]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
implemented vbo rendering of map, models, and compiled shadow volumes
[xonotic/darkplaces.git] / r_shadow.c
index 77026205ea4e2fff80838120bba005f97cd6f681..cc4e6a13a39a1a5021280dfb3721ef067c708991 100644 (file)
@@ -1464,35 +1464,35 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int nu
        }
 }
 
-static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // used to display how many times a surface is lit for level design purposes
        GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1);
        R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
-       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 }
 
-static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
        R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale);
-       R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, 0, 0);
-       R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, 0, 0);
-       R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, 0, 0);
-       R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, 0, 0);
+       R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordtexture2f);
+       R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, rsurface_svector3f_bufferobject, rsurface_svector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, rsurface_tvector3f_bufferobject, rsurface_tvector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, rsurface_normal3f_bufferobject, rsurface_normal3f_bufferoffset);
        if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
        {
                qglDepthFunc(GL_EQUAL);CHECKGLERROR
        }
-       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
        if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
        {
                qglDepthFunc(GL_LEQUAL);CHECKGLERROR
        }
 }
 
-static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int numtriangles, const int *element3i, float r, float g, float b)
+static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, float r, float g, float b)
 {
        // shared final code for all the dot3 layers
        int renders;
@@ -1500,11 +1500,11 @@ static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int num
        for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
        {
                GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
        }
 }
 
-static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
 {
        rmeshstate_t m;
        // colorscale accounts for how much we multiply the brightness
@@ -1521,12 +1521,18 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(basetexture);
                m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[1] = rsurface_texture->currenttexmatrix;
                m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                m.pointer_texcoord3f[2] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[2] = r_shadow_entitytolight;
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
@@ -1536,9 +1542,13 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(basetexture);
                m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[1] = rsurface_texture->currenttexmatrix;
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
@@ -1548,17 +1558,25 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                m.tex[2] = R_GetTexture(basetexture);
                m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[2] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[2] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[2] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                        m.pointer_texcoord3f[3] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[3] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[3] = rsurface_vertex3f_bufferoffset;
                        m.texmatrix[3] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_ONE, GL_ONE);
@@ -1569,12 +1587,18 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                m.tex[2] = R_GetTexture(basetexture);
                m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[2] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[2] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[2] = rsurface_texture->currenttexmatrix;
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
@@ -1584,34 +1608,42 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                        m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
        // this final code is shared
        R_Mesh_TextureState(&m);
-       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
 }
 
-static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
 {
        rmeshstate_t m;
        // colorscale accounts for how much we multiply the brightness
@@ -1631,27 +1663,37 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[2] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                        m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -1662,34 +1704,44 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                        m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -1701,22 +1753,30 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
@@ -1727,30 +1787,42 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[2] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
                m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[3] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[3] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[3] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[3] = r_shadow_entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                        m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -1761,47 +1833,59 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                        m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
        // this final code is shared
        R_Mesh_TextureState(&m);
-       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
 }
 
-static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
 {
        float glossexponent;
        rmeshstate_t m;
@@ -1817,41 +1901,51 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second and third pass
                R_Mesh_ResetTextureState();
                // square alpha in framebuffer a few times to make it shiny
                GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
-                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // fourth pass
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // fifth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(glosstexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                        m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -1862,30 +1956,38 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second and third pass
                R_Mesh_ResetTextureState();
                // square alpha in framebuffer a few times to make it shiny
                GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
-                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // fourth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(glosstexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
@@ -1895,54 +1997,66 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second and third pass
                R_Mesh_ResetTextureState();
                // square alpha in framebuffer a few times to make it shiny
                GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
-                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // fourth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // fifth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(glosstexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                        m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
        // this final code is shared
        R_Mesh_TextureState(&m);
-       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
 }
 
