]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
made r_showtris transparent (quite faint actually), color coded different types of...
[xonotic/darkplaces.git] / r_shadow.c
index 5883fb8e5b1fdc5cc7e06d755875263c74e88b06..d9cb969046d13c863a7317a317612b2e32efa430 100644 (file)
@@ -131,9 +131,12 @@ mempool_t *r_shadow_mempool;
 
 int maxshadowelements;
 int *shadowelements;
-int maxtrianglefacinglight;
-qbyte *trianglefacinglight;
-int *trianglefacinglightlist;
+
+int maxshadowmark;
+int numshadowmark;
+int *shadowmark;
+int *shadowmarklist;
+int shadowmarkcount;
 
 int maxvertexupdate;
 int *vertexupdate;
@@ -197,9 +200,11 @@ void r_shadow_start(void)
        vertexupdate = NULL;
        vertexremap = NULL;
        vertexupdatenum = 0;
-       maxtrianglefacinglight = 0;
-       trianglefacinglight = NULL;
-       trianglefacinglightlist = NULL;
+       maxshadowmark = 0;
+       numshadowmark = 0;
+       shadowmark = NULL;
+       shadowmarklist = NULL;
+       shadowmarkcount = 0;
        r_shadow_normalcubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
@@ -230,9 +235,11 @@ void r_shadow_shutdown(void)
        vertexupdate = NULL;
        vertexremap = NULL;
        vertexupdatenum = 0;
-       maxtrianglefacinglight = 0;
-       trianglefacinglight = NULL;
-       trianglefacinglightlist = NULL;
+       maxshadowmark = 0;
+       numshadowmark = 0;
+       shadowmark = NULL;
+       shadowmarklist = NULL;
+       shadowmarkcount = 0;
        Mem_FreePool(&r_shadow_mempool);
 }
 
@@ -331,23 +338,6 @@ matrix4x4_t matrix_attenuationz =
        }
 };
 
-void R_Shadow_ResizeTriangleFacingLight(int numtris)
-{
-       // make sure trianglefacinglight is big enough for this volume
-       // ameks ru ertaignelaficgnilhg tsib gie ongu hof rhtsiv lomu e
-       // m4k3 5ur3 7r14ng13f4c1n5115h7 15 b15 3n0u5h f0r 7h15 v01um3
-       if (maxtrianglefacinglight < numtris)
-       {
-               maxtrianglefacinglight = numtris;
-               if (trianglefacinglight)
-                       Mem_Free(trianglefacinglight);
-               if (trianglefacinglightlist)
-                       Mem_Free(trianglefacinglightlist);
-               trianglefacinglight = Mem_Alloc(r_shadow_mempool, maxtrianglefacinglight);
-               trianglefacinglightlist = Mem_Alloc(r_shadow_mempool, sizeof(int) * maxtrianglefacinglight);
-       }
-}
-
 int *R_Shadow_ResizeShadowElements(int numtris)
 {
        // make sure shadowelements is big enough for this volume
@@ -361,68 +351,36 @@ int *R_Shadow_ResizeShadowElements(int numtris)
        return shadowelements;
 }
 
-/*
-// readable version of some code found below
-//if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
-int PointInfrontOfTriangle(const float *p, const float *a, const float *b, const float *c)
-{
-       float dir0[3], dir1[3], normal[3];
-
-       // calculate two mostly perpendicular edge directions
-       VectorSubtract(a, b, dir0);
-       VectorSubtract(c, b, dir1);
-
-       // we have two edge directions, we can calculate a third vector from
-       // them, which is the direction of the surface normal (it's magnitude
-       // is not 1 however)
-       CrossProduct(dir0, dir1, normal);
-
-       // compare distance of light along normal, with distance of any point
-       // of the triangle along the same normal (the triangle is planar,
-       // I.E. flat, so all points give the same answer)
-       return DotProduct(p, normal) > DotProduct(a, normal);
-}
-int checkcastshadowfromedge(int t, int i)
+void R_Shadow_PrepareShadowMark(int numtris)
 {
-       int *te;
-       float *v[3];
-       if (t >= trianglerange_start && t < trianglerange_end)
+       // make sure shadowmark is big enough for this volume
+       if (maxshadowmark < numtris)
        {
-               if (t < i && !trianglefacinglight[t])
-                       return true;
-               else
-                       return false;
+               maxshadowmark = numtris;
+               if (shadowmark)
+                       Mem_Free(shadowmark);
+               if (shadowmarklist)
+                       Mem_Free(shadowmarklist);
+               shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
+               shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
+               shadowmarkcount = 0;
        }
-       else
+       shadowmarkcount++;
+       // if shadowmarkcount wrapped we clear the array and adjust accordingly
+       if (shadowmarkcount == 0)
        {
-               if (t < 0)
-                       return true;
-               else
-               {
-                       te = inelement3i + t * 3;
-                       v[0] = invertex3f + te[0] * 3;
-                       v[1] = invertex3f + te[1] * 3;
-                       v[2] = invertex3f + te[2] * 3;
-                       if (!PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
-                               return true;
-                       else
-                               return false;
-               }
+               shadowmarkcount = 1;
+               memset(shadowmark, 0, maxshadowmark * sizeof(*shadowmark));
        }
+       numshadowmark = 0;
 }
-*/
 
-int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, int trianglerange_end, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *relativelightorigin, float projectdistance)
+int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
 {
-       int i, j, tris = 0, numfacing = 0, vr[3], t, outvertices = 0;
