]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
optimized surface rendering to surface->groupmesh->data_* array pointers directly...
[xonotic/darkplaces.git] / r_shadow.c
index 1c03ec2cd388420b0e629dcb1a396c48cf04026c..f5cbf9fa2b90655b3b7f25eacb23a50c7afbabdc 100644 (file)
@@ -154,9 +154,7 @@ rtexturepool_t *r_shadow_texturepool;
 rtexture_t *r_shadow_normalcubetexture;
 rtexture_t *r_shadow_attenuation2dtexture;
 rtexture_t *r_shadow_attenuation3dtexture;
-rtexture_t *r_shadow_blankbumptexture;
-rtexture_t *r_shadow_blankglosstexture;
-rtexture_t *r_shadow_blankwhitetexture;
+rtexture_t *r_shadow_blankwhitecubetexture;
 
 // lights are reloaded when this changes
 char r_shadow_mapname[MAX_QPATH];
@@ -189,6 +187,10 @@ cvar_t r_shadow_singlepassvolumegeneration = {0, "r_shadow_singlepassvolumegener
 cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1"};
 cvar_t r_shadow_visiblevolumes = {0, "r_shadow_visiblevolumes", "0"};
+cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
+cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "1"};
+cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "0.04"};
+cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "-0.04"};
 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
 cvar_t r_editlights = {0, "r_editlights", "0"};
 cvar_t r_editlights_cursordistance = {0, "r_editlights_distance", "1024"};
@@ -199,10 +201,6 @@ cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsi
 cvar_t r_editlights_rtlightssizescale = {CVAR_SAVE, "r_editlights_rtlightssizescale", "0.7"};
 cvar_t r_editlights_rtlightscolorscale = {CVAR_SAVE, "r_editlights_rtlightscolorscale", "2"};
 
-int c_rt_lights, c_rt_clears, c_rt_scissored;
-int c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris;
-int c_rtcached_shadowmeshes, c_rtcached_shadowtris;
-
 float r_shadow_attenpower, r_shadow_attenscale;
 
 rtlight_t *r_shadow_compilingrtlight;
@@ -226,6 +224,14 @@ cubemapinfo_t;
 static int numcubemaps;
 static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
 
+#define SHADERPERMUTATION_SPECULAR (1<<0)
+#define SHADERPERMUTATION_FOG (1<<1)
+#define SHADERPERMUTATION_CUBEFILTER (1<<2)
+#define SHADERPERMUTATION_OFFSETMAPPING (1<<3)
+#define SHADERPERMUTATION_COUNT (1<<4)
+
+GLhandleARB r_shadow_program_light[SHADERPERMUTATION_COUNT];
+
 void R_Shadow_UncompileWorldLights(void);
 void R_Shadow_ClearWorldLights(void);
 void R_Shadow_SaveWorldLights(void);
@@ -237,16 +243,154 @@ void R_Shadow_ValidateCvars(void);
 static void R_Shadow_MakeTextures(void);
 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
 
