]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
bsp model shadows are now enlarged by r_shadow_projectdistance (to cure problems...
[xonotic/darkplaces.git] / r_shadow.c
index 5b5d53fda680b41caa795429b935a65b064aa4da..d307787bb0769db9452188724c75b4e84f023743 100644 (file)
@@ -122,7 +122,7 @@ extern void R_Shadow_EditLights_Init(void);
 #define SHADOWSTAGE_NONE 0
 #define SHADOWSTAGE_STENCIL 1
 #define SHADOWSTAGE_LIGHT 2
-#define SHADOWSTAGE_ERASESTENCIL 3
+#define SHADOWSTAGE_STENCILTWOSIDE 3
 
 int r_shadowstage = SHADOWSTAGE_NONE;
 int r_shadow_reloadlights = false;
@@ -143,6 +143,14 @@ 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_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;
@@ -171,14 +179,14 @@ cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0
 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0"};
 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1"};
 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1"};
-cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "10000"};
+cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
 cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegeneration", "1"};
 cvar_t r_shadow_worldshadows = {0, "r_shadow_worldshadows", "1"};
 cvar_t r_shadow_dlightshadows = {CVAR_SAVE, "r_shadow_dlightshadows", "1"};
-cvar_t r_shadow_showtris = {0, "r_shadow_showtris", "0"};
 cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
 cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
+cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
 
 int c_rt_lights, c_rt_clears, c_rt_scissored;
 int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
@@ -205,6 +213,12 @@ 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_numsurfacepvsbytes = 0;
+       r_shadow_buffer_surfacepvs = NULL;
+       r_shadow_buffer_surfacelist = NULL;
        r_shadow_normalcubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
@@ -240,6 +254,12 @@ void r_shadow_shutdown(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_numsurfacepvsbytes = 0;
+       r_shadow_buffer_surfacepvs = NULL;
+       r_shadow_buffer_surfacelist = NULL;
        Mem_FreePool(&r_shadow_mempool);
 }
 
@@ -305,9 +325,9 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_singlepassvolumegeneration);
        Cvar_RegisterVariable(&r_shadow_worldshadows);
        Cvar_RegisterVariable(&r_shadow_dlightshadows);
-       Cvar_RegisterVariable(&r_shadow_showtris);
        Cvar_RegisterVariable(&r_shadow_staticworldlights);
        Cvar_RegisterVariable(&r_shadow_cull);
+       Cvar_RegisterVariable(&gl_ext_stenciltwoside);
        if (gamemode == GAME_TENEBRAE)
        {
                Cvar_SetValue("r_shadow_gloss", 2);
@@ -332,8 +352,8 @@ matrix4x4_t matrix_attenuationz =
 {
        {
                {0.0, 0.0, 0.5, 0.5},
-               {0.0, 0.0, 0.0, 0.0},
-               {0.0, 0.0, 0.0, 0.0},
+               {0.0, 0.0, 0.0, 0.5},
+               {0.0, 0.0, 0.0, 0.5},
                {0.0, 0.0, 0.0, 1.0}
        }
 };
@@ -351,6 +371,36 @@ int *R_Shadow_ResizeShadowElements(int numtris)
        return shadowelements;
 }
 
+void R_Shadow_EnlargeClusterBuffer(int numclusters)
+{
+       int numclusterpvsbytes = (((numclusters + 7) >> 3) + 255) & ~255;
+       if (r_shadow_buffer_numclusterpvsbytes < numclusterpvsbytes)
+       {
+               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));
+       }
+}
+
+void R_Shadow_EnlargeSurfaceBuffer(int numsurfaces)
+{
+       int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
+       if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
+       {
+               if (r_shadow_buffer_surfacepvs)
+                       Mem_Free(r_shadow_buffer_surfacepvs);
+               if (r_shadow_buffer_surfacelist)
+                       Mem_Free(r_shadow_buffer_surfacelist);
+               r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
+               r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
+               r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
+       }
+}
+
 void R_Shadow_PrepareShadowMark(int numtris)
 {
        // make sure shadowmark is big enough for this volume
@@ -538,50 +588,33 @@ void R_Shadow_VolumeFromSphere(int numverts, int numtris, const float *invertex3
 
 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
 {
-       GL_VertexPointer(vertex3f);
+       rmeshstate_t m;
+       if (r_shadow_compilingrtlight)
+       {
+               // if we're compiling an rtlight, capture the mesh
+               Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
+               return;
+       }
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = vertex3f;
+       R_Mesh_State(&m);
+       GL_LockArrays(0, numvertices);
        if (r_shadowstage == SHADOWSTAGE_STENCIL)
        {
-               // 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);
-               c_rt_shadowmeshes++;
-               c_rt_shadowtris += numtriangles;
                // 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);
-       c_rt_shadowmeshes++;
-       c_rt_shadowtris += numtriangles;
-}
-
-void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
-{
-       shadowmesh_t *mesh;
-       if (r_shadowstage == SHADOWSTAGE_STENCIL)
-       {
+               R_Mesh_Draw(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);
-               for (mesh = firstmesh;mesh;mesh = mesh->next)
-               {
-                       GL_VertexPointer(mesh->vertex3f);
-                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       c_rtcached_shadowmeshes++;
-                       c_rtcached_shadowtris += mesh->numtriangles;
-               }
-               // increment stencil if backface is behind depthbuffer
-               qglCullFace(GL_BACK); // quake is backwards, this culls front faces
-               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
-       }
-       for (mesh = firstmesh;mesh;mesh = mesh->next)
-       {
-               GL_VertexPointer(mesh->vertex3f);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-               c_rtcached_shadowmeshes++;
-               c_rtcached_shadowtris += mesh->numtriangles;
        }
+       R_Mesh_Draw(numvertices, numtriangles, element3i);
+       c_rt_shadowmeshes++;
+       c_rt_shadowtris += numtriangles;
+       GL_LockArrays(0, 0);
 }
 
 float r_shadow_attenpower, r_shadow_attenscale;
@@ -719,6 +752,8 @@ void R_Shadow_Stage_Begin(void)
 
        if (r_shadow_texture3d.integer && !gl_texture3d)
                Cvar_SetValueQuick(&r_shadow_texture3d, 0);
+       if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
+               Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
 
        if (!r_shadow_attenuation2dtexture
         || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
@@ -730,9 +765,10 @@ void R_Shadow_Stage_Begin(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        GL_Color(0, 0, 0, 1);
        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;
 
