+"      gl_Position = ftransform();\n"
 "}\n"
 ;
 
@@ -389,7 +351,7 @@ const char *builtinshader_light_frag =
 "      //\n"
 "      // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
 "      // provide significant illumination, large = slow = pain.\n"
-"      float colorscale = clamp(1.0 - dot(CubeVector, CubeVector), 0.0, 1.0);\n"
+"      float colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
 "\n"
 "#ifdef USEFOG\n"
 "      // apply fog\n"
@@ -397,20 +359,16 @@ const char *builtinshader_light_frag =
 "#endif\n"
 "\n"
 "#ifdef USEOFFSETMAPPING\n"
-"      vec2 OffsetVector = normalize(EyeVector).xy * vec2(-1, 1);\n"
-"      TexCoord += OffsetVector * (texture2D(Texture_Normal, TexCoord).w * OffsetMapping_Scale + OffsetMapping_Bias);\n"
-"      TexCoord += OffsetVector * (texture2D(Texture_Normal, TexCoord).w * OffsetMapping_Scale + OffsetMapping_Bias);\n"
-"      TexCoord += OffsetVector * (texture2D(Texture_Normal, TexCoord).w * OffsetMapping_Scale + OffsetMapping_Bias);\n"
-"      TexCoord += OffsetVector * (texture2D(Texture_Normal, TexCoord).w * OffsetMapping_Scale + OffsetMapping_Bias);\n"
-"#endif\n"
-"\n"
-"#ifdef USECUBEFILTER\n"
-"      // apply light cubemap filter\n"
-"      LightColor *= vec3(textureCube(Texture_Cube, CubeVector));\n"
+"      // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
+"      vec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
+"      vec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
+"      TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
+"      TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
+"#define TexCoord TexCoordOffset\n"
 "#endif\n"
 "\n"
 "      // get the texels - with a blendmap we'd need to blend multiple here\n"
-"      vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) * 2.0 - 1.0;\n"
+"      vec3 surfacenormal = -1.0 + 2.0 * vec3(texture2D(Texture_Normal, TexCoord));\n"
 "      vec3 colortexel = vec3(texture2D(Texture_Color, TexCoord));\n"
 "#ifdef USESPECULAR\n"
 "      vec3 glosstexel = vec3(texture2D(Texture_Gloss, TexCoord));\n"
@@ -418,9 +376,14 @@ const char *builtinshader_light_frag =
 "\n"
 "      // calculate shading\n"
 "      vec3 diffusenormal = normalize(LightVector);\n"
-"      vec3 color = colortexel * (AmbientScale + DiffuseScale * clamp(dot(surfacenormal, diffusenormal), 0.0, 1.0));\n"
+"      vec3 color = colortexel * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
 "#ifdef USESPECULAR\n"
-"      color += glosstexel * (SpecularScale * pow(clamp(dot(surfacenormal, normalize(diffusenormal + normalize(EyeVector))), 0.0, 1.0), SpecularPower));\n"
+"      color += glosstexel * (SpecularScale * pow(max(dot(surfacenormal, normalize(diffusenormal + normalize(EyeVector))), 0.0), SpecularPower));\n"
+"#endif\n"
+"\n"
+"#ifdef USECUBEFILTER\n"
+"      // apply light cubemap filter\n"
+"      color *= vec3(textureCube(Texture_Cube, CubeVector));\n"
 "#endif\n"
 "\n"
 "      // calculate fragment color\n"
@@ -433,14 +396,8 @@ void r_shadow_start(void)
        int i;
        // allocate vertex processing arrays
        numcubemaps = 0;
-       r_shadow_normalcubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
-       r_shadow_blankbumptexture = NULL;
-       r_shadow_blankglosstexture = NULL;
-       r_shadow_blankwhitetexture = NULL;
-       r_shadow_blankwhitecubetexture = NULL;
-       r_shadow_blankblacktexture = NULL;
        r_shadow_texturepool = NULL;
        r_shadow_filters_texturepool = NULL;
        R_Shadow_ValidateCvars();
@@ -456,9 +413,9 @@ void r_shadow_start(void)
        shadowmark = NULL;
        shadowmarklist = NULL;
        shadowmarkcount = 0;
-       r_shadow_buffer_numclusterpvsbytes = 0;
-       r_shadow_buffer_clusterpvs = NULL;
-       r_shadow_buffer_clusterlist = NULL;
+       r_shadow_buffer_numleafpvsbytes = 0;
+       r_shadow_buffer_leafpvs = NULL;
+       r_shadow_buffer_leaflist = NULL;
        r_shadow_buffer_numsurfacepvsbytes = 0;
        r_shadow_buffer_surfacepvs = NULL;
        r_shadow_buffer_surfacelist = NULL;
@@ -500,6 +457,11 @@ void r_shadow_start(void)
                        vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
                        fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
                        r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
+                       if (!r_shadow_program_light[i])
+                       {
+                               Con_Printf("permutation %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", "glsl/light");
+                               continue;
+                       }
                        qglUseProgramObjectARB(r_shadow_program_light[i]);
                        qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
                        qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
@@ -537,14 +499,8 @@ void r_shadow_shutdown(void)
                }
        }
        numcubemaps = 0;
-       r_shadow_normalcubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
-       r_shadow_blankbumptexture = NULL;
-       r_shadow_blankglosstexture = NULL;
-       r_shadow_blankwhitetexture = NULL;
-       r_shadow_blankwhitecubetexture = NULL;
-       r_shadow_blankblacktexture = NULL;
        R_FreeTexturePool(&r_shadow_texturepool);
        R_FreeTexturePool(&r_shadow_filters_texturepool);
        maxshadowelements = 0;
@@ -568,13 +524,13 @@ void r_shadow_shutdown(void)
                Mem_Free(shadowmarklist);
        shadowmarklist = NULL;
        shadowmarkcount = 0;
-       r_shadow_buffer_numclusterpvsbytes = 0;
-       if (r_shadow_buffer_clusterpvs)
-               Mem_Free(r_shadow_buffer_clusterpvs);
-       r_shadow_buffer_clusterpvs = NULL;
-       if (r_shadow_buffer_clusterlist)
-               Mem_Free(r_shadow_buffer_clusterlist);
-       r_shadow_buffer_clusterlist = NULL;
+       r_shadow_buffer_numleafpvsbytes = 0;
+       if (r_shadow_buffer_leafpvs)
+               Mem_Free(r_shadow_buffer_leafpvs);
+       r_shadow_buffer_leafpvs = NULL;
+       if (r_shadow_buffer_leaflist)
+               Mem_Free(r_shadow_buffer_leaflist);
+       r_shadow_buffer_leaflist = NULL;
        r_shadow_buffer_numsurfacepvsbytes = 0;
        if (r_shadow_buffer_surfacepvs)
                Mem_Free(r_shadow_buffer_surfacepvs);
@@ -606,10 +562,14 @@ void R_Shadow_Help_f(void)
 "r_shadow_projectdistance : shadow volume projection distance\n"
 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
+"r_shadow_realtime_dlight_portalculling : work hard to reduce graphics work\n"
 "r_shadow_realtime_world : use high quality world lighting mode\n"
 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
+"r_shadow_realtime_world_compile : compile surface/visibility information\n"
+"r_shadow_realtime_world_compilelight : compile lighting geometry\n"
+"r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
@@ -619,6 +579,7 @@ void R_Shadow_Help_f(void)
 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
 "r_shadow_singlepassvolumegeneration : selects shadow volume algorithm\n"
 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
+"r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
 "r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
 "Commands:\n"
 "r_shadow_help : this help\n"
@@ -629,7 +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);
@@ -641,16 +601,20 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_projectdistance);
        Cvar_RegisterVariable(&r_shadow_realtime_dlight);
        Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
+       Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
        Cvar_RegisterVariable(&r_shadow_realtime_world);
        Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
        Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
        Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
+       Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
+       Cvar_RegisterVariable(&r_shadow_realtime_world_compilelight);
+       Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
        Cvar_RegisterVariable(&r_shadow_scissor);
        Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
-       Cvar_RegisterVariable(&r_shadow_staticworldlights);
        Cvar_RegisterVariable(&r_shadow_texture3d);
+       Cvar_RegisterVariable(&r_shadow_visiblelighting);
        Cvar_RegisterVariable(&r_shadow_visiblevolumes);
        Cvar_RegisterVariable(&r_shadow_glsl);
        Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
@@ -677,16 +641,16 @@ void R_Shadow_Init(void)
        shadowmark = NULL;
        shadowmarklist = NULL;
        shadowmarkcount = 0;
-       r_shadow_buffer_numclusterpvsbytes = 0;
-       r_shadow_buffer_clusterpvs = NULL;
-       r_shadow_buffer_clusterlist = NULL;
+       r_shadow_buffer_numleafpvsbytes = 0;
+       r_shadow_buffer_leafpvs = NULL;
+       r_shadow_buffer_leaflist = NULL;
        r_shadow_buffer_numsurfacepvsbytes = 0;
        r_shadow_buffer_surfacepvs = NULL;
        r_shadow_buffer_surfacelist = NULL;
        R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
 }
 