-       const float *v[3];
-       const int *e, *n, *te;
+       int i, j, tris = 0, vr[3], t, outvertices = 0;
+       const int *e, *n;
        float f, temp[3];
 
-       // make sure trianglefacinglight is big enough for this volume
-       if (maxtrianglefacinglight < trianglerange_end)
-               R_Shadow_ResizeTriangleFacingLight(trianglerange_end);
-
        if (maxvertexupdate < innumvertices)
        {
                maxvertexupdate = innumvertices;
@@ -432,220 +390,91 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, i
                        Mem_Free(vertexremap);
                vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
                vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+               vertexupdatenum = 0;
        }
        vertexupdatenum++;
-
-       if (r_shadow_singlepassvolumegeneration.integer)
+       if (vertexupdatenum == 0)
        {
-               // one pass approach (identify lit/dark faces and generate sides while doing so)
-               for (i = trianglerange_start, e = inelement3i + i * 3, n = inneighbor3i + i * 3;i < trianglerange_end;i++, e += 3, n += 3)
-               {
-                       // calculate triangle facing flag
-                       v[0] = invertex3f + e[0] * 3;
-                       v[1] = invertex3f + e[1] * 3;
-                       v[2] = invertex3f + e[2] * 3;
-                       if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
-                       {
-                               // make sure the vertices are created
-                               for (j = 0;j < 3;j++)
-                               {
-                                       if (vertexupdate[e[j]] != vertexupdatenum)
-                                       {
-                                               vertexupdate[e[j]] = vertexupdatenum;
-                                               vertexremap[e[j]] = outvertices;
-                                               VectorCopy(v[j], outvertex3f);
-                                               VectorSubtract(v[j], relativelightorigin, temp);
-                                               f = projectdistance / VectorLength(temp);
-                                               VectorMA(relativelightorigin, f, temp, (outvertex3f + 3));
-                                               outvertex3f += 6;
-                                               outvertices += 2;
-                                       }
-                               }
-                               // output the front and back triangles
-                               vr[0] = vertexremap[e[0]];
-                               vr[1] = vertexremap[e[1]];
-                               vr[2] = vertexremap[e[2]];
-                               outelement3i[0] = vr[0];
-                               outelement3i[1] = vr[1];
-                               outelement3i[2] = vr[2];
-                               outelement3i[3] = vr[2] + 1;
-                               outelement3i[4] = vr[1] + 1;
-                               outelement3i[5] = vr[0] + 1;
-                               outelement3i += 6;
-                               tris += 2;
-                               // output the sides (facing outward from this triangle)
-                               t = n[0];
-                               if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
-                               {
-                                       outelement3i[0] = vr[1];
-                                       outelement3i[1] = vr[0];
-                                       outelement3i[2] = vr[0] + 1;
-                                       outelement3i[3] = vr[1];
-                                       outelement3i[4] = vr[0] + 1;
-                                       outelement3i[5] = vr[1] + 1;
-                                       outelement3i += 6;
-                                       tris += 2;
-                               }
-                               t = n[1];
-                               if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
-                               {
-                                       outelement3i[0] = vr[2];
-                                       outelement3i[1] = vr[1];
-                                       outelement3i[2] = vr[1] + 1;
-                                       outelement3i[3] = vr[2];
-                                       outelement3i[4] = vr[1] + 1;
-                                       outelement3i[5] = vr[2] + 1;
-                                       outelement3i += 6;
-                                       tris += 2;
-                               }
-                               t = n[2];
-                               if ((t >= trianglerange_start && t < trianglerange_end) ? (t < i && !trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
-                               {
-                                       outelement3i[0] = vr[0];
-                                       outelement3i[1] = vr[2];
-                                       outelement3i[2] = vr[2] + 1;
-                                       outelement3i[3] = vr[0];
-                                       outelement3i[4] = vr[2] + 1;
-                                       outelement3i[5] = vr[0] + 1;
-                                       outelement3i += 6;
-                                       tris += 2;
