]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
globally rename model_t to dp_model_t for OpenSolaris. Sorry, guys who now have svn...
[xonotic/darkplaces.git] / r_shadow.c
index aa67549c6ddcd8f1a333f22ac9a255f4dca5d131..e3de2afb8a2a14b42a2f82a1bd644a4e27587809 100644 (file)
@@ -194,6 +194,7 @@ 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;
 
 // lights are reloaded when this changes
 char r_shadow_mapname[MAX_QPATH];
@@ -232,6 +233,8 @@ cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs mor
 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 r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
+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"};
@@ -253,7 +256,7 @@ 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;
@@ -281,6 +284,15 @@ void R_Shadow_EditLights_Reload_f(void);
 void R_Shadow_ValidateCvars(void);
 static void R_Shadow_MakeTextures(void);
 
+// 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_start(void)
 {
        // allocate vertex processing arrays
@@ -374,6 +386,8 @@ void r_shadow_shutdown(void)
 
 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)
@@ -444,6 +458,8 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_texture3d);
+       Cvar_RegisterVariable(&r_coronas);
+       Cvar_RegisterVariable(&gl_flashblend);
        Cvar_RegisterVariable(&gl_ext_separatestencil);
        Cvar_RegisterVariable(&gl_ext_stenciltwoside);
        if (gamemode == GAME_TENEBRAE)
@@ -453,7 +469,7 @@ 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;
@@ -803,24 +819,6 @@ 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)
-{
-       int 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);
-       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);
-}
-
 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)
 {
        int t, tend;
@@ -880,7 +878,7 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv
        }
 }
 
-void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
+static void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
 {
        if (r_shadow_compilingrtlight)
        {
@@ -895,39 +893,76 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte
        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
+               GL_CullFace(r_refdef.view.cullface_front);
                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
-               R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(0, numvertices, 0, numtriangles, element3i, NULL, 0, 0);
                // increment stencil if frontface is behind depthbuffer
-               GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+               GL_CullFace(r_refdef.view.cullface_back);
                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
        }
-       R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0);
+       R_Mesh_Draw(0, numvertices, 0, numtriangles, element3i, NULL, 0, 0);
        GL_LockArrays(0, 0);
        CHECKGLERROR
 }
 
-static unsigned char R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
+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)
+{
+       int 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);
+       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);
+}
+
+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++)
+       {
+               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_shadow_lightcorona = R_LoadTexture2D(r_shadow_texturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE, 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;
-       return (unsigned char)bound(0, intensity * 256.0f, 255);
+       // 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;
        float intensity, dist;
-       unsigned char *data;
-       unsigned int palette[256];
+       unsigned int *data;
        R_FreeTexturePool(&r_shadow_texturepool);
        r_shadow_texturepool = R_AllocTexturePool();
        r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
        r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value;
-       // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways
-       for (x = 0;x < 256;x++)
-               palette[x] = x * 0x01010101;
-       data = (unsigned char *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE));
+       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++)
        {
@@ -938,12 +973,12 @@ static void R_Shadow_MakeTextures(void)
        // 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, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette);
+       r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
        // 2D circle texture
        for (y = 0;y < ATTEN2DSIZE;y++)
                for (x = 0;x < ATTEN2DSIZE;x++)
                        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, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette);
+       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
        // 3D sphere texture
        if (r_shadow_texture3d.integer && gl_texture3d)
        {
@@ -951,11 +986,21 @@ static void R_Shadow_MakeTextures(void)
                        for (y = 0;y < ATTEN3DSIZE;y++)
                                for (x = 0;x < ATTEN3DSIZE;x++)
                                        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, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette);
+               r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, 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)
@@ -987,7 +1032,7 @@ void R_Shadow_RenderMode_Begin(void)
        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.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
 