-matrix4x4_t matrix_attenuationxyz =
+static matrix4x4_t matrix_attenuationxyz =
 {
        {
                {0.5, 0.0, 0.0, 0.5},
@@ -696,7 +660,7 @@ matrix4x4_t matrix_attenuationxyz =
        }
 };
 
-matrix4x4_t matrix_attenuationz =
+static matrix4x4_t matrix_attenuationz =
 {
        {
                {0.0, 0.0, 0.5, 0.5},
@@ -719,24 +683,20 @@ int *R_Shadow_ResizeShadowElements(int numtris)
        return shadowelements;
 }
 
-void R_Shadow_EnlargeClusterBuffer(int numclusters)
+static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
 {
-       int numclusterpvsbytes = (((numclusters + 7) >> 3) + 255) & ~255;
-       if (r_shadow_buffer_numclusterpvsbytes < numclusterpvsbytes)
+       int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
+       int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
+       if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
        {
-               if (r_shadow_buffer_clusterpvs)
-                       Mem_Free(r_shadow_buffer_clusterpvs);
-               if (r_shadow_buffer_clusterlist)
-                       Mem_Free(r_shadow_buffer_clusterlist);
-               r_shadow_buffer_numclusterpvsbytes = numclusterpvsbytes;
-               r_shadow_buffer_clusterpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes);
-               r_shadow_buffer_clusterlist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numclusterpvsbytes * 8 * sizeof(*r_shadow_buffer_clusterlist));
+               if (r_shadow_buffer_leafpvs)
+                       Mem_Free(r_shadow_buffer_leafpvs);
+               if (r_shadow_buffer_leaflist)
+                       Mem_Free(r_shadow_buffer_leaflist);
+               r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
+               r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
+               r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
        }
-}
-
-void R_Shadow_EnlargeSurfaceBuffer(int numsurfaces)
-{
-       int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
        if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
        {
                if (r_shadow_buffer_surfacepvs)
@@ -775,10 +735,10 @@ void R_Shadow_PrepareShadowMark(int numtris)
 
 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
 {
-       int i, j, tris = 0, vr[3], t, outvertices = 0;
-       float f, temp[3];
-       const int *e, *n;
-       const float *v;
+       int i, j;
+       int outtriangles = 0, outvertices = 0;
+       const int *element;
+       const float *vertex;
 
        if (maxvertexupdate < innumvertices)
        {
@@ -804,22 +764,22 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *
 
        for (i = 0;i < numshadowmarktris;i++)
        {
-               t = shadowmarktris[i];
-               e = inelement3i + t * 3;
+               element = inelement3i + shadowmarktris[i] * 3;
                // make sure the vertices are created
                for (j = 0;j < 3;j++)
                {
-                       if (vertexupdate[e[j]] != vertexupdatenum)
+                       if (vertexupdate[element[j]] != vertexupdatenum)
                        {
-                               vertexupdate[e[j]] = vertexupdatenum;
-                               vertexremap[e[j]] = outvertices;
-                               v = invertex3f + e[j] * 3;
+                               float ratio, direction[3];
+                               vertexupdate[element[j]] = vertexupdatenum;
+                               vertexremap[element[j]] = outvertices;
+                               vertex = invertex3f + element[j] * 3;
                                // project one copy of the vertex to the sphere radius of the light
                                // (FIXME: would projecting it to the light box be better?)
-                               VectorSubtract(v, projectorigin, temp);
-                               f = projectdistance / VectorLength(temp);
-                               VectorCopy(v, outvertex3f);
-                               VectorMA(projectorigin, f, temp, (outvertex3f + 3));
+                               VectorSubtract(vertex, projectorigin, direction);
+                               ratio = projectdistance / VectorLength(direction);
+                               VectorCopy(vertex, outvertex3f);
+                               VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
                                outvertex3f += 6;
                                outvertices += 2;
                        }
@@ -828,62 +788,70 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *
 