-                               }
-                       }
-                       else
-                       {
-                               // this triangle is not facing the light
-                               // output the sides (facing inward to this triangle)
-                               t = n[0];
-                               if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
-                               {
-                                       vr[0] = vertexremap[e[0]];
-                                       vr[1] = vertexremap[e[1]];
-                                       outelement3i[0] = vr[1];
-                                       outelement3i[1] = vr[0] + 1;
-                                       outelement3i[2] = vr[0];
-                                       outelement3i[3] = vr[1];
-                                       outelement3i[4] = vr[1] + 1;
-                                       outelement3i[5] = vr[0] + 1;
-                                       outelement3i += 6;
-                                       tris += 2;
-                               }
-                               t = n[1];
-                               if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
-                               {
-                                       vr[1] = vertexremap[e[1]];
-                                       vr[2] = vertexremap[e[2]];
-                                       outelement3i[0] = vr[2];
-                                       outelement3i[1] = vr[1] + 1;
-                                       outelement3i[2] = vr[1];
-                                       outelement3i[3] = vr[2];
-                                       outelement3i[4] = vr[2] + 1;
-                                       outelement3i[5] = vr[1] + 1;
-                                       outelement3i += 6;
-                                       tris += 2;
-                               }
-                               t = n[2];
-                               if (t < i && t >= trianglerange_start && t < trianglerange_end && trianglefacinglight[t])
-                               {
-                                       vr[0] = vertexremap[e[0]];
-                                       vr[2] = vertexremap[e[2]];
-                                       outelement3i[0] = vr[0];
-                                       outelement3i[1] = vr[2] + 1;
-                                       outelement3i[2] = vr[2];
-                                       outelement3i[3] = vr[0];
-                                       outelement3i[4] = vr[0] + 1;
-                                       outelement3i[5] = vr[2] + 1;
-                                       outelement3i += 6;
-                                       tris += 2;
-                               }
-                       }
-               }
+               vertexupdatenum = 1;
+               memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
+               memset(vertexremap, 0, maxvertexupdate * sizeof(int));
        }
-       else
+       
+       for (i = 0;i < numshadowmarktris;i++)
        {
-               // two pass approach (identify lit/dark faces and then generate sides)
-               for (i = trianglerange_start, e = inelement3i + i * 3, numfacing = 0;i < trianglerange_end;i++, e += 3)
+               t = shadowmarktris[i];
+               shadowmark[t] = shadowmarkcount;
+               e = inelement3i + t * 3;
+               // make sure the vertices are created
+               for (j = 0;j < 3;j++)
                {
-                       // calculate triangle facing flag
-                       v[0] = invertex3f + e[0] * 3;
-                       v[1] = invertex3f + e[1] * 3;
-                       v[2] = invertex3f + e[2] * 3;
-                       if((trianglefacinglight[i] = PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2])))
+                       if (vertexupdate[e[j]] != vertexupdatenum)
                        {
-                               trianglefacinglightlist[numfacing++] = i;
-                               // make sure the vertices are created
-                               for (j = 0;j < 3;j++)
-                               {
-                                       if (vertexupdate[e[j]] != vertexupdatenum)
-                                       {
-                                               vertexupdate[e[j]] = vertexupdatenum;
-                                               vertexremap[e[j]] = outvertices;
-                                               VectorSubtract(v[j], relativelightorigin, temp);
-                                               f = projectdistance / VectorLength(temp);
-                                               VectorCopy(v[j], outvertex3f);
-                                               VectorMA(relativelightorigin, f, temp, (outvertex3f + 3));
-                                               outvertex3f += 6;
-                                               outvertices += 2;
-                                       }
-                               }
-                               // output the front and back triangles
-                               outelement3i[0] = vertexremap[e[0]];
-                               outelement3i[1] = vertexremap[e[1]];
-                               outelement3i[2] = vertexremap[e[2]];
-                               outelement3i[3] = vertexremap[e[2]] + 1;