@@ -761,7 +797,7 @@ void R_Shadow_Stage_ShadowVolumes(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(0, 0, 0, 0);
        GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -778,9 +814,27 @@ void R_Shadow_Stage_ShadowVolumes(void)
        qglDepthFunc(GL_LESS);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglEnable(GL_STENCIL_TEST);
-       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-       qglStencilFunc(GL_ALWAYS, 128, 0xFF);
-       r_shadowstage = SHADOWSTAGE_STENCIL;
+       qglStencilFunc(GL_ALWAYS, 128, ~0);
+       if (gl_ext_stenciltwoside.integer)
+       {
+               r_shadowstage = 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);
+               qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
+               qglStencilMask(~0);
+               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+       }
+       else
+       {
+               r_shadowstage = SHADOWSTAGE_STENCIL;
+               qglEnable(GL_CULL_FACE);
+               qglStencilMask(~0);
+               // this is changed by every shadow render so its value here is unimportant
+               qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+       }
        GL_Clear(GL_STENCIL_BUFFER_BIT);
        c_rt_clears++;
        // LordHavoc note: many shadow volumes reside entirely inside the world
@@ -796,7 +850,7 @@ void R_Shadow_Stage_LightWithoutShadows(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
@@ -806,9 +860,13 @@ void R_Shadow_Stage_LightWithoutShadows(void)
        GL_ColorMask(1, 1, 1, 1);
        qglDepthFunc(GL_EQUAL);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+       qglEnable(GL_CULL_FACE);
        qglDisable(GL_STENCIL_TEST);
+       if (gl_support_stenciltwoside)
+               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+       qglStencilMask(~0);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-       qglStencilFunc(GL_EQUAL, 128, 0xFF);
+       qglStencilFunc(GL_EQUAL, 128, ~0);
        r_shadowstage = SHADOWSTAGE_LIGHT;
        c_rt_lights++;
 }
@@ -817,7 +875,7 @@ void R_Shadow_Stage_LightWithShadows(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
@@ -828,10 +886,13 @@ void R_Shadow_Stage_LightWithShadows(void)
        qglDepthFunc(GL_EQUAL);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglEnable(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, 0xFF);
+       qglStencilFunc(GL_EQUAL, 128, ~0);
        r_shadowstage = SHADOWSTAGE_LIGHT;
        c_rt_lights++;
 }
@@ -840,7 +901,7 @@ void R_Shadow_Stage_End(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
        GL_DepthTest(true);
@@ -853,7 +914,10 @@ void R_Shadow_Stage_End(void)
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglDisable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-       qglStencilFunc(GL_ALWAYS, 128, 0xFF);
+       if (gl_support_stenciltwoside)
+               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
+       qglStencilMask(~0);
+       qglStencilFunc(GL_ALWAYS, 128, ~0);
        r_shadowstage = SHADOWSTAGE_NONE;
 }
 
@@ -1150,500 +1214,656 @@ void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, co
        }
 }
 