        for (i = 0;i < numshadowmarktris;i++)
        {
-               t = shadowmarktris[i];
-               e = inelement3i + t * 3;
-               n = inneighbor3i + t * 3;
+               int remappedelement[3];
+               int markindex;
+               const int *neighbortriangle;
+
+               markindex = shadowmarktris[i] * 3;
+               element = inelement3i + markindex;
+               neighbortriangle = inneighbor3i + markindex;
                // output the front and back triangles
-               outelement3i[0] = vertexremap[e[0]];
-               outelement3i[1] = vertexremap[e[1]];
-               outelement3i[2] = vertexremap[e[2]];
-               outelement3i[3] = vertexremap[e[2]] + 1;
-               outelement3i[4] = vertexremap[e[1]] + 1;
-               outelement3i[5] = vertexremap[e[0]] + 1;
+               outelement3i[0] = vertexremap[element[0]];
+               outelement3i[1] = vertexremap[element[1]];
+               outelement3i[2] = vertexremap[element[2]];
+               outelement3i[3] = vertexremap[element[2]] + 1;
+               outelement3i[4] = vertexremap[element[1]] + 1;
+               outelement3i[5] = vertexremap[element[0]] + 1;
+
                outelement3i += 6;
-               tris += 2;
+               outtriangles += 2;
                // output the sides (facing outward from this triangle)
-               if (shadowmark[n[0]] != shadowmarkcount)
+               if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
                {
-                       vr[0] = vertexremap[e[0]];
-                       vr[1] = vertexremap[e[1]];
-                       outelement3i[0] = vr[1];
-                       outelement3i[1] = vr[0];
-                       outelement3i[2] = vr[0] + 1;
-                       outelement3i[3] = vr[1];
-                       outelement3i[4] = vr[0] + 1;
-                       outelement3i[5] = vr[1] + 1;
+                       remappedelement[0] = vertexremap[element[0]];
+                       remappedelement[1] = vertexremap[element[1]];
+                       outelement3i[0] = remappedelement[1];
+                       outelement3i[1] = remappedelement[0];
+                       outelement3i[2] = remappedelement[0] + 1;
+                       outelement3i[3] = remappedelement[1];
+                       outelement3i[4] = remappedelement[0] + 1;
+                       outelement3i[5] = remappedelement[1] + 1;
+
                        outelement3i += 6;
-                       tris += 2;
+                       outtriangles += 2;
                }
-               if (shadowmark[n[1]] != shadowmarkcount)
+               if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
                {
-                       vr[1] = vertexremap[e[1]];
-                       vr[2] = vertexremap[e[2]];
-                       outelement3i[0] = vr[2];
-                       outelement3i[1] = vr[1];
-                       outelement3i[2] = vr[1] + 1;
-                       outelement3i[3] = vr[2];
-                       outelement3i[4] = vr[1] + 1;
-                       outelement3i[5] = vr[2] + 1;
+                       remappedelement[1] = vertexremap[element[1]];
+                       remappedelement[2] = vertexremap[element[2]];
+                       outelement3i[0] = remappedelement[2];
+                       outelement3i[1] = remappedelement[1];
+                       outelement3i[2] = remappedelement[1] + 1;
+                       outelement3i[3] = remappedelement[2];
+                       outelement3i[4] = remappedelement[1] + 1;
+                       outelement3i[5] = remappedelement[2] + 1;
+
                        outelement3i += 6;
-                       tris += 2;
+                       outtriangles += 2;
                }
-               if (shadowmark[n[2]] != shadowmarkcount)
+               if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
                {
-                       vr[0] = vertexremap[e[0]];
-                       vr[2] = vertexremap[e[2]];
-                       outelement3i[0] = vr[0];
-                       outelement3i[1] = vr[2];
-                       outelement3i[2] = vr[2] + 1;
-                       outelement3i[3] = vr[0];
-                       outelement3i[4] = vr[2] + 1;
-                       outelement3i[5] = vr[0] + 1;
+                       remappedelement[0] = vertexremap[element[0]];
+                       remappedelement[2] = vertexremap[element[2]];
+                       outelement3i[0] = remappedelement[0];
+                       outelement3i[1] = remappedelement[2];
+                       outelement3i[2] = remappedelement[2] + 1;
+                       outelement3i[3] = remappedelement[0];
+                       outelement3i[4] = remappedelement[2] + 1;
+                       outelement3i[5] = remappedelement[0] + 1;
+
                        outelement3i += 6;
-                       tris += 2;
+                       outtriangles += 2;
                }
        }
        if (outnumvertices)
                *outnumvertices = outvertices;
-       return tris;
+       return outtriangles;
 }
 
 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
@@ -903,7 +871,7 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
        R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
 }
 
-void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, vec3_t lightmins, vec3_t lightmaxs, vec3_t surfacemins, vec3_t surfacemaxs)
+void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
 {
        int t, tend;
        const int *e;
@@ -953,19 +921,19 @@ 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
                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
-               R_Mesh_Draw(numvertices, numtriangles, element3i);
+               R_Mesh_Draw(0, numvertices, numtriangles, element3i);
                c_rt_shadowmeshes++;
                c_rt_shadowtris += numtriangles;
                // decrement stencil if frontface is behind depthbuffer
                qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
        }
-       R_Mesh_Draw(numvertices, numtriangles, element3i);
+       R_Mesh_Draw(0, numvertices, numtriangles, element3i);
        c_rt_shadowmeshes++;
        c_rt_shadowtris += numtriangles;
        GL_LockArrays(0, 0);
@@ -973,99 +941,16 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte
 
 static void R_Shadow_MakeTextures(void)
 {
-       int x, y, z, d, side;
-       float v[3], s, t, intensity;
+       int x, y, z, d;
+       float v[3], intensity;
        qbyte *data;
        R_FreeTexturePool(&r_shadow_texturepool);
        r_shadow_texturepool = R_AllocTexturePool();
        r_shadow_attenpower = r_shadow_lightattenuationpower.value;
        r_shadow_attenscale = r_shadow_lightattenuationscale.value;
-#define NORMSIZE 64
 #define ATTEN2DSIZE 64
 #define ATTEN3DSIZE 32
-       data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)));
-       data[0] = 128; // normal X
-       data[1] = 128; // normal Y
-       data[2] = 255; // normal Z
-       data[3] = 128; // height
-       r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-       data[0] = 255;
-       data[1] = 255;
-       data[2] = 255;
-       data[3] = 255;
-       r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-       data[0] = 255;
-       data[1] = 255;
-       data[2] = 255;
-       data[3] = 255;
-       r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-       data[0] = 0;
-       data[1] = 0;
-       data[2] = 0;
-       data[3] = 255;
-       r_shadow_blankblacktexture = R_LoadTexture2D(r_shadow_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-       r_shadow_blankwhitecubetexture = NULL;
-       r_shadow_normalcubetexture = NULL;
-       if (gl_texturecubemap)
-       {
-               data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
-               data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
-               data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
-               data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
-               data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
-               data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
-               r_shadow_blankwhitecubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "blankwhitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
-               for (side = 0;side < 6;side++)
-               {
-                       for (y = 0;y < NORMSIZE;y++)
-                       {
-                               for (x = 0;x < NORMSIZE;x++)
-                               {
-                                       s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
-                                       t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
-                                       switch(side)
-                                       {
-                                       case 0:
-                                               v[0] = 1;
-                                               v[1] = -t;
-                                               v[2] = -s;
-                                               break;
-                                       case 1:
-                                               v[0] = -1;
-                                               v[1] = -t;
-                                               v[2] = s;
-                                               break;
-                                       case 2:
-                                               v[0] = s;
-                                               v[1] = 1;
-                                               v[2] = t;
-                                               break;
-                                       case 3:
-                                               v[0] = s;
-                                               v[1] = -1;
-                                               v[2] = -t;
-                                               break;
-                                       case 4:
-                                               v[0] = s;
-                                               v[1] = -t;
-                                               v[2] = 1;
-                                               break;
-                                       case 5:
-                                               v[0] = -s;
-                                               v[1] = -t;
-                                               v[2] = -1;
-                                               break;
-                                       }
-                                       intensity = 127.0f / sqrt(DotProduct(v, v));
-                                       data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0];
-                                       data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1];
-                                       data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2];
-                                       data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255;
-                               }
-                       }
-               }
-               r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
-       }
+       data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
        for (y = 0;y < ATTEN2DSIZE;y++)
        {
                for (x = 0;x < ATTEN2DSIZE;x++)
@@ -1119,6 +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;
@@ -1140,14 +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);
@@ -1161,25 +1089,25 @@ 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
@@ -1187,20 +1115,12 @@ void R_Shadow_Stage_ShadowVolumes(void)
        }
        GL_Clear(GL_STENCIL_BUFFER_BIT);
        c_rt_clears++;
-       // LordHavoc note: many shadow volumes reside entirely inside the world
-       // (that is to say they are entirely bounded by their lit surfaces),
-       // which can be optimized by handling things as an inverted light volume,
-       // with the shadow boundaries of the world being simulated by an altered
-       // (129) bias to stencil clearing on such lights
-       // FIXME: generate inverted light volumes for use as shadow volumes and
-       // optimize for them as noted above
 }
 
