]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
added indirection cube map for shadowmapping and revised filtering modes
[xonotic/darkplaces.git] / r_shadow.c
index d9cb63ec5f30e2c167fa9a63e91dc4f3b6a9f7c3..d992a762555d548d1435095155e104f7b4d4a9bd 100644 (file)
@@ -140,25 +140,44 @@ demonstrated by the game Doom3.
 #include "portals.h"
 #include "image.h"
 
+#define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
+
 extern void R_Shadow_EditLights_Init(void);
 
 typedef enum r_shadow_rendermode_e
 {
        R_SHADOW_RENDERMODE_NONE,
-       R_SHADOW_RENDERMODE_STENCIL,
-       R_SHADOW_RENDERMODE_SEPARATESTENCIL,
-       R_SHADOW_RENDERMODE_STENCILTWOSIDE,
+       R_SHADOW_RENDERMODE_ZPASS_STENCIL,
+       R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL,
+       R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE,
+       R_SHADOW_RENDERMODE_ZFAIL_STENCIL,
+       R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
+       R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
        R_SHADOW_RENDERMODE_LIGHT_VERTEX,
        R_SHADOW_RENDERMODE_LIGHT_DOT3,
        R_SHADOW_RENDERMODE_LIGHT_GLSL,
        R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
        R_SHADOW_RENDERMODE_VISIBLELIGHTING,
+       R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
+       R_SHADOW_RENDERMODE_SHADOWMAP2D,
+       R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
 }
 r_shadow_rendermode_t;
 
 r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
-r_shadow_rendermode_t r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_NONE;
+r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
+r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
+float r_shadow_shadowmap_texturescale[4];
+float r_shadow_shadowmap_parameters[4];
+int r_shadow_drawbuffer;
+int r_shadow_readbuffer;
+GLuint r_shadow_fborectangle;
+int r_shadow_shadowmode;
+int r_shadow_shadowmapmaxsize;
+int r_shadow_shadowmapfilter;
+int r_shadow_shadowmapborder;
+int r_shadow_lightscissor[4];
 
 int maxshadowtriangles;
 int *shadowelements;
@@ -178,6 +197,7 @@ int *vertexremap;
 int vertexupdatenum;
 
 int r_shadow_buffer_numleafpvsbytes;
+unsigned char *r_shadow_buffer_visitingleafpvs;
 unsigned char *r_shadow_buffer_leafpvs;
 int *r_shadow_buffer_leaflist;
 
@@ -185,13 +205,20 @@ int r_shadow_buffer_numsurfacepvsbytes;
 unsigned char *r_shadow_buffer_surfacepvs;
 int *r_shadow_buffer_surfacelist;
 
-// current light's cull box (copied out of an rtlight or calculated by GetLightInfo)
-vec3_t r_shadow_rtlight_cullmins;
-vec3_t r_shadow_rtlight_cullmaxs;
+int r_shadow_buffer_numshadowtrispvsbytes;
+unsigned char *r_shadow_buffer_shadowtrispvs;
+int r_shadow_buffer_numlighttrispvsbytes;
+unsigned char *r_shadow_buffer_lighttrispvs;
 
 rtexturepool_t *r_shadow_texturepool;
+rtexture_t *r_shadow_attenuationgradienttexture;
 rtexture_t *r_shadow_attenuation2dtexture;
 rtexture_t *r_shadow_attenuation3dtexture;
+rtexture_t *r_shadow_lightcorona;
+rtexture_t *r_shadow_shadowmaprectangletexture;
+rtexture_t *r_shadow_shadowmapcubeprojectiontexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
+int r_shadow_shadowmapsize; // changes for each light based on distance
+int r_shadow_shadowmaplod; // changes for each light based on distance
 
 // lights are reloaded when this changes
 char r_shadow_mapname[MAX_QPATH];
@@ -202,12 +229,14 @@ rtexturepool_t *r_shadow_filters_texturepool;
 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
+cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
 cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
 cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
-cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_glsl lighting)"};
-cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_glsl lighting)"};
+cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
+cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
+cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
 cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
@@ -218,7 +247,6 @@ cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_
 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
-cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_world_dlightshadows", "1", "enables shadows from dynamic lights when using full world lighting"};
 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
@@ -226,10 +254,24 @@ cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_comp
 cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
 cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
-cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
-cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
+cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
+cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "0", "shadowmap filter modes: 0 = no filtering, 1 = bilinear, 2 = bilinear small blur (fast), 3 = bilinear large blur (slow)"};
+cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
+cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
+cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
+cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
+cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
+cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
+cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
+cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
+cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
+cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
-cvar_t gl_ext_separatestencil = {0, "gl_ext_separatetencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
+cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
+cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
+cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
+cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
+cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1", "make use of GL_EXT_stenciltwoside extension (NVIDIA only)"};
 cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"};
 cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
@@ -238,10 +280,19 @@ cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how
 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
 
-float r_shadow_attenpower, r_shadow_attenscale;
+// note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
+#define ATTENTABLESIZE 256
+// 1D gradient, 2D circle and 3D sphere attenuation textures
+#define ATTEN1DSIZE 32
+#define ATTEN2DSIZE 64
+#define ATTEN3DSIZE 32
+
+static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias
+static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale
+static float r_shadow_attentable[ATTENTABLESIZE+1];
 
 rtlight_t *r_shadow_compilingrtlight;
-dlight_t *r_shadow_worldlightchain;
+static memexpandablearray_t r_shadow_worldlightsarray;
 dlight_t *r_shadow_selectedlight;
 dlight_t r_shadow_bufferlight;
 vec3_t r_editlights_cursorlocation;
@@ -268,14 +319,62 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
 void R_Shadow_EditLights_Reload_f(void);
 void R_Shadow_ValidateCvars(void);
 static void R_Shadow_MakeTextures(void);
-void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
+
+// VorteX: custom editor light sprites
+#define EDLIGHTSPRSIZE                 8
+cachepic_t *r_editlights_sprcursor;
+cachepic_t *r_editlights_sprlight;
+cachepic_t *r_editlights_sprnoshadowlight;
+cachepic_t *r_editlights_sprcubemaplight;
+cachepic_t *r_editlights_sprcubemapnoshadowlight;
+cachepic_t *r_editlights_sprselection;
+
+void R_Shadow_FreeShadowMaps(void)
+{
+       int i;
+
+       r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, 2048);
+       r_shadow_shadowmode = r_shadow_shadowmapping.integer;
+    r_shadow_shadowmapfilter = r_shadow_shadowmapping_filterquality.integer;
+    r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
+       r_shadow_shadowmaplod = -1;
+
+       CHECKGLERROR
+       if (r_shadow_fborectangle)
+               qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);
+       r_shadow_fborectangle = 0;
+       CHECKGLERROR
+
+       if (r_shadow_shadowmaprectangletexture)
+               R_FreeTexture(r_shadow_shadowmaprectangletexture);
+       r_shadow_shadowmaprectangletexture = NULL;
+
+    for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
+        if (r_shadow_shadowmapcubeprojectiontexture[i])
+            R_FreeTexture(r_shadow_shadowmapcubeprojectiontexture[i]);
+    memset(r_shadow_shadowmapcubeprojectiontexture, 0, sizeof(r_shadow_shadowmapcubeprojectiontexture));
+
+       CHECKGLERROR
+}
 
 void r_shadow_start(void)
 {
        // allocate vertex processing arrays
        numcubemaps = 0;
+       r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
+       r_shadow_shadowmode = 0;
+       r_shadow_shadowmaprectangletexture = NULL;
+    memset(r_shadow_shadowmapcubeprojectiontexture, 0, sizeof(r_shadow_shadowmapcubeprojectiontexture));
+       r_shadow_shadowmapmaxsize = 0;
+       r_shadow_shadowmapsize = 0;
+       r_shadow_shadowmaplod = 0;
+    r_shadow_shadowmapfilter = 0;
+       r_shadow_fborectangle = 0;
+
+       R_Shadow_FreeShadowMaps();
+
        r_shadow_texturepool = NULL;
        r_shadow_filters_texturepool = NULL;
        R_Shadow_ValidateCvars();
@@ -294,17 +393,28 @@ void r_shadow_start(void)
        shadowmarklist = NULL;
        shadowmarkcount = 0;
        r_shadow_buffer_numleafpvsbytes = 0;
+       r_shadow_buffer_visitingleafpvs = NULL;
        r_shadow_buffer_leafpvs = NULL;
        r_shadow_buffer_leaflist = NULL;
        r_shadow_buffer_numsurfacepvsbytes = 0;
        r_shadow_buffer_surfacepvs = NULL;
        r_shadow_buffer_surfacelist = NULL;
+       r_shadow_buffer_numshadowtrispvsbytes = 0;
+       r_shadow_buffer_shadowtrispvs = NULL;
+       r_shadow_buffer_numlighttrispvsbytes = 0;
+       r_shadow_buffer_lighttrispvs = NULL;
 }
 
 void r_shadow_shutdown(void)
 {
+       CHECKGLERROR
        R_Shadow_UncompileWorldLights();
+
+       R_Shadow_FreeShadowMaps();
+
+       CHECKGLERROR
        numcubemaps = 0;
+       r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
        R_FreeTexturePool(&r_shadow_texturepool);
@@ -334,6 +444,9 @@ void r_shadow_shutdown(void)
        shadowmarklist = NULL;
        shadowmarkcount = 0;
        r_shadow_buffer_numleafpvsbytes = 0;
+       if (r_shadow_buffer_visitingleafpvs)
+               Mem_Free(r_shadow_buffer_visitingleafpvs);
+       r_shadow_buffer_visitingleafpvs = NULL;
        if (r_shadow_buffer_leafpvs)
                Mem_Free(r_shadow_buffer_leafpvs);
        r_shadow_buffer_leafpvs = NULL;
@@ -347,10 +460,18 @@ void r_shadow_shutdown(void)
        if (r_shadow_buffer_surfacelist)
                Mem_Free(r_shadow_buffer_surfacelist);
        r_shadow_buffer_surfacelist = NULL;
+       r_shadow_buffer_numshadowtrispvsbytes = 0;
+       if (r_shadow_buffer_shadowtrispvs)
+               Mem_Free(r_shadow_buffer_shadowtrispvs);
+       r_shadow_buffer_numlighttrispvsbytes = 0;
+       if (r_shadow_buffer_lighttrispvs)
+               Mem_Free(r_shadow_buffer_lighttrispvs);
 }
 
 void r_shadow_newmap(void)
 {
+       if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
+               R_Shadow_EditLights_Reload_f();
 }
 
 void R_Shadow_Help_f(void)
@@ -364,8 +485,8 @@ void R_Shadow_Help_f(void)
 "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
 "r_shadow_gloss2intensity : brightness of forced gloss\n"
 "r_shadow_glossintensity : brightness of textured gloss\n"
-"r_shadow_lightattenuationpower : used to generate attenuation texture\n"
-"r_shadow_lightattenuationscale : used to generate attenuation texture\n"
+"r_shadow_lightattenuationlinearscale : used to generate attenuation texture\n"
+"r_shadow_lightattenuationdividebias : used to generate attenuation texture\n"
 "r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
 "r_shadow_lightradiusscale : scale rendering radius of all lights\n"
 "r_shadow_portallight : use portal visibility for static light precomputation\n"
@@ -373,14 +494,13 @@ void R_Shadow_Help_f(void)
 "r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
 "r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
 "r_shadow_realtime_world : use high quality world lighting mode\n"
-"r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
 "r_shadow_scissor : use scissor optimization\n"
-"r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
-"r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
+"r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
+"r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
 "r_showlighting : useful for performance testing; bright = slow!\n"
 "r_showshadowvolumes : useful for performance testing; bright = slow!\n"
@@ -393,13 +513,15 @@ void R_Shadow_Init(void)
 {
        Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
        Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
+       Cvar_RegisterVariable(&r_shadow_usenormalmap);
        Cvar_RegisterVariable(&r_shadow_debuglight);
        Cvar_RegisterVariable(&r_shadow_gloss);
        Cvar_RegisterVariable(&r_shadow_gloss2intensity);
        Cvar_RegisterVariable(&r_shadow_glossintensity);
        Cvar_RegisterVariable(&r_shadow_glossexponent);
-       Cvar_RegisterVariable(&r_shadow_lightattenuationpower);
-       Cvar_RegisterVariable(&r_shadow_lightattenuationscale);
+       Cvar_RegisterVariable(&r_shadow_glossexact);
+       Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias);
+       Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
        Cvar_RegisterVariable(&r_shadow_lightintensityscale);
        Cvar_RegisterVariable(&r_shadow_lightradiusscale);
        Cvar_RegisterVariable(&r_shadow_portallight);
@@ -410,7 +532,6 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
        Cvar_RegisterVariable(&r_shadow_realtime_dlight_portalculling);
        Cvar_RegisterVariable(&r_shadow_realtime_world);
-       Cvar_RegisterVariable(&r_shadow_realtime_world_dlightshadows);
        Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
        Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
        Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
@@ -418,9 +539,23 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
        Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
        Cvar_RegisterVariable(&r_shadow_scissor);
-       Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
-       Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
+       Cvar_RegisterVariable(&r_shadow_shadowmapping);
+       Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
+       Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
+       Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
+       Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
+       Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
+       Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
+       Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
+       Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
+       Cvar_RegisterVariable(&r_shadow_culltriangles);
+       Cvar_RegisterVariable(&r_shadow_polygonfactor);
+       Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_texture3d);
+       Cvar_RegisterVariable(&r_coronas);
+       Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
+       Cvar_RegisterVariable(&r_coronas_occlusionquery);
+       Cvar_RegisterVariable(&gl_flashblend);
        Cvar_RegisterVariable(&gl_ext_separatestencil);
        Cvar_RegisterVariable(&gl_ext_stenciltwoside);
        if (gamemode == GAME_TENEBRAE)
@@ -430,7 +565,7 @@ void R_Shadow_Init(void)
        }
        Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
        R_Shadow_EditLights_Init();
-       r_shadow_worldlightchain = NULL;
+       Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
        maxshadowtriangles = 0;
        shadowelements = NULL;
        maxshadowvertices = 0;
@@ -445,11 +580,14 @@ void R_Shadow_Init(void)
        shadowmarklist = NULL;
        shadowmarkcount = 0;
        r_shadow_buffer_numleafpvsbytes = 0;
+       r_shadow_buffer_visitingleafpvs = NULL;
        r_shadow_buffer_leafpvs = NULL;
        r_shadow_buffer_leaflist = NULL;
        r_shadow_buffer_numsurfacepvsbytes = 0;
        r_shadow_buffer_surfacepvs = NULL;
        r_shadow_buffer_surfacelist = NULL;
+       r_shadow_buffer_shadowtrispvs = NULL;
+       r_shadow_buffer_lighttrispvs = NULL;
        R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
 }
 
@@ -493,17 +631,22 @@ void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
        }
 }
 
-static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
+static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
 {
        int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
        int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
+       int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
+       int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
        if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
        {
+               if (r_shadow_buffer_visitingleafpvs)
+                       Mem_Free(r_shadow_buffer_visitingleafpvs);
                if (r_shadow_buffer_leafpvs)
                        Mem_Free(r_shadow_buffer_leafpvs);
                if (r_shadow_buffer_leaflist)
                        Mem_Free(r_shadow_buffer_leaflist);
                r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
+               r_shadow_buffer_visitingleafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
                r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes);
                r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
        }
@@ -517,6 +660,20 @@ static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
                r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
                r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
        }
+       if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
+       {
+               if (r_shadow_buffer_shadowtrispvs)
+                       Mem_Free(r_shadow_buffer_shadowtrispvs);
+               r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
+               r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
+       }
+       if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
+       {
+               if (r_shadow_buffer_lighttrispvs)
+                       Mem_Free(r_shadow_buffer_lighttrispvs);
+               r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
+               r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
+       }
 }
 
 void R_Shadow_PrepareShadowMark(int numtris)
@@ -543,7 +700,7 @@ void R_Shadow_PrepareShadowMark(int numtris)
        numshadowmark = 0;
 }
 
-int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
+static int R_Shadow_ConstructShadowVolume_ZFail(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
 {
        int i, j;
        int outtriangles = 0, outvertices = 0;
@@ -556,28 +713,6 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *
        else
                VectorClear(projectvector);
 
-       if (maxvertexupdate < innumvertices)
-       {
-               maxvertexupdate = innumvertices;
-               if (vertexupdate)
-                       Mem_Free(vertexupdate);
-               if (vertexremap)
-                       Mem_Free(vertexremap);
-               vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
-               vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
-               vertexupdatenum = 0;
-       }
-       vertexupdatenum++;
-       if (vertexupdatenum == 0)
-       {
-               vertexupdatenum = 1;
-               memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
-               memset(vertexremap, 0, maxvertexupdate * sizeof(int));
-       }
-
-       for (i = 0;i < numshadowmarktris;i++)
-               shadowmark[shadowmarktris[i]] = shadowmarkcount;
-
        // create the vertices
        if (projectdirection)
        {
@@ -762,22 +897,114 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *
        return outtriangles;
 }
 