-void R_Shadow_DiffuseLighting(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 *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+#define USETEXMATRIX 1
+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, int lighting)
 {
        int renders;
-       float color[3], color2[3];
+       float color[3], color2[3], colorscale;
        rmeshstate_t m;
-       GL_VertexPointer(vertex3f);
+       if (!bumptexture)
+               bumptexture = r_shadow_blankbumptexture;
+       if (!glosstexture)
+               glosstexture = r_shadow_blankglosstexture;
+       GL_DepthMask(false);
+       GL_DepthTest(true);
        if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
        {
-               if (!bumptexture)
-                       bumptexture = r_shadow_blankbumptexture;
-               GL_Color(1,1,1,1);
-               // colorscale accounts for how much we multiply the brightness during combine
-               // mult is how many times the final pass of the lighting will be
-               // performed to get more brightness than otherwise possible
-               // limit mult to 64 for sanity sake
-               if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
+               if (lighting & LIGHTING_DIFFUSE)
                {
-                       // 3/2 3D combine path (Geforce3, Radeon 8500)
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
-                       m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
-                       m.texcombinergb[0] = GL_REPLACE;
-                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       m.pointer_texcoord[2] = varray_texcoord3f[2];
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(0,0,0,1);
-                       GL_BlendFunc(GL_ONE, GL_ZERO);
-                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
-                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.pointer_texcoord[0] = texcoord2f;
-                       if (lightcubemap)
-                       {
-                               m.texcubemap[1] = R_GetTexture(lightcubemap);
-                               m.pointer_texcoord[1] = varray_texcoord3f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
-                       }
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(1,1,1,0);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
-                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       GL_Color(1,1,1,1);
+                       // colorscale accounts for how much we multiply the brightness during combine
+                       // mult is how many times the final pass of the lighting will be
+                       // performed to get more brightness than otherwise possible
+                       // limit mult to 64 for sanity sake
+                       if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
                        {
-                               color[0] = bound(0, color2[0], 1);
-                               color[1] = bound(0, color2[1], 1);
-                               color[2] = bound(0, color2[2], 1);
-                               GL_Color(color[0], color[1], color[2], 1);
+                               // 3/2 3D combine path (Geforce3, Radeon 8500)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               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.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);
+                               m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
+#if USETEXMATRIX
+                               m.pointer_texcoord3f[2] = vertex3f;
+                               m.texmatrix[2] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord3f[2] = varray_texcoord3f[2];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#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(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
+       
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(basetexture);
+                               m.pointer_texcoord[0] = texcoord2f;
+                               if (lightcubemap)
+                               {
+                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+#if USETEXMATRIX
+                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.texmatrix[1] = *matrix_modeltolight;
+#else
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+                               }
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, numverts);
+                               GL_ColorMask(1,1,1,0);
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                               VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
+                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                               {
+                                       color[0] = bound(0, color2[0], 1);
+                                       color[1] = bound(0, color2[1], 1);
+                                       color[2] = bound(0, color2[2], 1);
+                                       GL_Color(color[0], color[1], color[2], 1);
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                               }
+                               GL_LockArrays(0, 0);
                        }
-               }
-               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
-               {
-                       // 1/2/2 3D combine path (original Radeon)
-                       memset(&m, 0, sizeof(m));
-                       m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-                       m.pointer_texcoord[0] = varray_texcoord3f[0];
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(0,0,0,1);
-                       GL_BlendFunc(GL_ONE, GL_ZERO);
-                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
-                       m.texcombinergb[0] = GL_REPLACE;
-                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.pointer_texcoord[0] = texcoord2f;
-                       if (lightcubemap)
-                       {
-                               m.texcubemap[1] = R_GetTexture(lightcubemap);
-                               m.pointer_texcoord[1] = varray_texcoord3f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
-                       }
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(1,1,1,0);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
-                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
                        {
-                               color[0] = bound(0, color2[0], 1);
-                               color[1] = bound(0, color2[1], 1);
-                               color[2] = bound(0, color2[2], 1);
-                               GL_Color(color[0], color[1], color[2], 1);
+                               // 1/2/2 3D combine path (original Radeon)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+#if USETEXMATRIX
+                               m.pointer_texcoord3f[0] = vertex3f;
+                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#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(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
-                       }
-               }
-               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
-               {
-                       // 2/2 3D combine path (original Radeon)
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
-                       m.texcombinergb[0] = GL_REPLACE;
-                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(0,0,0,1);
-                       GL_BlendFunc(GL_ONE, GL_ZERO);
-                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(1,1,1,0);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
-                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
-                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                       {
-                               color[0] = bound(0, color2[0], 1);
-                               color[1] = bound(0, color2[1], 1);
-                               color[2] = bound(0, color2[2], 1);
-                               GL_Color(color[0], color[1], color[2], 1);
+       
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               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.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_Mesh_State(&m);
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                               GL_LockArrays(0, numverts);
                                R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
+       
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(basetexture);
+                               m.pointer_texcoord[0] = texcoord2f;
+                               if (lightcubemap)
+                               {
+                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+#if USETEXMATRIX
+                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.texmatrix[1] = *matrix_modeltolight;
+#else
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+                               }
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, numverts);
+                               GL_ColorMask(1,1,1,0);
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                               VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
+                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                               {
+                                       color[0] = bound(0, color2[0], 1);
+                                       color[1] = bound(0, color2[1], 1);
+                                       color[2] = bound(0, color2[2], 1);
+                                       GL_Color(color[0], color[1], color[2], 1);
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                               }
+                               GL_LockArrays(0, 0);
                        }
-               }
-               else if (r_textureunits.integer >= 4)
-               {
-                       // 4/2 2D combine path (Geforce3, Radeon 8500)
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
-                       m.texcombinergb[0] = GL_REPLACE;
-                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
-                       m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       m.pointer_texcoord[2] = varray_texcoord2f[2];
-                       m.pointer_texcoord[3] = varray_texcoord2f[3];
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(0,0,0,1);
-                       GL_BlendFunc(GL_ONE, GL_ZERO);
-                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
-                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
-                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.pointer_texcoord[0] = texcoord2f;
-                       if (lightcubemap)
-                       {
-                               m.texcubemap[1] = R_GetTexture(lightcubemap);
-                               m.pointer_texcoord[1] = varray_texcoord3f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
-                       }
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(1,1,1,0);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
-                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
                        {
-                               color[0] = bound(0, color2[0], 1);
-                               color[1] = bound(0, color2[1], 1);
-                               color[2] = bound(0, color2[2], 1);
-                               GL_Color(color[0], color[1], color[2], 1);
+                               // 2/2 3D combine path (original Radeon)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               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.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_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(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
+       
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(basetexture);
+                               m.pointer_texcoord[0] = texcoord2f;
+                               m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+#if USETEXMATRIX
+                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, numverts);
+                               GL_ColorMask(1,1,1,0);
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                               VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
+                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                               {
+                                       color[0] = bound(0, color2[0], 1);
+                                       color[1] = bound(0, color2[1], 1);
+                                       color[2] = bound(0, color2[2], 1);
+                                       GL_Color(color[0], color[1], color[2], 1);
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                               }
+                               GL_LockArrays(0, 0);
                        }
-               }
-               else
-               {
-                       // 2/2/2 2D combine path (any dot3 card)
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-                       m.pointer_texcoord[0] = varray_texcoord2f[0];
-                       m.pointer_texcoord[1] = varray_texcoord2f[1];
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(0,0,0,1);
-                       GL_BlendFunc(GL_ONE, GL_ZERO);
-                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
-                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
-                       m.texcombinergb[0] = GL_REPLACE;
-                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.pointer_texcoord[0] = texcoord2f;
-                       if (lightcubemap)
+                       else if (r_textureunits.integer >= 4)
                        {
-                               m.texcubemap[1] = R_GetTexture(lightcubemap);
-                               m.pointer_texcoord[1] = varray_texcoord3f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                               // 4/2 2D combine path (Geforce3, Radeon 8500)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               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.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);
+                               m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+#if USETEXMATRIX
+                               m.pointer_texcoord3f[2] = vertex3f;
+                               m.texmatrix[2] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord[2] = varray_texcoord2f[2];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
+#if USETEXMATRIX
+                               m.pointer_texcoord3f[3] = vertex3f;
+                               m.texmatrix[3] = *matrix_modeltoattenuationz;
+#else
+                               m.pointer_texcoord[3] = varray_texcoord2f[3];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
+#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(0, 0);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+       
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(basetexture);
+                               m.pointer_texcoord[0] = texcoord2f;
+                               if (lightcubemap)
+                               {
+                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+#if USETEXMATRIX
+                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.texmatrix[1] = *matrix_modeltolight;
+#else
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+                               }
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, numverts);
+                               GL_ColorMask(1,1,1,0);
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                               VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
+                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                               {
+                                       color[0] = bound(0, color2[0], 1);
+                                       color[1] = bound(0, color2[1], 1);
+                                       color[2] = bound(0, color2[2], 1);
+                                       GL_Color(color[0], color[1], color[2], 1);
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                               }
+                               GL_LockArrays(0, 0);
                        }
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(1,1,1,0);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
-                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       else
                        {
-                               color[0] = bound(0, color2[0], 1);
-                               color[1] = bound(0, color2[1], 1);
-                               color[2] = bound(0, color2[2], 1);
-                               GL_Color(color[0], color[1], color[2], 1);
+                               // 2/2/2 2D combine path (any dot3 card)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#if USETEXMATRIX
+                               m.pointer_texcoord3f[0] = vertex3f;
+                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord[0] = varray_texcoord2f[0];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#if USETEXMATRIX
+                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.texmatrix[1] = *matrix_modeltoattenuationz;
+#else
+                               m.pointer_texcoord[1] = varray_texcoord2f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+#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(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
+       
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               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.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_Mesh_State(&m);
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                               GL_LockArrays(0, numverts);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(0, 0);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+       
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(basetexture);
+                               m.pointer_texcoord[0] = texcoord2f;