-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);
@@ -1211,26 +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;
-       c_rt_lights++;
+       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);
@@ -1247,173 +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);
@@ -1421,16 +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);
@@ -1453,16 +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));
@@ -1484,14 +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));
@@ -1506,13 +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);
@@ -1528,13 +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;
@@ -1613,114 +1544,198 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve
        }
 }
 
-void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale)
+void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *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;
        // FIXME: support EF_NODEPTHTEST
-       GL_DepthMask(false);
-       GL_DepthTest(true);
+       if (!basetexture)
+               basetexture = r_texture_white;
        if (!bumptexture)
-               bumptexture = r_shadow_blankbumptexture;
-       specularscale *= r_shadow_glossintensity.value;
-       if (!glosstexture)
+               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)
        {
-               if (r_shadow_gloss.integer >= 2)
-               {
-                       glosstexture = r_shadow_blankglosstexture;
-                       specularscale *= r_shadow_gloss2intensity.value;
-               }
-               else
-               {
-                       glosstexture = r_shadow_blankblacktexture;
-                       specularscale = 0;
-               }
+               glosstexture = r_texture_white;
+               specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
        }
-       if (r_shadow_gloss.integer < 1)
+       else
+       {
+               glosstexture = r_texture_black;
                specularscale = 0;
-       if (!lightcubemap)
-               lightcubemap = r_shadow_blankwhitecubetexture;
-       if (ambientscale + diffusescale + specularscale < 0.01)
+       }
+       if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) <= 0.001)
                return;
-       if (r_shadow_glsl.integer && r_shadow_program_light[0])
+       if (r_shadowstage == R_SHADOWSTAGE_VISIBLELIGHTING)
        {
-               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_shadow_blankwhitetexture);
-               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;
-               if (specularscale)
-                       perm |= SHADERPERMUTATION_SPECULAR;
-               //if (fog)
-               //      perm |= SHADERPERMUTATION_FOG;
-               if (lightcubemap)
-                       perm |= SHADERPERMUTATION_CUBEFILTER;
-               if (r_shadow_glsl_offsetmapping.integer)
-                       perm |= SHADERPERMUTATION_OFFSETMAPPING;
-               prog = r_shadow_program_light[perm];
-               qglUseProgramObjectARB(r_shadow_program_light[perm]);CHECKGLERROR
-               // TODO: support fog (after renderer is converted to texture fog)
-               if (perm & SHADERPERMUTATION_FOG)
+               int passes = 0;
+               if (r_shadow_glsl.integer && r_shadow_program_light[0])
+                       passes++; // GLSL shader path (GFFX5200, Radeon 9500)
+               else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
                {
-                       qglUniform1fARB(qglGetUniformLocationARB(prog, "FogRangeRecip"), 0);CHECKGLERROR
+                       // TODO: add direct pants/shirt rendering
+                       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 = 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 && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
+                               {
+                               }
+                               else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
+                               {
+                               }
+                               else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
+                               {
+                               }
+                               else
+                                       passes++;
+                               VectorScale(lightcolorbase, colorscale, color2);
+                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                                       passes++;
+                       }
+                       if (r_shadow_rtlight->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 && 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 && r_shadow_lightcubemap == r_texture_whitecube)
+                               {
+                                       // 2/2 3D combine path (original Radeon)
+                                       passes++;
+                               }
+                               else if (r_textureunits.integer >= 4)
+                               {
+                                       // 4/2 2D combine path (Geforce3, Radeon 8500)
+                                       passes++;
+                               }
+                               else
+                               {
+                                       // 2/2/2 2D combine path (any dot3 card)
+                                       passes += 2;
+                               }
+                               VectorScale(lightcolorbase, colorscale, color2);
+                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                                       passes++;
+                       }
+                       if (specularscale && glosstexture != r_texture_black)
+                       {
+                               //if (gl_support_blendsquare)
+                               {
+                                       colorscale = specularscale;
+                                       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 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
+                                               passes += 3;
+                                       else
+                                               passes += 4;
+                                       VectorScale(lightcolorbase, colorscale, color2);
+                                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                                               passes++;
+                               }
+                       }
                }
-               qglUniform1fARB(qglGetUniformLocationARB(prog, "AmbientScale"), ambientscale);CHECKGLERROR
-               qglUniform1fARB(qglGetUniformLocationARB(prog, "DiffuseScale"), diffusescale);CHECKGLERROR
-               if (perm & SHADERPERMUTATION_SPECULAR)
+               else
                {
-                       qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularPower"), 8);CHECKGLERROR
-                       qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularScale"), specularscale);CHECKGLERROR
+                       // TODO: add direct pants/shirt rendering
+                       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, 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 (r_shadow_rtlight->diffusescale)
+                       {
+                               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++;
+                       }
                }
-               qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolor[0], lightcolor[1], lightcolor[2]);CHECKGLERROR
-               qglUniform3fARB(qglGetUniformLocationARB(prog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
-               if (perm & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
+               if (passes)
                {
-                       qglUniform3fARB(qglGetUniformLocationARB(prog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
+                       GL_Color(0.1*passes, 0.025*passes, 0, 1);
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
+                       R_Mesh_State(&m);
+                       GL_LockArrays(firstvertex, numvertices);
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                       GL_LockArrays(0, 0);
                }
-               if (perm & SHADERPERMUTATION_OFFSETMAPPING)
+               return;
+       }
+       else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
+       {
+               // GLSL shader path (GFFX5200, Radeon 9500)
+               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)
                {
-                       // these are * 0.25 because the offsetmapping shader does the process 4 times
-                       qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value * 0.25);CHECKGLERROR
-                       qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value * 0.25);CHECKGLERROR
+                       qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
                }
-               CHECKGLERROR
-               GL_LockArrays(0, numverts);
-               R_Mesh_Draw(numverts, numtriangles, elements);
+               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 && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+               {
+                       R_Mesh_TexBind(1, R_GetTexture(pantstexture));
+                       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 && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+               {
+                       R_Mesh_TexBind(1, R_GetTexture(shirttexture));
+                       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)
        {
-               if (!bumptexture)
-                       bumptexture = r_shadow_blankbumptexture;
-               if (!glosstexture)
-                       glosstexture = r_shadow_blankglosstexture;
-               if (ambientscale)
+               // TODO: add direct pants/shirt rendering
+               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.
                        //
@@ -1728,7 +1743,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                        // 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));
@@ -1736,24 +1751,24 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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], numverts, vertex3f, 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], numverts, vertex3f, 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));
@@ -1761,16 +1776,16 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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], numverts, vertex3f, 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));
@@ -1778,35 +1793,35 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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], numverts, vertex3f, 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], numverts, vertex3f, 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], numverts, vertex3f, 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));
@@ -1814,18 +1829,18 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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], numverts, vertex3f, 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], numverts, vertex3f, 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;
@@ -1839,24 +1854,24 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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], numverts, vertex3f, 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], numverts, vertex3f, 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);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -1865,15 +1880,15 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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], numverts, vertex3f, 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);
@@ -1881,21 +1896,21 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                        // this final code is shared
                        R_Mesh_State(&m);
                        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
-                       VectorScale(lightcolor, colorscale, color2);
-                       GL_LockArrays(0, numverts);
+                       VectorScale(lightcolorbase, colorscale, color2);
+                       GL_LockArrays(firstvertex, numvertices);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
                                GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += 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.
                        //
@@ -1911,23 +1926,23 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                m.tex[0] = R_GetTexture(bumptexture);
                                m.texcombinergb[0] = GL_REPLACE;
                                m.pointer_texcoord[0] = texcoord2f;
-                               m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                               m.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], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, 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], numverts, vertex3f, 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);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -1936,20 +1951,20 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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], numverts, vertex3f, 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));
@@ -1957,16 +1972,16 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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], numverts, vertex3f, 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);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -1976,14 +1991,14 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                m.tex[0] = R_GetTexture(bumptexture);
                                m.texcombinergb[0] = GL_REPLACE;
                                m.pointer_texcoord[0] = texcoord2f;
-                               m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                               m.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], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
                                R_Mesh_State(&m);
                                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -1992,20 +2007,20 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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], numverts, vertex3f, 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));
@@ -2013,15 +2028,15 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                m.tex[0] = R_GetTexture(bumptexture);
                                m.texcombinergb[0] = GL_REPLACE;
                                m.pointer_texcoord[0] = texcoord2f;
-                               m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                               m.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], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
                                R_Mesh_State(&m);
                                GL_ColorMask(0,0,0,1);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -2033,10 +2048,10 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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], numverts, vertex3f, 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);
                        }
@@ -2048,31 +2063,31 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                m.tex[0] = R_GetTexture(bumptexture);
                                m.texcombinergb[0] = GL_REPLACE;
                                m.pointer_texcoord[0] = texcoord2f;