+const char *builtinshader_light_vert =
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
+"// written by Forest 'LordHavoc' Hale\n"
+"\n"
+"uniform vec3 LightPosition;\n"
+"\n"
+"varying vec2 TexCoord;\n"
+"varying vec3 CubeVector;\n"
+"varying vec3 LightVector;\n"
+"\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+"uniform vec3 EyePosition;\n"
+"varying vec3 EyeVector;\n"
+"#endif\n"
+"\n"
+"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      // copy the surface texcoord\n"
+"      TexCoord = gl_MultiTexCoord0.st;\n"
+"\n"
+"      // transform vertex position into light attenuation/cubemap space\n"
+"      // (-1 to +1 across the light box)\n"
+"      CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
+"\n"
+"      // transform unnormalized light direction into tangent space\n"
+"      // (we use unnormalized to ensure that it interpolates correctly and then\n"
+"      //  normalize it per pixel)\n"
+"      vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
+"      LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
+"      LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
+"      LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
+"\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+"      // transform unnormalized eye direction into tangent space\n"
+"      vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
+"      EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
+"      EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
+"      EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+"      // transform vertex to camera space, using ftransform to match non-VS\n"
+"      // rendering\n"
+"      gl_Position = ftransform();\n"
+"}\n"
+;
+
+const char *builtinshader_light_frag =
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
+"// written by Forest 'LordHavoc' Hale\n"
+"\n"
+"uniform vec3 LightColor;\n"
+"\n"
+"#ifdef USEOFFSETMAPPING\n"
+"uniform float OffsetMapping_Scale;\n"
+"uniform float OffsetMapping_Bias;\n"
+"#endif\n"
+"#ifdef USESPECULAR\n"
+"uniform float SpecularPower;\n"
+"#endif\n"
+"#ifdef USEFOG\n"
+"uniform float FogRangeRecip;\n"
+"#endif\n"
+"uniform float AmbientScale;\n"
+"uniform float DiffuseScale;\n"
+"#ifdef USESPECULAR\n"
+"uniform float SpecularScale;\n"
+"#endif\n"
+"\n"
+"uniform sampler2D Texture_Normal;\n"
+"uniform sampler2D Texture_Color;\n"
+"#ifdef USESPECULAR\n"
+"uniform sampler2D Texture_Gloss;\n"
+"#endif\n"
+"#ifdef USECUBEFILTER\n"
+"uniform samplerCube Texture_Cube;\n"
+"#endif\n"
+"#ifdef USEFOG\n"
+"uniform sampler2D Texture_FogMask;\n"
+"#endif\n"
+"\n"
+"varying vec2 TexCoord;\n"
+"varying vec3 CubeVector;\n"
+"varying vec3 LightVector;\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+"varying vec3 EyeVector;\n"
+"#endif\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      // attenuation\n"
+"      //\n"
+"      // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
+"      // center and sharp falloff at the edge, this is about the most efficient\n"
+"      // we can get away with as far as providing illumination.\n"
+"      //\n"
+"      // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
+"      // provide significant illumination, large = slow = pain.\n"
+"      float colorscale = max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
+"\n"
+"#ifdef USEFOG\n"
+"      // apply fog\n"
+"      colorscale *= texture2D(Texture_FogMask, vec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
+"#endif\n"
+"\n"
+"#ifdef USEOFFSETMAPPING\n"
+"      // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
+"      vec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
+"      vec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
+"      TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
+"      TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
+"#define TexCoord TexCoordOffset\n"
+"#endif\n"
+"\n"
+"      // get the texels - with a blendmap we'd need to blend multiple here\n"
+"      vec3 surfacenormal = -1.0 + 2.0 * vec3(texture2D(Texture_Normal, TexCoord));\n"
+"      vec3 colortexel = vec3(texture2D(Texture_Color, TexCoord));\n"
+"#ifdef USESPECULAR\n"
+"      vec3 glosstexel = vec3(texture2D(Texture_Gloss, TexCoord));\n"
+"#endif\n"
+"\n"
+"      // calculate shading\n"
+"      vec3 diffusenormal = normalize(LightVector);\n"
+"      vec3 color = colortexel * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"#ifdef USESPECULAR\n"
+"      color += glosstexel * (SpecularScale * pow(max(dot(surfacenormal, normalize(diffusenormal + normalize(EyeVector))), 0.0), SpecularPower));\n"
+"#endif\n"
+"\n"
+"#ifdef USECUBEFILTER\n"
+"      // apply light cubemap filter\n"
+"      color *= vec3(textureCube(Texture_Cube, CubeVector));\n"
+"#endif\n"
+"\n"
+"      // calculate fragment color\n"
+"      gl_FragColor = vec4(LightColor * color * colorscale, 1);\n"
+"}\n"
+;
+
 void r_shadow_start(void)
 {
+       int i;
        // allocate vertex processing arrays
        numcubemaps = 0;
        r_shadow_normalcubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
-       r_shadow_blankbumptexture = NULL;
-       r_shadow_blankglosstexture = NULL;
-       r_shadow_blankwhitetexture = NULL;
+       r_shadow_blankwhitecubetexture = NULL;
        r_shadow_texturepool = NULL;
        r_shadow_filters_texturepool = NULL;
        R_Shadow_ValidateCvars();
@@ -268,18 +412,90 @@ void r_shadow_start(void)
        r_shadow_buffer_numsurfacepvsbytes = 0;
        r_shadow_buffer_surfacepvs = NULL;
        r_shadow_buffer_surfacelist = NULL;
+       for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+               r_shadow_program_light[i] = 0;
+       if (gl_support_fragment_shader)
+       {
+               char *vertstring, *fragstring;
+               int vertstrings_count;
+               int fragstrings_count;
+               const char *vertstrings_list[SHADERPERMUTATION_COUNT];
+               const char *fragstrings_list[SHADERPERMUTATION_COUNT];
+               vertstring = FS_LoadFile("glsl/light.vert", tempmempool, false);
+               fragstring = FS_LoadFile("glsl/light.frag", tempmempool, false);
+               for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+               {
+                       vertstrings_count = 0;
+                       fragstrings_count = 0;
+                       if (i & SHADERPERMUTATION_SPECULAR)
+                       {
+                               vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
+                               fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
+                       }
+                       if (i & SHADERPERMUTATION_FOG)
+                       {
+                               vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
+                               fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
+                       }
+                       if (i & SHADERPERMUTATION_CUBEFILTER)
+                       {
+                               vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
+                               fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
+                       }
+                       if (i & SHADERPERMUTATION_OFFSETMAPPING)
+                       {
+                               vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
+                               fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
+                       }
+                       vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_light_vert;
+                       fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_light_frag;
+                       r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
+                       if (!r_shadow_program_light[i])
+                       {
+                               Con_Printf("permutation %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", "glsl/light");
+                               continue;
+                       }
+                       qglUseProgramObjectARB(r_shadow_program_light[i]);
+                       qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Normal"), 0);CHECKGLERROR
+                       qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Color"), 1);CHECKGLERROR
+                       if (i & SHADERPERMUTATION_SPECULAR)
+                       {
+                               qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Gloss"), 2);CHECKGLERROR
+                       }
+                       if (i & SHADERPERMUTATION_CUBEFILTER)
+                       {
+                               qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_Cube"), 3);CHECKGLERROR
+                       }
+                       if (i & SHADERPERMUTATION_FOG)
+                       {
+                               qglUniform1iARB(qglGetUniformLocationARB(r_shadow_program_light[i], "Texture_FogMask"), 4);CHECKGLERROR
+                       }
+               }
+               qglUseProgramObjectARB(0);
+               if (fragstring)
+                       Mem_Free(fragstring);
+               if (vertstring)
+                       Mem_Free(vertstring);
+       }
 }
 