        r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 
@@ -1014,11 +1059,7 @@ void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight)
 void R_Shadow_RenderMode_Reset(void)
 {
        CHECKGLERROR
-       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
-       {
-               qglUseProgramObjectARB(0);CHECKGLERROR
-       }
-       else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
+       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE)
        {
                qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
        }
@@ -1033,10 +1074,11 @@ void R_Shadow_RenderMode_Reset(void)
        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);
 }
 
 void R_Shadow_RenderMode_StencilShadowVolumes(qboolean clearstencil)
@@ -1045,23 +1087,24 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean clearstencil)
        R_Shadow_RenderMode_Reset();
        GL_ColorMask(0, 0, 0, 0);
        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)
        {
                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
+               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
        }
        else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_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
        }
@@ -1090,21 +1133,12 @@ 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(rsurface.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, rsurface.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);
-               CHECKGLERROR
+               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);
        }
+       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);
 }
 
 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
@@ -1114,7 +1148,7 @@ void R_Shadow_RenderMode_VisibleShadowVolumes(void)
        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);
+       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;
@@ -1127,7 +1161,7 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar
        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
@@ -1146,60 +1180,99 @@ 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.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.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;
+
+       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))
+       if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
        {
-               GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
+               GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
                return false;
        }
 
-       // 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)
-               return true;
+       x1 = y1 = x2 = y2 = 0;
 
-       if (!r_shadow_scissor.integer)
-               return false;
+       // 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++;
+                       }
+               }
+       }
 
-       // if that mesh is not empty, check what area of the screen it covers
+       // if we have no points to check, the light is behind the view plane
+       if (!numvertices)
+               return true;
+
+       // 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);
+               VectorCopy(vertex[i], v);
                GL_TransformToScreen(v, v2);
                //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
                if (i)
@@ -1224,10 +1297,10 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        //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.x) ix1 = r_refdef.view.x;
+       if (iy1 < r_refdef.view.y) iy1 = r_refdef.view.y;
+       if (ix2 > r_refdef.view.x + r_refdef.view.width) ix2 = r_refdef.view.x + r_refdef.view.width;
+       if (iy2 > r_refdef.view.y + r_refdef.view.height) iy2 = r_refdef.view.y + r_refdef.view.height;
 
        // if it is inside out, it's not visible
        if (ix2 <= ix1 || iy2 <= iy1)
@@ -1451,19 +1524,35 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int nu
        }
 }
 
-static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+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, 0, 0);
-       R_Mesh_ResetTextureState();
-       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+       R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 }
 
-static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+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)
-       R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale);
+       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_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_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap));
+       R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
+       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);
@@ -1472,26 +1561,26 @@ static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices,
        {
                qglDepthFunc(GL_EQUAL);CHECKGLERROR
        }
-       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+       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_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, float r, float g, float b)
+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);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
        }
 }
 