-                               outelement3i[4] = vertexremap[e[1]] + 1;
-                               outelement3i[5] = vertexremap[e[0]] + 1;
-                               outelement3i += 6;
-                               tris += 2;
+                               vertexupdate[e[j]] = vertexupdatenum;
+                               vertexremap[e[j]] = outvertices;
+                               VectorSubtract(invertex3f + e[j] * 3, projectorigin, temp);
+                               f = projectdistance / VectorLength(temp);
+                               VectorCopy(invertex3f + e[j] * 3, outvertex3f);
+                               VectorMA(projectorigin, f, temp, (outvertex3f + 3));
+                               outvertex3f += 6;
+                               outvertices += 2;
                        }
                }
-               for (i = 0;i < numfacing;i++)
+               // output the front and back triangles
+               outelement3i[0] = vertexremap[e[0]];
+               outelement3i[1] = vertexremap[e[1]];
+               outelement3i[2] = vertexremap[e[2]];
+               outelement3i[3] = vertexremap[e[2]] + 1;
+               outelement3i[4] = vertexremap[e[1]] + 1;
+               outelement3i[5] = vertexremap[e[0]] + 1;
+               outelement3i += 6;
+               tris += 2;
+       }
+
+       for (i = 0;i < numshadowmarktris;i++)
+       {
+               t = shadowmarktris[i];
+               e = inelement3i + t * 3;
+               n = inneighbor3i + t * 3;
+               // output the sides (facing outward from this triangle)
+               if (shadowmark[n[0]] != shadowmarkcount)
                {
-                       t = trianglefacinglightlist[i];
-                       e = inelement3i + t * 3;
-                       n = inneighbor3i + t * 3;
-                       // output the sides (facing outward from this triangle)
-                       t = n[0];
-                       if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
-                       {
-                               vr[0] = vertexremap[e[0]];
-                               vr[1] = vertexremap[e[1]];
-                               outelement3i[0] = vr[1];
-                               outelement3i[1] = vr[0];
-                               outelement3i[2] = vr[0] + 1;
-                               outelement3i[3] = vr[1];
-                               outelement3i[4] = vr[0] + 1;
-                               outelement3i[5] = vr[1] + 1;
-                               outelement3i += 6;
-                               tris += 2;
-                       }
-                       t = n[1];
-                       if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
-                       {
-                               vr[1] = vertexremap[e[1]];
-                               vr[2] = vertexremap[e[2]];
-                               outelement3i[0] = vr[2];
-                               outelement3i[1] = vr[1];
-                               outelement3i[2] = vr[1] + 1;
-                               outelement3i[3] = vr[2];
-                               outelement3i[4] = vr[1] + 1;
-                               outelement3i[5] = vr[2] + 1;
-                               outelement3i += 6;
-                               tris += 2;
-                       }
-                       t = n[2];
-                       if ((t >= trianglerange_start && t < trianglerange_end) ? (!trianglefacinglight[t]) : (t < 0 || (te = inelement3i + t * 3, v[0] = invertex3f + te[0] * 3, v[1] = invertex3f + te[1] * 3, v[2] = invertex3f + te[2] * 3, !PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]))))
-                       {
-                               vr[0] = vertexremap[e[0]];
-                               vr[2] = vertexremap[e[2]];
-                               outelement3i[0] = vr[0];
-                               outelement3i[1] = vr[2];
-                               outelement3i[2] = vr[2] + 1;
-                               outelement3i[3] = vr[0];
-                               outelement3i[4] = vr[2] + 1;
-                               outelement3i[5] = vr[0] + 1;
-                               outelement3i += 6;
-                               tris += 2;
-                       }
+                       vr[0] = vertexremap[e[0]];
+                       vr[1] = vertexremap[e[1]];
+                       outelement3i[0] = vr[1];
+                       outelement3i[1] = vr[0];
+                       outelement3i[2] = vr[0] + 1;
+                       outelement3i[3] = vr[1];
+                       outelement3i[4] = vr[0] + 1;
+                       outelement3i[5] = vr[1] + 1;
+                       outelement3i += 6;
+                       tris += 2;
+               }
+               if (shadowmark[n[1]] != shadowmarkcount)
+               {
+                       vr[1] = vertexremap[e[1]];
+                       vr[2] = vertexremap[e[2]];
+                       outelement3i[0] = vr[2];
+                       outelement3i[1] = vr[1];
+                       outelement3i[2] = vr[1] + 1;
+                       outelement3i[3] = vr[2];
+                       outelement3i[4] = vr[1] + 1;
+                       outelement3i[5] = vr[2] + 1;
+                       outelement3i += 6;
+                       tris += 2;
+               }
+               if (shadowmark[n[2]] != shadowmarkcount)
+               {
+                       vr[0] = vertexremap[e[0]];