 void r_shadow_shutdown(void)
 {
+       int i;
        R_Shadow_UncompileWorldLights();
+       for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+       {
+               if (r_shadow_program_light[i])
+               {
+                       GL_Backend_FreeProgram(r_shadow_program_light[i]);
+                       r_shadow_program_light[i] = 0;
+               }
+       }
        numcubemaps = 0;
        r_shadow_normalcubetexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
-       r_shadow_blankbumptexture = NULL;
-       r_shadow_blankglosstexture = NULL;
-       r_shadow_blankwhitetexture = NULL;
+       r_shadow_blankwhitecubetexture = NULL;
        R_FreeTexturePool(&r_shadow_texturepool);
        R_FreeTexturePool(&r_shadow_filters_texturepool);
        maxshadowelements = 0;
@@ -345,6 +561,10 @@ void R_Shadow_Help_f(void)
 "r_shadow_realtime_world_dlightshadows : cast shadows from dlights\n"
 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
+"r_shadow_glsl : use OpenGL Shading Language for lighting\n"
+"r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
+"r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
+"r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
 "r_shadow_scissor : use scissor optimization\n"
 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
 "r_shadow_shadow_polygonoffset : nudge shadow volumes closer/further\n"
@@ -383,6 +603,10 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_staticworldlights);
        Cvar_RegisterVariable(&r_shadow_texture3d);
        Cvar_RegisterVariable(&r_shadow_visiblevolumes);
+       Cvar_RegisterVariable(&r_shadow_glsl);
+       Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
+       Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
+       Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
        Cvar_RegisterVariable(&gl_ext_stenciltwoside);
        if (gamemode == GAME_TENEBRAE)
        {
@@ -502,9 +726,10 @@ void R_Shadow_PrepareShadowMark(int numtris)
 