-void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris)
+static int R_Shadow_ConstructShadowVolume_ZPass(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, const float *projectdirection, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
 {
-       int tris, outverts;
-       if (projectdistance < 0.1)
+       int i, j, k;
+       int outtriangles = 0, outvertices = 0;
+       const int *element;
+       const float *vertex;
+       float ratio, direction[3], projectvector[3];
+       qboolean side[4];
+
+       if (projectdirection)
+               VectorScale(projectdirection, projectdistance, projectvector);
+       else
+               VectorClear(projectvector);
+
+       for (i = 0;i < numshadowmarktris;i++)
        {
-               Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
-               return;
+               int remappedelement[3];
+               int markindex;
+               const int *neighbortriangle;
+
+               markindex = shadowmarktris[i] * 3;
+               neighbortriangle = inneighbor3i + markindex;
+               side[0] = shadowmark[neighbortriangle[0]] == shadowmarkcount;
+               side[1] = shadowmark[neighbortriangle[1]] == shadowmarkcount;
+               side[2] = shadowmark[neighbortriangle[2]] == shadowmarkcount;
+               if (side[0] + side[1] + side[2] == 0)
+                       continue;
+
+               side[3] = side[0];
+               element = inelement3i + markindex;
+
+               // create the vertices
+               for (j = 0;j < 3;j++)
+               {
+                       if (side[j] + side[j+1] == 0)
+                               continue;
+                       k = element[j];
+                       if (vertexupdate[k] != vertexupdatenum)
+                       {
+                               vertexupdate[k] = vertexupdatenum;
+                               vertexremap[k] = outvertices;
+                               vertex = invertex3f + k * 3;
+                               VectorCopy(vertex, outvertex3f);
+                               if (projectdirection)
+                               {
+                                       // project one copy of the vertex according to projectvector
+                                       VectorAdd(vertex, projectvector, (outvertex3f + 3));
+                               }
+                               else
+                               {
+                                       // project one copy of the vertex to the sphere radius of the light
+                                       // (FIXME: would projecting it to the light box be better?)
+                                       VectorSubtract(vertex, projectorigin, direction);
+                                       ratio = projectdistance / VectorLength(direction);
+                                       VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
+                               }
+                               outvertex3f += 6;
+                               outvertices += 2;
+                       }
+               }
+
+               // output the sides (facing outward from this triangle)
+               if (!side[0])
+               {
+                       remappedelement[0] = vertexremap[element[0]];
+                       remappedelement[1] = vertexremap[element[1]];
+                       outelement3i[0] = remappedelement[1];
+                       outelement3i[1] = remappedelement[0];
+                       outelement3i[2] = remappedelement[0] + 1;
+                       outelement3i[3] = remappedelement[1];
+                       outelement3i[4] = remappedelement[0] + 1;
+                       outelement3i[5] = remappedelement[1] + 1;
+
+                       outelement3i += 6;
+                       outtriangles += 2;
+               }
+               if (!side[1])
+               {
+                       remappedelement[1] = vertexremap[element[1]];
+                       remappedelement[2] = vertexremap[element[2]];
+                       outelement3i[0] = remappedelement[2];
+                       outelement3i[1] = remappedelement[1];
+                       outelement3i[2] = remappedelement[1] + 1;
+                       outelement3i[3] = remappedelement[2];
+                       outelement3i[4] = remappedelement[1] + 1;
+                       outelement3i[5] = remappedelement[2] + 1;
+
+                       outelement3i += 6;
+                       outtriangles += 2;
+               }
+               if (!side[2])
+               {
+                       remappedelement[0] = vertexremap[element[0]];
+                       remappedelement[2] = vertexremap[element[2]];
+                       outelement3i[0] = remappedelement[0];
+                       outelement3i[1] = remappedelement[2];
+                       outelement3i[2] = remappedelement[2] + 1;
+                       outelement3i[3] = remappedelement[0];
+                       outelement3i[4] = remappedelement[2] + 1;
+                       outelement3i[5] = remappedelement[0] + 1;
+
+                       outelement3i += 6;
+                       outtriangles += 2;
+               }
        }
-       if (!numverts || !nummarktris)
-               return;
-       // make sure shadowelements is big enough for this volume
-       if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
-               R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
-       tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
-       r_refdef.stats.lights_dynamicshadowtriangles += tris;
-       R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements);
+       if (outnumvertices)
+               *outnumvertices = outvertices;
+       return outtriangles;
 }
 
 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
@@ -789,9 +1016,7 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv
        if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
                return;
        tend = firsttriangle + numtris;
-       if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
-        && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
-        && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
+       if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
        {
                // surface box entirely inside light box, no box cull
                if (projectdirection)
@@ -822,12 +1047,7 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv
                                v[2] = invertex3f + e[2] * 3;
                                TriangleNormal(v[0], v[1], v[2], normal);
                                if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
-                                && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
-                                && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
-                                && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
-                                && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
-                                && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
-                                && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
                                        shadowmarklist[numshadowmark++] = t;
                        }
                }
@@ -839,100 +1059,221 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv
                                v[1] = invertex3f + e[1] * 3;
                                v[2] = invertex3f + e[2] * 3;
                                if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
-                                && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
-                                && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
-                                && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
-                                && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
-                                && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
-                                && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
                                        shadowmarklist[numshadowmark++] = t;
                        }
                }
        }
 }
 
-void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
+qboolean R_Shadow_UseZPass(vec3_t mins, vec3_t maxs)
+{
+#if 1
+       return false;
+#else
+       if (r_shadow_compilingrtlight || !r_shadow_frontsidecasting.integer || !r_shadow_usezpassifpossible.integer)
+               return false;
+       // check if the shadow volume intersects the near plane
+       //
+       // a ray between the eye and light origin may intersect the caster,
+       // indicating that the shadow may touch the eye location, however we must
+       // test the near plane (a polygon), not merely the eye location, so it is
+       // easiest to enlarge the caster bounding shape slightly for this.
+       // TODO
+       return true;
+#endif
+}
+
+void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris, vec3_t trismins, vec3_t trismaxs)
 {
+       int i, tris, outverts;
+       if (projectdistance < 0.1)
+       {
+               Con_Printf("R_Shadow_Volume: projectdistance %f\n", projectdistance);
+               return;
+       }
+       if (!numverts || !nummarktris)
+               return;
+       // make sure shadowelements is big enough for this volume
+       if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
+               R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
+
+       if (maxvertexupdate < numverts)
+       {
+               maxvertexupdate = numverts;
+               if (vertexupdate)
+                       Mem_Free(vertexupdate);
+               if (vertexremap)
+                       Mem_Free(vertexremap);
+               vertexupdate = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
+               vertexremap = (int *)Mem_Alloc(r_main_mempool, maxvertexupdate * sizeof(int));
+               vertexupdatenum = 0;
+       }
+       vertexupdatenum++;
+       if (vertexupdatenum == 0)
+       {
+               vertexupdatenum = 1;
+               memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
+               memset(vertexremap, 0, maxvertexupdate * sizeof(int));
+       }
+
+       for (i = 0;i < nummarktris;i++)
+               shadowmark[marktris[i]] = shadowmarkcount;
+
        if (r_shadow_compilingrtlight)
        {
                // if we're compiling an rtlight, capture the mesh
-               Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
+               //tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
+               //Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zpass, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
+               tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
+               Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
+       }
+       else
+       {
+               // decide which type of shadow to generate and set stencil mode
+               R_Shadow_RenderMode_StencilShadowVolumes(R_Shadow_UseZPass(trismins, trismaxs));
+               // generate the sides or a solid volume, depending on type
+               if (r_shadow_rendermode >= R_SHADOW_RENDERMODE_ZPASS_STENCIL && r_shadow_rendermode <= R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE)
+                       tris = R_Shadow_ConstructShadowVolume_ZPass(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
+               else
+                       tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
+               r_refdef.stats.lights_dynamicshadowtriangles += tris;
+               r_refdef.stats.lights_shadowtriangles += tris;
+               CHECKGLERROR
+               R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
+               GL_LockArrays(0, outverts);
+               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
+               {
+                       // increment stencil if frontface is infront of depthbuffer
+                       GL_CullFace(r_refdef.view.cullface_front);
+                       qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
+                       // decrement stencil if backface is infront of depthbuffer
+                       GL_CullFace(r_refdef.view.cullface_back);
+                       qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+               }
+               else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
+               {
+                       // decrement stencil if backface is behind depthbuffer
+                       GL_CullFace(r_refdef.view.cullface_front);
+                       qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
+                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
+                       // increment stencil if frontface is behind depthbuffer
+                       GL_CullFace(r_refdef.view.cullface_back);
+                       qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+               }
+               R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
+               GL_LockArrays(0, 0);
+               CHECKGLERROR
+       }
+}
+
+void R_Shadow_ShadowMapFromList(int numverts, int numtris, const float *vertex3f, int vertex3f_bufferobject, int vertex3f_bufferoffset, const int *elements, int nummarktris, const int *marktris)
+{
+       int i, tris = nummarktris;
+       int *outelement3i;
+       const int *element;
+       if (!numverts || !nummarktris)
                return;
+       // make sure shadowelements is big enough for this mesh
+       if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
+               R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
+
+       // gather up the (sparse) triangles into one array
+       outelement3i = shadowelements;
+       for (i = 0;i < nummarktris;i++)
+       {
+               element = elements + marktris[i] * 3;
+               outelement3i[0] = element[0];
+               outelement3i[1] = element[1];
+               outelement3i[2] = element[2];
+               outelement3i += 3;
        }
-       r_refdef.stats.lights_shadowtriangles += numtriangles;
-       CHECKGLERROR
-       R_Mesh_VertexPointer(vertex3f);
-       GL_LockArrays(0, numvertices);
-       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
+
+       r_refdef.stats.lights_dynamicshadowtriangles += tris;
+       r_refdef.stats.lights_shadowtriangles += tris;
+       R_Mesh_VertexPointer(vertex3f, vertex3f_bufferobject, vertex3f_bufferoffset);
+       R_Mesh_Draw(0, numverts, 0, tris, shadowelements, NULL, 0, 0);
+}
+
+static void R_Shadow_MakeTextures_MakeCorona(void)
+{
+       float dx, dy;
+       int x, y, a;
+       unsigned char pixels[32][32][4];
+       for (y = 0;y < 32;y++)
        {
-               // decrement stencil if backface is behind depthbuffer
-               GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
-               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
-               R_Mesh_Draw(0, numvertices, numtriangles, element3i);
-               // increment stencil if frontface is behind depthbuffer
-               GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
-               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+               dy = (y - 15.5f) * (1.0f / 16.0f);
+               for (x = 0;x < 32;x++)
+               {
+                       dx = (x - 15.5f) * (1.0f / 16.0f);
+                       a = (int)(((1.0f / (dx * dx + dy * dy + 0.2f)) - (1.0f / (1.0f + 0.2))) * 32.0f / (1.0f / (1.0f + 0.2)));
+                       a = bound(0, a, 255);
+                       pixels[y][x][0] = a;
+                       pixels[y][x][1] = a;
+                       pixels[y][x][2] = a;
+                       pixels[y][x][3] = 255;
+               }
        }
-       R_Mesh_Draw(0, numvertices, numtriangles, element3i);
-       GL_LockArrays(0, 0);
-       CHECKGLERROR
+       r_shadow_lightcorona = R_LoadTexture2D(r_shadow_texturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR, NULL);
+}
+
+static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
+{
+       float dist = sqrt(x*x+y*y+z*z);
+       float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
+       // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
+       return (unsigned char)bound(0, intensity * 256.0f, 255) * 0x01010101;
 }
 
 static void R_Shadow_MakeTextures(void)
 {
-       int x, y, z, d;
-       float v[3], intensity;
-       unsigned char *data;
+       int x, y, z;
+       float intensity, dist;
+       unsigned int *data;
        R_FreeTexturePool(&r_shadow_texturepool);
        r_shadow_texturepool = R_AllocTexturePool();
-       r_shadow_attenpower = r_shadow_lightattenuationpower.value;
-       r_shadow_attenscale = r_shadow_lightattenuationscale.value;
-#define ATTEN2DSIZE 64
-#define ATTEN3DSIZE 32
-       data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
+       r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
+       r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
+       data = (unsigned int *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE) * 4);
+       // the table includes one additional value to avoid the need to clamp indexing due to minor math errors
+       for (x = 0;x <= ATTENTABLESIZE;x++)
+       {
+               dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375);
+               intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
+               r_shadow_attentable[x] = bound(0, intensity, 1);
+       }
+       // 1D gradient texture
+       for (x = 0;x < ATTEN1DSIZE;x++)
+               data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
+       r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
+       // 2D circle texture
        for (y = 0;y < ATTEN2DSIZE;y++)
-       {
                for (x = 0;x < ATTEN2DSIZE;x++)
-               {
-                       v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
-                       v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375);
-                       v[2] = 0;
-                       intensity = 1.0f - sqrt(DotProduct(v, v));
-                       if (intensity > 0)
-                               intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
-                       d = (int)bound(0, intensity, 255);
-                       data[(y*ATTEN2DSIZE+x)*4+0] = d;
-                       data[(y*ATTEN2DSIZE+x)*4+1] = d;
-                       data[(y*ATTEN2DSIZE+x)*4+2] = d;
-                       data[(y*ATTEN2DSIZE+x)*4+3] = d;
-               }
-       }
-       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
+                       data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
+       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
+       // 3D sphere texture
        if (r_shadow_texture3d.integer && gl_texture3d)
        {
                for (z = 0;z < ATTEN3DSIZE;z++)
-               {
                        for (y = 0;y < ATTEN3DSIZE;y++)
-                       {
                                for (x = 0;x < ATTEN3DSIZE;x++)
-                               {
-                                       v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
-                                       v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
-                                       v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375);
-                                       intensity = 1.0f - sqrt(DotProduct(v, v));
-                                       if (intensity > 0)
-                                               intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
-                                       d = (int)bound(0, intensity, 255);
-                                       data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
-                                       data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
-                                       data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
-                                       data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d;
-                               }
-                       }
-               }
-               r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
+                                       data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
+               r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
        }
+       else
+               r_shadow_attenuation3dtexture = NULL;
        Mem_Free(data);
+
+       R_Shadow_MakeTextures_MakeCorona();
+
+       // Editor light sprites
+       r_editlights_sprcursor = Draw_CachePic ("gfx/editlights/cursor");
+       r_editlights_sprlight = Draw_CachePic ("gfx/editlights/light");
+       r_editlights_sprnoshadowlight = Draw_CachePic ("gfx/editlights/noshadow");
+       r_editlights_sprcubemaplight = Draw_CachePic ("gfx/editlights/cubemaplight");
+       r_editlights_sprcubemapnoshadowlight = Draw_CachePic ("gfx/editlights/cubemapnoshadowlight");
+       r_editlights_sprselection = Draw_CachePic ("gfx/editlights/selection");
 }
 
 void R_Shadow_ValidateCvars(void)
@@ -945,47 +1286,46 @@ void R_Shadow_ValidateCvars(void)
                Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
 }
 
-// light currently being rendered
-rtlight_t *r_shadow_rtlight;
-
-// this is the location of the light in entity space
-vec3_t r_shadow_entitylightorigin;
-// this transforms entity coordinates to light filter cubemap coordinates
-// (also often used for other purposes)
-matrix4x4_t r_shadow_entitytolight;
-// based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
-// of attenuation texturing in full 3D (Z result often ignored)
-matrix4x4_t r_shadow_entitytoattenuationxyz;
-// this transforms only the Z to S, and T is always 0.5
-matrix4x4_t r_shadow_entitytoattenuationz;
-
 void R_Shadow_RenderMode_Begin(void)
 {
+       GLint drawbuffer;
+       GLint readbuffer;
        R_Shadow_ValidateCvars();
 
        if (!r_shadow_attenuation2dtexture
         || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer)
-        || r_shadow_lightattenuationpower.value != r_shadow_attenpower
-        || r_shadow_lightattenuationscale.value != r_shadow_attenscale)
+        || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias
+        || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale)
                R_Shadow_MakeTextures();
 
        CHECKGLERROR
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
        GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthRange(0, 1);
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        GL_DepthTest(true);
        GL_DepthMask(false);
        GL_Color(0, 0, 0, 1);
-       GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
+       GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
 
        r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 
        if (gl_ext_separatestencil.integer)
-               r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL;
+       {
+               r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
+               r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
+       }
        else if (gl_ext_stenciltwoside.integer)
-               r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
+       {
+               r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
+               r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
+       }
        else
-               r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
+       {
+               r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
+               r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
+       }
 
        if (r_glsl.integer && gl_support_fragment_shader)
                r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
@@ -993,71 +1333,180 @@ void R_Shadow_RenderMode_Begin(void)
                r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
        else
                r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
+
+       CHECKGLERROR
+       qglGetIntegerv(GL_DRAW_BUFFER, &drawbuffer);CHECKGLERROR
+       qglGetIntegerv(GL_READ_BUFFER, &readbuffer);CHECKGLERROR
+       r_shadow_drawbuffer = drawbuffer;
+       r_shadow_readbuffer = readbuffer;
 }
 