+                               if (lightcubemap)
+                               {
+                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+#if USETEXMATRIX
+                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.texmatrix[1] = *matrix_modeltolight;
+#else
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+                               }
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, numverts);
+                               GL_ColorMask(1,1,1,0);
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                               VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
+                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                               {
+                                       color[0] = bound(0, color2[0], 1);
+                                       color[1] = bound(0, color2[1], 1);
+                                       color[2] = bound(0, color2[2], 1);
+                                       GL_Color(color[0], color[1], color[2], 1);
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                               }
+                               GL_LockArrays(0, 0);
                        }
                }
-       }
-       else
-       {
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_DepthMask(false);
-               GL_DepthTest(true);
-               GL_ColorPointer(varray_color4f);
-               VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = texcoord2f;
-               if (r_textureunits.integer >= 2)
+               if ((lighting & LIGHTING_SPECULAR) && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)))
                {
-                       // voodoo2
-                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-                       m.pointer_texcoord[1] = varray_texcoord2f[1];
-                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
-               }
-               R_Mesh_State_Texture(&m);
-               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-               {
-                       color[0] = bound(0, color2[0], 1);
-                       color[1] = bound(0, color2[1], 1);
-                       color[2] = bound(0, color2[2], 1);
-                       if (r_textureunits.integer >= 2)
-                               R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltolight);
-                       else
-                               R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltolight);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-               }
-       }
-}
-
-void R_Shadow_SpecularLighting(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 *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
-{
-       int renders;
-       float color[3], color2[3], colorscale;
-       rmeshstate_t m;
-       if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil)
-               return;
-       if (!glosstexture)
-               glosstexture = r_shadow_blankglosstexture;
-       if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
-       {
-               colorscale = r_shadow_glossintensity.value;
-               if (!bumptexture)
-                       bumptexture = r_shadow_blankbumptexture;
-               if (glosstexture == r_shadow_blankglosstexture)
-                       colorscale *= r_shadow_gloss2intensity.value;
-               GL_VertexPointer(vertex3f);
-               GL_Color(1,1,1,1);
-               if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
-               {
-                       // 2/0/0/1/2 3D combine blendsquare path
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
-                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(0,0,0,1);
-                       // this squares the result
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       R_Mesh_State_Texture(&m);
-                       // 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);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-                       m.pointer_texcoord[0] = varray_texcoord3f[0];
-                       R_Mesh_State_Texture(&m);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(glosstexture);
-                       if (lightcubemap)
+                       colorscale = r_shadow_glossintensity.value;
+                       if (glosstexture == r_shadow_blankglosstexture)
+                               colorscale *= r_shadow_gloss2intensity.value;
+                       GL_Color(1,1,1,1);
+                       if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
                        {
-                               m.texcubemap[1] = R_GetTexture(lightcubemap);
-                               m.pointer_texcoord[1] = varray_texcoord3f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                               // 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.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_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(0, 0);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+       
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, numverts);
+                               // 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);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                               GL_LockArrays(0, 0);
+       
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+#if USETEXMATRIX
+                               m.pointer_texcoord3f[0] = vertex3f;
+                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               R_Mesh_State(&m);
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                               GL_LockArrays(0, numverts);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(0, 0);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+       
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(glosstexture);
+                               m.pointer_texcoord[0] = texcoord2f;
+                               if (lightcubemap)
+                               {
+                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+#if USETEXMATRIX
+                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.texmatrix[1] = *matrix_modeltolight;
+#else
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+                               }
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, numverts);
+                               GL_ColorMask(1,1,1,0);
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                               VectorScale(lightcolor, colorscale, color2);
+                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                               {
+                                       color[0] = bound(0, color2[0], 1);
+                                       color[1] = bound(0, color2[1], 1);
+                                       color[2] = bound(0, color2[2], 1);
+                                       GL_Color(color[0], color[1], color[2], 1);
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                               }
+                               GL_LockArrays(0, 0);
                        }
-                       m.pointer_texcoord[0] = texcoord2f;
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(1,1,1,0);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       VectorScale(lightcolor, colorscale, color2);
-                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
                        {
-                               color[0] = bound(0, color2[0], 1);
-                               color[1] = bound(0, color2[1], 1);
-                               color[2] = bound(0, color2[2], 1);
-                               GL_Color(color[0], color[1], color[2], 1);
+                               // 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.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_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(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
+       
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, numverts);
+                               // 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);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                               GL_LockArrays(0, 0);
+       
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(glosstexture);
+                               m.pointer_texcoord[0] = texcoord2f;
+                               m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+#if USETEXMATRIX
+                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, numverts);
+                               GL_ColorMask(1,1,1,0);
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                               VectorScale(lightcolor, colorscale, color2);
+                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                               {
+                                       color[0] = bound(0, color2[0], 1);
+                                       color[1] = bound(0, color2[1], 1);
+                                       color[2] = bound(0, color2[2], 1);
+                                       GL_Color(color[0], color[1], color[2], 1);
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                               }
+                               GL_LockArrays(0, 0);
                        }
-               }
-               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
-               {
-                       // 2/0/0/2 3D combine blendsquare path
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
-                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(0,0,0,1);
-                       // this squares the result
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       R_Mesh_State_Texture(&m);
-                       // 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);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(glosstexture);
-                       m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-                       m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(1,1,1,0);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
-                       VectorScale(lightcolor, colorscale, color2);
-                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
                        {
-                               color[0] = bound(0, color2[0], 1);
-                               color[1] = bound(0, color2[1], 1);
-                               color[2] = bound(0, color2[2], 1);
-                               GL_Color(color[0], color[1], color[2], 1);
+                               // 2/0/0/2/2 2D 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.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_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(0, 0);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+       
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, numverts);
+                               // 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);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                               GL_LockArrays(0, 0);
+       
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#if USETEXMATRIX
+                               m.pointer_texcoord3f[0] = vertex3f;
+                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord[0] = varray_texcoord2f[0];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
+                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#if USETEXMATRIX
+                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.texmatrix[1] = *matrix_modeltoattenuationz;
+#else
+                               m.pointer_texcoord[1] = varray_texcoord2f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+#endif
+                               R_Mesh_State(&m);
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                               GL_LockArrays(0, numverts);
+                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(0, 0);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+       
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(glosstexture);
+                               m.pointer_texcoord[0] = texcoord2f;
+                               if (lightcubemap)
+                               {
+                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+#if USETEXMATRIX
+                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.texmatrix[1] = *matrix_modeltolight;
+#else
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+#endif
+                               }
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, numverts);
+                               GL_ColorMask(1,1,1,0);
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                               VectorScale(lightcolor, colorscale, color2);
+                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                               {
+                                       color[0] = bound(0, color2[0], 1);
+                                       color[1] = bound(0, color2[1], 1);
+                                       color[2] = bound(0, color2[2], 1);
+                                       GL_Color(color[0], color[1], color[2], 1);
+                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                               }
+                               GL_LockArrays(0, 0);
                        }
                }
-               else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+       }
+       else
+       {
+               if (lighting & LIGHTING_DIFFUSE)
                {
-                       // 2/0/0/2/2 2D combine blendsquare path
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
                        memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(bumptexture);
-                       m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
-                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       m.pointer_vertex = vertex3f;
+                       m.pointer_color = varray_color4f;
+                       m.tex[0] = R_GetTexture(basetexture);
                        m.pointer_texcoord[0] = texcoord2f;
-                       m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(0,0,0,1);
-                       // this squares the result
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       R_Mesh_State_Texture(&m);
-                       // 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);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-                       m.pointer_texcoord[0] = varray_texcoord2f[0];
-                       m.pointer_texcoord[1] = varray_texcoord2f[1];
-                       R_Mesh_State_Texture(&m);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
-                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
-                       R_Mesh_Draw(numverts, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(glosstexture);
-                       if (lightcubemap)
+                       if (r_textureunits.integer >= 2)
                        {
-                               m.texcubemap[1] = R_GetTexture(lightcubemap);
-                               m.pointer_texcoord[1] = varray_texcoord3f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                               // voodoo2
+                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#if USETEXMATRIX
+                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord[1] = varray_texcoord2f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+#endif
                        }
-                       m.pointer_texcoord[0] = texcoord2f;
-                       R_Mesh_State_Texture(&m);
-                       GL_ColorMask(1,1,1,0);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       VectorScale(lightcolor, colorscale, color2);
+                       R_Mesh_State(&m);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
                                color[0] = bound(0, color2[0], 1);
                                color[1] = bound(0, color2[1], 1);
                                color[2] = bound(0, color2[2], 1);
-                               GL_Color(color[0], color[1], color[2], 1);
+                               if (r_textureunits.integer >= 2)
+                                       R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+                               else
+                                       R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+                               GL_LockArrays(0, numverts);
                                R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
                        }
@@ -1661,14 +1881,14 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i
        VectorCopy(light->origin, rtlight->shadoworigin);
        VectorCopy(light->color, rtlight->color);
        rtlight->radius = light->radius;
-       rtlight->cullradius = rtlight->radius;
-       rtlight->cullradius2 = rtlight->cullradius * rtlight->cullradius;
-       rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->cullradius;
-       rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->cullradius;
-       rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->cullradius;
-       rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->cullradius;
-       rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->cullradius;
-       rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->cullradius;
+       //rtlight->cullradius = rtlight->radius;
+       //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
+       rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
+       rtlight->cullmins[1] = rtlight->shadoworigin[1] - rtlight->radius;
+       rtlight->cullmins[2] = rtlight->shadoworigin[2] - rtlight->radius;
+       rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
+       rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
+       rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
        rtlight->cubemapname[0] = 0;
        if (light->cubemapname[0])
                strcpy(rtlight->cubemapname, light->cubemapname);
@@ -1690,257 +1910,95 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i
 
        rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
        rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
-       VectorScale(rtlight->color, rtlight->radius * d_lightstylevalue[rtlight->style] * 0.25f, rtlight->lightmap_light);
+       VectorScale(rtlight->color, rtlight->radius * d_lightstylevalue[rtlight->style] * 0.125f, rtlight->lightmap_light);
        rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
 }
 
+rtlight_t *r_shadow_compilingrtlight;
+
 // compiles rtlight geometry
 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
 void R_RTLight_Compile(rtlight_t *rtlight)
 {
-       int i, j, k, l, maxverts = 256, tris;
-       float *vertex3f = NULL, mins[3], maxs[3];
-       shadowmesh_t *mesh, *castmesh = NULL;
-       int lightpvsbytes;
-       qbyte lightpvs[(MAX_MAP_LEAFS + 7)/ 8];
-       qbyte lightfullpvs[(MAX_MAP_LEAFS + 7)/ 8];
+       int shadowmeshes, shadowtris, lightmeshes, lighttris, numclusters, numsurfaces;
+       entity_render_t *ent = &cl_entities[0].render;
+       model_t *model = ent->model;
 
        // compile the light
        rtlight->compiled = true;
-       VectorCopy(rtlight->cullmins, mins);
-       VectorCopy(rtlight->cullmaxs, maxs);
-       if (rtlight->shadow)
-               castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
-       rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
-       if (cl.worldmodel)
-       {
-               lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, rtlight->shadoworigin, 0, lightfullpvs, sizeof(lightfullpvs));
-               memset(lightpvs, 0, lightpvsbytes);
-               if (cl.worldmodel->brushq3.num_leafs)
+       rtlight->static_numclusters = 0;
+       rtlight->static_numclusterpvsbytes = 0;
+       rtlight->static_clusterlist = NULL;
+       rtlight->static_clusterpvs = 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;
+       rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
+       rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
+       rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
+
+       if (model && model->GetLightInfo)
+       {
+               // 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->numsurfaces); 
+               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);
+               if (numclusters)
                {
-                       q3mleaf_t *leaf;
-                       q3mface_t *face;
-
-                       // make a pvs that only includes things within the box
-                       for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++)
-                               if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
-                                       SETPVSBIT(lightpvs, leaf->clusterindex);
-
-                       // make a cluster list for fast visibility checking during rendering
-                       for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
-                               if (CHECKPVSBIT(lightpvs, i))
-                                       rtlight->static_numclusters++;
-                       rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int));
-                       for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
-                               if (CHECKPVSBIT(lightpvs, i))
-                                       rtlight->static_clusterindices[rtlight->static_numclusters++] = i;
-
-                       VectorCopy(rtlight->shadoworigin, rtlight->cullmins);
-                       VectorCopy(rtlight->shadoworigin, rtlight->cullmaxs);
-                       for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++)
-                               face->lighttemp_castshadow = false;
-                       for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++)
-                       {
-                               if (CHECKPVSBIT(lightpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
-                               {
-                                       for (k = 0;k < 3;k++)
-                                       {
-                                               if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k];
-                                               if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k];
-                                       }
-                                       for (j = 0;j < leaf->numleaffaces;j++)
-                                       {
-                                               face = leaf->firstleafface[j];
-                                               if (BoxesOverlap(face->mins, face->maxs, mins, maxs))
-                                                       face->lighttemp_castshadow = true;
-                                       }
-                               }
-                       }
-
-                       // add surfaces to shadow casting mesh and light mesh
-                       for (i = 0, face = cl.worldmodel->brushq3.data_thismodel->firstface;i < cl.worldmodel->brushq3.data_thismodel->numfaces;i++, face++)
-                       {
-                               if (face->lighttemp_castshadow)
-                               {
-                                       face->lighttemp_castshadow = false;
-                                       if (!(face->texture->surfaceflags & (Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY)))
-                                       {
-                                               if (rtlight->shadow)
-                                                       if (!(face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT))
-                                                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, face->data_vertex3f, NULL, NULL, NULL, NULL, face->num_triangles, face->data_element3i);
-                                               if (!(face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
-                                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_light, face->texture->skin.base, face->texture->skin.gloss, face->texture->skin.nmap, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, face->num_triangles, face->data_element3i);
-                                       }
-                               }
-                       }
+                       rtlight->static_numclusters = numclusters;
+                       rtlight->static_numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3;
+                       rtlight->static_clusterlist = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist));
+                       rtlight->static_clusterpvs = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusterpvsbytes);
+                       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);
                }
-               else if (cl.worldmodel->brushq1.num_leafs)
+               if (model->DrawShadowVolume && rtlight->shadow)
                {
-                       mleaf_t *leaf;
-                       msurface_t *surf;
-                       VectorCopy(rtlight->shadoworigin, rtlight->cullmins);
-                       VectorCopy(rtlight->shadoworigin, rtlight->cullmaxs);
-                       i = CL_PointQ1Contents(rtlight->shadoworigin);
-
-                       for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
-                               surf->lighttemp_castshadow = false;
-
-                       if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
-                       {
-                               qbyte *byteleafpvs;
-                               qbyte *bytesurfacepvs;
-
-                               byteleafpvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.num_leafs);
-                               bytesurfacepvs = Mem_Alloc(tempmempool, cl.worldmodel->brushq1.numsurfaces);
-
-                               Portal_Visibility(cl.worldmodel, rtlight->shadoworigin, byteleafpvs, bytesurfacepvs, NULL, 0, true, mins, maxs, rtlight->cullmins, rtlight->cullmaxs);
-
-                               // make a pvs that only includes things within the box
-                               for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
-                               {
-                                       if (byteleafpvs[i] && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
-                                       {
-                                               SETPVSBIT(lightpvs, leaf->clusterindex);
-                                               for (k = 0;k < 3;k++)
-                                               {
-                                                       if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k];
-                                                       if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k];
-                                               }
-                                       }
-                               }
-       
-                               for (i = 0, surf = cl.worldmodel->brushq1.surfaces;i < cl.worldmodel->brushq1.numsurfaces;i++, surf++)
-                                       if (bytesurfacepvs[i] && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
-                                               surf->lighttemp_castshadow = true;
-
-                               Mem_Free(byteleafpvs);
-                               Mem_Free(bytesurfacepvs);
-       
-                               // make a cluster list for fast visibility checking during rendering
-                               for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
-                                       if (CHECKPVSBIT(lightpvs, i))
-                                               rtlight->static_numclusters++;
-                               rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int));
-                               for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
-                                       if (CHECKPVSBIT(lightpvs, i))
-                                               rtlight->static_clusterindices[rtlight->static_numclusters++] = i;
-                       }
-                       else
-                       {
-                               for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
-                               {
-                                       if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
-                                       {
-                                               // make a pvs that only includes things within the box
-                                               SETPVSBIT(lightpvs, leaf->clusterindex);
-                                               for (k = 0;k < 3;k++)
-                                               {
-                                                       if (rtlight->cullmins[k] > leaf->mins[k]) rtlight->cullmins[k] = leaf->mins[k];
-                                                       if (rtlight->cullmaxs[k] < leaf->maxs[k]) rtlight->cullmaxs[k] = leaf->maxs[k];
-                                               }
-                                               for (j = 0;j < leaf->nummarksurfaces;j++)
-                                               {
-                                                       surf = cl.worldmodel->brushq1.surfaces + leaf->firstmarksurface[j];
-                                                       if (!surf->lighttemp_castshadow && BoxesOverlap(surf->poly_mins, surf->poly_maxs, mins, maxs))
-                                                               surf->lighttemp_castshadow = true;
-                                               }
-                                       }
-                               }
-
-                               // make a pvs that only includes things within the box
-                               for (i = 0, leaf = cl.worldmodel->brushq1.data_leafs;i < cl.worldmodel->brushq1.num_leafs;i++, leaf++)
-                                       if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
-                                               SETPVSBIT(lightpvs, leaf->clusterindex);
-
-                               // make a cluster list for fast visibility checking during rendering
-                               for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
-                                       if (CHECKPVSBIT(lightpvs, i))
-                                               rtlight->static_numclusters++;
-                               rtlight->static_clusterindices = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(int));
-                               for (i = 0, rtlight->static_numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
-                                       if (CHECKPVSBIT(lightpvs, i))
-                                               rtlight->static_clusterindices[rtlight->static_numclusters++] = i;
-                       }
-
-                       // add surfaces to shadow casting mesh and light mesh
-                       for (i = 0, surf = cl.worldmodel->brushq1.surfaces + cl.worldmodel->brushq1.firstmodelsurface;i < cl.worldmodel->brushq1.nummodelsurfaces;i++, surf++)
-                       {
-                               if (surf->lighttemp_castshadow)
-                               {
-                                       surf->lighttemp_castshadow = false;
-                                       if (rtlight->shadow && (surf->flags & SURF_SHADOWCAST))
-                                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, castmesh, NULL, NULL, NULL, surf->mesh.data_vertex3f, NULL, NULL, NULL, NULL, surf->mesh.num_triangles, surf->mesh.data_element3i);
-                                       if (!(surf->flags & SURF_DRAWSKY))
-                                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_light, surf->texinfo->texture->skin.base, surf->texinfo->texture->skin.gloss, surf->texinfo->texture->skin.nmap, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, surf->mesh.num_triangles, surf->mesh.data_element3i);
-                               }
-                       }
+                       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);
+                       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, 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
+               r_shadow_compilingrtlight = NULL;
        }
 