 int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *inelement3i, const int *inneighbor3i, const float *invertex3f, int *outnumvertices, int *outelement3i, float *outvertex3f, const float *projectorigin, float projectdistance, int numshadowmarktris, const int *shadowmarktris)
 {
-       int i, j, tris = 0, vr[3], t, outvertices = 0;
-       const int *e, *n;
-       const float *v;
+       int i, j;
+       int outtriangles = 0, outvertices = 0;
+       const int *element;
+       const float *vertex;
 
        if (maxvertexupdate < innumvertices)
        {
@@ -524,38 +749,28 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *
                memset(vertexupdate, 0, maxvertexupdate * sizeof(int));
                memset(vertexremap, 0, maxvertexupdate * sizeof(int));
        }
-       
+
        for (i = 0;i < numshadowmarktris;i++)
                shadowmark[shadowmarktris[i]] = shadowmarkcount;
 
        for (i = 0;i < numshadowmarktris;i++)
        {
-               t = shadowmarktris[i];
-               e = inelement3i + t * 3;
+               element = inelement3i + shadowmarktris[i] * 3;
                // make sure the vertices are created
                for (j = 0;j < 3;j++)
                {
-                       if (vertexupdate[e[j]] != vertexupdatenum)
+                       if (vertexupdate[element[j]] != vertexupdatenum)
                        {
-                               vertexupdate[e[j]] = vertexupdatenum;
-                               vertexremap[e[j]] = outvertices;
-                               v = invertex3f + e[j] * 3;
-#if 1
-                               outvertex3f[0] = v[0];
-                               outvertex3f[1] = v[1];
-                               outvertex3f[2] = v[2];
-                               outvertex3f[3] = v[0] + 1000000 * (v[0] - projectorigin[0]);
-                               outvertex3f[4] = v[1] + 1000000 * (v[1] - projectorigin[1]);
-                               outvertex3f[5] = v[2] + 1000000 * (v[2] - projectorigin[2]);
-#else
-{
-float f, temp[3];
-                               VectorSubtract(v, projectorigin, temp);
-                               f = projectdistance / VectorLength(temp);
-                               VectorCopy(v, outvertex3f);
-                               VectorMA(projectorigin, f, temp, (outvertex3f + 3));
-}
-#endif
+                               float ratio, direction[3];
+                               vertexupdate[element[j]] = vertexupdatenum;
+                               vertexremap[element[j]] = outvertices;
+                               vertex = invertex3f + element[j] * 3;
+                               // project one copy of the vertex to the sphere radius of the light
+                               // (FIXME: would projecting it to the light box be better?)
+                               VectorSubtract(vertex, projectorigin, direction);
+                               ratio = projectdistance / VectorLength(direction);
+                               VectorCopy(vertex, outvertex3f);
+                               VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
                                outvertex3f += 6;
                                outvertices += 2;
                        }
@@ -564,62 +779,70 @@ float f, temp[3];
 