+                       vr[2] = vertexremap[e[2]];
+                       outelement3i[0] = vr[0];
+                       outelement3i[1] = vr[2];
+                       outelement3i[2] = vr[2] + 1;
+                       outelement3i[3] = vr[0];
+                       outelement3i[4] = vr[2] + 1;
+                       outelement3i[5] = vr[0] + 1;
+                       outelement3i += 6;
+                       tris += 2;
                }
        }
        if (outnumvertices)
@@ -655,7 +484,7 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int trianglerange_start, i
 
 float varray_vertex3f2[65536*3];
 
-void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance)
+void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
 {
        int tris, outverts;
        if (projectdistance < 0.1)
@@ -663,36 +492,68 @@ void R_Shadow_Volume(int numverts, int numtris, const float *invertex3f, int *el
                Con_Printf("R_Shadow_Volume: projectdistance %f\n");
                return;
        }
-       if (!numverts)
+       if (!numverts || !nummarktris)
                return;
-
        // make sure shadowelements is big enough for this volume
-       if (maxshadowelements < numtris * 24)
-               R_Shadow_ResizeShadowElements(numtris);
+       if (maxshadowelements < nummarktris * 24)
+               R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
+       tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
+       R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
+}
+
+void R_Shadow_VolumeFromBox(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, const vec3_t mins, const vec3_t maxs)
+{
+       int i;
+       const float *v[3];
 
-       // check which triangles are facing the light, and then output
+       // check which triangles are facing the , and then output
        // triangle elements and vertices...  by clever use of elements we
        // can construct the whole shadow from the unprojected vertices and
        // the projected vertices
-       if ((tris = R_Shadow_ConstructShadowVolume(numverts, 0, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, relativelightorigin, r_shadow_projectdistance.value/*projectdistance*/)))
+
+       // identify lit faces within the bounding box
+       R_Shadow_PrepareShadowMark(numtris);
+       for (i = 0;i < numtris;i++)
        {
-               GL_VertexPointer(varray_vertex3f2);
-               if (r_shadowstage == SHADOWSTAGE_STENCIL)
-               {
-                       // decrement stencil if frontface is behind depthbuffer
-                       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
-                       qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
-                       R_Mesh_Draw(outverts, tris, shadowelements);
-                       c_rt_shadowmeshes++;
-                       c_rt_shadowtris += numtris;
-                       // increment stencil if backface is behind depthbuffer
-                       qglCullFace(GL_BACK); // quake is backwards, this culls front faces
-                       qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
-               }
-               R_Mesh_Draw(outverts, tris, shadowelements);
+               v[0] = invertex3f + elements[i*3+0] * 3;
+               v[1] = invertex3f + elements[i*3+1] * 3;
+               v[2] = invertex3f + elements[i*3+2] * 3;
+               if (PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2]) && maxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && mins[0] < max(v[0][0], max(v[1][0], v[2][0])) && maxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && mins[1] < max(v[0][1], max(v[1][1], v[2][1])) && maxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && mins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                       shadowmarklist[numshadowmark++] = i;
+       }
+       R_Shadow_VolumeFromList(numverts, numtris, invertex3f, elements, neighbors, projectorigin, projectdistance, numshadowmark, shadowmarklist);
+}
+
+void R_Shadow_VolumeFromSphere(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, float radius)
+{
+       vec3_t mins, maxs;
+       mins[0] = projectorigin[0] - radius;
+       mins[1] = projectorigin[1] - radius;
+       mins[2] = projectorigin[2] - radius;
+       maxs[0] = projectorigin[0] + radius;
+       maxs[1] = projectorigin[1] + radius;
+       maxs[2] = projectorigin[2] + radius;
+       R_Shadow_VolumeFromBox(numverts, numtris, invertex3f, elements, neighbors, projectorigin, projectdistance, mins, maxs);
+}
+
+void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
+{
+       GL_VertexPointer(vertex3f);
+       if (r_shadowstage == SHADOWSTAGE_STENCIL)
+       {
+               // decrement stencil if frontface is behind depthbuffer
+               qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
+               R_Mesh_Draw(numvertices, numtriangles, element3i);
                c_rt_shadowmeshes++;
-               c_rt_shadowtris += numtris;
+               c_rt_shadowtris += numtriangles;
+               // increment stencil if backface is behind depthbuffer
+               qglCullFace(GL_BACK); // quake is backwards, this culls front faces
+               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
        }
+       R_Mesh_Draw(numvertices, numtriangles, element3i);
+       c_rt_shadowmeshes++;
+       c_rt_shadowtris += numtriangles;
 }
 
 void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