-static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
+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
@@ -1606,7 +1695,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // second pass
                memset(&m, 0, sizeof(m));
@@ -1627,10 +1716,10 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int
        }
        // this final code is shared
        R_Mesh_TextureState(&m);
-       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, 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_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
+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
@@ -1666,7 +1755,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // second pass
                memset(&m, 0, sizeof(m));
@@ -1697,7 +1786,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // second pass
                memset(&m, 0, sizeof(m));
@@ -1714,7 +1803,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // second pass
                memset(&m, 0, sizeof(m));
@@ -1751,7 +1840,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // second pass
                memset(&m, 0, sizeof(m));
@@ -1795,7 +1884,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // second pass
                memset(&m, 0, sizeof(m));
@@ -1831,7 +1920,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // second pass
                memset(&m, 0, sizeof(m));
@@ -1848,7 +1937,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // second pass
                memset(&m, 0, sizeof(m));
@@ -1869,10 +1958,10 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
        }
        // this final code is shared
        R_Mesh_TextureState(&m);
-       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, 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_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
+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;
@@ -1900,14 +1989,14 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+               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)
-                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+                       R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // fourth pass
                memset(&m, 0, sizeof(m));
@@ -1918,7 +2007,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int
                m.texmatrix[0] = rsurface.entitytoattenuationxyz;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // fifth pass
                memset(&m, 0, sizeof(m));
@@ -1955,14 +2044,14 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+               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)
-                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+                       R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // fourth pass
                memset(&m, 0, sizeof(m));
@@ -1996,14 +2085,14 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+               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)
-                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+                       R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // fourth pass
                memset(&m, 0, sizeof(m));
@@ -2019,7 +2108,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int
                m.texmatrix[1] = rsurface.entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 
                // fifth pass
                memset(&m, 0, sizeof(m));
@@ -2040,10 +2129,10 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int
        }
        // this final code is shared
        R_Mesh_TextureState(&m);
-       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, 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_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+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 = ambientscale > 0;
@@ -2053,28 +2142,28 @@ static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices,
                return;
        R_Mesh_ColorPointer(NULL, 0, 0);
        if (doambient)
-               R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, 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_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, normalmaptexture, 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_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, 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_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, normalmaptexture, 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_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, 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_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, normalmaptexture, 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_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, 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_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, 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 renders;
        int i;
@@ -2085,6 +2174,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices,
        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++)
@@ -2122,9 +2212,9 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices,
                                newe[2] = e[2];
                                newnumtriangles++;
                                newe += 3;
-                               if (newnumtriangles >= (int)(sizeof(newelements)/sizeof(float[3])))
+                               if (newnumtriangles >= maxtriangles)
                                {
-                                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0);
+                                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
                                        newnumtriangles = 0;
                                        newe = newelements;
                                        stop = false;
@@ -2133,11 +2223,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices,
                }
                if (newnumtriangles >= 1)
                {
-                       // if all triangles are included, use the original array to take advantage of the bufferobject if possible
-                       if (newnumtriangles == numtriangles)
-                               R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
-                       else
-                               R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0);
+                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
                        stop = false;
                }
                // if we couldn't find any lit triangles, exit early
@@ -2166,21 +2252,19 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices,
        }
 }
 
-static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+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)
        float ambientcolorbase[3], diffusecolorbase[3];
        float ambientcolorpants[3], diffusecolorpants[3];
        float ambientcolorshirt[3], diffusecolorshirt[3];
        rmeshstate_t m;
-       VectorScale(lightcolorbase, ambientscale * 2 * r_view.colorscale, ambientcolorbase);
-       VectorScale(lightcolorbase, diffusescale * 2 * r_view.colorscale, diffusecolorbase);
-       VectorScale(lightcolorpants, ambientscale * 2 * r_view.colorscale, ambientcolorpants);
-       VectorScale(lightcolorpants, diffusescale * 2 * r_view.colorscale, diffusecolorpants);
-       VectorScale(lightcolorshirt, ambientscale * 2 * r_view.colorscale, ambientcolorshirt);
-       VectorScale(lightcolorshirt, diffusescale * 2 * r_view.colorscale, diffusecolorshirt);
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
+       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;
@@ -2207,23 +2291,25 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice
        }
        R_Mesh_TextureState(&m);
        //R_Mesh_TexBind(0, R_GetTexture(basetexture));
-       R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorbase, ambientcolorbase);
+       R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
        if (dopants)
        {
                R_Mesh_TexBind(0, R_GetTexture(pantstexture));
-               R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, 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_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorshirt, ambientcolorshirt);
+               R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
        }
 }
 