        for (i = 0;i < numshadowmarktris;i++)
        {
-               t = shadowmarktris[i];
-               e = inelement3i + t * 3;
-               n = inneighbor3i + t * 3;
+               int remappedelement[3];
+               int markindex;
+               const int *neighbortriangle;
+
+               markindex = shadowmarktris[i] * 3;
+               element = inelement3i + markindex;
+               neighbortriangle = inneighbor3i + markindex;
                // output the front and back triangles
-               outelement3i[0] = vertexremap[e[0]];
-               outelement3i[1] = vertexremap[e[1]];
-               outelement3i[2] = vertexremap[e[2]];
-               outelement3i[3] = vertexremap[e[2]] + 1;
-               outelement3i[4] = vertexremap[e[1]] + 1;
-               outelement3i[5] = vertexremap[e[0]] + 1;
+               outelement3i[0] = vertexremap[element[0]];
+               outelement3i[1] = vertexremap[element[1]];
+               outelement3i[2] = vertexremap[element[2]];
+               outelement3i[3] = vertexremap[element[2]] + 1;
+               outelement3i[4] = vertexremap[element[1]] + 1;
+               outelement3i[5] = vertexremap[element[0]] + 1;
+
                outelement3i += 6;
-               tris += 2;
+               outtriangles += 2;
                // output the sides (facing outward from this triangle)
-               if (shadowmark[n[0]] != shadowmarkcount)
-               {
-                       vr[0] = vertexremap[e[0]];
-                       vr[1] = vertexremap[e[1]];
-                       outelement3i[0] = vr[1];
-                       outelement3i[1] = vr[0];
-                       outelement3i[2] = vr[0] + 1;
-                       outelement3i[3] = vr[1];
-                       outelement3i[4] = vr[0] + 1;
-                       outelement3i[5] = vr[1] + 1;
+               if (shadowmark[neighbortriangle[0]] != shadowmarkcount)
+               {
+                       remappedelement[0] = vertexremap[element[0]];
+                       remappedelement[1] = vertexremap[element[1]];
+                       outelement3i[0] = remappedelement[1];
+                       outelement3i[1] = remappedelement[0];
+                       outelement3i[2] = remappedelement[0] + 1;
+                       outelement3i[3] = remappedelement[1];
+                       outelement3i[4] = remappedelement[0] + 1;
+                       outelement3i[5] = remappedelement[1] + 1;
+
                        outelement3i += 6;
-                       tris += 2;
-               }
-               if (shadowmark[n[1]] != shadowmarkcount)
-               {
-                       vr[1] = vertexremap[e[1]];
-                       vr[2] = vertexremap[e[2]];
-                       outelement3i[0] = vr[2];
-                       outelement3i[1] = vr[1];
-                       outelement3i[2] = vr[1] + 1;
-                       outelement3i[3] = vr[2];
-                       outelement3i[4] = vr[1] + 1;
-                       outelement3i[5] = vr[2] + 1;
+                       outtriangles += 2;
+               }
+               if (shadowmark[neighbortriangle[1]] != shadowmarkcount)
+               {
+                       remappedelement[1] = vertexremap[element[1]];
+                       remappedelement[2] = vertexremap[element[2]];
+                       outelement3i[0] = remappedelement[2];
+                       outelement3i[1] = remappedelement[1];
+                       outelement3i[2] = remappedelement[1] + 1;
+                       outelement3i[3] = remappedelement[2];
+                       outelement3i[4] = remappedelement[1] + 1;
+                       outelement3i[5] = remappedelement[2] + 1;
+
                        outelement3i += 6;
-                       tris += 2;
-               }
-               if (shadowmark[n[2]] != shadowmarkcount)
-               {
-                       vr[0] = vertexremap[e[0]];
-                       vr[2] = vertexremap[e[2]];
-                       outelement3i[0] = vr[0];
-                       outelement3i[1] = vr[2];
-                       outelement3i[2] = vr[2] + 1;
-                       outelement3i[3] = vr[0];
-                       outelement3i[4] = vr[2] + 1;
-                       outelement3i[5] = vr[0] + 1;
+                       outtriangles += 2;
+               }
+               if (shadowmark[neighbortriangle[2]] != shadowmarkcount)
+               {
+                       remappedelement[0] = vertexremap[element[0]];
+                       remappedelement[2] = vertexremap[element[2]];
+                       outelement3i[0] = remappedelement[0];
+                       outelement3i[1] = remappedelement[2];
+                       outelement3i[2] = remappedelement[2] + 1;
+                       outelement3i[3] = remappedelement[0];
+                       outelement3i[4] = remappedelement[2] + 1;
+                       outelement3i[5] = remappedelement[0] + 1;
+
                        outelement3i += 6;
-                       tris += 2;
+                       outtriangles += 2;
                }
        }
        if (outnumvertices)
                *outnumvertices = outvertices;
-       return tris;
+       return outtriangles;
 }
 