-       // limit box to light bounds (in case it grew larger)
-       for (k = 0;k < 3;k++)
-       {
-               if (rtlight->cullmins[k] < rtlight->shadoworigin[k] - rtlight->radius) rtlight->cullmins[k] = rtlight->shadoworigin[k] - rtlight->radius;
-               if (rtlight->cullmaxs[k] > rtlight->shadoworigin[k] + rtlight->radius) rtlight->cullmaxs[k] = rtlight->shadoworigin[k] + rtlight->radius;
-       }
-       rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
-       rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
 
-       // cast shadow volume from castmesh
-       castmesh = Mod_ShadowMesh_Finish(r_shadow_mempool, castmesh, false, true);
-       if (castmesh)
+       // use smallest available cullradius - box radius or light radius
+       //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
+       //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
+
+       shadowmeshes = 0;
+       shadowtris = 0;
+       if (rtlight->static_meshchain_shadow)
        {
-               maxverts = 0;
-               for (mesh = castmesh;mesh;mesh = mesh->next)
+               shadowmesh_t *mesh;
+               for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
                {
-                       R_Shadow_ResizeShadowElements(mesh->numtriangles);
-                       maxverts = max(maxverts, mesh->numverts * 2);
+                       shadowmeshes++;
+                       shadowtris += mesh->numtriangles;
                }
+       }
 
-               if (maxverts > 0)
+       lightmeshes = 0;
+       lighttris = 0;
+       if (rtlight->static_meshchain_light)
+       {
+               shadowmesh_t *mesh;
+               for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
                {
-                       vertex3f = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[3]));
-                       // now that we have the buffers big enough, construct and add
-                       // the shadow volume mesh
-                       if (rtlight->shadow)
-                               rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
-                       for (mesh = castmesh;mesh;mesh = mesh->next)
-                       {
-                               Mod_BuildTriangleNeighbors(mesh->neighbor3i, mesh->element3i, mesh->numtriangles);
-                               R_Shadow_PrepareShadowMark(mesh->numtriangles);
-                               for (i = 0;i < mesh->numtriangles;i++)
-                               {
-                                       const float *v[3];
-                                       v[0] = mesh->vertex3f + mesh->element3i[i*3+0] * 3;
-                                       v[1] = mesh->vertex3f + mesh->element3i[i*3+1] * 3;
-                                       v[2] = mesh->vertex3f + mesh->element3i[i*3+2] * 3;
-                                       if (PointInfrontOfTriangle(rtlight->shadoworigin, v[0], v[1], v[2]) && rtlight->cullmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && rtlight->cullmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && rtlight->cullmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && rtlight->cullmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && rtlight->cullmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && rtlight->cullmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
-                                               shadowmarklist[numshadowmark++] = i;
-                               }
-                               if (maxshadowelements < numshadowmark * 24)
-                                       R_Shadow_ResizeShadowElements((numshadowmark + 256) * 24);
-                               if ((tris = R_Shadow_ConstructShadowVolume(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->neighbor3i, mesh->vertex3f, NULL, shadowelements, vertex3f, rtlight->shadoworigin, r_shadow_projectdistance.value, numshadowmark, shadowmarklist)))
-                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
-                       }
-                       Mem_Free(vertex3f);
-                       vertex3f = NULL;
+                       lightmeshes++;
+                       lighttris += mesh->numtriangles;
                }
-               // we're done with castmesh now
-               Mod_ShadowMesh_Free(castmesh);
        }
 