-                               m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                               m.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], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, 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], numverts, vertex3f, 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], numverts, vertex3f, 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);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -2081,15 +2096,15 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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], numverts, vertex3f, 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);
@@ -2102,24 +2117,24 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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], numverts, vertex3f, 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], numverts, vertex3f, 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);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -2129,14 +2144,14 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                m.tex[0] = R_GetTexture(bumptexture);
                                m.texcombinergb[0] = GL_REPLACE;
                                m.pointer_texcoord[0] = texcoord2f;
-                               m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                               m.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], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
                                R_Mesh_State(&m);
                                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -2145,15 +2160,15 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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], numverts, vertex3f, 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);
@@ -2161,41 +2176,41 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                        // this final code is shared
                        R_Mesh_State(&m);
                        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
-                       VectorScale(lightcolor, colorscale, color2);
-                       GL_LockArrays(0, numverts);
+                       VectorScale(lightcolorbase, colorscale, color2);
+                       GL_LockArrays(firstvertex, numvertices);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
                                GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
                        }
                        GL_LockArrays(0, 0);
                }
-               if (specularscale && glosstexture != r_shadow_blankblacktexture)
+               if (specularscale && glosstexture != r_texture_black)
                {
                        // FIXME: detect blendsquare!
                        //if (gl_support_blendsquare)
                        {
                                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));
                                        m.pointer_vertex = vertex3f;
                                        m.tex[0] = R_GetTexture(bumptexture);
                                        m.pointer_texcoord[0] = texcoord2f;
-                                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                                       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], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
                                        R_Mesh_State(&m);
                                        GL_ColorMask(0,0,0,1);
                                        // this squares the result
                                        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                                       GL_LockArrays(0, numverts);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       GL_LockArrays(firstvertex, numvertices);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
@@ -2203,17 +2218,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = vertex3f;
                                        R_Mesh_State(&m);
-                                       GL_LockArrays(0, numverts);
+                                       GL_LockArrays(firstvertex, numvertices);
                                        // square alpha in framebuffer a few times to make it shiny
                                        GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                                        // these comments are a test run through this math for intensity 0.5
                                        // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
                                        // 0.25 * 0.25 = 0.0625 (this is another pass)
                                        // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
                                        GL_LockArrays(0, 0);
@@ -2223,15 +2238,15 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        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], numverts, vertex3f, 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);
-                                       GL_LockArrays(0, numverts);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       GL_LockArrays(firstvertex, numvertices);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
@@ -2240,36 +2255,36 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        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], numverts, vertex3f, 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));
                                        m.pointer_vertex = vertex3f;
                                        m.tex[0] = R_GetTexture(bumptexture);
                                        m.pointer_texcoord[0] = texcoord2f;
-                                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                                       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], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
                                        R_Mesh_State(&m);
                                        GL_ColorMask(0,0,0,1);
                                        // this squares the result
                                        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                                       GL_LockArrays(0, numverts);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       GL_LockArrays(firstvertex, numvertices);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
@@ -2277,17 +2292,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = vertex3f;
                                        R_Mesh_State(&m);
-                                       GL_LockArrays(0, numverts);
+                                       GL_LockArrays(firstvertex, numvertices);
                                        // square alpha in framebuffer a few times to make it shiny
                                        GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                                        // these comments are a test run through this math for intensity 0.5
                                        // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
                                        // 0.25 * 0.25 = 0.0625 (this is another pass)
                                        // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
                                        GL_LockArrays(0, 0);
@@ -2299,10 +2314,10 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        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], numverts, vertex3f, 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);
                                }
@@ -2313,16 +2328,16 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        m.pointer_vertex = vertex3f;
                                        m.tex[0] = R_GetTexture(bumptexture);
                                        m.pointer_texcoord[0] = texcoord2f;
-                                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+                                       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], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
                                        R_Mesh_State(&m);
                                        GL_ColorMask(0,0,0,1);
                                        // this squares the result
                                        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                                       GL_LockArrays(0, numverts);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       GL_LockArrays(firstvertex, numvertices);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
@@ -2330,17 +2345,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = vertex3f;
                                        R_Mesh_State(&m);
-                                       GL_LockArrays(0, numverts);
+                                       GL_LockArrays(firstvertex, numvertices);
                                        // square alpha in framebuffer a few times to make it shiny
                                        GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                                        // these comments are a test run through this math for intensity 0.5
                                        // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
                                        // 0.25 * 0.25 = 0.0625 (this is another pass)
                                        // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
                                        GL_LockArrays(0, 0);
@@ -2350,23 +2365,23 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        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], numverts, vertex3f, 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], numverts, vertex3f, 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);
-                                       GL_LockArrays(0, numverts);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       GL_LockArrays(firstvertex, numvertices);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
@@ -2375,27 +2390,27 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        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], numverts, vertex3f, 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);
                                }
                                R_Mesh_State(&m);
                                GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
-                               VectorScale(lightcolor, colorscale, color2);
-                               GL_LockArrays(0, numverts);
+                               VectorScale(lightcolorbase, colorscale, color2);
+                               GL_LockArrays(firstvertex, numvertices);
                                for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                                {
                                        GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
                                }
@@ -2403,12 +2418,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                        }
                }
        }
-       else
+       else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_VERTEX)
        {
-               if (ambientscale)
+               // TODO: add direct pants/shirt rendering
+               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(lightcolorambientscale, color2);
+                       VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
                        memset(&m, 0, sizeof(m));
                        m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(basetexture);
@@ -2419,10 +2439,10 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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], numverts, vertex3f, 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)
                                {
@@ -2430,10 +2450,10 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        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], numverts, vertex3f, matrix_modeltoattenuationz);
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
 #endif
                                }
                        }
@@ -2450,20 +2470,20 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                if (r_textureunits.integer >= 3)
                                        GL_Color(color[0], color[1], color[2], 1);
                                else if (r_textureunits.integer >= 2)
-                                       R_Shadow_VertexNoShadingWithZAttenuation(numverts, vertex3f, color, matrix_modeltolight);
+                                       R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
                                else
-                                       R_Shadow_VertexNoShadingWithXYZAttenuation(numverts, vertex3f, color, matrix_modeltolight);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
                        }
                }
-               if (diffusescale)
+               if (r_shadow_rtlight->diffusescale)
                {
                        GL_BlendFunc(GL_ONE, GL_ONE);
-                       VectorScale(lightcolordiffusescale, color2);
+                       VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
                        memset(&m, 0, sizeof(m));
                        m.pointer_vertex = vertex3f;
                        m.pointer_color = varray_color4f;
@@ -2475,10 +2495,10 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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], numverts, vertex3f, 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)
                                {
@@ -2486,10 +2506,10 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        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], numverts, vertex3f, matrix_modeltoattenuationz);
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
 #endif
                                }
                        }
@@ -2500,13 +2520,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                color[1] = bound(0, color2[1], 1);
                                color[2] = bound(0, color2[2], 1);
                                if (r_textureunits.integer >= 3)
-                                       R_Shadow_VertexShading(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+                                       R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
                                else if (r_textureunits.integer >= 2)
-                                       R_Shadow_VertexShadingWithZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+                                       R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
                                else
-                                       R_Shadow_VertexShadingWithXYZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                                       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);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -2554,8 +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;
@@ -2567,16 +2585,19 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i
 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
 void R_RTLight_Compile(rtlight_t *rtlight)
 {
-       int shadowmeshes, shadowtris, lightmeshes, lighttris, numclusters, numsurfaces;
-       entity_render_t *ent = &cl_entities[0].render;
-       model_t *model = ent->model;
+       int shadowmeshes, shadowtris, lightmeshes, lighttris, numleafs, numleafpvsbytes, numsurfaces;
+       entity_render_t *ent = r_refdef.worldentity;
+       model_t *model = r_refdef.worldmodel;
+       qbyte *data;
 