@@ -872,7 +733,7 @@ void R_Shadow_Stage_Begin(void)
        R_Mesh_State_Texture(&m);
        GL_Color(0, 0, 0, 1);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
-       GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
+       GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
        r_shadowstage = SHADOWSTAGE_NONE;
 
        c_rt_lights = c_rt_clears = c_rt_scissored = 0;
@@ -902,7 +763,7 @@ void R_Shadow_Stage_ShadowVolumes(void)
        memset(&m, 0, sizeof(m));
        R_Mesh_State_Texture(&m);
        GL_Color(1, 1, 1, 1);
-       qglColorMask(0, 0, 0, 0);
+       GL_ColorMask(0, 0, 0, 0);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(false);
        GL_DepthTest(true);
@@ -920,7 +781,7 @@ void R_Shadow_Stage_ShadowVolumes(void)
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        qglStencilFunc(GL_ALWAYS, 128, 0xFF);
        r_shadowstage = SHADOWSTAGE_STENCIL;
-       qglClear(GL_STENCIL_BUFFER_BIT);
+       GL_Clear(GL_STENCIL_BUFFER_BIT);
        c_rt_clears++;
        // LordHavoc note: many shadow volumes reside entirely inside the world
        // (that is to say they are entirely bounded by their lit surfaces),
@@ -942,7 +803,7 @@ void R_Shadow_Stage_LightWithoutShadows(void)
        qglPolygonOffset(0, 0);
        //qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
-       qglColorMask(1, 1, 1, 1);
+       GL_ColorMask(1, 1, 1, 1);
        qglDepthFunc(GL_EQUAL);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglDisable(GL_STENCIL_TEST);
@@ -963,7 +824,7 @@ void R_Shadow_Stage_LightWithShadows(void)
        qglPolygonOffset(0, 0);
        //qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
-       qglColorMask(1, 1, 1, 1);
+       GL_ColorMask(1, 1, 1, 1);
        qglDepthFunc(GL_EQUAL);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglEnable(GL_STENCIL_TEST);
@@ -986,8 +847,8 @@ void R_Shadow_Stage_End(void)
        qglPolygonOffset(0, 0);
        //qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
-       qglColorMask(1, 1, 1, 1);
-       GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
+       GL_ColorMask(1, 1, 1, 1);
+       GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
        qglDepthFunc(GL_LEQUAL);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglDisable(GL_STENCIL_TEST);
@@ -1009,7 +870,7 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        // (?!?  seems like a driver bug) so abort if gl_stencil is false
        if (!gl_stencil || BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
        {
-               GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
+               GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
                return false;
        }
        for (i = 0;i < 3;i++)
@@ -1155,10 +1016,10 @@ int R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        ix2 = x2 + 1.0f;
        iy2 = y2 + 1.0f;
        //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
-       if (ix1 < r_refdef.x) ix1 = r_refdef.x;
-       if (iy1 < r_refdef.y) iy1 = r_refdef.y;
-       if (ix2 > r_refdef.x + r_refdef.width) ix2 = r_refdef.x + r_refdef.width;
-       if (iy2 > r_refdef.y + r_refdef.height) iy2 = r_refdef.y + r_refdef.height;
+       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 (ix2 <= ix1 || iy2 <= iy1)
                return true;
        // set up the scissor rectangle
@@ -1317,7 +1178,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
                        m.pointer_texcoord[2] = varray_texcoord3f[2];
                        R_Mesh_State_Texture(&m);
-                       qglColorMask(0,0,0,1);
+                       GL_ColorMask(0,0,0,1);
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
@@ -1335,7 +1196,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
                        R_Mesh_State_Texture(&m);
-                       qglColorMask(1,1,1,0);
+                       GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
@@ -1356,7 +1217,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                        m.pointer_texcoord[0] = varray_texcoord3f[0];
                        R_Mesh_State_Texture(&m);
-                       qglColorMask(0,0,0,1);
+                       GL_ColorMask(0,0,0,1);
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
                        R_Mesh_Draw(numverts, numtriangles, elements);
@@ -1387,7 +1248,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
                        R_Mesh_State_Texture(&m);
-                       qglColorMask(1,1,1,0);
+                       GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
@@ -1412,7 +1273,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
                        R_Mesh_State_Texture(&m);
-                       qglColorMask(0,0,0,1);
+                       GL_ColorMask(0,0,0,1);
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
                        R_Mesh_Draw(numverts, numtriangles, elements);
@@ -1425,7 +1286,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
                        R_Mesh_State_Texture(&m);
-                       qglColorMask(1,1,1,0);
+                       GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
@@ -1455,7 +1316,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        m.pointer_texcoord[2] = varray_texcoord2f[2];
                        m.pointer_texcoord[3] = varray_texcoord2f[3];
                        R_Mesh_State_Texture(&m);
-                       qglColorMask(0,0,0,1);