-       rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
-       rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
-
-       k = 0;
-       if (rtlight->static_meshchain_shadow)
-               for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
-                       k += mesh->numtriangles;
-       l = 0;
-       if (rtlight->static_meshchain_light)
-               for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
-                       l += mesh->numtriangles;
-       Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles, %i light triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], k, l);
+       Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes), %i light triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes, lighttris, lightmeshes);
 }
 
 void R_RTLight_Uncompile(rtlight_t *rtlight)
@@ -1953,27 +2011,20 @@ 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_clusterindices)
-                       Mem_Free(rtlight->static_clusterindices);
-               rtlight->static_clusterindices = 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;
                rtlight->compiled = false;
        }
 }
 
 int shadowframecount = 0;
 
-void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t shadoworigin, vec_t shadowradius, vec3_t cullmins, vec3_t cullmaxs)
-{
-       // rough checks
-       if ((BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) || !r_shadow_cull.integer) && (ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawShadowVolume)
-       {
-               vec3_t relativeshadoworigin;
-               Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativeshadoworigin);
-               ent->model->DrawShadowVolume (ent, relativeshadoworigin, shadowradius);
-       }
-}
-
 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
 
 void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
@@ -1984,27 +2035,60 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
        vec3_t relativelightorigin, relativeeyeorigin, lightcolor;
        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;
 
        if (d_lightstylevalue[rtlight->style] <= 0)
                return;
-       if (rtlight->compiled)
-       {
-               if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
-                       return;
-               for (i = 0;i < rtlight->static_numclusters;i++)
-                       if (CHECKPVSBIT(r_pvsbits, rtlight->static_clusterindices[i]))
+       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 (R_CullBox(cullmins, cullmaxs))
+               return;
+       if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
+               R_RTLight_Compile(rtlight);
+       numclusters = 0;
+       clusterlist = NULL;
+       clusterpvs = NULL;
+       numsurfaces = 0;
+       surfacelist = NULL;
+       if (rtlight->compiled && r_shadow_staticworldlights.integer)
+       {
+               numclusters = rtlight->static_numclusters;
+               clusterlist = rtlight->static_clusterlist;
+               clusterpvs = rtlight->static_clusterpvs;
+               VectorCopy(rtlight->cullmins, cullmins);
+               VectorCopy(rtlight->cullmaxs, cullmaxs);
+       }
+       else if (cl.worldmodel && cl.worldmodel->GetLightInfo)
+       {
+               R_Shadow_EnlargeClusterBuffer(cl.worldmodel->brush.num_pvsclusters);
+               R_Shadow_EnlargeSurfaceBuffer(cl.worldmodel->numsurfaces); 
+               cl.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;
+               surfacelist = r_shadow_buffer_surfacelist;
+       }
+       if (numclusters)
+       {
+               for (i = 0;i < numclusters;i++)
+                       if (CHECKPVSBIT(r_pvsbits, clusterlist[i]))
                                break;
-               if (i == rtlight->static_numclusters)
+               if (i == numclusters)
                        return;
        }
-       else if (VIS_CullBox(rtlight->cullmins, rtlight->cullmaxs))
+       if (R_CullBox(cullmins, cullmaxs))
                return;
-       if (R_Shadow_ScissorForBBox(rtlight->cullmins, rtlight->cullmaxs))
+       if (R_Shadow_ScissorForBBox(cullmins, cullmaxs))
                return;
 
-       if (rtlight->isstatic && !rtlight->compiled && r_shadow_staticworldlights.integer)
-               R_RTLight_Compile(rtlight);
-       
        f = d_lightstylevalue[rtlight->style] * (1.0f / 256.0f);
        VectorScale(rtlight->color, f, lightcolor);
        /*
@@ -2028,43 +2112,58 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                ent = &cl_entities[0].render;
                if (r_shadow_staticworldlights.integer && rtlight->compiled)
                {
+                       memset(&m, 0, sizeof(m));
                        R_Mesh_Matrix(&ent->matrix);
-                       if (r_shadow_showtris.integer)
+                       for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
                        {
-                               shadowmesh_t *mesh;
-                               rmeshstate_t m;
-                               int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
-                               int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
-                               qglDisable(GL_DEPTH_TEST);
-                               qglDisable(GL_STENCIL_TEST);
-                               //qglDisable(GL_CULL_FACE);
-                               GL_ColorMask(1,1,1,1);
-                               memset(&m, 0, sizeof(m));
-                               R_Mesh_State_Texture(&m);
-                               GL_Color(0,0.1,0,1);
-                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                               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)
                                {
-                                       GL_VertexPointer(mesh->vertex3f);
-                                       R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                               }
-                               //qglEnable(GL_CULL_FACE);
-                               if (depthenabled)
-                                       qglEnable(GL_DEPTH_TEST);
-                               if (stencilenabled)
-                               {
-                                       qglEnable(GL_STENCIL_TEST);
-                                       GL_ColorMask(0,0,0,0);
+                                       // 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;
+                                       // 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;
+                               GL_LockArrays(0, 0);
                        }
-                       R_Shadow_RenderShadowMeshVolume(rtlight->static_meshchain_shadow);
                }
                else
-                       R_TestAndDrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs);
+               {
+                       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++)
-                               if (r_refdef.entities[i]->flags & RENDER_SHADOW)
-                                       R_TestAndDrawShadowVolume(r_refdef.entities[i], rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs);
+                       {
+                               ent = r_refdef.entities[i];
+                               // rough checks
+                               if (r_shadow_cull.integer)
+                               {
+                                       if (!BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs))
+                                               continue;
+                                       if (cl.worldmodel != NULL && cl.worldmodel->brush.BoxTouchingPVS != NULL && !cl.worldmodel->brush.BoxTouchingPVS(cl.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->numsurfaces, ent->model->surfacelist);
+                       }
+               }
        }
 
        if (!visiblevolumes)
@@ -2084,56 +2183,26 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                        Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
                        if (r_shadow_staticworldlights.integer && rtlight->compiled)
                        {
-                               //R_Shadow_DrawStaticWorldLight_Light(rtlight, &ent->matrix, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
-                               shadowmesh_t *mesh;
                                R_Mesh_Matrix(&ent->matrix);
-                               if (r_shadow_showtris.integer)
-                               {
-                                       rmeshstate_t m;
-                                       int depthenabled = qglIsEnabled(GL_DEPTH_TEST);
-                                       int stencilenabled = qglIsEnabled(GL_STENCIL_TEST);
-                                       qglDisable(GL_DEPTH_TEST);
-                                       qglDisable(GL_STENCIL_TEST);
-                                       //qglDisable(GL_CULL_FACE);
-                                       memset(&m, 0, sizeof(m));
-                                       R_Mesh_State_Texture(&m);
-                                       GL_Color(0.2,0,0,1);
-                                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                                       for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
-                                       {
-                                               GL_VertexPointer(mesh->vertex3f);
-                                               R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                                       }
-                                       //qglEnable(GL_CULL_FACE);
-                                       if (depthenabled)
-                                               qglEnable(GL_DEPTH_TEST);
-                                       if (stencilenabled)
-                                               qglEnable(GL_STENCIL_TEST);
-                               }
                                for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
-                               {
-                                       R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, cubemaptexture);
-                                       R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_specular, mesh->map_normal, cubemaptexture);
-                               }
+                                       R_Shadow_RenderLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
                        }
                        else
-                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
+                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, numsurfaces, surfacelist);
                }
                if (r_drawentities.integer)
                {
                        for (i = 0;i < r_refdef.numentities;i++)
                        {
                                ent = r_refdef.entities[i];
-                               if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
-                                && BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
-                                && (ent->flags & RENDER_LIGHT))
+                               if (ent->visframe == r_framecount && BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) && ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT))
                                {
                                        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, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
+                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, ent->model->numsurfaces, ent->model->surfacelist);
                                }
                        }
                }
@@ -2149,7 +2218,7 @@ void R_ShadowVolumeLighting(int visiblevolumes)
        if (visiblevolumes)
        {
                memset(&m, 0, sizeof(m));
-               R_Mesh_State_Texture(&m);
+               R_Mesh_State(&m);
 