        // compile the light
        rtlight->compiled = true;
-       rtlight->static_numclusters = 0;
-       rtlight->static_numclusterpvsbytes = 0;
-       rtlight->static_clusterlist = NULL;
-       rtlight->static_clusterpvs = NULL;
+       rtlight->static_numleafs = 0;
+       rtlight->static_numleafpvsbytes = 0;
+       rtlight->static_leaflist = NULL;
+       rtlight->static_leafpvs = NULL;
+       rtlight->static_numsurfaces = 0;
+       rtlight->static_surfacelist = NULL;
        rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
        rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
        rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
@@ -2588,28 +2609,32 @@ void R_RTLight_Compile(rtlight_t *rtlight)
        {
                // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering
                r_shadow_compilingrtlight = rtlight;
-               R_Shadow_EnlargeClusterBuffer(model->brush.num_pvsclusters);
-               R_Shadow_EnlargeSurfaceBuffer(model->nummodelsurfaces);
-               model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
-               rtlight->static_numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3;
-               rtlight->static_clusterpvs = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusterpvsbytes);
-               if (numclusters)
-               {
-                       rtlight->static_numclusters = numclusters;
-                       rtlight->static_clusterlist = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist));
-                       memcpy(rtlight->static_clusterlist, r_shadow_buffer_clusterlist, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist));
-                       memcpy(rtlight->static_clusterpvs, r_shadow_buffer_clusterpvs, rtlight->static_numclusterpvsbytes);
-               }
+               R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->brush.num_surfaces);
+               model->GetLightInfo(ent, 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);
+               numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
+               data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
+               rtlight->static_numleafs = numleafs;
+               rtlight->static_numleafpvsbytes = numleafpvsbytes;
+               rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs;
+               rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes;
+               rtlight->static_numsurfaces = numsurfaces;
+               rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces;
+               if (numleafs)
+                       memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
+               if (numleafpvsbytes)
+                       memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
+               if (numsurfaces)
+                       memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
                if (model->DrawShadowVolume && rtlight->shadow)
                {
                        rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
-                       model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+                       model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist, rtlight->cullmins, rtlight->cullmaxs);
                        rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
                }
                if (model->DrawLight)
                {
                        rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
-                       model->DrawLight(ent, rtlight->shadoworigin, vec3_origin, rtlight->radius, vec3_origin, &r_identitymatrix, &r_identitymatrix, &r_identitymatrix, NULL, 0, 0, 0, numsurfaces, r_shadow_buffer_surfacelist);
+                       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
@@ -2658,14 +2683,15 @@ void R_RTLight_Uncompile(rtlight_t *rtlight)
                if (rtlight->static_meshchain_light)
                        Mod_ShadowMesh_Free(rtlight->static_meshchain_light);
                rtlight->static_meshchain_light = NULL;
-               if (rtlight->static_clusterlist)
-                       Mem_Free(rtlight->static_clusterlist);
-               rtlight->static_clusterlist = NULL;
-               if (rtlight->static_clusterpvs)
-                       Mem_Free(rtlight->static_clusterpvs);
-               rtlight->static_clusterpvs = NULL;
-               rtlight->static_numclusters = 0;
-               rtlight->static_numclusterpvsbytes = 0;
+               // these allocations are grouped
+               if (rtlight->static_leaflist)
+                       Mem_Free(rtlight->static_leaflist);
+               rtlight->static_numleafs = 0;
+               rtlight->static_numleafpvsbytes = 0;
+               rtlight->static_leaflist = NULL;
+               rtlight->static_leafpvs = NULL;
+               rtlight->static_numsurfaces = 0;
+               rtlight->static_surfacelist = NULL;
                rtlight->compiled = false;
        }
 }
@@ -2677,20 +2703,108 @@ void R_Shadow_UncompileWorldLights(void)
                R_RTLight_Uncompile(&light->rtlight);
 }
 