-void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset)
+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)
 {
        float ambientscale, diffusescale, specularscale;
        vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
+       rtexture_t *nmap;
        // calculate colors to render this texture with
        lightcolorbase[0] = rsurface.rtlight->currentcolor[0] * rsurface.texture->dlightcolor[0];
        lightcolorbase[1] = rsurface.rtlight->currentcolor[1] * rsurface.texture->dlightcolor[1];
@@ -2239,11 +2325,11 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
        }
        if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
                return;
-       GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
-       GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
-       GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
-       if (rsurface.texture->colormapping)
+       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);
@@ -2267,16 +2353,16 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                {
                case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
                        GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
-                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+                       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_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+                       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_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+                       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_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+                       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_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
@@ -2289,16 +2375,16 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                {
                case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
                        GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
-                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+                       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_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+                       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_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+                       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_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, rsurface.texture->currentskinframe->nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+                       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_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
@@ -2355,8 +2441,8 @@ void R_RTLight_Compile(rtlight_t *rtlight)
        int i;
        int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
        int lighttris, shadowtris, shadowmeshes, shadowmeshtris;
-       entity_render_t *ent = r_refdef.worldentity;
-       model_t *model = r_refdef.worldmodel;
+       entity_render_t *ent = r_refdef.scene.worldentity;
+       dp_model_t *model = r_refdef.scene.worldmodel;
        unsigned char *data;
 
        // compile the light
@@ -2469,9 +2555,15 @@ void R_RTLight_Uncompile(rtlight_t *rtlight)
 
 void R_Shadow_UncompileWorldLights(void)
 {
+       size_t lightindex;
        dlight_t *light;
-       for (light = r_shadow_worldlightchain;light;light = light->next)
+       for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+       {
+               light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (!light)
+                       continue;
                R_RTLight_Uncompile(&light->rtlight);
+       }
 }
 
 void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
@@ -2483,6 +2575,19 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
        // 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
@@ -2498,10 +2603,10 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
        {
                // quickly reject standard frustum planes that put the light
                // origin outside the frustum
-               if (PlaneDiff(rtlight->shadoworigin, &r_view.frustum[i]) < -0.03125)
+               if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
                        continue;
                // copy the plane
-               rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_view.frustum[i];
+               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...
@@ -2513,12 +2618,12 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
                {
                        // create a plane using the view origin and light origin, and a
                        // single point from the frustum corner set
-                       TriangleNormal(r_view.origin, r_view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
+                       TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal);
                        VectorNormalize(plane.normal);
-                       plane.dist = DotProduct(r_view.origin, 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_view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
+                               if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
                                        break;
                        if (j < 4)
                        {
@@ -2526,7 +2631,7 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
                                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_view.frustumcorner[j], plane.normal) - plane.dist < -0.03125)
+                                       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
@@ -2552,7 +2657,7 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
        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_view.frustumcorner[0], &plane), PlaneDiff(r_view.frustumcorner[1], &plane), PlaneDiff(r_view.frustumcorner[2], &plane), PlaneDiff(r_view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
+               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
 
@@ -2642,35 +2747,35 @@ void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned
                        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
+                               GL_CullFace(r_refdef.view.cullface_front);
                                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
-                               R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
+                               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(GL_FRONT); // quake is backwards, this culls back faces
+                               GL_CullFace(r_refdef.view.cullface_back);
                                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
                        }
-                       R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
+                       R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
                        GL_LockArrays(0, 0);
                }
                CHECKGLERROR
        }
-       else if (numsurfaces && r_refdef.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
+       else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
        {
                int t, tend;
                int surfacelistindex;
                msurface_t *surface;
-               R_Shadow_PrepareShadowMark(r_refdef.worldmodel->brush.shadowmesh->numtriangles);
+               R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
                for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
-                       surface = r_refdef.worldmodel->data_surfaces + surfacelist[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.worldmodel->brush.shadowmesh->numverts, r_refdef.worldmodel->brush.shadowmesh->numtriangles, r_refdef.worldmodel->brush.shadowmesh->vertex3f, r_refdef.worldmodel->brush.shadowmesh->element3i, r_refdef.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
+               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);
        }
        else if (numsurfaces)
-               r_refdef.worldmodel->DrawShadowVolume(r_refdef.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
+               r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
 }
 
 void R_Shadow_DrawEntityShadow(entity_render_t *ent)
@@ -2693,6 +2798,7 @@ void R_Shadow_SetupEntityLight(const entity_render_t *ent)
 {
        // set up properties for rendering light onto this entity
        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);
@@ -2703,11 +2809,12 @@ void R_Shadow_SetupEntityLight(const entity_render_t *ent)
 