-void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
+void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
 {
-       r_shadow_rtlight = rtlight;
+       rsurface.rtlight = rtlight;
 }
 
 void R_Shadow_RenderMode_Reset(void)
 {
        CHECKGLERROR
-       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
+       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
        {
-               qglUseProgramObjectARB(0);CHECKGLERROR
+               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
        }
-       else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
+       if (gl_support_ext_framebuffer_object)
        {
-               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
+               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
        }
-       R_Mesh_ColorPointer(NULL);
+       qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
+       qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
+       R_SetViewport(&r_refdef.view.viewport);
+       GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
+       GL_DepthRange(0, 1);
        GL_DepthTest(true);
        GL_DepthMask(false);
        qglDepthFunc(GL_LEQUAL);CHECKGLERROR
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
        qglDisable(GL_STENCIL_TEST);CHECKGLERROR
        qglStencilMask(~0);CHECKGLERROR
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
        qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
-       GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+       GL_CullFace(r_refdef.view.cullface_back);
        GL_Color(1, 1, 1, 1);
-       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+       GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
+       R_SetupGenericShader(false);
+       CHECKGLERROR
+}
+
+void R_Shadow_ClearStencil(void)
+{
+       CHECKGLERROR
+       GL_Clear(GL_STENCIL_BUFFER_BIT);
+       r_refdef.stats.lights_clears++;
 }
 
-void R_Shadow_RenderMode_StencilShadowVolumes(void)
+void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
 {
+       r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
+       if (r_shadow_rendermode == mode)
+               return;
        CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_ColorMask(0, 0, 0, 0);
-       qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
+       GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
+       R_SetupDepthOrShadowShader();
        qglDepthFunc(GL_LESS);CHECKGLERROR
        qglEnable(GL_STENCIL_TEST);CHECKGLERROR
-       r_shadow_rendermode = r_shadow_shadowingrendermode;
-       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SEPARATESTENCIL)
+       r_shadow_rendermode = mode;
+       switch(mode)
        {
+       default:
+               break;
+       case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
                GL_CullFace(GL_NONE);
-               qglStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR // quake is backwards, this is front faces
-               qglStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR // quake is backwards, this is back faces
-       }
-       else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
-       {
+               qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+               qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+               break;
+       case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
+               GL_CullFace(GL_NONE);
+               qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+               qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
+               break;
+       case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
+               GL_CullFace(GL_NONE);
+               qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
+               qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
+               qglStencilMask(~0);CHECKGLERROR
+               qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+               qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
+               qglStencilMask(~0);CHECKGLERROR
+               qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+               break;
+       case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
                GL_CullFace(GL_NONE);
                qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
-               qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR // quake is backwards, this is front faces
+               qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
                qglStencilMask(~0);CHECKGLERROR
                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
-               qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR // quake is backwards, this is back faces
+               qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
                qglStencilMask(~0);CHECKGLERROR
                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
+               break;
        }
-       GL_Clear(GL_STENCIL_BUFFER_BIT);
-       r_refdef.stats.lights_clears++;
 }
 
-void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
+void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
+{
+       int status;
+       int maxsize;
+       float nearclip, farclip, bias;
+       r_viewport_t viewport;
+       CHECKGLERROR
+       maxsize = r_shadow_shadowmapmaxsize;
+       nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
+       farclip = 1.0f;
+       bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
+       // complex unrolled cube approach (more flexible)
+       if (!r_shadow_shadowmapcubeprojectiontexture[r_shadow_shadowmaplod])
+               r_shadow_shadowmapcubeprojectiontexture[r_shadow_shadowmaplod] = R_LoadTextureCubeProjection(r_shadow_texturepool, "shadowmapcubeprojection", size, r_shadow_shadowmapborder);
+       if (!r_shadow_shadowmaprectangletexture)
+       {
+#if 1
+               r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapfilter == 1 || r_shadow_shadowmapfilter == 2);
+               qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
+               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
+               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
+#endif
+       }
+       CHECKGLERROR
+       R_Shadow_RenderMode_Reset();
+       if (r_shadow_shadowmaprectangletexture)
+       {
+               // render depth into the fbo, do not render color at all
+               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
+               qglDrawBuffer(GL_NONE);CHECKGLERROR
+               qglReadBuffer(GL_NONE);CHECKGLERROR
+               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+               if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+               {
+                       Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
+                       Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
+               }
+               R_SetupDepthOrShadowShader();
+       }
+       else
+       {
+               R_SetupShowDepthShader();
+               qglClearColor(1,1,1,1);CHECKGLERROR
+       }
+       R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
+       r_shadow_shadowmap_texturescale[0] = 2*size;
+       r_shadow_shadowmap_texturescale[1] = 3*size;
+       r_shadow_shadowmap_texturescale[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
+       r_shadow_shadowmap_texturescale[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
+       // compat for ALU cubemap calcs
+    r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
+       r_shadow_shadowmap_parameters[1] = size;
+       r_shadow_shadowmap_parameters[2] = r_shadow_shadowmap_texturescale[2];
+       r_shadow_shadowmap_parameters[3] = r_shadow_shadowmap_texturescale[3];
+       r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
+       CHECKGLERROR
+       R_SetViewport(&viewport);
+       GL_PolygonOffset(0, 0);
+       GL_CullFace(GL_NONE); // quake is backwards
+       GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       qglClearDepth(1);CHECKGLERROR
+       CHECKGLERROR
+       if (clear)
+               qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT |  GL_STENCIL_BUFFER_BIT);
+       CHECKGLERROR
+}
+
+void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
 {
        CHECKGLERROR
        R_Shadow_RenderMode_Reset();
@@ -1077,21 +1526,21 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
        // do global setup needed for the chosen lighting mode
        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
        {
-               R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
-               R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
-               R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
-               R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); // light filter
-               R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
-               R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
-               R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
-               R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); // lightmap
-               R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); // deluxemap
-               R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow
-               //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
+               R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter
+               GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
                CHECKGLERROR
+               if (shadowmapping)
+               {
+                       R_Mesh_TexBindRectangle(GL20TU_SHADOWMAPRECT, R_GetTexture(r_shadow_shadowmaprectangletexture));
+                       CHECKGLERROR
+                       R_Mesh_TexBindCubeMap(GL20TU_CUBEPROJECTION, R_GetTexture(r_shadow_shadowmapcubeprojectiontexture[r_shadow_shadowmaplod]));
+                       CHECKGLERROR
+               }
        }
+       else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_VERTEX)
+               R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       CHECKGLERROR
 }
 
 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
@@ -1099,9 +1548,10 @@ void R_Shadow_RenderMode_VisibleShadowVolumes(void)
        CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_ONE, GL_ONE);
+       GL_DepthRange(0, 1);
        GL_DepthTest(r_showshadowvolumes.integer < 2);
-       GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1);
-       qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
+       GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
+       GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
        GL_CullFace(GL_NONE);
        r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
 }
@@ -1111,8 +1561,9 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar
        CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_ONE, GL_ONE);
+       GL_DepthRange(0, 1);
        GL_DepthTest(r_showlighting.integer < 2);
-       GL_Color(0.1 * r_view.colorscale, 0.0125 * r_view.colorscale, 0, 1);
+       GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
        if (!transparent)
        {
                qglDepthFunc(GL_EQUAL);CHECKGLERROR
@@ -1131,61 +1582,102 @@ void R_Shadow_RenderMode_End(void)
        R_Shadow_RenderMode_Reset();
        R_Shadow_RenderMode_ActiveLight(NULL);
        GL_DepthMask(true);
-       GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
+       GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
        r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 }
 
+int bboxedges[12][2] =
+{
+       // top
+       {0, 1}, // +X
+       {0, 2}, // +Y
+       {1, 3}, // Y, +X
+       {2, 3}, // X, +Y
+       // bottom
+       {4, 5}, // +X
+       {4, 6}, // +Y
+       {5, 7}, // Y, +X
+       {6, 7}, // X, +Y
+       // verticals
+       {0, 4}, // +Z
+       {1, 5}, // X, +Z
+       {2, 6}, // Y, +Z
+       {3, 7}, // XY, +Z
+};
+
 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
 {
        int i, ix1, iy1, ix2, iy2;
        float x1, y1, x2, y2;
        vec4_t v, v2;
-       rmesh_t mesh;
-       mplane_t planes[11];
-       float vertex3f[256*3];
+       float vertex[20][3];
+       int j, k;
+       vec4_t plane4f;
+       int numvertices;
+       float corner[8][4];
+       float dist[8];
+       int sign[8];
+       float f;
+
+       r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
+       r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
+       r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
+       r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
+
+       if (!r_shadow_scissor.integer)
+               return false;
 
        // if view is inside the light box, just say yes it's visible
-       if (BoxesOverlap(r_view.origin, r_view.origin, mins, maxs))
-       {
-               GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
+       if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
                return false;
+
+       x1 = y1 = x2 = y2 = 0;
+
+       // transform all corners that are infront of the nearclip plane
+       VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
+       plane4f[3] = r_refdef.view.frustum[4].dist;
+       numvertices = 0;
+       for (i = 0;i < 8;i++)
+       {
+               Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
+               dist[i] = DotProduct4(corner[i], plane4f);
+               sign[i] = dist[i] > 0;
+               if (!sign[i])
+               {
+                       VectorCopy(corner[i], vertex[numvertices]);
+                       numvertices++;
+               }
+       }
+       // if some points are behind the nearclip, add clipped edge points to make
+       // sure that the scissor boundary is complete
+       if (numvertices > 0 && numvertices < 8)
+       {
+               // add clipped edge points
+               for (i = 0;i < 12;i++)
+               {
+                       j = bboxedges[i][0];
+                       k = bboxedges[i][1];
+                       if (sign[j] != sign[k])
+                       {
+                               f = dist[j] / (dist[j] - dist[k]);
+                               VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
+                               numvertices++;
+                       }
+               }
        }
 
-       // create a temporary brush describing the area the light can affect in worldspace
-       VectorNegate(r_view.frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -r_view.frustum[0].dist;
-       VectorNegate(r_view.frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -r_view.frustum[1].dist;
-       VectorNegate(r_view.frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -r_view.frustum[2].dist;
-       VectorNegate(r_view.frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -r_view.frustum[3].dist;
-       VectorNegate(r_view.frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -r_view.frustum[4].dist;
-       VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
-       VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
-       VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
-       VectorSet   (planes[ 8].normal, 0, -1, 0);         planes[ 8].dist = -mins[1];
-       VectorSet   (planes[ 9].normal, 0, 0,  1);         planes[ 9].dist =  maxs[2];
-       VectorSet   (planes[10].normal, 0, 0, -1);         planes[10].dist = -mins[2];
-
-       // turn the brush into a mesh
-       memset(&mesh, 0, sizeof(rmesh_t));
-       mesh.maxvertices = 256;
-       mesh.vertex3f = vertex3f;
-       mesh.epsilon2 = (1.0f / (32.0f * 32.0f));
-       R_Mesh_AddBrushMeshFromPlanes(&mesh, 11, planes);
-
-       // if that mesh is empty, the light is not visible at all
-       if (!mesh.numvertices)
+       // if we have no points to check, the light is behind the view plane
+       if (!numvertices)
                return true;
 
-       if (!r_shadow_scissor.integer)
-               return false;
-
-       // if that mesh is not empty, check what area of the screen it covers
+       // if we have some points to transform, check what screen area is covered
        x1 = y1 = x2 = y2 = 0;
        v[3] = 1.0f;
-       //Con_Printf("%i vertices to transform...\n", mesh.numvertices);
-       for (i = 0;i < mesh.numvertices;i++)
+       //Con_Printf("%i vertices to transform...\n", numvertices);
+       for (i = 0;i < numvertices;i++)
        {
-               VectorCopy(mesh.vertex3f + i * 3, v);
-               GL_TransformToScreen(v, v2);
+               VectorCopy(vertex[i], v);
+               R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
                //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
                if (i)
                {
@@ -1203,228 +1695,303 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
 
        // now convert the scissor rectangle to integer screen coordinates
        ix1 = (int)(x1 - 1.0f);
-       iy1 = (int)(y1 - 1.0f);
+       iy1 = vid.height - (int)(y2 - 1.0f);
        ix2 = (int)(x2 + 1.0f);
-       iy2 = (int)(y2 + 1.0f);
+       iy2 = vid.height - (int)(y1 + 1.0f);
        //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
 
        // clamp it to the screen
-       if (ix1 < r_view.x) ix1 = r_view.x;
-       if (iy1 < r_view.y) iy1 = r_view.y;
-       if (ix2 > r_view.x + r_view.width) ix2 = r_view.x + r_view.width;
-       if (iy2 > r_view.y + r_view.height) iy2 = r_view.y + r_view.height;
+       if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
+       if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
+       if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
+       if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
 
        // if it is inside out, it's not visible
        if (ix2 <= ix1 || iy2 <= iy1)
                return true;
 
        // the light area is visible, set up the scissor rectangle
-       GL_Scissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
-       //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR
-       //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR
+       r_shadow_lightscissor[0] = ix1;
+       r_shadow_lightscissor[1] = iy1;
+       r_shadow_lightscissor[2] = ix2 - ix1;
+       r_shadow_lightscissor[3] = iy2 - iy1;
+
        r_refdef.stats.lights_scissored++;
        return false;
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
+static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
 {
-       int numverts = surface->num_vertices;
-       float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
-       float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
-       float *color4f = rsurface_array_color4f + 4 * surface->num_firstvertex;
+       float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
+       float *normal3f = rsurface.normal3f + 3 * firstvertex;
+       float *color4f = rsurface.array_color4f + 4 * firstvertex;
        float dist, dot, distintensity, shadeintensity, v[3], n[3];
        if (r_textureunits.integer >= 3)
        {
-               for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+               if (VectorLength2(diffusecolor) > 0)
                {
-                       Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
-                       Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
-                       if ((dot = DotProduct(n, v)) < 0)
+                       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
-                               shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                               color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
-                               color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
-                               color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
+                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
+                               Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
+                               if ((dot = DotProduct(n, v)) < 0)
+                               {
+                                       shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
+                                       VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f);
+                               }
+                               else
+                                       VectorCopy(ambientcolor, color4f);
                                if (r_refdef.fogenabled)
                                {
-                                       float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                                       float f;
+                                       f = FogPoint_Model(vertex3f);
                                        VectorScale(color4f, f, color4f);
                                }
+                               color4f[3] = 1;
+                       }
+               }
+               else
+               {
+                       for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+                       {
+                               VectorCopy(ambientcolor, color4f);
+                               if (r_refdef.fogenabled)
+                               {
+                                       float f;
+                                       Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
+                                       f = FogPoint_Model(vertex3f);
+                                       VectorScale(color4f, f, color4f);
+                               }
+                               color4f[3] = 1;
                        }
-                       else
-                               VectorClear(color4f);
-                       color4f[3] = 1;
                }
        }
        else if (r_textureunits.integer >= 2)
        {
-               for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+               if (VectorLength2(diffusecolor) > 0)
                {
-                       Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
-                       if ((dist = fabs(v[2])) < 1)
+                       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
-                               distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
-                               Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
-                               if ((dot = DotProduct(n, v)) < 0)
+                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
+                               if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
                                {
-                                       shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                                       color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
-                                       color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
-                                       color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
+                                       Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
+                                       if ((dot = DotProduct(n, v)) < 0)
+                                       {
+                                               shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
+                                               color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
+                                               color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
+                                               color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
+                                       }
+                                       else
+                                       {
+                                               color4f[0] = ambientcolor[0] * distintensity;
+                                               color4f[1] = ambientcolor[1] * distintensity;
+                                               color4f[2] = ambientcolor[2] * distintensity;
+                                       }
+                                       if (r_refdef.fogenabled)
+                                       {
+                                               float f;
+                                               f = FogPoint_Model(vertex3f);
+                                               VectorScale(color4f, f, color4f);
+                                       }
                                }
                                else
+                                       VectorClear(color4f);
+                               color4f[3] = 1;
+                       }
+               }
+               else
+               {
+                       for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+                       {
+                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
+                               if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
                                {
                                        color4f[0] = ambientcolor[0] * distintensity;
                                        color4f[1] = ambientcolor[1] * distintensity;
                                        color4f[2] = ambientcolor[2] * distintensity;
+                                       if (r_refdef.fogenabled)
+                                       {
+                                               float f;
+                                               f = FogPoint_Model(vertex3f);
+                                               VectorScale(color4f, f, color4f);
+                                       }
                                }
-                               if (r_refdef.fogenabled)
-                               {
-                                       float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
-                                       VectorScale(color4f, f, color4f);
-                               }
+                               else
+                                       VectorClear(color4f);
+                               color4f[3] = 1;
                        }
-                       else
-                               VectorClear(color4f);
-                       color4f[3] = 1;
                }
        }
        else
        {
-               for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+               if (VectorLength2(diffusecolor) > 0)
                {
-                       Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
-                       if ((dist = DotProduct(v, v)) < 1)
+                       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
-                               dist = sqrt(dist);
-                               distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
-                               Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
-                               if ((dot = DotProduct(n, v)) < 0)
+                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
+                               if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
                                {
-                                       shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                                       color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
-                                       color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
-                                       color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
+                                       distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
+                                       Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
+                                       if ((dot = DotProduct(n, v)) < 0)
+                                       {
+                                               shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
+                                               color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
+                                               color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
+                                               color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
+                                       }
+                                       else
+                                       {
+                                               color4f[0] = ambientcolor[0] * distintensity;
+                                               color4f[1] = ambientcolor[1] * distintensity;
+                                               color4f[2] = ambientcolor[2] * distintensity;
+                                       }
+                                       if (r_refdef.fogenabled)
+                                       {
+                                               float f;
+                                               f = FogPoint_Model(vertex3f);
+                                               VectorScale(color4f, f, color4f);
+                                       }
                                }
                                else
+                                       VectorClear(color4f);
+                               color4f[3] = 1;
+                       }
+               }
+               else
+               {
+                       for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+                       {
+                               Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
+                               if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
                                {
+                                       distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
                                        color4f[0] = ambientcolor[0] * distintensity;
                                        color4f[1] = ambientcolor[1] * distintensity;
                                        color4f[2] = ambientcolor[2] * distintensity;
+                                       if (r_refdef.fogenabled)
+                                       {
+                                               float f;
+                                               f = FogPoint_Model(vertex3f);
+                                               VectorScale(color4f, f, color4f);
+                                       }
                                }
-                               if (r_refdef.fogenabled)
-                               {
-                                       float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
-                                       VectorScale(color4f, f, color4f);
-                               }
+                               else
+                                       VectorClear(color4f);
+                               color4f[3] = 1;
                        }
-                       else
-                               VectorClear(color4f);
-                       color4f[3] = 1;
                }
        }
 }
 