 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris)
@@ -639,7 +862,7 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
        R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
 }
 
-void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, vec3_t lightmins, vec3_t lightmaxs, vec3_t surfacemins, vec3_t surfacemaxs)
+void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs)
 {
        int t, tend;
        const int *e;
@@ -694,14 +917,14 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte
                // increment stencil if backface is behind depthbuffer
                qglCullFace(GL_BACK); // quake is backwards, this culls front faces
                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
-               R_Mesh_Draw(numvertices, numtriangles, element3i);
+               R_Mesh_Draw(0, numvertices, numtriangles, element3i);
                c_rt_shadowmeshes++;
                c_rt_shadowtris += numtriangles;
                // decrement stencil if frontface is behind depthbuffer
                qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
        }
-       R_Mesh_Draw(numvertices, numtriangles, element3i);
+       R_Mesh_Draw(0, numvertices, numtriangles, element3i);
        c_rt_shadowmeshes++;
        c_rt_shadowtris += numtriangles;
        GL_LockArrays(0, 0);
@@ -720,23 +943,17 @@ static void R_Shadow_MakeTextures(void)
 #define ATTEN2DSIZE 64
 #define ATTEN3DSIZE 32
        data = Mem_Alloc(tempmempool, max(6*NORMSIZE*NORMSIZE*4, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)));
-       data[0] = 128;
-       data[1] = 128;
-       data[2] = 255;
-       data[3] = 255;
-       r_shadow_blankbumptexture = R_LoadTexture2D(r_shadow_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-       data[0] = 255;
-       data[1] = 255;
-       data[2] = 255;
-       data[3] = 255;
-       r_shadow_blankglosstexture = R_LoadTexture2D(r_shadow_texturepool, "blankgloss", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-       data[0] = 255;
-       data[1] = 255;
-       data[2] = 255;
-       data[3] = 255;
-       r_shadow_blankwhitetexture = R_LoadTexture2D(r_shadow_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       r_shadow_blankwhitecubetexture = NULL;
+       r_shadow_normalcubetexture = NULL;
        if (gl_texturecubemap)
        {
+               data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
+               data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
+               data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
+               data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
+               data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
+               data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
+               r_shadow_blankwhitecubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "blankwhitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
                for (side = 0;side < 6;side++)
                {
                        for (y = 0;y < NORMSIZE;y++)
@@ -788,8 +1005,6 @@ static void R_Shadow_MakeTextures(void)
                }
                r_shadow_normalcubetexture = R_LoadTextureCubeMap(r_shadow_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
        }
-       else
-               r_shadow_normalcubetexture = NULL;
        for (y = 0;y < ATTEN2DSIZE;y++)
        {
                for (x = 0;x < ATTEN2DSIZE;x++)
@@ -865,10 +1080,6 @@ void R_Shadow_Stage_Begin(void)
        qglEnable(GL_CULL_FACE);
        GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
        r_shadowstage = SHADOWSTAGE_NONE;
-
-       c_rt_lights = c_rt_clears = c_rt_scissored = 0;
-       c_rt_shadowmeshes = c_rt_shadowtris = c_rt_lightmeshes = c_rt_lighttris = 0;
-       c_rtcached_shadowmeshes = c_rtcached_shadowtris = 0;
 }
 
 void R_Shadow_Stage_ShadowVolumes(void)
@@ -1234,6 +1445,49 @@ static void R_Shadow_VertexShading(int numverts, const float *vertex3f, const fl
        }
 }
 