-void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
+void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+{
+       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)
 {
-       int i, shadow, usestencil;
-       entity_render_t *ent;
-       float f;
-       vec3_t relativelightorigin, relativeeyeorigin, lightcolor, lightcolor2;
-       rtexture_t *cubemaptexture;
-       matrix4x4_t matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
-       int numclusters, numsurfaces;
-       int *clusterlist, *surfacelist;
-       qbyte *clusterpvs;
-       vec3_t cullmins, cullmaxs;
        shadowmesh_t *mesh;
-       rmeshstate_t m;
+       // 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 lightcolor;
+       int numleafs, numsurfaces;
+       int *leaflist, *surfacelist;
+       qbyte *leafpvs;
+       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)
@@ -2711,225 +2825,150 @@ void R_DrawRTLight(rtlight_t *rtlight, 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)
-       if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
+       // 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;
-       numclusters = 0;
-       clusterlist = NULL;
-       clusterpvs = NULL;
-       numsurfaces = 0;
-       surfacelist = NULL;
-       if (rtlight->compiled && r_shadow_staticworldlights.integer)
+
+       if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
        {
                // compiled light, world available and can receive realtime lighting
-               // retrieve cluster information
-               numclusters = rtlight->static_numclusters;
-               clusterlist = rtlight->static_clusterlist;
-               clusterpvs = rtlight->static_clusterpvs;
-               VectorCopy(rtlight->cullmins, cullmins);
-               VectorCopy(rtlight->cullmaxs, cullmaxs);
+               // retrieve leaf information
+               numleafs = rtlight->static_numleafs;
+               leaflist = rtlight->static_leaflist;
+               leafpvs = rtlight->static_leafpvs;
+               numsurfaces = rtlight->static_numsurfaces;
+               surfacelist = rtlight->static_surfacelist;
        }
        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 clusters
-               R_Shadow_EnlargeClusterBuffer(r_refdef.worldmodel->brush.num_pvsclusters);
-               R_Shadow_EnlargeSurfaceBuffer(r_refdef.worldmodel->nummodelsurfaces);
-               r_refdef.worldmodel->GetLightInfo(&cl_entities[0].render, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
-               clusterlist = r_shadow_buffer_clusterlist;
-               clusterpvs = r_shadow_buffer_clusterpvs;
+               // 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, 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;
        }
-       // if the reduced cluster bounds are offscreen, skip it
-       if (R_CullBox(cullmins, cullmaxs))
-               return;
-       // check if light is illuminating any visible clusters
-       if (numclusters)
+       else
        {
-               for (i = 0;i < numclusters;i++)
-                       if (CHECKPVSBIT(r_pvsbits, clusterlist[i]))
+               // no world
+               numleafs = 0;
+               leaflist = NULL;
+               leafpvs = NULL;
+               numsurfaces = 0;
+               surfacelist = NULL;
+       }
+       // check if light is illuminating any visible leafs
+       if (numleafs)
+       {
+               for (i = 0;i < numleafs;i++)
+                       if (r_worldleafvisible[leaflist[i]])
                                break;
-               if (i == numclusters)
+               if (i == numleafs)
                        return;
        }
        // set up a scissor rectangle for this light
-       if (R_Shadow_ScissorForBBox(cullmins, cullmaxs))
+       if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
                return;
 
-       shadow = rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows);
-       usestencil = false;
-
-       if (shadow && (gl_stencil || 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)
-               {
-                       R_Shadow_Stage_ShadowVolumes();
-                       usestencil = true;
-               }
-               ent = &cl_entities[0].render;
-               if (r_shadow_staticworldlights.integer && rtlight->compiled)
-               {
-                       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(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(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);
-               }
-               if (r_drawentities.integer)
+               for (i = 0;i < r_refdef.numentities;i++)
                {
-                       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.BoxTouchingPVS != NULL && !r_refdef.worldmodel->brush.BoxTouchingPVS(r_refdef.worldmodel, clusterpvs, ent->mins, ent->maxs))
-                                               continue;
-                               }
-                               if (!(ent->flags & RENDER_SHADOW) || !ent->model || !ent->model->DrawShadowVolume)
-                                       continue;
-                               Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
-                               // light emitting entities should not cast their own shadow
-                               if (VectorLength2(relativelightorigin) < 0.1)
-                                       continue;
-                               ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->nummodelsurfaces, ent->model->surfacelist);
+                               // 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 (!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))
        {
-               R_Shadow_Stage_Light(usestencil);
+               usestencil = true;
+               R_Shadow_Stage_StencilShadowVolumes();
+               for (i = 0;i < numshadowentities;i++)
+                       R_Shadow_DrawEntityShadow(shadowentities[i], rtlight, numsurfaces, surfacelist);
+       }
 