 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
 
-static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
+static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
 {
-       int surfacelistindex;
-       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
-       {
-               const msurface_t *surface = surfacelist[surfacelistindex];
-               int i;
-               float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
-               const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
-               const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
-               const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
-               const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
-               float lightdir[3];
-               for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
-               {
-                       VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
-                       // the cubemap normalizes this for us
-                       out3f[0] = DotProduct(svector3f, lightdir);
-                       out3f[1] = DotProduct(tvector3f, lightdir);
-                       out3f[2] = DotProduct(normal3f, lightdir);
-               }
+       int i;
+       float       *out3f     = rsurface.array_texcoord3f + 3 * firstvertex;
+       const float *vertex3f  = rsurface.vertex3f         + 3 * firstvertex;
+       const float *svector3f = rsurface.svector3f        + 3 * firstvertex;
+       const float *tvector3f = rsurface.tvector3f        + 3 * firstvertex;
+       const float *normal3f  = rsurface.normal3f         + 3 * firstvertex;
+       float lightdir[3];
+       for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
+       {
+               VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
+               // the cubemap normalizes this for us
+               out3f[0] = DotProduct(svector3f, lightdir);
+               out3f[1] = DotProduct(tvector3f, lightdir);
+               out3f[2] = DotProduct(normal3f, lightdir);
        }
 }
 
-static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
+static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
 {
-       int surfacelistindex;
-       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
-       {
-               const msurface_t *surface = surfacelist[surfacelistindex];
-               int i;
-               float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
-               const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
-               const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
-               const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
-               const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
-               float lightdir[3], eyedir[3], halfdir[3];
-               for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
-               {
-                       VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
-                       VectorNormalize(lightdir);
-                       VectorSubtract(rsurface_modelorg, vertex3f, eyedir);
-                       VectorNormalize(eyedir);
-                       VectorAdd(lightdir, eyedir, halfdir);
-                       // the cubemap normalizes this for us
-                       out3f[0] = DotProduct(svector3f, halfdir);
-                       out3f[1] = DotProduct(tvector3f, halfdir);
-                       out3f[2] = DotProduct(normal3f, halfdir);
-               }
+       int i;
+       float       *out3f     = rsurface.array_texcoord3f + 3 * firstvertex;
+       const float *vertex3f  = rsurface.vertex3f         + 3 * firstvertex;
+       const float *svector3f = rsurface.svector3f        + 3 * firstvertex;
+       const float *tvector3f = rsurface.tvector3f        + 3 * firstvertex;
+       const float *normal3f  = rsurface.normal3f         + 3 * firstvertex;
+       float lightdir[3], eyedir[3], halfdir[3];
+       for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
+       {
+               VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
+               VectorNormalize(lightdir);
+               VectorSubtract(rsurface.modelorg, vertex3f, eyedir);
+               VectorNormalize(eyedir);
+               VectorAdd(lightdir, eyedir, halfdir);
+               // the cubemap normalizes this for us
+               out3f[0] = DotProduct(svector3f, halfdir);
+               out3f[1] = DotProduct(tvector3f, halfdir);
+               out3f[2] = DotProduct(normal3f, halfdir);
        }
 }
 
-static void R_Shadow_RenderSurfacesLighting_VisibleLighting(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // used to display how many times a surface is lit for level design purposes
-       GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1);
-       R_Mesh_ColorPointer(NULL);
-       R_Mesh_ResetTextureState();
-       RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist);
-       RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-       GL_LockArrays(0, 0);
+       R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
-       RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
-       R_SetupSurfaceShader(lightcolorbase, false);
-       R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
-       R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
-       R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
-       R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
-       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+       R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
+       if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
+               R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
+       else
+               R_Mesh_ColorPointer(NULL, 0, 0);
+       R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
+       R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
+       R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
+       R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
+       R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
+       if (rsurface.texture->backgroundcurrentskinframe)
+       {
+               R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
+               R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
+               R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
+               R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
+       }
+       //R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap));
+       R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
+       if(rsurface.texture->colormapping)
+       {
+               R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
+               R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
+       }
+       R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
+       R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
        {
                qglDepthFunc(GL_EQUAL);CHECKGLERROR
        }
-       RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-       GL_LockArrays(0, 0);
-       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+       R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
+       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
        {
                qglDepthFunc(GL_LEQUAL);CHECKGLERROR
        }
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(int numsurfaces, msurface_t **surfacelist, float r, float g, float b)
+static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, float r, float g, float b)
 {
        // shared final code for all the dot3 layers
        int renders;
-       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
+       GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
        for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
        {
                GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
        }
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
 {
        rmeshstate_t m;
        // colorscale accounts for how much we multiply the brightness
@@ -1435,67 +2002,91 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfac
        //
        // Limit mult to 64 for sanity sake.
        GL_Color(1,1,1,1);
-       if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
+       if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
        {
                // 3 3D combine path (Geforce3, Radeon 8500)
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(basetexture);
-               m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[1] = rsurface_texture->currenttexmatrix;
-               m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-               m.pointer_texcoord3f[2] = rsurface_vertex3f;
-               m.texmatrix[2] = r_shadow_entitytolight;
+               m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[1] = rsurface.texture->currenttexmatrix;
+               m.texcubemap[2] = R_GetTexture(rsurface.rtlight->currentcubemap);
+               m.pointer_texcoord3f[2] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[2] = rsurface.entitytolight;
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
-       else if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
+       else if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
        {
                // 2 3D combine path (Geforce3, original Radeon)
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(basetexture);
-               m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[1] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[1] = rsurface.texture->currenttexmatrix;
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
-       else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+       else if (r_textureunits.integer >= 4 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
        {
                // 4 2D combine path (Geforce3, Radeon 8500)
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[1] = rsurface_vertex3f;
-               m.texmatrix[1] = r_shadow_entitytoattenuationz;
+               m.pointer_texcoord3f[1] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[1] = rsurface.entitytoattenuationz;
                m.tex[2] = R_GetTexture(basetexture);
-               m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[2] = rsurface_texture->currenttexmatrix;
-               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[2] = rsurface.texture->currenttexmatrix;
+               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                {
-                       m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-                       m.pointer_texcoord3f[3] = rsurface_vertex3f;
-                       m.texmatrix[3] = r_shadow_entitytolight;
+                       m.texcubemap[3] = R_GetTexture(rsurface.rtlight->currentcubemap);
+                       m.pointer_texcoord3f[3] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
+                       m.texmatrix[3] = rsurface.entitytolight;
                }
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
-       else if (r_textureunits.integer >= 3 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
+       else if (r_textureunits.integer >= 3 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
        {
                // 3 2D combine path (Geforce3, original Radeon)
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[1] = rsurface_vertex3f;
-               m.texmatrix[1] = r_shadow_entitytoattenuationz;
+               m.pointer_texcoord3f[1] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[1] = rsurface.entitytoattenuationz;
                m.tex[2] = R_GetTexture(basetexture);
-               m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[2] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[2] = rsurface.texture->currenttexmatrix;
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
        else
@@ -1503,36 +2094,43 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfac
                // 2/2/2 2D combine path (any dot3 card)
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[1] = rsurface_vertex3f;
-               m.texmatrix[1] = r_shadow_entitytoattenuationz;
+               m.pointer_texcoord3f[1] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[1] = rsurface.entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
-               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
+               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                {
-                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                       m.texmatrix[1] = r_shadow_entitytolight;
+                       m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
+                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+                       m.texmatrix[1] = rsurface.entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
        // this final code is shared
        R_Mesh_TextureState(&m);
-       R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
 {
        rmeshstate_t m;
        // colorscale accounts for how much we multiply the brightness
@@ -1544,105 +2142,129 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac
        // Limit mult to 64 for sanity sake.
        GL_Color(1,1,1,1);
        // generate normalization cubemap texcoords
-       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(numsurfaces, surfacelist);
+       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
        if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
        {
                // 3/2 3D combine path (Geforce3, Radeon 8500)
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[2] = rsurface_vertex3f;
-               m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[2] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[2] = rsurface.entitytoattenuationxyz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
-               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
+               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                {
-                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                       m.texmatrix[1] = r_shadow_entitytolight;
+                       m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
+                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+                       m.texmatrix[1] = rsurface.entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
-       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
        {
                // 1/2/2 3D combine path (original Radeon)
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
-               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
+               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                {
-                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                       m.texmatrix[1] = r_shadow_entitytolight;
+                       m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
+                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+                       m.texmatrix[1] = rsurface.entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
-       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube)
+       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
        {
                // 2/2 3D combine path (original Radeon)
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[1] = rsurface_vertex3f;
-               m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[1] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[1] = rsurface.entitytoattenuationxyz;
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
        else if (r_textureunits.integer >= 4)
@@ -1651,33 +2273,44 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[2] = rsurface_vertex3f;
-               m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[2] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[2] = rsurface.entitytoattenuationxyz;
                m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[3] = rsurface_vertex3f;
-               m.texmatrix[3] = r_shadow_entitytoattenuationz;
+               m.pointer_texcoord3f[3] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[3] = rsurface.entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
-               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
+               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                {
-                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                       m.texmatrix[1] = r_shadow_entitytolight;
+                       m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
+                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+                       m.texmatrix[1] = rsurface.entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
@@ -1686,50 +2319,60 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac
                // 2/2/2 2D combine path (any dot3 card)
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[1] = rsurface_vertex3f;
-               m.texmatrix[1] = r_shadow_entitytoattenuationz;
+               m.pointer_texcoord3f[1] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[1] = rsurface.entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
-               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
+               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                {
-                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                       m.texmatrix[1] = r_shadow_entitytolight;
+                       m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
+                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+                       m.texmatrix[1] = rsurface.entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
        // this final code is shared
        R_Mesh_TextureState(&m);
-       R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
 {
        float glossexponent;
        rmeshstate_t m;
@@ -1738,88 +2381,101 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfa
        //      return;
        GL_Color(1,1,1,1);
        // generate normalization cubemap texcoords
-       R_Shadow_GenTexCoords_Specular_NormalCubeMap(numsurfaces, surfacelist);
-       if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+       R_Shadow_GenTexCoords_Specular_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
+       if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
        {
                // 2/0/0/1/2 3D combine blendsquare path
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // second and third pass
                R_Mesh_ResetTextureState();
                // square alpha in framebuffer a few times to make it shiny
                GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
-                       RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+                       R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // fourth pass
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // fifth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(glosstexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
-               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
+               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                {
-                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                       m.texmatrix[1] = r_shadow_entitytolight;
+                       m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
+                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+                       m.texmatrix[1] = rsurface.entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
-       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
+       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
        {
                // 2/0/0/2 3D combine blendsquare path
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // second and third pass
                R_Mesh_ResetTextureState();
                // square alpha in framebuffer a few times to make it shiny
                GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
-                       RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+                       R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // fourth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(glosstexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[1] = rsurface_vertex3f;
-               m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[1] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[1] = rsurface.entitytoattenuationxyz;
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
        else
@@ -1827,163 +2483,160 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfa
                // 2/0/0/2/2 2D combine blendsquare path
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // second and third pass
                R_Mesh_ResetTextureState();
                // square alpha in framebuffer a few times to make it shiny
                GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
-                       RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+                       R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // fourth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[0] = rsurface_vertex3f;
-               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+               m.pointer_texcoord3f[0] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[1] = rsurface_vertex3f;
-               m.texmatrix[1] = r_shadow_entitytoattenuationz;
+               m.pointer_texcoord3f[1] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+               m.texmatrix[1] = rsurface.entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // fifth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(glosstexture);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
-               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
+               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                {
-                       m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface_vertex3f;
-                       m.texmatrix[1] = r_shadow_entitytolight;
+                       m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
+                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
+                       m.texmatrix[1] = rsurface.entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
        // this final code is shared
        R_Mesh_TextureState(&m);
-       R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // ARB path (any Geforce, any Radeon)
-       qboolean doambient = r_shadow_rtlight->ambientscale > 0;
-       qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
+       qboolean doambient = ambientscale > 0;
+       qboolean dodiffuse = diffusescale > 0;
        qboolean dospecular = specularscale > 0;
        if (!doambient && !dodiffuse && !dospecular)
                return;
-       RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        if (doambient)
-               R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
+               R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, ambientscale * r_refdef.view.colorscale);
        if (dodiffuse)
-               R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
+               R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
        if (dopants)
        {
                if (doambient)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
+                       R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, ambientscale * r_refdef.view.colorscale);
                if (dodiffuse)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
+                       R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
        }
        if (doshirt)
        {
                if (doambient)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
+                       R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, ambientscale * r_refdef.view.colorscale);
                if (dodiffuse)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
+                       R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
        }
        if (dospecular)
-               R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(numsurfaces, surfacelist, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
+               R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_refdef.view.colorscale);
 }
 