-static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // ARB path (any Geforce, any Radeon)
        qboolean doambient = ambientscale > 0;
@@ -1952,28 +2066,28 @@ static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices,
                return;
        R_Mesh_ColorPointer(NULL, 0, 0);
        if (doambient)
-               R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, ambientscale * r_view.colorscale);
+               R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, ambientscale * r_view.colorscale);
        if (dodiffuse)
-               R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_view.colorscale);
+               R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_view.colorscale);
        if (dopants)
        {
                if (doambient)
-                       R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, ambientscale * r_view.colorscale);
+                       R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, ambientscale * r_view.colorscale);
                if (dodiffuse)
-                       R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_view.colorscale);
+                       R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_view.colorscale);
        }
        if (doshirt)
        {
                if (doambient)
-                       R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, ambientscale * r_view.colorscale);
+                       R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, ambientscale * r_view.colorscale);
                if (dodiffuse)
-                       R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_view.colorscale);
+                       R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_view.colorscale);
        }
        if (dospecular)
-               R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
+               R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
 }
 
-void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
+void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, vec3_t diffusecolor2, vec3_t ambientcolor2)
 {
        int renders;
        int i;
@@ -1984,7 +2098,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve
        int *newe;
        const int *e;
        float *c;
-       int newelements[3072];
+       int newelements[4096*3];
        R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
        for (renders = 0;renders < 64;renders++)
        {
@@ -2021,7 +2135,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve
                                newe[2] = e[2];
                                newnumtriangles++;
                                newe += 3;
-                               if (newnumtriangles >= 1024)
+                               if (newnumtriangles >= (int)(sizeof(newelements)/sizeof(float[3])))
                                {
                                        R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0);
                                        newnumtriangles = 0;
@@ -2032,7 +2146,11 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve
                }
                if (newnumtriangles >= 1)
                {
-                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0);
+                       // if all triangles are included, use the original array to take advantage of the bufferobject if possible
+                       if (newnumtriangles == numtriangles)
+                               R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+                       else
+                               R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0);
                        stop = false;
                }
                // if we couldn't find any lit triangles, exit early
@@ -2061,7 +2179,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve
        }
 }
 
-static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // OpenGL 1.1 path (anything)
        model_t *model = rsurface_entity->model;
@@ -2081,36 +2199,42 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice
        m.tex[0] = R_GetTexture(basetexture);
        m.texmatrix[0] = rsurface_texture->currenttexmatrix;
        m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+       m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+       m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
        if (r_textureunits.integer >= 2)
        {
                // voodoo2 or TNT
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                if (r_textureunits.integer >= 3)
                {
                        // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
                        m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
                        m.texmatrix[2] = r_shadow_entitytoattenuationz;
                        m.pointer_texcoord3f[2] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
                }
        }
        R_Mesh_TextureState(&m);
        //R_Mesh_TexBind(0, R_GetTexture(basetexture));
-       R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
+       R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorbase, ambientcolorbase);
        if (dopants)
        {
                R_Mesh_TexBind(0, R_GetTexture(pantstexture));
-               R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
+               R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorpants, ambientcolorpants);
        }
        if (doshirt)
        {
                R_Mesh_TexBind(0, R_GetTexture(shirttexture));
-               R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
+               R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorshirt, ambientcolorshirt);
        }
 }
 
-void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i)
+void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset)
 {
        float ambientscale, diffusescale, specularscale;
        // FIXME: support MATERIALFLAG_NODEPTHTEST
@@ -2156,16 +2280,16 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                {
                case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
                        GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
-                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-                       R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+                       R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_DOT3:
-                       R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+                       R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-                       R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+                       R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
                        break;
                default:
                        Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
@@ -2178,16 +2302,16 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                {
                case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
                        GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
-                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-                       R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+                       R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_DOT3:
-                       R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+                       R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-                       R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+                       R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
                        break;
                default:
                        Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
@@ -2526,19 +2650,19 @@ void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned
                for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
                {
                        r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
-                       R_Mesh_VertexPointer(mesh->vertex3f, 0, 0);
+                       R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
                        GL_LockArrays(0, mesh->numverts);
                        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
                        {
                                // decrement stencil if backface is behind depthbuffer
                                GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
                                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
-                               R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, 0, 0);
+                               R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
                                // increment stencil if frontface is behind depthbuffer
                                GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
                                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
                        }
-                       R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, 0, 0);
+                       R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
                        GL_LockArrays(0, 0);
                }
                CHECKGLERROR