-               ent = &cl_entities[0].render;
-               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 (r_shadow_staticworldlights.integer && rtlight->compiled)
-                       {
-                               R_Mesh_Matrix(&ent->matrix);
-                               for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
-                                       R_Shadow_RenderLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale);
-                       }
-                       else
-                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist);
-               }
-               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);
-                               }
-                       }
-               }
+       if (numlightentities && !visible)
+       {
+               R_Shadow_Stage_Lighting(usestencil);
+               for (i = 0;i < numlightentities;i++)
+                       R_Shadow_DrawEntityLight(lightentities[i], rtlight, lightcolor, numsurfaces, surfacelist);
+       }
+
+       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 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 (visiblevolumes)
-       {
-               memset(&m, 0, sizeof(m));
-               R_Mesh_State(&m);
+       R_Shadow_Stage_Begin();
 
-               GL_BlendFunc(GL_ONE, GL_ONE);
-               GL_DepthMask(false);
-               GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
-               qglDisable(GL_CULL_FACE);
-               GL_Color(0.0, 0.0125, 0.1, 1);
-       }
-       else
-               R_Shadow_Stage_Begin();
        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, 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, visiblevolumes);
+                               R_DrawRTLight(&light->rtlight, visible);
        if (r_rtdlight)
                for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
-                       R_DrawRTLight(&light->rtlight, visiblevolumes);
+                       R_DrawRTLight(&light->rtlight, visible);
 
-       if (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"};
@@ -2986,7 +3025,7 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename)
                for (i = 0;i < 6;i++)
                {
                        // generate an image name based on the base and and suffix
-                       snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
+                       dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
                        // load it
                        if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
                        {
@@ -3037,7 +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);
@@ -3079,7 +3118,7 @@ void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, ve
        light->corona = corona;
        if (!cubemapname)
                cubemapname = "";
-       strlcpy(light->cubemapname, cubemapname, strlen(light->cubemapname));
+       strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
        light->coronasizescale = coronasizescale;
        light->ambientscale = ambientscale;
        light->diffusescale = diffusescale;
@@ -3146,7 +3185,7 @@ void R_Shadow_DrawLightSprites(void)
        for (i = 0;i < 5;i++)
        {
                lighttextures[i] = NULL;
-               if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1))))
+               if ((pic = Draw_CachePic(va("gfx/crosshair%i.tga", i + 1), true)))
                        lighttextures[i] = pic->tex;
        }
 
@@ -3168,7 +3207,7 @@ void R_Shadow_SelectLightInView(void)
                if (rating >= 0.95)
                {
                        rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
-                       if (bestrating < rating && CL_TraceLine(light->origin, r_vieworigin, NULL, NULL, true, NULL, SUPERCONTENTS_SOLID) == 1.0f)
+                       if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
                        {
                                bestrating = rating;
                                best = light;
@@ -3181,7 +3220,7 @@ void R_Shadow_SelectLightInView(void)
 void R_Shadow_LoadWorldLights(void)
 {
        int n, a, style, shadow, flags;
-       char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
+       char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
        float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
        if (r_refdef.worldmodel == NULL)
        {
@@ -3214,11 +3253,11 @@ void R_Shadow_LoadWorldLights(void)
                        }
                        */
                        t = s;
-                       while (*s && *s != '\n')
+                       while (*s && *s != '\n' && *s != '\r')
                                s++;
                        if (!*s)
                                break;
-                       *s = 0;
+                       tempchar = *s;
                        shadow = true;
                        // check for modifier flags
                        if (*t == '!')
@@ -3226,7 +3265,9 @@ void R_Shadow_LoadWorldLights(void)
                                shadow = false;
                                t++;
                        }
+                       *s = 0;
                        a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
+                       *s = tempchar;
                        if (a < 18)
                                flags = LIGHTFLAG_REALTIMEMODE;
                        if (a < 17)
@@ -3249,7 +3290,6 @@ void R_Shadow_LoadWorldLights(void)
                                cubemapname[strlen(cubemapname)-1] = 0;
                                strcpy(cubemapname, cubemapname + 1);
                        }
-                       *s = '\n';
                        if (a < 8)
                        {
                                Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
@@ -3258,7 +3298,10 @@ void R_Shadow_LoadWorldLights(void)
                        VectorScale(color, r_editlights_rtlightscolorscale.value, color);
                        radius *= r_editlights_rtlightssizescale.value;
                        R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
-                       s++;
+                       if (*s == '\r')
+                               s++;
+                       if (*s == '\n')
+                               s++;
                        n++;
                }
                if (*s)
@@ -3297,7 +3340,7 @@ void R_Shadow_SaveWorldLights(void)
                {
                        bufmaxchars = bufchars + strlen(line) + 2048;
                        oldbuf = buf;
-                       buf = Mem_Alloc(r_shadow_mempool, bufmaxchars);
+                       buf = Mem_Alloc(tempmempool, bufmaxchars);
                        if (oldbuf)
                        {
                                if (bufchars)
@@ -3320,7 +3363,7 @@ void R_Shadow_SaveWorldLights(void)
 void R_Shadow_LoadLightsFile(void)
 {
        int n, a, style;
-       char name[MAX_QPATH], *lightsstring, *s, *t;
+       char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
        float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
        if (r_refdef.worldmodel == NULL)
        {
@@ -3337,13 +3380,14 @@ void R_Shadow_LoadLightsFile(void)
                while (*s)
                {
                        t = s;
-                       while (*s && *s != '\n')
+                       while (*s && *s != '\n' && *s != '\r')
                                s++;
                        if (!*s)
                                break;
+                       tempchar = *s;
                        *s = 0;
                        a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style);
-                       *s = '\n';
+                       *s = tempchar;
                        if (a < 14)
                        {
                                Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1);
@@ -3353,7 +3397,10 @@ void R_Shadow_LoadLightsFile(void)
                        radius = bound(15, radius, 4096);
                        VectorScale(color, (2.0f / (8388608.0f)), color);
                        R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
-                       s++;
+                       if (*s == '\r')
+                               s++;
+                       if (*s == '\n')
+                               s++;
                        n++;
                }
                if (*s)
@@ -3585,19 +3632,20 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
 
 void R_Shadow_SetCursorLocationForView(void)
 {
-       vec_t dist, push, frac;
-       vec3_t dest, endpos, normal;
+       vec_t dist, push;
+       vec3_t dest, endpos;
+       trace_t trace;
        VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
-       frac = CL_TraceLine(r_vieworigin, dest, endpos, normal, true, NULL, SUPERCONTENTS_SOLID);
-       if (frac < 1)
+       trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
+       if (trace.fraction < 1)
        {
-               dist = frac * r_editlights_cursordistance.value;
+               dist = trace.fraction * r_editlights_cursordistance.value;
                push = r_editlights_cursorpushback.value;
                if (push > dist)
                        push = dist;
                push = -push;
-               VectorMA(endpos, push, r_viewforward, endpos);
-               VectorMA(endpos, r_editlights_cursorpushoff.value, normal, endpos);
+               VectorMA(trace.endpos, push, r_viewforward, endpos);
+               VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
        }
        r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
        r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;