-void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int numsurfaces, msurface_t **surfacelist, vec3_t diffusecolor2, vec3_t ambientcolor2)
+static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
 {
-       int surfacelistindex;
        int renders;
-       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
-       {
-               const msurface_t *surface = surfacelist[surfacelistindex];
-               R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
-       }
+       int i;
+       int stop;
+       int newfirstvertex;
+       int newlastvertex;
+       int newnumtriangles;
+       int *newe;
+       const int *e;
+       float *c;
+       int maxtriangles = 4096;
+       int newelements[4096*3];
+       R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
        for (renders = 0;renders < 64;renders++)
        {
-               const int *e;
-               int stop;
-               int firstvertex;
-               int lastvertex;
-               int newnumtriangles;
-               int *newe;
-               int newelements[3072];
                stop = true;
-               firstvertex = 0;
-               lastvertex = 0;
+               newfirstvertex = 0;
+               newlastvertex = 0;
                newnumtriangles = 0;
                newe = newelements;
-               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               // due to low fillrate on the cards this vertex lighting path is
+               // designed for, we manually cull all triangles that do not
+               // contain a lit vertex
+               // this builds batches of triangles from multiple surfaces and
+               // renders them at once
+               for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
                {
-                       const msurface_t *surface = surfacelist[surfacelistindex];
-                       const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
-                       int i;
-                       // due to low fillrate on the cards this vertex lighting path is
-                       // designed for, we manually cull all triangles that do not
-                       // contain a lit vertex
-                       // this builds batches of triangles from multiple surfaces and
-                       // renders them at once
-                       for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
+                       if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
                        {
-                               if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
+                               if (newnumtriangles)
                                {
-                                       if (newnumtriangles)
-                                       {
-                                               firstvertex = min(firstvertex, e[0]);
-                                               lastvertex = max(lastvertex, e[0]);
-                                       }
-                                       else
-                                       {
-                                               firstvertex = e[0];
-                                               lastvertex = e[0];
-                                       }
-                                       firstvertex = min(firstvertex, e[1]);
-                                       lastvertex = max(lastvertex, e[1]);
-                                       firstvertex = min(firstvertex, e[2]);
-                                       lastvertex = max(lastvertex, e[2]);
-                                       newe[0] = e[0];
-                                       newe[1] = e[1];
-                                       newe[2] = e[2];
-                                       newnumtriangles++;
-                                       newe += 3;
-                                       if (newnumtriangles >= 1024)
-                                       {
-                                               GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
-                                               R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
-                                               newnumtriangles = 0;
-                                               newe = newelements;
-                                               stop = false;
-                                       }
+                                       newfirstvertex = min(newfirstvertex, e[0]);
+                                       newlastvertex  = max(newlastvertex, e[0]);
+                               }
+                               else
+                               {
+                                       newfirstvertex = e[0];
+                                       newlastvertex = e[0];
+                               }
+                               newfirstvertex = min(newfirstvertex, e[1]);
+                               newlastvertex  = max(newlastvertex, e[1]);
+                               newfirstvertex = min(newfirstvertex, e[2]);
+                               newlastvertex  = max(newlastvertex, e[2]);
+                               newe[0] = e[0];
+                               newe[1] = e[1];
+                               newe[2] = e[2];
+                               newnumtriangles++;
+                               newe += 3;
+                               if (newnumtriangles >= maxtriangles)
+                               {
+                                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
+                                       newnumtriangles = 0;
+                                       newe = newelements;
+                                       stop = false;
                                }
                        }
                }
                if (newnumtriangles >= 1)
                {
-                       GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
-                       R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
+                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
                        stop = false;
                }
-               GL_LockArrays(0, 0);
                // if we couldn't find any lit triangles, exit early
                if (stop)
                        break;
@@ -1992,23 +2645,17 @@ void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int
                // handling of negative colors
                // (some old drivers even have improper handling of >1 color)
                stop = true;
-               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
                {
-                       int i;
-                       float *c;
-                       const msurface_t *surface = surfacelist[surfacelistindex];
-                       for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+                       if (c[0] > 1 || c[1] > 1 || c[2] > 1)
                        {
-                               if (c[0] > 1 || c[1] > 1 || c[2] > 1)
-                               {
-                                       c[0] = max(0, c[0] - 1);
-                                       c[1] = max(0, c[1] - 1);
-                                       c[2] = max(0, c[2] - 1);
-                                       stop = false;
-                               }
-                               else
-                                       VectorClear(c);
+                               c[0] = max(0, c[0] - 1);
+                               c[1] = max(0, c[1] - 1);
+                               c[2] = max(0, c[2] - 1);
+                               stop = false;
                        }
+                       else
+                               VectorClear(c);
                }
                // another check...
                if (stop)
@@ -2016,105 +2663,120 @@ void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int
        }
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Vertex(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // OpenGL 1.1 path (anything)
-       model_t *model = rsurface_entity->model;
        float ambientcolorbase[3], diffusecolorbase[3];
        float ambientcolorpants[3], diffusecolorpants[3];
        float ambientcolorshirt[3], diffusecolorshirt[3];
        rmeshstate_t m;
-       VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorbase);
-       VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorbase);
-       VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorpants);
-       VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorpants);
-       VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorshirt);
-       VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorshirt);
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       R_Mesh_ColorPointer(rsurface_array_color4f);
+       VectorScale(lightcolorbase, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorbase);
+       VectorScale(lightcolorbase, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorbase);
+       VectorScale(lightcolorpants, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorpants);
+       VectorScale(lightcolorpants, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorpants);
+       VectorScale(lightcolorshirt, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorshirt);
+       VectorScale(lightcolorshirt, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorshirt);
        memset(&m, 0, sizeof(m));
        m.tex[0] = R_GetTexture(basetexture);
-       m.texmatrix[0] = rsurface_texture->currenttexmatrix;
-       m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+       m.texmatrix[0] = rsurface.texture->currenttexmatrix;
+       m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+       m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+       m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
        if (r_textureunits.integer >= 2)
        {
                // voodoo2 or TNT
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
-               m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.texmatrix[1] = rsurface.entitytoattenuationxyz;
+               m.pointer_texcoord3f[1] = rsurface.vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
                if (r_textureunits.integer >= 3)
                {
                        // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
                        m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
-                       m.texmatrix[2] = r_shadow_entitytoattenuationz;
-                       m.pointer_texcoord3f[2] = rsurface_vertex3f;
+                       m.texmatrix[2] = rsurface.entitytoattenuationz;
+                       m.pointer_texcoord3f[2] = rsurface.vertex3f;
+                       m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
                }
        }
        R_Mesh_TextureState(&m);
-       RSurf_PrepareVerticesForBatch(true, false, numsurfaces, surfacelist);
-       R_Mesh_TexBind(0, R_GetTexture(basetexture));
-       R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorbase, ambientcolorbase);
+       //R_Mesh_TexBind(0, R_GetTexture(basetexture));
+       R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
        if (dopants)
        {
                R_Mesh_TexBind(0, R_GetTexture(pantstexture));
-               R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorpants, ambientcolorpants);
+               R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
        }
        if (doshirt)
        {
                R_Mesh_TexBind(0, R_GetTexture(shirttexture));
-               R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorshirt, ambientcolorshirt);
+               R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
        }
 }
 
-void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist)
+extern cvar_t gl_lightmaps;
+void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
 {
-       // FIXME: support MATERIALFLAG_NODEPTHTEST
+       float ambientscale, diffusescale, specularscale;
        vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
+       rtexture_t *nmap;
        // calculate colors to render this texture with
-       lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_entity->colormod[0] * rsurface_texture->currentalpha;
-       lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_entity->colormod[1] * rsurface_texture->currentalpha;
-       lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha;
-       if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
+       lightcolorbase[0] = rsurface.rtlight->currentcolor[0] * rsurface.texture->dlightcolor[0];
+       lightcolorbase[1] = rsurface.rtlight->currentcolor[1] * rsurface.texture->dlightcolor[1];
+       lightcolorbase[2] = rsurface.rtlight->currentcolor[2] * rsurface.texture->dlightcolor[2];
+       ambientscale = rsurface.rtlight->ambientscale;
+       diffusescale = rsurface.rtlight->diffusescale;
+       specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
+       if (!r_shadow_usenormalmap.integer)
+       {
+               ambientscale += 1.0f * diffusescale;
+               diffusescale = 0;
+               specularscale = 0;
+       }
+       if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
                return;
-       GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
-       if (rsurface_texture->colormapping)
-       {
-               qboolean dopants = rsurface_texture->currentskinframe->pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f);
-               qboolean doshirt = rsurface_texture->currentskinframe->shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f);
+       RSurf_SetupDepthAndCulling();
+       nmap = rsurface.texture->currentskinframe->nmap;
+       if (gl_lightmaps.integer)
+               nmap = r_texture_blanknormalmap;
+       if (rsurface.texture->colormapping && !gl_lightmaps.integer)
+       {
+               qboolean dopants = rsurface.texture->currentskinframe->pants != NULL && VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f);
+               qboolean doshirt = rsurface.texture->currentskinframe->shirt != NULL && VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
                if (dopants)
                {
-                       lightcolorpants[0] = lightcolorbase[0] * rsurface_entity->colormap_pantscolor[0];
-                       lightcolorpants[1] = lightcolorbase[1] * rsurface_entity->colormap_pantscolor[1];
-                       lightcolorpants[2] = lightcolorbase[2] * rsurface_entity->colormap_pantscolor[2];
+                       lightcolorpants[0] = lightcolorbase[0] * rsurface.colormap_pantscolor[0];
+                       lightcolorpants[1] = lightcolorbase[1] * rsurface.colormap_pantscolor[1];
+                       lightcolorpants[2] = lightcolorbase[2] * rsurface.colormap_pantscolor[2];
                }
                else
                        VectorClear(lightcolorpants);
                if (doshirt)
                {
-                       lightcolorshirt[0] = lightcolorbase[0] * rsurface_entity->colormap_shirtcolor[0];
-                       lightcolorshirt[1] = lightcolorbase[1] * rsurface_entity->colormap_shirtcolor[1];
-                       lightcolorshirt[2] = lightcolorbase[2] * rsurface_entity->colormap_shirtcolor[2];
+                       lightcolorshirt[0] = lightcolorbase[0] * rsurface.colormap_shirtcolor[0];
+                       lightcolorshirt[1] = lightcolorbase[1] * rsurface.colormap_shirtcolor[1];
+                       lightcolorshirt[2] = lightcolorbase[2] * rsurface.colormap_shirtcolor[2];
                }
                else
                        VectorClear(lightcolorshirt);
                switch (r_shadow_rendermode)
                {
                case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
-                       GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
-                       R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
+                       GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
+                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-                       R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
+                       R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_DOT3:
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
+                       R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-                       R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
+                       R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
                        break;
                default:
-                       Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
+                       Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
                        break;
                }
        }
@@ -2123,26 +2785,26 @@ void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist)
                switch (r_shadow_rendermode)
                {
                case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
-                       GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
-                       R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
+                       GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
+                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-                       R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
+                       R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_DOT3:
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
+                       R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-                       R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
+                       R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
                        break;
                default:
-                       Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
+                       Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
                        break;
                }
        }
 }
 
-void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, qboolean shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
+void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
 {
        matrix4x4_t tempmatrix = *matrix;
        Matrix4x4_Scale(&tempmatrix, r_shadow_lightradiusscale.value, 1);
@@ -2154,6 +2816,7 @@ void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec
        memset(rtlight, 0, sizeof(*rtlight));
 
        // copy the properties
+       rtlight->matrix_lighttoworld = tempmatrix;
        Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &tempmatrix);
        Matrix4x4_OriginFromMatrix(&tempmatrix, rtlight->shadoworigin);
        rtlight->radius = Matrix4x4_ScaleFromMatrix(&tempmatrix);
@@ -2186,10 +2849,13 @@ void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec
 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
 void R_RTLight_Compile(rtlight_t *rtlight)
 {
-       int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
-       entity_render_t *ent = r_refdef.worldentity;
-       model_t *model = r_refdef.worldmodel;
+       int i;
+       int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
+       int lighttris, shadowtris, shadowzpasstris, shadowzfailtris;
+       entity_render_t *ent = r_refdef.scene.worldentity;
+       dp_model_t *model = r_refdef.scene.worldmodel;
        unsigned char *data;
+       shadowmesh_t *mesh;
 
        // compile the light
        rtlight->compiled = true;
@@ -2210,22 +2876,32 @@ void R_RTLight_Compile(rtlight_t *rtlight)
        {
                // this variable must be set for the CompileShadowVolume code
                r_shadow_compilingrtlight = rtlight;
-               R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
-               model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+               R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles);
+               model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs);
                numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
-               data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
+               numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
+               numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
+               data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
+               rtlight->static_numsurfaces = numsurfaces;
+               rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
                rtlight->static_numleafs = numleafs;
-               rtlight->static_numleafpvsbytes = numleafpvsbytes;
                rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
+               rtlight->static_numleafpvsbytes = numleafpvsbytes;
                rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
-               rtlight->static_numsurfaces = numsurfaces;
-               rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
-               if (numleafs)
+               rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
+               rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
+               rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
+               rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
+               if (rtlight->static_numsurfaces)
+                       memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
+               if (rtlight->static_numleafs)
                        memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
-               if (numleafpvsbytes)
+               if (rtlight->static_numleafpvsbytes)
                        memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
-               if (numsurfaces)
-                       memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
+               if (rtlight->static_numshadowtrispvsbytes)
+                       memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
+               if (rtlight->static_numlighttrispvsbytes)
+                       memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
                if (model->CompileShadowVolume && rtlight->shadow)
                        model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
                // now we're done compiling the rtlight
@@ -2237,137 +2913,444 @@ void R_RTLight_Compile(rtlight_t *rtlight)
        //rtlight->cullradius = RadiusFromBoundsAndOrigin(rtlight->cullmins, rtlight->cullmaxs, rtlight->shadoworigin);
        //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
 
-       shadowmeshes = 0;
+       shadowzpasstris = 0;
+       if (rtlight->static_meshchain_shadow_zpass)
+               for (mesh = rtlight->static_meshchain_shadow_zpass;mesh;mesh = mesh->next)
+                       shadowzpasstris += mesh->numtriangles;
+
+       shadowzfailtris = 0;
+       if (rtlight->static_meshchain_shadow_zfail)
+               for (mesh = rtlight->static_meshchain_shadow_zfail;mesh;mesh = mesh->next)
+                       shadowzfailtris += mesh->numtriangles;
+
+       lighttris = 0;
+       if (rtlight->static_numlighttrispvsbytes)
+               for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
+                       if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
+                               lighttris++;
+
        shadowtris = 0;
-       if (rtlight->static_meshchain_shadow)
-       {
-               shadowmesh_t *mesh;
-               for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
-               {
-                       shadowmeshes++;
-                       shadowtris += mesh->numtriangles;
-               }
-       }
+       if (rtlight->static_numlighttrispvsbytes)
+               for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
+                       if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
+                               shadowtris++;
 
        if (developer.integer >= 10)
-               Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume 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);
+               Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
 }
 
 void R_RTLight_Uncompile(rtlight_t *rtlight)
 {
        if (rtlight->compiled)
        {
-               if (rtlight->static_meshchain_shadow)
-                       Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
-               rtlight->static_meshchain_shadow = NULL;
+               if (rtlight->static_meshchain_shadow_zpass)
+                       Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zpass);
+               rtlight->static_meshchain_shadow_zpass = NULL;
+               if (rtlight->static_meshchain_shadow_zfail)
+                       Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow_zfail);
+               rtlight->static_meshchain_shadow_zfail = NULL;
                // these allocations are grouped
-               if (rtlight->static_leaflist)
-                       Mem_Free(rtlight->static_leaflist);
+               if (rtlight->static_surfacelist)
+                       Mem_Free(rtlight->static_surfacelist);
                rtlight->static_numleafs = 0;
                rtlight->static_numleafpvsbytes = 0;
                rtlight->static_leaflist = NULL;
                rtlight->static_leafpvs = NULL;
                rtlight->static_numsurfaces = 0;
                rtlight->static_surfacelist = NULL;
+               rtlight->static_numshadowtrispvsbytes = 0;
+               rtlight->static_shadowtrispvs = NULL;
+               rtlight->static_numlighttrispvsbytes = 0;
+               rtlight->static_lighttrispvs = NULL;
                rtlight->compiled = false;
        }
 }
 
 void R_Shadow_UncompileWorldLights(void)
 {
+       size_t lightindex;
        dlight_t *light;
-       for (light = r_shadow_worldlightchain;light;light = light->next)
+       size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+       for (lightindex = 0;lightindex < range;lightindex++)
+       {
+               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (!light)
+                       continue;
                R_RTLight_Uncompile(&light->rtlight);
+       }
 }
 
