]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
changed behavior of r_showtris (now only affects geometry in the game view, not sky...
[xonotic/darkplaces.git] / r_shadow.c
index a1f4555657675716077f1d20a6d980e6059a8aa1..f4b0524ae44b0e493c01b756193fcd6dda88370f 100644 (file)
@@ -217,8 +217,6 @@ cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization
 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_shadow_glsl lighting)"};
-cvar_t r_shadow_visiblelighting = {0, "r_shadow_visiblelighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
-cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
 cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0", "enables offset mapping effect (also known as parallax mapping or sometimes as virtual displacement mapping, not as good as relief mapping or silohuette mapping but much faster), can cause strange artifacts on many textures, requires bumpmaps for depth information (normalmaps can have depth information as alpha channel, but most do not)"};
 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04", "how deep the offset mapping effect is, and whether it is inward or outward"};
@@ -434,7 +432,9 @@ const char *builtinshader_light_frag =
 "\n"
 "      // calculate shading\n"
 "      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
-"      myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord));\n"
+"      myhvec4 texturecolor = myhvec4(texture2D(Texture_Color, TexCoord));\n"
+"      colorscale *= texturecolor.a;\n"
+"      myhvec3 color = myhvec3(texturecolor);\n"
 "#ifdef USECOLORMAPPING\n"
 "      color += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
 "#endif\n"
@@ -674,8 +674,8 @@ void R_Shadow_Help_f(void)
 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
 "r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
-"r_shadow_visiblelighting : useful for performance testing; bright = slow!\n"
-"r_shadow_visiblevolumes : useful for performance testing; bright = slow!\n"
+"r_showlighting : useful for performance testing; bright = slow!\n"
+"r_showshadowvolumes : useful for performance testing; bright = slow!\n"
 "Commands:\n"
 "r_shadow_help : this help\n"
        );
@@ -707,8 +707,6 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_texture3d);
-       Cvar_RegisterVariable(&r_shadow_visiblelighting);
-       Cvar_RegisterVariable(&r_shadow_visiblevolumes);
        Cvar_RegisterVariable(&r_shadow_glsl);
        Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
        Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
@@ -1183,7 +1181,8 @@ void R_Shadow_RenderMode_StencilShadowVolumes(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
+       if (!r_showtrispass)
+               qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
        //if (r_shadow_shadow_polygonoffset.value != 0)
        //{
        //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
@@ -1224,7 +1223,8 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       qglPolygonOffset(0, 0);
+       if (!r_showtrispass)
+               qglPolygonOffset(0, 0);
        //qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
@@ -1271,8 +1271,9 @@ void R_Shadow_RenderMode_VisibleShadowVolumes(void)
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
-       GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
-       qglPolygonOffset(0, 0);
+       GL_DepthTest(!r_showdisabledepthtest.integer);
+       if (!r_showtrispass)
+               qglPolygonOffset(0, 0);
        GL_Color(0.0, 0.0125, 0.1, 1);
        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
        qglDepthFunc(GL_GEQUAL);
@@ -1287,8 +1288,9 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
-       GL_DepthTest(r_shadow_visiblelighting.integer < 2);
-       qglPolygonOffset(0, 0);
+       GL_DepthTest(!r_showdisabledepthtest.integer);
+       if (!r_showtrispass)
+               qglPolygonOffset(0, 0);
        GL_Color(0.1, 0.0125, 0, 1);
        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
        if (transparent)
@@ -1311,7 +1313,8 @@ void R_Shadow_RenderMode_End(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
        GL_DepthTest(true);
-       qglPolygonOffset(0, 0);
+       if (!r_showtrispass)
+               qglPolygonOffset(0, 0);
        //qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
@@ -1424,7 +1427,7 @@ extern float *rsurface_tvector3f;
 extern float *rsurface_normal3f;
 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
 
-static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
+static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
 {
        int numverts = surface->num_vertices;
        float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
@@ -1440,9 +1443,9 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_
                        if ((dot = DotProduct(n, v)) < 0)
                        {
                                shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                               color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
-                               color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
-                               color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
+                               color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
+                               color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
+                               color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
                                if (fogenabled)
                                {
                                        float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
@@ -1466,15 +1469,15 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_
                                if ((dot = DotProduct(n, v)) < 0)
                                {
                                        shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                                       color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
-                                       color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
-                                       color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
+                                       color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
+                                       color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