                GL_BlendFunc(GL_ONE, GL_ONE);
                GL_DepthMask(false);
@@ -2293,7 +2362,7 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename)
                for (j = 0;j < 3;j++)
                        for (i = 0;i < 6;i++)
                                Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
-               Con_Printf(" and was unable to find any of them.\n");
+               Con_Print(" and was unable to find any of them.\n");
        }
        return cubemaptexture;
 }
@@ -2324,7 +2393,7 @@ void R_Shadow_NewWorldLight(vec3_t origin, vec3_t angles, vec3_t color, vec_t ra
 
        if (radius < 15 || DotProduct(color, color) < 0.03)
        {
-               Con_Printf("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
+               Con_Print("R_Shadow_NewWorldLight: refusing to create a light too small/dim\n");
                return;
        }
 
@@ -2449,7 +2518,7 @@ void R_Shadow_LoadWorldLights(void)
        float origin[3], radius, color[3], angles[3], corona;
        if (cl.worldmodel == NULL)
        {
-               Con_Printf("No map loaded.\n");
+               Con_Print("No map loaded.\n");
                return;
        }
        FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
@@ -2461,6 +2530,22 @@ void R_Shadow_LoadWorldLights(void)
                n = 0;
                while (*s)
                {
+                       t = s;
+                       /*
+                       shadow = true;
+                       for (;COM_Parse(t, true) && strcmp(
+                       if (COM_Parse(t, true))
+                       {
+                               if (com_token[0] == '!')
+                               {
+                                       shadow = false;
+                                       origin[0] = atof(com_token+1);
+                               }
+                               else
+                                       origin[0] = atof(com_token);
+                               if (Com_Parse(t
+                       }
+                       */
                        t = s;
                        while (*s && *s != '\n')
                                s++;
@@ -2510,7 +2595,7 @@ void R_Shadow_SaveWorldLights(void)
                return;
        if (cl.worldmodel == NULL)
        {
-               Con_Printf("No map loaded.\n");
+               Con_Print("No map loaded.\n");
                return;
        }
        FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
@@ -2519,7 +2604,7 @@ void R_Shadow_SaveWorldLights(void)
        buf = NULL;
        for (light = r_shadow_worldlightchain;light;light = light->next)
        {
-               sprintf(line, "%s%f %f %f %f %f %f %f %d %s %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "\"\"", light->corona, light->angles[0], light->angles[1], light->angles[2]);
+               sprintf(line, "%s%f %f %f %f %f %f %f %d %s %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname[0] ? light->cubemapname : "\"\"", light->corona, light->angles[0], light->angles[1], light->angles[2]);
                if (bufchars + (int) strlen(line) > bufmaxchars)
                {
                        bufmaxchars = bufchars + strlen(line) + 2048;
@@ -2551,7 +2636,7 @@ void R_Shadow_LoadLightsFile(void)
        float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
        if (cl.worldmodel == NULL)
        {
-               Con_Printf("No map loaded.\n");
+               Con_Print("No map loaded.\n");
                return;
        }
        FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
@@ -2598,7 +2683,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
 
        if (cl.worldmodel == NULL)
        {
-               Con_Printf("No map loaded.\n");
+               Con_Print("No map loaded.\n");
                return;
        }
        data = cl.worldmodel->brush.entities;
@@ -2826,12 +2911,12 @@ void R_Shadow_EditLights_Spawn_f(void)
        vec3_t color;
        if (!r_editlights.integer)
        {
-               Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
                return;
        }
        if (Cmd_Argc() != 1)
        {
-               Con_Printf("r_editlights_spawn does not take parameters\n");
+               Con_Print("r_editlights_spawn does not take parameters\n");
                return;
        }
        color[0] = color[1] = color[2] = 1;
@@ -2846,12 +2931,12 @@ void R_Shadow_EditLights_Edit_f(void)
        char cubemapname[1024];
        if (!r_editlights.integer)
        {
-               Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
                return;
        }
        if (!r_shadow_selectedlight)
        {
-               Con_Printf("No selected light.\n");
+               Con_Print("No selected light.\n");
                return;
        }
        VectorCopy(r_shadow_selectedlight->origin, origin);
@@ -3040,8 +3125,8 @@ void R_Shadow_EditLights_Edit_f(void)
        }
        else
        {
-               Con_Printf("usage: r_editlights_edit [property] [value]\n");
-               Con_Printf("Selected light's properties:\n");
+               Con_Print("usage: r_editlights_edit [property] [value]\n");
+               Con_Print("Selected light's properties:\n");
                Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
                Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
                Con_Printf("Color  : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
@@ -3081,12 +3166,12 @@ void R_Shadow_EditLights_ToggleShadow_f(void)
 {
        if (!r_editlights.integer)
        {
-               Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
                return;
        }
        if (!r_shadow_selectedlight)
        {
-               Con_Printf("No selected light.\n");
+               Con_Print("No selected light.\n");
                return;
        }
        R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
@@ -3098,12 +3183,12 @@ void R_Shadow_EditLights_ToggleCorona_f(void)
 {
        if (!r_editlights.integer)
        {
-               Con_Printf("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
+               Con_Print("Cannot spawn light when not in editing mode.  Set r_editlights to 1.\n");
                return;
        }
        if (!r_shadow_selectedlight)
        {
-               Con_Printf("No selected light.\n");
+               Con_Print("No selected light.\n");
                return;
        }
        R_Shadow_NewWorldLight(r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
@@ -3115,12 +3200,12 @@ void R_Shadow_EditLights_Remove_f(void)
 {
        if (!r_editlights.integer)
        {
-               Con_Printf("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
+               Con_Print("Cannot remove light when not in editing mode.  Set r_editlights to 1.\n");
                return;
        }
        if (!r_shadow_selectedlight)
        {
-               Con_Printf("No selected light.\n");
+               Con_Print("No selected light.\n");
                return;
        }
        R_Shadow_FreeWorldLight(r_shadow_selectedlight);
@@ -3129,7 +3214,7 @@ void R_Shadow_EditLights_Remove_f(void)
 
 void R_Shadow_EditLights_Help_f(void)
 {
-       Con_Printf(
+       Con_Print(
 "Documentation on r_editlights system:\n"
 "Settings:\n"
 "r_editlights : enable/disable editing mode\n"