-void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
+void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
 {
-       model_t *model = ent->model;
-       vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
-       vec_t relativeshadowradius;
-       if (ent == r_refdef.worldentity)
+       int i, j;
+       mplane_t plane;
+       // reset the count of frustum planes
+       // see rsurface.rtlight_frustumplanes definition for how much this array
+       // can hold
+       rsurface.rtlight_numfrustumplanes = 0;
+
+       // haven't implemented a culling path for ortho rendering
+       if (!r_refdef.view.useperspective)
+       {
+               // check if the light is on screen and copy the 4 planes if it is
+               for (i = 0;i < 4;i++)
+                       if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
+                               break;
+               if (i == 4)
+                       for (i = 0;i < 4;i++)
+                               rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
+               return;
+       }
+
+#if 1
+       // generate a deformed frustum that includes the light origin, this is
+       // used to cull shadow casting surfaces that can not possibly cast a
+       // shadow onto the visible light-receiving surfaces, which can be a
+       // performance gain
+       //
+       // if the light origin is onscreen the result will be 4 planes exactly
+       // if the light origin is offscreen on only one axis the result will
+       // be exactly 5 planes (split-side case)
+       // if the light origin is offscreen on two axes the result will be
+       // exactly 4 planes (stretched corner case)
+       for (i = 0;i < 4;i++)
+       {
+               // quickly reject standard frustum planes that put the light
+               // origin outside the frustum
+               if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
+                       continue;
+               // copy the plane
+               rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
+       }
+       // if all the standard frustum planes were accepted, the light is onscreen
+       // otherwise we need to generate some more planes below...
+       if (rsurface.rtlight_numfrustumplanes < 4)
+       {
+               // at least one of the stock frustum planes failed, so we need to
+               // create one or two custom planes to enclose the light origin
+               for (i = 0;i < 4;i++)
+               {
+                       // create a plane using the view origin and light origin, and a
+                       // single point from the frustum corner set
+                       TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
+                       VectorNormalize(plane.normal);
+                       plane.dist = DotProduct(r_refdef.view.origin, plane.normal);
+                       // see if this plane is backwards and flip it if so
+                       for (j = 0;j < 4;j++)
+                               if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
+                                       break;
+                       if (j < 4)
+                       {
+                               VectorNegate(plane.normal, plane.normal);
+                               plane.dist *= -1;
+                               // flipped plane, test again to see if it is now valid
+                               for (j = 0;j < 4;j++)
+                                       if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
+                                               break;
+                               // if the plane is still not valid, then it is dividing the
+                               // frustum and has to be rejected
+                               if (j < 4)
+                                       continue;
+                       }
+                       // we have created a valid plane, compute extra info
+                       PlaneClassify(&plane);
+                       // copy the plane
+                       rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
+#if 1
+                       // if we've found 5 frustum planes then we have constructed a
+                       // proper split-side case and do not need to keep searching for
+                       // planes to enclose the light origin
+                       if (rsurface.rtlight_numfrustumplanes == 5)
+                               break;
+#endif
+               }
+       }
+#endif
+
+#if 0
+       for (i = 0;i < rsurface.rtlight_numfrustumplanes;i++)
+       {
+               plane = rsurface.rtlight_frustumplanes[i];
+               Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
+       }
+#endif
+
+#if 0
+       // now add the light-space box planes if the light box is rotated, as any
+       // caster outside the oriented light box is irrelevant (even if it passed
+       // the worldspace light box, which is axial)
+       if (rtlight->matrix_lighttoworld.m[0][0] != 1 || rtlight->matrix_lighttoworld.m[1][1] != 1 || rtlight->matrix_lighttoworld.m[2][2] != 1)
+       {
+               for (i = 0;i < 6;i++)
+               {
+                       vec3_t v;
+                       VectorClear(v);
+                       v[i >> 1] = (i & 1) ? -1 : 1;
+                       Matrix4x4_Transform(&rtlight->matrix_lighttoworld, v, plane.normal);
+                       VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
+                       plane.dist = VectorNormalizeLength(plane.normal);
+                       plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
+                       rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
+               }
+       }
+#endif
+
+#if 0
+       // add the world-space reduced box planes
+       for (i = 0;i < 6;i++)
+       {
+               VectorClear(plane.normal);
+               plane.normal[i >> 1] = (i & 1) ? -1 : 1;
+               plane.dist = (i & 1) ? -rsurface.rtlight_cullmaxs[i >> 1] : rsurface.rtlight_cullmins[i >> 1];
+               rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
+       }
+#endif
+
+#if 0
+       {
+       int j, oldnum;
+       vec3_t points[8];
+       vec_t bestdist;
+       // reduce all plane distances to tightly fit the rtlight cull box, which
+       // is in worldspace
+       VectorSet(points[0], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
+       VectorSet(points[1], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
+       VectorSet(points[2], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
+       VectorSet(points[3], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
+       VectorSet(points[4], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
+       VectorSet(points[5], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
+       VectorSet(points[6], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
+       VectorSet(points[7], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
+       oldnum = rsurface.rtlight_numfrustumplanes;
+       rsurface.rtlight_numfrustumplanes = 0;
+       for (j = 0;j < oldnum;j++)
+       {
+               // find the nearest point on the box to this plane
+               bestdist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[0]);
+               for (i = 1;i < 8;i++)
+               {
+                       dist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[i]);
+                       if (bestdist > dist)
+                               bestdist = dist;
+               }
+               Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rsurface.rtlight_frustumplanes[j].normal[0], rsurface.rtlight_frustumplanes[j].normal[1], rsurface.rtlight_frustumplanes[j].normal[2], rsurface.rtlight_frustumplanes[j].dist, bestdist);
+               // if the nearest point is near or behind the plane, we want this
+               // plane, otherwise the plane is useless as it won't cull anything
+               if (rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125)
+               {
+                       PlaneClassify(&rsurface.rtlight_frustumplanes[j]);
+                       rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = rsurface.rtlight_frustumplanes[j];
+               }
+       }
+       }
+#endif
+}
+
+void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
+{
+       qboolean zpass;
+       shadowmesh_t *mesh;
+       int t, tend;
+       int surfacelistindex;
+       msurface_t *surface;
+
+       RSurf_ActiveWorldEntity();
+       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
+       {
+               if (r_refdef.scene.worldentity->model)
+                       r_refdef.scene.worldmodel->DrawShadowMap(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
+               rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+               return;
+       }
+
+       if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
        {
-               RSurf_ActiveWorldEntity();
-               if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
+               CHECKGLERROR
+               zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
+               R_Shadow_RenderMode_StencilShadowVolumes(zpass);
+               mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
+               for (;mesh;mesh = mesh->next)
                {
-                       shadowmesh_t *mesh;
-                       CHECKGLERROR
-                       for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
+                       r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
+                       R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
+                       GL_LockArrays(0, mesh->numverts);
+                       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
                        {
-                               r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
-                               R_Mesh_VertexPointer(mesh->vertex3f);
-                               GL_LockArrays(0, mesh->numverts);
-                               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
-                               {
-                                       // decrement stencil if backface is behind depthbuffer
-                                       GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
-                                       qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
-                                       R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
-                                       // increment stencil if frontface is behind depthbuffer
-                                       GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
-                                       qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
-                               }
-                               R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
-                               GL_LockArrays(0, 0);
+                               // increment stencil if frontface is infront of depthbuffer
+                               GL_CullFace(r_refdef.view.cullface_back);
+                               qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
+                               // decrement stencil if backface is infront of depthbuffer
+                               GL_CullFace(r_refdef.view.cullface_front);
+                               qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
                        }
-                       CHECKGLERROR
+                       else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
+                       {
+                               // decrement stencil if backface is behind depthbuffer
+                               GL_CullFace(r_refdef.view.cullface_front);
+                               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
+                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
+                               // increment stencil if frontface is behind depthbuffer
+                               GL_CullFace(r_refdef.view.cullface_back);
+                               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+                       }
+                       R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
+                       GL_LockArrays(0, 0);
                }
-               else if (numsurfaces)
-                       model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, NULL, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs);
+               CHECKGLERROR
        }
-       else
+       else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
        {
-               RSurf_ActiveModelEntity(ent, false, false);
-               Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
-               relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
-               relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
-               relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
-               relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
-               relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
-               relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
-               relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
-               model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, model->nummodelsurfaces, model->surfacelist, relativeshadowmins, relativeshadowmaxs);
+               R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
+               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               {
+                       surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[surfacelistindex];
+                       for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
+                               if (CHECKPVSBIT(trispvs, t))
+                                       shadowmarklist[numshadowmark++] = t;
+               }
+               R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
        }
+       else if (numsurfaces)
+               r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
+
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+}
+
+void R_Shadow_DrawEntityShadow(entity_render_t *ent)
+{
+       vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
+       vec_t relativeshadowradius;
+       RSurf_ActiveModelEntity(ent, false, false);
+       Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
+       relativeshadowradius = rsurface.rtlight->radius / ent->scale;
+       relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
+       relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
+       relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
+       relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
+       relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
+       relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
+       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
+               ent->model->DrawShadowMap(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
+       else
+               ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
 {
        // set up properties for rendering light onto this entity
-       if (ent == r_refdef.worldentity)
-               RSurf_ActiveWorldEntity();
-       else
-               RSurf_ActiveModelEntity(ent, true, true);
-       Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
-       Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
-       Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
-       Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
+       RSurf_ActiveModelEntity(ent, true, true);
+       GL_AlphaTest(false);
+       Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
+       Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
+       Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
+       Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
+       if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
+               R_Mesh_TexMatrix(3, &rsurface.entitytolight);
+}
+
+void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
+{
+       if (!r_refdef.scene.worldmodel->DrawLight)
+               return;
+
+       // set up properties for rendering light onto this entity
+       RSurf_ActiveWorldEntity();
+       GL_AlphaTest(false);
+       rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
+       Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
+       Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
+       VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
        if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
-               R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
+               R_Mesh_TexMatrix(3, &rsurface.entitytolight);
+
+       r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs);
+
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
-void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
+void R_Shadow_DrawEntityLight(entity_render_t *ent)
 {
-       model_t *model = ent->model;
+       dp_model_t *model = ent->model;
        if (!model->DrawLight)
                return;
+
        R_Shadow_SetupEntityLight(ent);
-       if (ent == r_refdef.worldentity)
-               model->DrawLight(ent, numsurfaces, surfacelist);
-       else
-               model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist);
+
+       model->DrawLight(ent, model->nummodelsurfaces, model->sortedmodelsurfaces, NULL);
+
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
+/*
+{{  0,   0, 0}, "px",  true,  true,  true},
+{{  0,  90, 0}, "py", false,  true, false},
+{{  0, 180, 0}, "nx", false, false,  true},
+{{  0, 270, 0}, "ny",  true, false, false},
+{{-90, 180, 0}, "pz", false, false,  true},
+{{ 90, 180, 0}, "nz", false, false,  true}
+*/
+
+static const double shadowviewmat16[6][4][4] =
+{
+       {
+               {-1,  0,  0, 0},
+               { 0, -1,  0, 0},
+               { 0,  0,  1, 0},
+               { 0,  0,  0, 1},
+       },
+       {
+               { 0, -1,  0, 0},
+               {-1,  0,  0, 0},
+               { 0,  0,  1, 0},
+               { 0,  0,  0, 1},
+       },
+       {
+               {-1,  0,  0, 0},
+               { 0, -1,  0, 0},
+               { 0,  0,  1, 0},
+               { 0,  0,  0, 1},
+       },
+       {
+               { 0, -1,  0, 0},
+               {-1,  0,  0, 0},
+               { 0,  0,  1, 0},
+               { 0,  0,  0, 1},
+       },
+       {
+               { 0,  0,  1, 0},
+               { 0, -1,  0, 0},
+               { 1,  0,  0, 0},
+               { 0,  0,  0, 1},
+       },
+       {
+               { 0,  0, -1, 0},
+               { 0, -1,  0, 0},
+               {-1,  0,  0, 0},
+               { 0,  0,  0, 1},
+       },
+};
+
 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
 {
-       int i, usestencil;
+       int i;
        float f;
        int numleafs, numsurfaces;
        int *leaflist, *surfacelist;
-       unsigned char *leafpvs;
+       unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs;
        int numlightentities;
+       int numlightentities_noselfshadow;
        int numshadowentities;
-       entity_render_t *lightentities[MAX_EDICTS];
-       entity_render_t *shadowentities[MAX_EDICTS];
+       int numshadowentities_noselfshadow;
+       static entity_render_t *lightentities[MAX_EDICTS];
+       static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
+       static entity_render_t *shadowentities[MAX_EDICTS];
+       static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
+       vec3_t nearestpoint;
+       vec_t distance;
+       qboolean castshadows;
+       int lodlinear;
 
        // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
        // skip lights that are basically invisible (color 0 0 0)
@@ -2384,7 +3367,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
 
        // look up the light style value at this time
-       f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
+       f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
        VectorScale(rtlight->color, f, rtlight->currentcolor);
        /*
        if (rtlight->selected)
@@ -2402,8 +3385,8 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
                return;
 
-       VectorCopy(rtlight->cullmins, r_shadow_rtlight_cullmins);
-       VectorCopy(rtlight->cullmaxs, r_shadow_rtlight_cullmaxs);
+       VectorCopy(rtlight->cullmins, rsurface.rtlight_cullmins);
+       VectorCopy(rtlight->cullmaxs, rsurface.rtlight_cullmaxs);
 
        if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
        {
@@ -2414,18 +3397,22 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                leafpvs = rtlight->static_leafpvs;
                numsurfaces = rtlight->static_numsurfaces;
                surfacelist = rtlight->static_surfacelist;
+               shadowtrispvs = rtlight->static_shadowtrispvs;
+               lighttrispvs = rtlight->static_lighttrispvs;
        }
-       else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
+       else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->GetLightInfo)
        {
                // dynamic light, world available and can receive realtime lighting
                // calculate lit surfaces and leafs
-               R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
-               r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+               R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
+               r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs);
                leaflist = r_shadow_buffer_leaflist;
                leafpvs = r_shadow_buffer_leafpvs;
                surfacelist = r_shadow_buffer_surfacelist;
+               shadowtrispvs = r_shadow_buffer_shadowtrispvs;
+               lighttrispvs = r_shadow_buffer_lighttrispvs;
                // if the reduced leaf bounds are offscreen, skip it
-               if (R_CullBox(r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
+               if (R_CullBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
                        return;
        }
        else
@@ -2436,55 +3423,73 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                leafpvs = NULL;
                numsurfaces = 0;
                surfacelist = NULL;
+               shadowtrispvs = NULL;
+               lighttrispvs = NULL;
        }
        // check if light is illuminating any visible leafs
        if (numleafs)
        {
                for (i = 0;i < numleafs;i++)
-                       if (r_viewcache.world_leafvisible[leaflist[i]])
+                       if (r_refdef.viewcache.world_leafvisible[leaflist[i]])
                                break;
                if (i == numleafs)
                        return;
        }
        // set up a scissor rectangle for this light
-       if (R_Shadow_ScissorForBBox(r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
+       if (R_Shadow_ScissorForBBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
                return;
 
+       R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
+
        // make a list of lit entities and shadow casting entities
        numlightentities = 0;
+       numlightentities_noselfshadow = 0;
        numshadowentities = 0;
-       // don't count the world unless some surfaces are actually lit
-       if (numsurfaces)
-       {
-               lightentities[numlightentities++] = r_refdef.worldentity;
-               shadowentities[numshadowentities++] = r_refdef.worldentity;
-       }
+       numshadowentities_noselfshadow = 0;
        // add dynamic entities that are lit by the light
        if (r_drawentities.integer)
        {
-               for (i = 0;i < r_refdef.numentities;i++)
+               for (i = 0;i < r_refdef.scene.numentities;i++)
                {
-                       model_t *model;
-                       entity_render_t *ent = r_refdef.entities[i];
+                       dp_model_t *model;
+                       entity_render_t *ent = r_refdef.scene.entities[i];
                        vec3_t org;
-                       if (!BoxesOverlap(ent->mins, ent->maxs, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
+                       if (!BoxesOverlap(ent->mins, ent->maxs, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
+                               continue;
+                       // skip the object entirely if it is not within the valid
+                       // shadow-casting region (which includes the lit region)
+                       if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
                                continue;
                        if (!(model = ent->model))
                                continue;
-                       if (r_viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
+                       if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
                        {
                                // this entity wants to receive light, is visible, and is
                                // inside the light box
                                // TODO: check if the surfaces in the model can receive light
                                // so now check if it's in a leaf seen by the light
-                               if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))
+                               if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
                                        continue;
-                               lightentities[numlightentities++] = ent;
+                               if (ent->flags & RENDER_NOSELFSHADOW)
+                                       lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
+                               else
+                                       lightentities[numlightentities++] = ent;
                                // since it is lit, it probably also casts a shadow...
                                // about the VectorDistance2 - light emitting entities should not cast their own shadow
                                Matrix4x4_OriginFromMatrix(&ent->matrix, org);
                                if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
-                                       shadowentities[numshadowentities++] = ent;
+                               {
+                                       // note: exterior models without the RENDER_NOSELFSHADOW
+                                       // flag still create a RENDER_NOSELFSHADOW shadow but
+                                       // are lit normally, this means that they are
+                                       // self-shadowing but do not shadow other
+                                       // RENDER_NOSELFSHADOW entities such as the gun
+                                       // (very weird, but keeps the player shadow off the gun)
+                                       if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
+                                               shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
+                                       else
+                                               shadowentities[numshadowentities++] = ent;
+                               }
                        }
                        else if (ent->flags & RENDER_SHADOW)
                        {
@@ -2492,22 +3497,27 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                                // cast a shadow...
                                // TODO: check if the surfaces in the model can cast shadow
                                // now check if it is in a leaf seen by the light
-                               if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))
+                               if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
                                        continue;
                                // about the VectorDistance2 - light emitting entities should not cast their own shadow
                                Matrix4x4_OriginFromMatrix(&ent->matrix, org);
                                if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
-                                       shadowentities[numshadowentities++] = ent;
+                               {
+                                       if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
+                                               shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
+                                       else
+                                               shadowentities[numshadowentities++] = ent;
+                               }
                        }
                }
        }
 
        // return if there's nothing at all to light
-       if (!numlightentities)
+       if (!numlightentities && !numsurfaces)
                return;
 
        // don't let sound skip if going slow
-       if (r_refdef.extraupdate)
+       if (r_refdef.scene.extraupdate)
                S_ExtraUpdate ();
 
        // make this the active rtlight for rendering purposes
@@ -2515,77 +3525,198 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        // count this light in the r_speeds
        r_refdef.stats.lights++;
 
-       usestencil = false;
-       if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
+       if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
        {
-               // draw stencil shadow volumes to mask off pixels that are in shadow
-               // so that they won't receive lighting
-               if (gl_stencil)
+               // optionally draw visible shape of the shadow volumes
+               // for performance analysis by level designers
+               R_Shadow_RenderMode_VisibleShadowVolumes();
+               if (numsurfaces)
+                       R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
+               for (i = 0;i < numshadowentities;i++)
+                       R_Shadow_DrawEntityShadow(shadowentities[i]);
+               for (i = 0;i < numshadowentities_noselfshadow;i++)
+                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
+       }
+
+       if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
+       {
+               // optionally draw the illuminated areas
+               // for performance analysis by level designers
+               R_Shadow_RenderMode_VisibleLighting(false, false);
+               if (numsurfaces)
+                       R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+               for (i = 0;i < numlightentities;i++)
+                       R_Shadow_DrawEntityLight(lightentities[i]);
+               for (i = 0;i < numlightentities_noselfshadow;i++)
+                       R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
+       }
+
+       castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
+
+       nearestpoint[0] = bound(rtlight->cullmins[0], r_refdef.view.origin[0], rtlight->cullmaxs[0]);
+       nearestpoint[1] = bound(rtlight->cullmins[1], r_refdef.view.origin[1], rtlight->cullmaxs[1]);
+       nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
+       distance = VectorDistance(nearestpoint, r_refdef.view.origin);
+       lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
+       lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapping_maxsize.integer);
+
+       if (castshadows && r_shadow_shadowmode && r_glsl.integer && gl_support_fragment_shader)
+       {
+               int side;
+               int size;
+
+               r_shadow_shadowmaplod = 0;
+               for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
+                       if ((r_shadow_shadowmapping_maxsize.integer >> i) > lodlinear)
+                               r_shadow_shadowmaplod = i;
+
+               size = bound(1, r_shadow_shadowmapping_maxsize.integer >> r_shadow_shadowmaplod, 2048);
+
+               //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
+
+               // render shadow casters into 6 sided depth texture
+               for (side = 0;side < 6;side++)
                {
-                       usestencil = true;
-                       R_Shadow_RenderMode_StencilShadowVolumes();
+                       R_Shadow_RenderMode_ShadowMap(side, true, size);
+                       if (numsurfaces)
+                               R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
                        for (i = 0;i < numshadowentities;i++)
-                               R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
+                               R_Shadow_DrawEntityShadow(shadowentities[i]);
                }
 