+                                       color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
                                }
                                else
                                {
-                                       color4f[0] = ambientcolor[0] * distintensity - reduce;
-                                       color4f[1] = ambientcolor[1] * distintensity - reduce;
-                                       color4f[2] = ambientcolor[2] * distintensity - reduce;
+                                       color4f[0] = ambientcolor[0] * distintensity;
+                                       color4f[1] = ambientcolor[1] * distintensity;
+                                       color4f[2] = ambientcolor[2] * distintensity;
                                }
                                if (fogenabled)
                                {
@@ -1500,15 +1503,15 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_
                                if ((dot = DotProduct(n, v)) < 0)
                                {
                                        shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                                       color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
-                                       color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
-                                       color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
+                                       color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity;
+                                       color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity;
+                                       color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity;
                                }
                                else
                                {
-                                       color4f[0] = ambientcolor[0] * distintensity - reduce;
-                                       color4f[1] = ambientcolor[1] * distintensity - reduce;
-                                       color4f[2] = ambientcolor[2] * distintensity - reduce;
+                                       color4f[0] = ambientcolor[0] * distintensity;
+                                       color4f[1] = ambientcolor[1] * distintensity;
+                                       color4f[2] = ambientcolor[2] * distintensity;
                                }
                                if (fogenabled)
                                {
@@ -1587,20 +1590,11 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve
        }
 }
 
-static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
+static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // used to display how many times a surface is lit for level design purposes
        int surfacelistindex;
        rmeshstate_t m;
-       qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
-       qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
-       qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
-       qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
-       qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
-       qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
-       qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
-       if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
-               return;
        GL_Color(0.1, 0.025, 0, 1);
        memset(&m, 0, sizeof(m));
        R_Mesh_State(&m);
@@ -1614,16 +1608,10 @@ static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_
        }
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
+static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
        int surfacelistindex;
-       qboolean dobase = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
-       qboolean dopants = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
-       qboolean doshirt = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
-       qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
-       if (!dobase && !dopants && !doshirt && !dospecular)
-               return;
        // select a permutation of the lighting shader appropriate to this
        // combination of texture, entity, light source, and fogging, only use the
        // minimum features necessary to avoid wasting rendering time in the
@@ -1662,8 +1650,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *en
        {
                R_Mesh_TexBind(5, R_GetTexture(pantstexture));
                R_Mesh_TexBind(6, R_GetTexture(shirttexture));
-               qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Pants"), lightcolorpants[0], lightcolorpants[1], lightcolorpants[2]);CHECKGLERROR
-               qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Shirt"), lightcolorshirt[0], lightcolorshirt[1], lightcolorshirt[2]);CHECKGLERROR
+               qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Pants"), ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2]);CHECKGLERROR
+               qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "Color_Shirt"), ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2]);CHECKGLERROR
        }
        if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
        {
@@ -2377,18 +2365,14 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
        GL_LockArrays(0, 0);
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
+static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // ARB path (any Geforce, any Radeon)
        int surfacelistindex;
-       qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
-       qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
-       qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
-       qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
-       qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
-       qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
-       qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
-       if (!doambientbase && !dodiffusebase && !doambientpants && !dodiffusepants && !doambientshirt && !dodiffuseshirt && !dospecular)
+       qboolean doambient = r_shadow_rtlight->ambientscale > 0;
+       qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
+       qboolean dospecular = specularscale > 0;
+       if (!doambient && !dodiffuse && !dospecular)
                return;
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
@@ -2401,46 +2385,113 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                        rsurface_normal3f = varray_normal3f;