+                       GL_ColorMask(0,0,0,1);
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
                        R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
@@ -1474,7 +1335,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
                        R_Mesh_State_Texture(&m);
-                       qglColorMask(1,1,1,0);
+                       GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
@@ -1497,7 +1358,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        m.pointer_texcoord[0] = varray_texcoord2f[0];
                        m.pointer_texcoord[1] = varray_texcoord2f[1];
                        R_Mesh_State_Texture(&m);
-                       qglColorMask(0,0,0,1);
+                       GL_ColorMask(0,0,0,1);
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
                        R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
@@ -1529,7 +1390,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
                        R_Mesh_State_Texture(&m);
-                       qglColorMask(1,1,1,0);
+                       GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
@@ -1606,7 +1467,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
                        R_Mesh_State_Texture(&m);
-                       qglColorMask(0,0,0,1);
+                       GL_ColorMask(0,0,0,1);
                        // this squares the result
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
                        R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
@@ -1649,7 +1510,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        }
                        m.pointer_texcoord[0] = texcoord2f;
                        R_Mesh_State_Texture(&m);
-                       qglColorMask(1,1,1,0);
+                       GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, colorscale, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
@@ -1673,7 +1534,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
                        R_Mesh_State_Texture(&m);
-                       qglColorMask(0,0,0,1);
+                       GL_ColorMask(0,0,0,1);
                        // this squares the result
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
                        R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
@@ -1702,7 +1563,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
                        R_Mesh_State_Texture(&m);
-                       qglColorMask(1,1,1,0);
+                       GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
                        VectorScale(lightcolor, colorscale, color2);
@@ -1727,7 +1588,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
                        R_Mesh_State_Texture(&m);
-                       qglColorMask(0,0,0,1);
+                       GL_ColorMask(0,0,0,1);
                        // this squares the result
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
                        R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
@@ -1773,7 +1634,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        }
                        m.pointer_texcoord[0] = texcoord2f;
                        R_Mesh_State_Texture(&m);
-                       qglColorMask(1,1,1,0);
+                       GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, colorscale, color2);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
@@ -2046,7 +1907,19 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                        for (mesh = castmesh;mesh;mesh = mesh->next)
                        {
                                Mod_BuildTriangleNeighbors(mesh->neighbor3i, mesh->element3i, mesh->numtriangles);
-                               if ((tris = R_Shadow_ConstructShadowVolume(castmesh->numverts, 0, castmesh->numtriangles, castmesh->element3i, castmesh->neighbor3i, castmesh->vertex3f, NULL, shadowelements, vertex3f, rtlight->shadoworigin, r_shadow_projectdistance.value)))
+                               R_Shadow_PrepareShadowMark(mesh->numtriangles);
+                               for (i = 0;i < mesh->numtriangles;i++)
+                               {
+                                       const float *v[3];
+                                       v[0] = mesh->vertex3f + mesh->element3i[i*3+0] * 3;
+                                       v[1] = mesh->vertex3f + mesh->element3i[i*3+1] * 3;
+                                       v[2] = mesh->vertex3f + mesh->element3i[i*3+2] * 3;
+                                       if (PointInfrontOfTriangle(rtlight->shadoworigin, v[0], v[1], v[2]) && rtlight->cullmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && rtlight->cullmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && rtlight->cullmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && rtlight->cullmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && rtlight->cullmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && rtlight->cullmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                               shadowmarklist[numshadowmark++] = i;
+                               }
+                               if (maxshadowelements < numshadowmark * 24)
+                                       R_Shadow_ResizeShadowElements((numshadowmark + 256) * 24);
+                               if ((tris = R_Shadow_ConstructShadowVolume(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->neighbor3i, mesh->vertex3f, NULL, shadowelements, vertex3f, rtlight->shadoworigin, r_shadow_projectdistance.value, numshadowmark, shadowmarklist)))