 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
 {
-       if (!r_refdef.worldmodel->DrawLight)
+       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);
@@ -2715,12 +2822,12 @@ void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned c
        if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
                R_Mesh_TexMatrix(3, &rsurface.entitytolight);
 
-       r_refdef.worldmodel->DrawLight(r_refdef.worldentity, numsurfaces, surfacelist, trispvs);
+       r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs);
 }
 
-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;
 
@@ -2760,7 +2867,7 @@ 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)
@@ -2793,12 +2900,12 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                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_EnlargeLeafSurfaceTrisBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces, r_refdef.worldmodel->brush.shadowmesh ? r_refdef.worldmodel->brush.shadowmesh->numtriangles : r_refdef.worldmodel->surfmesh.num_triangles, r_refdef.worldmodel->surfmesh.num_triangles);
-               r_refdef.worldmodel->GetLightInfo(r_refdef.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_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);
                leaflist = r_shadow_buffer_leaflist;
                leafpvs = r_shadow_buffer_leafpvs;
                surfacelist = r_shadow_buffer_surfacelist;
@@ -2823,7 +2930,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        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;
@@ -2842,10 +2949,10 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        // 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, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
                                continue;
@@ -2855,13 +2962,13 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                                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;
                                if (ent->flags & RENDER_NOSELFSHADOW)
                                        lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
@@ -2890,7 +2997,7 @@ 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);
@@ -2910,7 +3017,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                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
@@ -2918,7 +3025,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        // count this light in the r_speeds
        r_refdef.stats.lights++;
 
-       if (r_showshadowvolumes.integer && numsurfaces + numshadowentities + numshadowentities_noselfshadow && 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))
        {
                // optionally draw visible shape of the shadow volumes
                // for performance analysis by level designers
@@ -2931,7 +3038,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                        R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
        }
 
-       if (gl_stencil && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
+       if (gl_stencil && 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
@@ -2945,15 +3052,15 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                        // draw lighting in the unmasked areas
                        R_Shadow_RenderMode_Lighting(true, false);
                        for (i = 0;i < numlightentities_noselfshadow;i++)
-                               R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+                               R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
 
                        // optionally draw the illuminated areas
                        // for performance analysis by level designers
-                       if (r_showlighting.integer)
+                       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], numsurfaces, surfacelist);
+                                       R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
                        }
 
                        R_Shadow_RenderMode_StencilShadowVolumes(false);
@@ -2968,17 +3075,17 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                        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]);
 
                        // optionally draw the illuminated areas
                        // for performance analysis by level designers
-                       if (r_showlighting.integer)
+                       if (r_showlighting.integer && r_refdef.view.showdebug)
                        {
                                R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, 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]);
                        }
                }
        }
@@ -2991,21 +3098,21 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                        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], numsurfaces, surfacelist);
+                               R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
 
                        // optionally draw the illuminated areas
                        // for performance analysis by level designers
-                       if (r_showlighting.integer)
+                       if (r_showlighting.integer && r_refdef.view.showdebug)
                        {
                                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], numsurfaces, surfacelist);
+                                       R_Shadow_DrawEntityLight(lightentities[i]);
                                for (i = 0;i < numlightentities_noselfshadow;i++)
-                                       R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+                                       R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
                        }
                }
        }
@@ -3014,36 +3121,41 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
 void R_Shadow_DrawLightSprites(void);
 void R_ShadowVolumeLighting(qboolean visible)
 {
-       int lnum, flag;
+       int flag;
+       int lnum;
+       size_t lightindex;
        dlight_t *light;
 