                        Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
                }
-               if (doambientbase)
+               if (doambient)
                        R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
-               if (doambientpants)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
-               if (doambientshirt)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
-               if (dodiffusebase)
+               if (dodiffuse)
                        R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
-               if (dodiffusepants)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
-               if (dodiffuseshirt)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
+               if (dopants)
+               {
+                       if (doambient)
+                               R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
+                       if (dodiffuse)
+                               R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
+               }
+               if (doshirt)
+               {
+                       if (doambient)
+                               R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
+                       if (dodiffuse)
+                               R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
+               }
                if (dospecular)
                        R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
        }
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale)
+void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2)
 {
-       int surfacelistindex;
        int renders;
-       float ambientcolor2[3], diffusecolor2[3];
+       const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
+       R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
+       for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
+       {
+               int i;
+               float *c;
+#if 1
+               // due to low fillrate on the cards this vertex lighting path is
+               // designed for, we manually cull all triangles that do not
+               // contain a lit vertex
+               int draw;
+               const int *e;
+               int newnumtriangles;
+               int *newe;
+               int newelements[3072];
+               draw = false;
+               newnumtriangles = 0;
+               newe = newelements;
+               for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
+               {
+                       if (newnumtriangles >= 1024)
+                       {
+                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
+                               GL_LockArrays(0, 0);
+                               newnumtriangles = 0;
+                               newe = newelements;
+                       }
+                       if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
+                       {
+                               newe[0] = e[0];
+                               newe[1] = e[1];
+                               newe[2] = e[2];
+                               newnumtriangles++;
+                               newe += 3;
+                               draw = true;
+                       }
+               }
+               if (newnumtriangles >= 1)
+               {
+                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
+                       GL_LockArrays(0, 0);
+                       draw = true;
+               }
+               if (!draw)
+                       break;
+#else
+               for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+                       if (VectorLength2(c))
+                               goto goodpass;
+               break;
+goodpass:
+               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               GL_LockArrays(0, 0);
+#endif
+               // now reduce the intensity for the next overbright pass
+               for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+               {
+                       c[0] = max(0, c[0] - 1);
+                       c[1] = max(0, c[1] - 1);
+                       c[2] = max(0, c[2] - 1);
+               }
+       }
+}
+
+static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+{
+       int surfacelistindex;
+       float ambientcolorbase[3], diffusecolorbase[3];
+       float ambientcolorpants[3], diffusecolorpants[3];
+       float ambientcolorshirt[3], diffusecolorshirt[3];
        rmeshstate_t m;
-       qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
-       qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
-       qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
-       qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
-       qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
-       qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
-       //qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
-       // TODO: add direct pants/shirt rendering
-       if (doambientpants || dodiffusepants)
-               R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
-       if (doambientshirt || dodiffuseshirt)
-               R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0);
-       if (!doambientbase && !dodiffusebase)
-               return;
-       VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, ambientcolor2);
-       VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, diffusecolor2);
-       GL_BlendFunc(GL_ONE, GL_ONE);
+       VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2, ambientcolorbase);
+       VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2, diffusecolorbase);
+       VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2, ambientcolorpants);
+       VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2, diffusecolorpants);
+       VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2, ambientcolorshirt);
+       VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2, diffusecolorshirt);
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        memset(&m, 0, sizeof(m));
        m.tex[0] = R_GetTexture(basetexture);
        if (r_textureunits.integer >= 2)
@@ -2470,7 +2521,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                const msurface_t *surface = surfacelist[surfacelistindex];
-               const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
                RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin);