                                        Mod_ShadowMesh_AddMesh(r_shadow_mempool, rtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
                        }
                        Mem_Free(vertex3f);
@@ -2165,7 +2038,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                                qglDisable(GL_DEPTH_TEST);
                                qglDisable(GL_STENCIL_TEST);
                                //qglDisable(GL_CULL_FACE);
-                               qglColorMask(1,1,1,1);
+                               GL_ColorMask(1,1,1,1);
                                memset(&m, 0, sizeof(m));
                                R_Mesh_State_Texture(&m);
                                GL_Color(0,0.1,0,1);
@@ -2181,7 +2054,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                                if (stencilenabled)
                                {
                                        qglEnable(GL_STENCIL_TEST);
-                                       qglColorMask(0,0,0,0);
+                                       GL_ColorMask(0,0,0,0);
                                }
                        }
                        R_Shadow_RenderShadowMeshVolume(rtlight->static_meshchain_shadow);
@@ -2307,7 +2180,7 @@ void R_ShadowVolumeLighting(int visiblevolumes)
        if (visiblevolumes)
        {
                qglEnable(GL_CULL_FACE);
-               GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
+               GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
        }
        else
                R_Shadow_Stage_End();
@@ -2601,12 +2474,12 @@ void R_Shadow_LoadWorldLights(void)
                                shadow = false;
                                t++;
                        }
-                       a = sscanf(t, "%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2]);
+                       a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2]);
                        if (a < 13)
                                VectorClear(angles);
                        if (a < 10)
                                corona = 0;
-                       if (a < 9)
+                       if (a < 9 || !strcmp(cubemapname, "\"\""))
                                cubemapname[0] = 0;
                        *s = '\n';
                        if (a < 8)
@@ -2646,7 +2519,7 @@ void R_Shadow_SaveWorldLights(void)
        buf = NULL;
        for (light = r_shadow_worldlightchain;light;light = light->next)
        {
-               sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "", light->corona, light->angles[0], light->angles[1], light->angles[2]);
+               sprintf(line, "%s%f %f %f %f %f %f %f %d %s %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname ? light->cubemapname : "\"\"", light->corona, light->angles[0], light->angles[1], light->angles[2]);
                if (bufchars + (int) strlen(line) > bufmaxchars)
                {
                        bufmaxchars = bufchars + strlen(line) + 2048;
@@ -2718,7 +2591,7 @@ void R_Shadow_LoadLightsFile(void)
 
 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
 {
-       int entnum, style, islight, skin, pflags;
+       int entnum, style, islight, skin, pflags, effects;
        char key[256], value[1024];
        float origin[3], angles[3], radius, color[3], light, fadescale, lightscale, originhack[3], overridecolor[3];
        const char *data;
@@ -2744,6 +2617,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                style = 0;
                skin = 0;
                pflags = 0;
+               effects = 0;
                islight = false;
                while (1)
                {
@@ -2857,6 +2731,8 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                skin = (int)atof(value);
                        else if (!strcmp("pflags", key))
                                pflags = (int)atof(value);
+                       else if (!strcmp("effects", key))
+                               effects = (int)atof(value);
                }
                if (light <= 0 && islight)
                        light = 300;
@@ -2864,14 +2740,22 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                        lightscale = 1;
                if (fadescale <= 0)
                        fadescale = 1;
+               if (gamemode == GAME_TENEBRAE)
+               {
+                       if (effects & EF_NODRAW)
+                       {
+                               pflags |= PFLAGS_FULLDYNAMIC;
+                               effects &= ~EF_NODRAW;
+                       }
+               }
                radius = min(light * r_editlights_quakelightsizescale.value * lightscale / fadescale, 1048576);
                light = sqrt(bound(0, light, 1048576)) * (1.0f / 16.0f);
                if (color[0] == 1 && color[1] == 1 && color[2] == 1)
                        VectorCopy(overridecolor, color);
                VectorScale(color, light, color);
                VectorAdd(origin, originhack, origin);
-               if (radius >= 15)
-                       R_Shadow_NewWorldLight(origin, angles, color, radius, !!(pflags & 2), style, !(pflags & 1), skin >= 16 ? va("cubemaps/%i", skin) : NULL);
+               if (radius >= 15 && !(pflags & PFLAGS_FULLDYNAMIC))
+                       R_Shadow_NewWorldLight(origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL);
        }
 }