-       if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
-               R_Shadow_EditLights_Reload_f();
-
        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 = 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)
+       {
+               for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+               {
+                       light = 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 void R_SetupView(qboolean allowwaterclippingplane);
 extern cvar_t r_shadows_throwdistance;
 void R_DrawModelShadows(void)
 {
@@ -3059,7 +3171,7 @@ void R_DrawModelShadows(void)
                return;
 
        CHECKGLERROR
-       GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
+       GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
 
        r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 
@@ -3072,9 +3184,9 @@ void R_DrawModelShadows(void)
 
        R_Shadow_RenderMode_StencilShadowVolumes(true);
 
-       for (i = 0;i < r_refdef.numentities;i++)
+       for (i = 0;i < r_refdef.scene.numentities;i++)
        {
-               ent = r_refdef.entities[i];
+               ent = r_refdef.scene.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))
                {
@@ -3099,8 +3211,8 @@ void R_DrawModelShadows(void)
 
        // 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_Scissor(r_refdef.view.x, 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();
@@ -3114,7 +3226,7 @@ void R_DrawModelShadows(void)
        GL_DepthMask(false);
        GL_PolygonOffset(0, 0);CHECKGLERROR
        GL_Color(0, 0, 0, 0.5);
-       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);
        qglDepthFunc(GL_ALWAYS);CHECKGLERROR
        qglEnable(GL_STENCIL_TEST);CHECKGLERROR
        qglStencilMask(~0);CHECKGLERROR
@@ -3122,15 +3234,75 @@ void R_DrawModelShadows(void)
        qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
 
        // apply the blend to the shadowed areas
-       R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
+       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);
+       //R_SetupView(true);
 
        // restore other state to normal
        R_Shadow_RenderMode_End();
 }
 
+void R_DrawCoronas(void)
+{
+       int i, flag;
+       float cscale, scale;
+       size_t lightindex;
+       dlight_t *light;
+       rtlight_t *rtlight;
+       if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
+               return;
+       R_Mesh_Matrix(&identitymatrix);
+       flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+       // FIXME: these traces should scan all render entities instead of cl.world
+       for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+       {
+               light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (!light)
+                       continue;
+               rtlight = &light->rtlight;
+               if (!(rtlight->flags & flag))
+                       continue;
+               if (rtlight->corona * r_coronas.value <= 0)
+                       continue;
+               if (r_shadow_debuglight.integer >= 0 && r_shadow_debuglight.integer != (int)lightindex)
+                       continue;
+               cscale = rtlight->corona * r_coronas.value* 0.25f;
+               scale = rtlight->radius * rtlight->coronasizescale;
+               if (VectorDistance2(rtlight->shadoworigin, r_refdef.view.origin) < 16.0f * 16.0f)
+                       continue;
+               if (CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
+                       continue;
+               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, rtlight->color[0] * cscale, rtlight->color[1] * cscale, rtlight->color[2] * cscale, 1);
+       }
+       for (i = 0;i < r_refdef.scene.numlights;i++)
+       {
+               rtlight = &r_refdef.scene.lights[i];
+               if (!(rtlight->flags & flag))
+                       continue;
+               if (rtlight->corona <= 0)
+                       continue;
+               if (VectorDistance2(rtlight->shadoworigin, r_refdef.view.origin) < 32.0f * 32.0f)
+                       continue;
+               if (gl_flashblend.integer)
+               {
+                       cscale = rtlight->corona * 1.0f;
+                       scale = rtlight->radius * rtlight->coronasizescale * 2.0f;
+               }
+               else
+               {
+                       cscale = rtlight->corona * r_coronas.value* 0.25f;
+                       scale = rtlight->radius * rtlight->coronasizescale;
+               }
+               if (VectorLength(rtlight->color) * cscale < (1.0f / 256.0f))
+                       continue;
+               if (CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
+                       continue;
+               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, rtlight->color[0] * cscale, rtlight->color[1] * cscale, rtlight->color[2] * cscale, 1);
+       }
+}
+
+
 