-               // optionally draw visible shape of the shadow volumes
-               // for performance analysis by level designers
-               if (r_showshadowvolumes.integer)
+               if (numlightentities_noselfshadow)
                {
-                       R_Shadow_RenderMode_VisibleShadowVolumes();
-                       for (i = 0;i < numshadowentities;i++)
-                               R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
+                       // render lighting using the depth texture as shadowmap
+                       // draw lighting in the unmasked areas
+                       R_Shadow_RenderMode_Lighting(false, false, true);
+                       for (i = 0;i < numlightentities_noselfshadow;i++)
+                               R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
                }
-       }
 
-       if (numlightentities)
-       {
+               // render shadow casters into 6 sided depth texture
+               for (side = 0;side < 6;side++)
+               {
+                       R_Shadow_RenderMode_ShadowMap(side, false, size);
+                       for (i = 0;i < numshadowentities_noselfshadow;i++)
+                               R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
+               }
+
+               // render lighting using the depth texture as shadowmap
+               // draw lighting in the unmasked areas
+               R_Shadow_RenderMode_Lighting(false, false, true);
                // draw lighting in the unmasked areas
-               R_Shadow_RenderMode_Lighting(usestencil, false);
+               if (numsurfaces)
+                       R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
                for (i = 0;i < numlightentities;i++)
-                       R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+                       R_Shadow_DrawEntityLight(lightentities[i]);
+       }
+       else if (castshadows && gl_stencil)
+       {
+               // draw stencil shadow volumes to mask off pixels that are in shadow
+               // so that they won't receive lighting
+               GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
+               R_Shadow_ClearStencil();
+               if (numsurfaces)
+                       R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
+               for (i = 0;i < numshadowentities;i++)
+                       R_Shadow_DrawEntityShadow(shadowentities[i]);
+               if (numlightentities_noselfshadow)
+               {
+                       // draw lighting in the unmasked areas
+                       R_Shadow_RenderMode_Lighting(true, false, false);
+                       for (i = 0;i < numlightentities_noselfshadow;i++)
+                               R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
+
+                       // optionally draw the illuminated areas
+                       // for performance analysis by level designers
+                       if (r_showlighting.integer && r_refdef.view.showdebug)
+                       {
+                               R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
+                               for (i = 0;i < numlightentities_noselfshadow;i++)
+                                       R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
+                       }
+               }
+               for (i = 0;i < numshadowentities_noselfshadow;i++)
+                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
 
-               // optionally draw the illuminated areas
-               // for performance analysis by level designers
-               if (r_showlighting.integer)
+               if (numsurfaces + numlightentities)
+               {
+                       // draw lighting in the unmasked areas
+                       R_Shadow_RenderMode_Lighting(true, false, false);
+                       if (numsurfaces)
+                               R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+                       for (i = 0;i < numlightentities;i++)
+                               R_Shadow_DrawEntityLight(lightentities[i]);
+               }
+       }
+       else
+       {
+               if (numsurfaces + numlightentities)
                {
-                       R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
+                       // draw lighting in the unmasked areas
+                       R_Shadow_RenderMode_Lighting(false, false, false);
+                       if (numsurfaces)
+                               R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
                        for (i = 0;i < numlightentities;i++)
-                               R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+                               R_Shadow_DrawEntityLight(lightentities[i]);
+                       for (i = 0;i < numlightentities_noselfshadow;i++)
+                               R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
                }
        }
 }
 
+void R_Shadow_DrawLightSprites(void);
 void R_ShadowVolumeLighting(qboolean visible)
 {
-       int lnum, flag;
+       int flag;
+       int lnum;
+       size_t lightindex;
        dlight_t *light;
+       size_t range;
 
-       if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
-               R_Shadow_EditLights_Reload_f();
+       if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, 2048) || r_shadow_shadowmode != r_shadow_shadowmapping.integer || r_shadow_shadowmapfilter != r_shadow_shadowmapping_filterquality.integer || r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
+               R_Shadow_FreeShadowMaps();
+
+       if (r_editlights.integer)
+               R_Shadow_DrawLightSprites();
 
        R_Shadow_RenderMode_Begin();
 
-       flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+       flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
        if (r_shadow_debuglight.integer >= 0)
        {
-               for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
-                       if (lnum == r_shadow_debuglight.integer && (light->flags & flag))
-                               R_DrawRTLight(&light->rtlight, visible);
+               lightindex = r_shadow_debuglight.integer;
+               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (light && (light->flags & flag))
+                       R_DrawRTLight(&light->rtlight, visible);
        }
        else
-               for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
-                       if (light->flags & flag)
+       {
+               range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+               for (lightindex = 0;lightindex < range;lightindex++)
+               {
+                       light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                       if (light && (light->flags & flag))
                                R_DrawRTLight(&light->rtlight, visible);
-       if (r_refdef.rtdlight)
-               for (lnum = 0;lnum < r_refdef.numlights;lnum++)
-                       R_DrawRTLight(&r_refdef.lights[lnum], visible);
+               }
+       }
+       if (r_refdef.scene.rtdlight)
+               for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
+                       R_DrawRTLight(r_refdef.scene.lights[lnum], visible);
 
        R_Shadow_RenderMode_End();
 }
 
-extern void R_SetupView(const matrix4x4_t *matrix);
+extern const float r_screenvertex3f[12];
+extern void R_SetupView(qboolean allowwaterclippingplane);
+extern void R_ResetViewRendering3D(void);
+extern void R_ResetViewRendering2D(void);
+extern cvar_t r_shadows;
+extern cvar_t r_shadows_darken;
+extern cvar_t r_shadows_drawafterrtlighting;
+extern cvar_t r_shadows_castfrombmodels;
 extern cvar_t r_shadows_throwdistance;
+extern cvar_t r_shadows_throwdirection;
 void R_DrawModelShadows(void)
 {
        int i;
@@ -2594,84 +3725,270 @@ void R_DrawModelShadows(void)
        vec3_t relativelightorigin;
        vec3_t relativelightdirection;
        vec3_t relativeshadowmins, relativeshadowmaxs;
-       float vertex3f[12];
+       vec3_t tmp, shadowdir;
 
        if (!r_drawentities.integer || !gl_stencil)
                return;
 
        CHECKGLERROR
-       GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
-
-       r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
+       R_ResetViewRendering3D();
+       //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
+       //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
+       R_Shadow_RenderMode_Begin();
+       R_Shadow_RenderMode_ActiveLight(NULL);
+       r_shadow_lightscissor[0] = r_refdef.view.x;
+       r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
+       r_shadow_lightscissor[2] = r_refdef.view.width;
+       r_shadow_lightscissor[3] = r_refdef.view.height;
+       R_Shadow_RenderMode_StencilShadowVolumes(false);
 
-       if (gl_ext_separatestencil.integer)
-               r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_SEPARATESTENCIL;
-       else if (gl_ext_stenciltwoside.integer)
-               r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCILTWOSIDE;
-       else
-               r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
+       // get shadow dir
+       if (r_shadows.integer == 2)
+       {
+               Math_atov(r_shadows_throwdirection.string, shadowdir);
+               VectorNormalize(shadowdir);
+       }
 
-       R_Shadow_RenderMode_StencilShadowVolumes();
+       R_Shadow_ClearStencil();
 
-       for (i = 0;i < r_refdef.numentities;i++)
+       for (i = 0;i < r_refdef.scene.numentities;i++)
        {
-               ent = r_refdef.entities[i];
-               // cast shadows from anything that is not a submodel of the map
-               if (ent->model && ent->model->DrawShadowVolume != NULL && !ent->model->brush.submodel && (ent->flags & RENDER_SHADOW))
+               ent = r_refdef.scene.entities[i];
+
+               // cast shadows from anything of the map (submodels are optional)
+               if (ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
                {
                        relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
                        VectorSet(relativeshadowmins, -relativethrowdistance, -relativethrowdistance, -relativethrowdistance);
                        VectorSet(relativeshadowmaxs, relativethrowdistance, relativethrowdistance, relativethrowdistance);
-                       VectorNegate(ent->modellight_lightdir, relativelightdirection);
+                       if (r_shadows.integer == 2) // 2: simpler mode, throw shadows always in same direction
+                               Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
+                       else
+                       {
+                               if(ent->entitynumber != 0)
+                               {
+                                       // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
+                                       int entnum, entnum2, recursion;
+                                       entnum = entnum2 = ent->entitynumber;
+                                       for(recursion = 32; recursion > 0; --recursion)
+                                       {
+                                               entnum2 = cl.entities[entnum].state_current.tagentity;
+                                               if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
+                                                       entnum = entnum2;
+                                               else
+                                                       break;
+                                       }
+                                       if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
+                                       {
+                                               VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
+                                               // transform into modelspace of OUR entity
+                                               Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
+                                               Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
+                                       }
+                                       else
+                                               VectorNegate(ent->modellight_lightdir, relativelightdirection);
+                               }
+                               else
+                                       VectorNegate(ent->modellight_lightdir, relativelightdirection);
+                       }
+
                        VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
                        RSurf_ActiveModelEntity(ent, false, false);
-                       ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
+                       ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
+                       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
                }
        }
 
        // not really the right mode, but this will disable any silly stencil features
-       R_Shadow_RenderMode_VisibleLighting(true, true);
-
-       // vertex coordinates for a quad that covers the screen exactly
-       vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
-       vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
-       vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
-       vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
+       R_Shadow_RenderMode_End();
 
        // set up ortho view for rendering this pass
-       GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
-       GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
-       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
-       GL_ScissorTest(true);
-       R_Mesh_Matrix(&identitymatrix);
-       R_Mesh_ResetTextureState();
-       R_Mesh_VertexPointer(vertex3f);
-       R_Mesh_ColorPointer(NULL);
-
-       // set up a 50% darkening blend on shadowed areas
+       //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
+       //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
+       //GL_ScissorTest(true);
+       //R_Mesh_Matrix(&identitymatrix);
+       //R_Mesh_ResetTextureState();
+       R_ResetViewRendering2D();
+       R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+       R_Mesh_ColorPointer(NULL, 0, 0);
+       R_SetupGenericShader(false);
+
+       // set up a darkening blend on shadowed areas
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       GL_DepthTest(false);
-       GL_DepthMask(false);
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
-       GL_Color(0, 0, 0, 0.5);
-       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
-       qglDepthFunc(GL_ALWAYS);CHECKGLERROR
+       //GL_DepthRange(0, 1);
+       //GL_DepthTest(false);
+       //GL_DepthMask(false);
+       //GL_PolygonOffset(0, 0);CHECKGLERROR
+       GL_Color(0, 0, 0, r_shadows_darken.value);
+       //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
+       //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
        qglEnable(GL_STENCIL_TEST);CHECKGLERROR
        qglStencilMask(~0);CHECKGLERROR
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
        qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
 
        // apply the blend to the shadowed areas
-       R_Mesh_Draw(0, 4, 2, polygonelements);
+       R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
 
-       // restoring the perspective view is done by R_RenderScene
-       //R_SetupView(&r_view.matrix);
+       // restore the viewport
+       R_SetViewport(&r_refdef.view.viewport);
 
        // restore other state to normal
-       R_Shadow_RenderMode_End();
+       //R_Shadow_RenderMode_End();
+}
+
+void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
+{
+       float zdist;
+       vec3_t centerorigin;
+       // if it's too close, skip it
+       if (VectorLength(rtlight->color) < (1.0f / 256.0f))
+               return;
+       zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
+       if (zdist < 32)
+               return;
+       if (usequery && r_numqueries + 2 <= r_maxqueries)
+       {
+               rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
+               rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
+               VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
+
+               CHECKGLERROR
+               // NOTE: we can't disable depth testing using R_DrawSprite's depthdisable argument, which calls GL_DepthTest, as that's broken in the ATI drivers
+               qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
+               qglDepthFunc(GL_ALWAYS);
+               R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
+               qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+               qglDepthFunc(GL_LEQUAL);
+               qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
+               R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
+               qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+               CHECKGLERROR
+       }
+       rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
+}
+
+void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
+{
+       vec3_t color;
+       GLint allpixels = 0, visiblepixels = 0;
+       // now we have to check the query result
+       if (rtlight->corona_queryindex_visiblepixels)
+       {
+               CHECKGLERROR
+               qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
+               qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
+               CHECKGLERROR
+               //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
+               if (visiblepixels < 1 || allpixels < 1)
+                       return;
+               rtlight->corona_visibility *= bound(0, (float)visiblepixels / (float)allpixels, 1);
+               cscale *= rtlight->corona_visibility;
+       }
+       else
+       {
+               // FIXME: these traces should scan all render entities instead of cl.world
+               if (CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
+                       return;
+       }
+       VectorScale(rtlight->color, cscale, color);
+       if (VectorLength(color) > (1.0f / 256.0f))
+               R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, color[0], color[1], color[2], 1);
+}
+
+void R_DrawCoronas(void)
+{
+       int i, flag;
+       qboolean usequery;
+       size_t lightindex;
+       dlight_t *light;
+       rtlight_t *rtlight;
+       size_t range;
+       if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
+               return;
+       if (r_waterstate.renderingscene)
+               return;
+       flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+       R_Mesh_Matrix(&identitymatrix);
+
+       range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+
+       // check occlusion of coronas
+       // use GL_ARB_occlusion_query if available
+       // otherwise use raytraces
+       r_numqueries = 0;
+       usequery = gl_support_arb_occlusion_query && r_coronas_occlusionquery.integer;
+       if (usequery)
+       {
+               GL_ColorMask(0,0,0,0);
+               if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
+               if (r_maxqueries < R_MAX_OCCLUSION_QUERIES)
+               {
+                       i = r_maxqueries;
+                       r_maxqueries = (range + r_refdef.scene.numlights) * 4;
+                       r_maxqueries = min(r_maxqueries, R_MAX_OCCLUSION_QUERIES);
+                       CHECKGLERROR
+                       qglGenQueriesARB(r_maxqueries - i, r_queries + i);
+                       CHECKGLERROR
+               }
+       }
+       for (lightindex = 0;lightindex < range;lightindex++)
+       {
+               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (!light)
+                       continue;
+               rtlight = &light->rtlight;
+               rtlight->corona_visibility = 0;
+               rtlight->corona_queryindex_visiblepixels = 0;
+               rtlight->corona_queryindex_allpixels = 0;
+               if (!(rtlight->flags & flag))
+                       continue;
+               if (rtlight->corona <= 0)
+                       continue;
+               if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
+                       continue;
+               R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
+       }
+       for (i = 0;i < r_refdef.scene.numlights;i++)
+       {
+               rtlight = r_refdef.scene.lights[i];
+               rtlight->corona_visibility = 0;
+               rtlight->corona_queryindex_visiblepixels = 0;
+               rtlight->corona_queryindex_allpixels = 0;
+               if (!(rtlight->flags & flag))
+                       continue;
+               if (rtlight->corona <= 0)
+                       continue;
+               R_BeginCoronaQuery(rtlight, rtlight->radius * rtlight->coronasizescale * r_coronas_occlusionsizescale.value, usequery);
+       }
+       if (usequery)
+               GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
+
+       // now draw the coronas using the query data for intensity info
+       for (lightindex = 0;lightindex < range;lightindex++)
+       {
+               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (!light)
+                       continue;
+               rtlight = &light->rtlight;
+               if (rtlight->corona_visibility <= 0)
+                       continue;
+               R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
+       }
+       for (i = 0;i < r_refdef.scene.numlights;i++)
+       {
+               rtlight = r_refdef.scene.lights[i];
+               if (rtlight->corona_visibility <= 0)
+                       continue;
+               if (gl_flashblend.integer)
+                       R_DrawCorona(rtlight, rtlight->corona, rtlight->radius * rtlight->coronasizescale * 2.0f);
+               else
+                       R_DrawCorona(rtlight, rtlight->corona * r_coronas.value * 0.25f, rtlight->radius * rtlight->coronasizescale);
+       }
 }
 