                if (!rsurface_svector3f)
                {
@@ -2500,69 +2550,17 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *
 #endif
                        }
                }
-               R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2, 0);
-               for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
+               R_Mesh_TexBind(0, R_GetTexture(basetexture));
+               R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorbase, ambientcolorbase);
+               if (dopants)
                {
-                       int i;
-                       float *c;
-#if 1
-                       // due to low fillrate on the cards this vertex lighting path is
-                       // designed for, we manually cull all triangles that do not
-                       // contain a lit vertex
-                       int draw;
-                       const int *e;
-                       int newnumtriangles;
-                       int *newe;
-                       int newelements[3072];
-                       draw = false;
-                       newnumtriangles = 0;
-                       newe = newelements;
-                       for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
-                       {
-                               if (newnumtriangles >= 1024)
-                               {
-                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
-                                       GL_LockArrays(0, 0);
-                                       newnumtriangles = 0;
-                                       newe = newelements;
-                               }
-                               if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
-                               {
-                                       newe[0] = e[0];
-                                       newe[1] = e[1];
-                                       newe[2] = e[2];
-                                       newnumtriangles++;
-                                       newe += 3;
-                                       draw = true;
-                               }
-                       }
-                       if (newnumtriangles >= 1)
-                       {
-                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
-                               GL_LockArrays(0, 0);
-                               draw = true;
-                       }
-                       if (!draw)
-                               break;
-#else
-                       for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
-                               if (VectorLength2(c))
-                                       goto goodpass;
-                       break;
-goodpass:
-                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                       GL_LockArrays(0, 0);
-#endif
-                       // now reduce the intensity for the next overbright pass
-                       for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
-                       {
-                               c[0] = max(0, c[0] - 1);
-                               c[1] = max(0, c[1] - 1);
-                               c[2] = max(0, c[2] - 1);
-                       }
+                       R_Mesh_TexBind(0, R_GetTexture(pantstexture));
+                       R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorpants, ambientcolorpants);
+               }
+               if (doshirt)
+               {
+                       R_Mesh_TexBind(0, R_GetTexture(shirttexture));
+                       R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorshirt, ambientcolorshirt);
                }
        }
 }
@@ -2572,12 +2570,11 @@ void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t
        // FIXME: support MATERIALFLAG_NODEPTHTEST
        vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
        rtexture_t *basetexture;
+       rtexture_t *pantstexture;
+       rtexture_t *shirttexture;
        rtexture_t *glosstexture;
        float specularscale;
-       if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
-               qglDisable(GL_CULL_FACE);
-       else
-               qglEnable(GL_CULL_FACE);
+       qboolean dopants, doshirt;
        glosstexture = r_texture_black;
        specularscale = 0;
        if (r_shadow_gloss.integer > 0)
@@ -2603,30 +2600,52 @@ void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t
        lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
        lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
        lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
-       if ((VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor)) >= (1.0f / 1048576.0f))
-       {
-               lightcolorpants[0] = r_shadow_rtlight->currentcolor[0] * ent->colormap_pantscolor[0] * texture->currentalpha;
-               lightcolorpants[1] = r_shadow_rtlight->currentcolor[1] * ent->colormap_pantscolor[1] * texture->currentalpha;
-               lightcolorpants[2] = r_shadow_rtlight->currentcolor[2] * ent->colormap_pantscolor[2] * texture->currentalpha;
-               lightcolorshirt[0] = r_shadow_rtlight->currentcolor[0] * ent->colormap_shirtcolor[0] * texture->currentalpha;
-               lightcolorshirt[1] = r_shadow_rtlight->currentcolor[1] * ent->colormap_shirtcolor[1] * texture->currentalpha;
-               lightcolorshirt[2] = r_shadow_rtlight->currentcolor[2] * ent->colormap_shirtcolor[2] * texture->currentalpha;
-               if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
-                       return;
-               basetexture = texture->skin.base;
+       if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
+               return;
+       if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
+               qglDisable(GL_CULL_FACE);
+       else
+               qglEnable(GL_CULL_FACE);
+       dopants = texture->skin.pants != NULL && VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f);
+       doshirt = texture->skin.shirt != NULL && VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
+       if (dopants + doshirt)
+       {
+               if (dopants)
+               {
+                       lightcolorpants[0] = lightcolorbase[0] * ent->colormap_pantscolor[0];
+                       lightcolorpants[1] = lightcolorbase[1] * ent->colormap_pantscolor[1];
+                       lightcolorpants[2] = lightcolorbase[2] * ent->colormap_pantscolor[2];