 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
 typedef struct suffixinfo_s
@@ -3172,7 +3344,7 @@ 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
@@ -3188,10 +3360,10 @@ 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)
@@ -3202,30 +3374,37 @@ 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), 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;
 }
@@ -3248,17 +3427,21 @@ rtexture_t *R_Shadow_Cubemap(const char *basename)
 
 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);
+               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)
@@ -3299,19 +3482,22 @@ 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;
+       for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+       {
+               light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (light)
+                       R_Shadow_FreeWorldLight(light);
+       }
        r_shadow_selectedlight = NULL;
        R_Shadow_FreeCubemaps();
 }
@@ -3328,48 +3514,75 @@ 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, 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, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5f);
+               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);
+       for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+       {
+               light = 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;
        best = NULL;
        bestrating = 0;
-       for (light = r_shadow_worldlightchain;light;light = light->next)
+       for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
        {
-               VectorSubtract(light->origin, r_view.origin, temp);
-               rating = (DotProduct(temp, r_view.forward) / sqrt(DotProduct(temp, temp)));
+               light = 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;
@@ -3384,12 +3597,12 @@ 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)
@@ -3474,24 +3687,28 @@ 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)
+       if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
                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 < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
        {
+               light = 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);
                else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
@@ -3527,12 +3744,12 @@ 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)
@@ -3582,21 +3799,21 @@ 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_ParseToken_Simple(&data, false) && 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;
@@ -3614,7 +3831,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                islight = false;
                while (1)
                {
-                       if (!COM_ParseToken_Simple(&data, false))
+                       if (!COM_ParseToken_Simple(&data, false, false))
                                break; // error
                        if (com_token[0] == '}')
                                break; // end of entity
@@ -3624,7 +3841,7 @@ 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_ParseToken_Simple(&data, false))
+                       if (!COM_ParseToken_Simple(&data, false, false))
                                break; // error
                        strlcpy(value, com_token, sizeof(value));
 
@@ -3739,7 +3956,7 @@ 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);
@@ -3797,8 +4014,8 @@ 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;
@@ -3806,7 +4023,7 @@ 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
@@ -3836,22 +4053,22 @@ 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();
 }
@@ -4202,6 +4419,7 @@ void R_Shadow_EditLights_Edit_f(void)
 
 void R_Shadow_EditLights_EditAll_f(void)
 {
+       size_t lightindex;
        dlight_t *light;
 
        if (!r_editlights.integer)
@@ -4210,8 +4428,11 @@ void R_Shadow_EditLights_EditAll_f(void)
                return;
        }
 
-       for (light = r_shadow_worldlightchain;light;light = light->next)
+       for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
        {
+               light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (!light)
+                       continue;
                R_Shadow_SelectLight(light);
                R_Shadow_EditLights_Edit_f();
        }
@@ -4220,34 +4441,44 @@ void R_Shadow_EditLights_EditAll_f(void)
 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
 {
        int lightnumber, lightcount;
+       size_t lightindex;
        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)
+       for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
+       {
+               light = 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, NULL, true);y += 8;
+                       lightnumber = lightindex;
+               lightcount++;
+       }
+       sprintf(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;
+       sprintf(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, NULL, true);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, NULL, true);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, NULL, true);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, NULL, true);y += 8;
-       sprintf(temp, "Radius       : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       sprintf(temp, "Corona       : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(temp, "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(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;
+       sprintf(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;
+       sprintf(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;
+       sprintf(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;
+       sprintf(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;
        sprintf(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;
        sprintf(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;
        sprintf(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;
-       sprintf(temp, "CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       sprintf(temp, "Ambient      : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       sprintf(temp, "Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       sprintf(temp, "Specular     : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       sprintf(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;
+       sprintf(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;
+       sprintf(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;
+       sprintf(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;
        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, NULL, true);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, NULL, true);y += 8;
 }
@@ -4421,3 +4652,41 @@ 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);
+               }
+       }
+}