 
+
 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
 typedef struct suffixinfo_s
 {
@@ -2712,7 +4029,7 @@ static int componentorder[4] = {0, 1, 2, 3};
 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
 {
        int i, j, cubemapsize;
-       unsigned char *cubemappixels, *image_rgba;
+       unsigned char *cubemappixels, *image_buffer;
        rtexture_t *cubemaptexture;
        char name[256];
        // must start 0 so the first loadimagepixels has no requested width/height
@@ -2728,10 +4045,10 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename)
                        // generate an image name based on the base and and suffix
                        dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
                        // load it
-                       if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
+                       if ((image_buffer = loadimagepixelsbgra(name, false, false)))
                        {
                                // an image loaded, make sure width and height are equal
-                               if (image_width == image_height)
+                               if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
                                {
                                        // if this is the first image to load successfully, allocate the cubemap memory
                                        if (!cubemappixels && image_width >= 1)
@@ -2742,30 +4059,37 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename)
                                        }
                                        // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
                                        if (cubemappixels)
-                                               Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_rgba, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
+                                               Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
                                }
                                else
                                        Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
                                // free the image
-                               Mem_Free(image_rgba);
+                               Mem_Free(image_buffer);
                        }
                }
        }
        // if a cubemap loaded, upload it
        if (cubemappixels)
        {
+               if (developer_loading.integer)
+                       Con_Printf("loading cubemap \"%s\"\n", basename);
+
                if (!r_shadow_filters_texturepool)
                        r_shadow_filters_texturepool = R_AllocTexturePool();
-               cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+               cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
                Mem_Free(cubemappixels);
        }
        else
        {
-               Con_Printf("Failed to load Cubemap \"%s\", tried ", 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_Print(" and was unable to find any of them.\n");
+               Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
+               if (developer_loading.integer)
+               {
+                       Con_Printf("(tried tried images ");
+                       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_Print(" and was unable to find any of them).\n");
+               }
        }
        return cubemaptexture;
 }
@@ -2775,30 +4099,33 @@ rtexture_t *R_Shadow_Cubemap(const char *basename)
        int i;
        for (i = 0;i < numcubemaps;i++)
                if (!strcasecmp(cubemaps[i].basename, basename))
-                       return cubemaps[i].texture;
+                       return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube;
        if (i >= MAX_CUBEMAPS)
                return r_texture_whitecube;
        numcubemaps++;
        strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
        cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
-       if (!cubemaps[i].texture)
-               cubemaps[i].texture = r_texture_whitecube;
        return cubemaps[i].texture;
 }
 
 void R_Shadow_FreeCubemaps(void)
 {
+       int i;
+       for (i = 0;i < numcubemaps;i++)
+       {
+               if (developer_loading.integer)
+                       Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
+               if (cubemaps[i].texture)
+                       R_FreeTexture(cubemaps[i].texture);
+       }
+
        numcubemaps = 0;
        R_FreeTexturePool(&r_shadow_filters_texturepool);
 }
 
 dlight_t *R_Shadow_NewWorldLight(void)
 {
-       dlight_t *light;
-       light = (dlight_t *)Mem_Alloc(r_main_mempool, sizeof(dlight_t));
-       light->next = r_shadow_worldlightchain;
-       r_shadow_worldlightchain = light;
-       return light;
+       return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
 }
 
 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
@@ -2839,19 +4166,23 @@ void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, ve
 
 void R_Shadow_FreeWorldLight(dlight_t *light)
 {
-       dlight_t **lightpointer;
+       if (r_shadow_selectedlight == light)
+               r_shadow_selectedlight = NULL;
        R_RTLight_Uncompile(&light->rtlight);
-       for (lightpointer = &r_shadow_worldlightchain;*lightpointer && *lightpointer != light;lightpointer = &(*lightpointer)->next);
-       if (*lightpointer != light)
-               Sys_Error("R_Shadow_FreeWorldLight: light not linked into chain");
-       *lightpointer = light->next;
-       Mem_Free(light);
+       Mem_ExpandableArray_FreeRecord(&r_shadow_worldlightsarray, light);
 }
 
 void R_Shadow_ClearWorldLights(void)
 {
-       while (r_shadow_worldlightchain)
-               R_Shadow_FreeWorldLight(r_shadow_worldlightchain);
+       size_t lightindex;
+       dlight_t *light;
+       size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+       for (lightindex = 0;lightindex < range;lightindex++)
+       {
+               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (light)
+                       R_Shadow_FreeWorldLight(light);
+       }
        r_shadow_selectedlight = NULL;
        R_Shadow_FreeCubemaps();
 }
@@ -2868,48 +4199,77 @@ void R_Shadow_SelectLight(dlight_t *light)
 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
        // this is never batched (there can be only one)
-       float scale = r_editlights_cursorgrid.value * 0.5f;
-       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprcursor->tex, r_editlights_sprcursor->tex, false, false, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE, 1, 1, 1, 1);
 }
 
 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
+       float intensity;
+       float s;
+       vec3_t spritecolor;
+       cachepic_t *pic;
+
        // this is never batched (due to the ent parameter changing every time)
        // so numsurfaces == 1 and surfacelist[0] == lightnumber
-       float intensity;
        const dlight_t *light = (dlight_t *)ent;
-       intensity = 0.5;
+       s = EDLIGHTSPRSIZE;
+       intensity = 0.5f;
+       VectorScale(light->color, intensity, spritecolor);
+       if (VectorLength(spritecolor) < 0.1732f)
+               VectorSet(spritecolor, 0.1f, 0.1f, 0.1f);
+       if (VectorLength(spritecolor) > 1.0f)
+               VectorNormalize(spritecolor);
+
+       // draw light sprite
+       if (light->cubemapname[0] && !light->shadow)
+               pic = r_editlights_sprcubemapnoshadowlight;
+       else if (light->cubemapname[0])
+               pic = r_editlights_sprcubemaplight;
+       else if (!light->shadow)
+               pic = r_editlights_sprnoshadowlight;
+       else
+               pic = r_editlights_sprlight;
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, pic->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, spritecolor[0], spritecolor[1], spritecolor[2], 1);
+       // draw selection sprite if light is selected
        if (light->selected)
-               intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
-       if (!light->shadow)
-               intensity *= 0.5f;
-       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
+               R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprselection->tex, r_editlights_sprselection->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, 1, 1, 1, 1);
+       // VorteX todo: add normalmode/realtime mode light overlay sprites?
 }
 
 void R_Shadow_DrawLightSprites(void)
 {
-       int i;
+       size_t lightindex;
        dlight_t *light;
-
-       for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
-               R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 1+(i % 5), &light->rtlight);
+       size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+       for (lightindex = 0;lightindex < range;lightindex++)
+       {
+               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (light)
+                       R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
+       }
        R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
 }
 
 void R_Shadow_SelectLightInView(void)
 {
        float bestrating, rating, temp[3];
-       dlight_t *best, *light;
+       dlight_t *best;
+       size_t lightindex;
+       dlight_t *light;
+       size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
        best = NULL;
        bestrating = 0;
-       for (light = r_shadow_worldlightchain;light;light = light->next)
+       for (lightindex = 0;lightindex < range;lightindex++)
        {
-               VectorSubtract(light->origin, r_view.origin, temp);
-               rating = (DotProduct(temp, r_view.forward) / sqrt(DotProduct(temp, temp)));
+               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (!light)
+                       continue;
+               VectorSubtract(light->origin, r_refdef.view.origin, temp);
+               rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp)));
                if (rating >= 0.95)
                {
                        rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
-                       if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
+                       if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
                        {
                                bestrating = rating;
                                best = light;
@@ -2924,12 +4284,12 @@ void R_Shadow_LoadWorldLights(void)
        int n, a, style, shadow, flags;
        char tempchar, *lightsstring, *s, *t, name[MAX_QPATH], cubemapname[MAX_QPATH];
        float origin[3], radius, color[3], angles[3], corona, coronasizescale, ambientscale, diffusescale, specularscale;
-       if (r_refdef.worldmodel == NULL)
+       if (cl.worldmodel == NULL)
        {
                Con_Print("No map loaded.\n");
                return;
        }
-       FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
+       FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
        strlcat (name, ".rtlights", sizeof (name));
        lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
        if (lightsstring)
@@ -2968,7 +4328,18 @@ void R_Shadow_LoadWorldLights(void)
                                t++;
                        }
                        *s = 0;
-                       a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
+#if _MSC_VER >= 1400
+#define sscanf sscanf_s
+#endif
+                       cubemapname[sizeof(cubemapname)-1] = 0;
+#if MAX_QPATH != 128
+#error update this code if MAX_QPATH changes
+#endif
+                       a = sscanf(t, "%f %f %f %f %f %f %f %d %127s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname
+#if _MSC_VER >= 1400
+, sizeof(cubemapname)
+#endif
+, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
                        *s = tempchar;
                        if (a < 18)
                                flags = LIGHTFLAG_REALTIMEMODE;
@@ -3014,30 +4385,36 @@ void R_Shadow_LoadWorldLights(void)
 
 void R_Shadow_SaveWorldLights(void)
 {
+       size_t lightindex;
        dlight_t *light;
        size_t bufchars, bufmaxchars;
        char *buf, *oldbuf;
        char name[MAX_QPATH];
        char line[MAX_INPUTLINE];
-       if (!r_shadow_worldlightchain)
+       size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked, assuming the dpsnprintf mess doesn't screw it up...
+       // I hate lines which are 3 times my screen size :( --blub
+       if (!range)
                return;
-       if (r_refdef.worldmodel == NULL)
+       if (cl.worldmodel == NULL)
        {
                Con_Print("No map loaded.\n");
                return;
        }
-       FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
+       FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
        strlcat (name, ".rtlights", sizeof (name));
        bufchars = bufmaxchars = 0;
        buf = NULL;
-       for (light = r_shadow_worldlightchain;light;light = light->next)
+       for (lightindex = 0;lightindex < range;lightindex++)
        {
+               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (!light)
+                       continue;
                if (light->coronasizescale != 0.25f || light->ambientscale != 0 || light->diffusescale != 1 || light->specularscale != 1 || light->flags != LIGHTFLAG_REALTIMEMODE)
-                       sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
+                       dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f %f %f %f %f %i\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
                else if (light->cubemapname[0] || 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, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
+                       dpsnprintf(line, sizeof(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, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
                else
-                       sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
+                       dpsnprintf(line, sizeof(line), "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
                if (bufchars + strlen(line) > bufmaxchars)
                {
                        bufmaxchars = bufchars + strlen(line) + 2048;
@@ -3067,12 +4444,12 @@ void R_Shadow_LoadLightsFile(void)
        int n, a, style;
        char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
        float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
-       if (r_refdef.worldmodel == NULL)
+       if (cl.worldmodel == NULL)
        {
                Con_Print("No map loaded.\n");
                return;
        }
-       FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
+       FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
        strlcat (name, ".lights", sizeof (name));
        lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
        if (lightsstring)
@@ -3122,21 +4499,21 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
        float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
        char key[256], value[MAX_INPUTLINE];
 
-       if (r_refdef.worldmodel == NULL)
+       if (cl.worldmodel == NULL)
        {
                Con_Print("No map loaded.\n");
                return;
        }
        // try to load a .ent file first
-       FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
+       FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
        strlcat (key, ".ent", sizeof (key));
        data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
        // and if that is not found, fall back to the bsp file entity string
        if (!data)
-               data = r_refdef.worldmodel->brush.entities;
+               data = cl.worldmodel->brush.entities;
        if (!data)
                return;
-       for (entnum = 0;COM_ParseTokenConsole(&data) && com_token[0] == '{';entnum++)
+       for (entnum = 0;COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{';entnum++)
        {
                type = LIGHTTYPE_MINUSX;
                origin[0] = origin[1] = origin[2] = 0;
@@ -3154,7 +4531,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                islight = false;
                while (1)
                {
-                       if (!COM_ParseTokenConsole(&data))
+                       if (!COM_ParseToken_Simple(&data, false, false))
                                break; // error
                        if (com_token[0] == '}')
                                break; // end of entity
@@ -3164,7 +4541,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                strlcpy(key, com_token, sizeof(key));
                        while (key[strlen(key)-1] == ' ') // remove trailing spaces
                                key[strlen(key)-1] = 0;
-                       if (!COM_ParseTokenConsole(&data))
+                       if (!COM_ParseToken_Simple(&data, false, false))
                                break; // error
                        strlcpy(value, com_token, sizeof(value));
 
@@ -3279,7 +4656,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                pflags = (int)atof(value);
                        else if (!strcmp("effects", key))
                                effects = (int)atof(value);
-                       else if (r_refdef.worldmodel->type == mod_brushq3)
+                       else if (cl.worldmodel->type == mod_brushq3)
                        {
                                if (!strcmp("scale", key))
                                        lightscale = atof(value);
@@ -3337,8 +4714,8 @@ void R_Shadow_SetCursorLocationForView(void)
        vec_t dist, push;
        vec3_t dest, endpos;
        trace_t trace;
-       VectorMA(r_view.origin, r_editlights_cursordistance.value, r_view.forward, dest);
-       trace = CL_Move(r_view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
+       VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
+       trace = CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
        if (trace.fraction < 1)
        {
                dist = trace.fraction * r_editlights_cursordistance.value;
@@ -3346,7 +4723,7 @@ void R_Shadow_SetCursorLocationForView(void)
                if (push > dist)
                        push = dist;
                push = -push;
-               VectorMA(trace.endpos, push, r_view.forward, endpos);
+               VectorMA(trace.endpos, push, r_refdef.view.forward, endpos);
                VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
        }
        else
@@ -3364,7 +4741,6 @@ void R_Shadow_UpdateWorldLightSelection(void)
        {
                R_Shadow_SetCursorLocationForView();
                R_Shadow_SelectLightInView();
-               R_Shadow_DrawLightSprites();
        }
        else
                R_Shadow_SelectLight(NULL);
@@ -3377,22 +4753,22 @@ void R_Shadow_EditLights_Clear_f(void)
 
 void R_Shadow_EditLights_Reload_f(void)
 {
-       if (!r_refdef.worldmodel)
+       if (!cl.worldmodel)
                return;
-       strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
+       strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
        R_Shadow_ClearWorldLights();
        R_Shadow_LoadWorldLights();
-       if (r_shadow_worldlightchain == NULL)
+       if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
        {
                R_Shadow_LoadLightsFile();
-               if (r_shadow_worldlightchain == NULL)
+               if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
                        R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
        }
 }
 
 void R_Shadow_EditLights_Save_f(void)
 {
-       if (!r_refdef.worldmodel)
+       if (!cl.worldmodel)
                return;
        R_Shadow_SaveWorldLights();
 }
@@ -3743,7 +5119,9 @@ void R_Shadow_EditLights_Edit_f(void)
 
 void R_Shadow_EditLights_EditAll_f(void)
 {
+       size_t lightindex;
        dlight_t *light;
+       size_t range;
 
        if (!r_editlights.integer)
        {
@@ -3751,8 +5129,13 @@ void R_Shadow_EditLights_EditAll_f(void)
                return;
        }
 
-       for (light = r_shadow_worldlightchain;light;light = light->next)
+       // EditLights doesn't seem to have a "remove" command or something so:
+       range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+       for (lightindex = 0;lightindex < range;lightindex++)
        {
+               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (!light)
+                       continue;
                R_Shadow_SelectLight(light);
                R_Shadow_EditLights_Edit_f();
        }
@@ -3761,36 +5144,47 @@ void R_Shadow_EditLights_EditAll_f(void)
 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
 {
        int lightnumber, lightcount;
+       size_t lightindex, range;
        dlight_t *light;
        float x, y;
        char temp[256];
        if (!r_editlights.integer)
                return;
-       x = 0;
-       y = con_vislines;
+       x = vid_conwidth.value - 240;
+       y = 5;
+       DrawQ_Pic(x-5, y-5, NULL, 250, 155, 0, 0, 0, 0.75, 0);
        lightnumber = -1;
        lightcount = 0;
-       for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
+       range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+       for (lightindex = 0;lightindex < range;lightindex++)
+       {
+               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (!light)
+                       continue;
                if (light == r_shadow_selectedlight)
-                       lightnumber = lightcount;
-       sprintf(temp, "Cursor  %f %f %f  Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+                       lightnumber = lightindex;
+               lightcount++;
+       }
+       dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
+       y += 8;
        if (r_shadow_selectedlight == NULL)
                return;
-       sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Radius       : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Corona       : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Ambient      : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Specular     : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Origin       : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Angles       : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Color        : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Radius       : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Corona       : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       dpsnprintf(temp, sizeof(temp), "CoronaSize   : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Ambient      : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Diffuse      : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Specular     : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       dpsnprintf(temp, sizeof(temp), "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
 }
 
 void R_Shadow_EditLights_ToggleShadow_f(void)
@@ -3962,3 +5356,41 @@ void R_Shadow_EditLights_Init(void)
        Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
 }
 
+
+
+/*
+=============================================================================
+
+LIGHT SAMPLING
+
+=============================================================================
+*/
+
+void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
+{
+       VectorClear(diffusecolor);
+       VectorClear(diffusenormal);
+
+       if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+       {
+               ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient * (2.0f / 128.0f);
+               r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
+       }
+       else
+               VectorSet(ambientcolor, 1, 1, 1);
+
+       if (dynamic)
+       {
+               int i;
+               float f, v[3];
+               rtlight_t *light;
+               for (i = 0;i < r_refdef.scene.numlights;i++)
+               {
+                       light = r_refdef.scene.lights[i];
+                       Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
+                       f = 1 - VectorLength2(v);
+                       if (f > 0 && CL_Move(p, vec3_origin, vec3_origin, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
+                               VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
+               }
+       }
+}