+               }
+               else
+               {
+                       pantstexture = r_texture_black;
+                       VectorClear(lightcolorpants);
+               }
+               if (doshirt)
+               {
+                       shirttexture = texture->skin.shirt;
+                       lightcolorshirt[0] = lightcolorbase[0] * ent->colormap_shirtcolor[0];
+                       lightcolorshirt[1] = lightcolorbase[1] * ent->colormap_shirtcolor[1];
+                       lightcolorshirt[2] = lightcolorbase[2] * ent->colormap_shirtcolor[2];
+               }
+               else
+               {
+                       shirttexture = r_texture_black;
+                       VectorClear(lightcolorshirt);
+               }
                switch (r_shadow_rendermode)
                {
                case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
-                       R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
+                       R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-                       R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
+                       R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_DOT3:
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
+                       R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-                       R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale);
+                       R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, glosstexture, specularscale, dopants, doshirt);
                        break;
                default:
                        Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
@@ -2635,22 +2654,20 @@ void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t
        }
        else
        {
-               if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
-                       return;
                basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
                switch (r_shadow_rendermode)
                {
                case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
-                       R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
+                       R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-                       R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
+                       R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_DOT3:
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
+                       R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-                       R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale);
+                       R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, basetexture, r_texture_black, r_texture_black, texture->skin.nmap, glosstexture, specularscale, false, false);
                        break;
                default:
                        Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
@@ -2996,46 +3013,53 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        if (!numlightentities)
                return;
 
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
+
        // make this the active rtlight for rendering purposes
        R_Shadow_RenderMode_ActiveLight(rtlight);
        // count this light in the r_speeds
        renderstats.lights++;
 
-       // draw stencil shadow volumes to mask off pixels that are in shadow
-       // so that they won't receive lighting
        usestencil = false;
-       if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
+       if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
        {
-               usestencil = true;
-               R_Shadow_RenderMode_StencilShadowVolumes();
-               for (i = 0;i < numshadowentities;i++)
-                       R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
+               // draw stencil shadow volumes to mask off pixels that are in shadow
+               // so that they won't receive lighting
+               if (gl_stencil)
+               {
+                       usestencil = true;
+                       R_Shadow_RenderMode_StencilShadowVolumes();
+                       for (i = 0;i < numshadowentities;i++)
+                               R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
+               }
+
+               // optionally draw visible shape of the shadow volumes
+               // for performance analysis by level designers
+               if (r_showshadowvolumes.integer)
+               {
+                       R_Shadow_RenderMode_VisibleShadowVolumes();
+                       for (i = 0;i < numshadowentities;i++)
+                               R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
+               }
        }
 
-       // draw lighting in the unmasked areas
-       if (numlightentities && !visible)
+       if (numlightentities)
        {
+               // draw lighting in the unmasked areas
                R_Shadow_RenderMode_Lighting(usestencil, false);
                for (i = 0;i < numlightentities;i++)
                        R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
-       }
-
-       // optionally draw visible shape of the shadow volumes
-       // for performance analysis by level designers
-       if (numshadowentities && visible && r_shadow_visiblevolumes.integer > 0 && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
-       {
-               R_Shadow_RenderMode_VisibleShadowVolumes();
-               for (i = 0;i < numshadowentities;i++)
-                       R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
-       }
 
-       // optionally draw the illuminated areas
-       // for performance analysis by level designers
-       if (numlightentities && visible && r_shadow_visiblelighting.integer > 0)
-       {
-               R_Shadow_RenderMode_VisibleLighting(usestencil, false);
-               for (i = 0;i < numlightentities;i++)
-                       R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+               // optionally draw the illuminated areas
+               // for performance analysis by level designers
+               if (r_showlighting.integer)
+               {
+                       R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
+                       for (i = 0;i < numlightentities;i++)
+                               R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+               }
        }
 }