+static void R_Shadow_VertexNoShadingWithXYZAttenuation(int numverts, const float *vertex3f, const float *lightcolor, const matrix4x4_t *m)
+{
+       float *color4f = varray_color4f;
+       float dist, intensity, v[3];
+       for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+       {
+               Matrix4x4_Transform(m, vertex3f, v);
+               if ((dist = DotProduct(v, v)) < 1)
+               {
+                       dist = sqrt(dist);
+                       intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
+                       VectorScale(lightcolor, intensity, color4f);
+                       color4f[3] = 1;
+               }
+               else
+               {
+                       VectorClear(color4f);
+                       color4f[3] = 1;
+               }
+       }
+}
+
+static void R_Shadow_VertexNoShadingWithZAttenuation(int numverts, const float *vertex3f, const float *lightcolor, const matrix4x4_t *m)
+{
+       float *color4f = varray_color4f;
+       float dist, intensity, v[3];
+       for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+       {
+               Matrix4x4_Transform(m, vertex3f, v);
+               if ((dist = fabs(v[2])) < 1)
+               {
+                       intensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
+                       VectorScale(lightcolor, intensity, color4f);
+                       color4f[3] = 1;
+               }
+               else
+               {
+                       VectorClear(color4f);
+                       color4f[3] = 1;
+               }
+       }
+}
+
 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
 #define USETEXMATRIX
 
@@ -1298,24 +1552,291 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve
        }
 }
 
-void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, int lighting)
+void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, const float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *basetexture, rtexture_t *bumptexture, rtexture_t *glosstexture, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale)
 {
        int renders;
        float color[3], color2[3], colorscale;
        rmeshstate_t m;
-       if (!bumptexture)
-               bumptexture = r_shadow_blankbumptexture;
-       if (!glosstexture)
-               glosstexture = r_shadow_blankglosstexture;
        // FIXME: support EF_NODEPTHTEST
        GL_DepthMask(false);
        GL_DepthTest(true);
-       if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
+       if (!bumptexture)
+               bumptexture = r_texture_blanknormalmap;
+       specularscale *= r_shadow_glossintensity.value;
+       if (!glosstexture)
+       {
+               if (r_shadow_gloss.integer >= 2)
+               {
+                       glosstexture = r_texture_white;
+                       specularscale *= r_shadow_gloss2intensity.value;
+               }
+               else
+               {
+                       glosstexture = r_texture_black;
+                       specularscale = 0;
+               }
+       }
+       if (r_shadow_gloss.integer < 1)
+               specularscale = 0;
+       if (!lightcubemap)
+               lightcubemap = r_shadow_blankwhitecubetexture;
+       if (ambientscale + diffusescale + specularscale < 0.01)
+               return;
+       if (r_shadow_glsl.integer && r_shadow_program_light[0])
+       {
+               unsigned int perm, prog;
+               // GLSL shader path (GFFX5200, Radeon 9500)
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = vertex3f;
+               m.pointer_texcoord[0] = texcoord2f;
+               m.pointer_texcoord3f[1] = svector3f;
+               m.pointer_texcoord3f[2] = tvector3f;
+               m.pointer_texcoord3f[3] = normal3f;
+               m.tex[0] = R_GetTexture(bumptexture);
+               m.tex[1] = R_GetTexture(basetexture);
+               m.tex[2] = R_GetTexture(glosstexture);
+               m.texcubemap[3] = R_GetTexture(lightcubemap);
+               // TODO: support fog (after renderer is converted to texture fog)
+               m.tex[4] = R_GetTexture(r_texture_white);
+               m.texmatrix[3] = *matrix_modeltolight;
+               R_Mesh_State(&m);
+               GL_BlendFunc(GL_ONE, GL_ONE);
+               GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+               CHECKGLERROR
+               perm = 0;
+               // only add a feature to the permutation if that permutation exists
+               // (otherwise it might end up not using a shader at all, which looks
+               // worse than using less features)
+               if (specularscale && r_shadow_program_light[perm | SHADERPERMUTATION_SPECULAR])
+                       perm |= SHADERPERMUTATION_SPECULAR;
+               //if (fog && r_shadow_program_light[perm | SHADERPERMUTATION_FOG])
+               //      perm |= SHADERPERMUTATION_FOG;
+               if (lightcubemap && r_shadow_program_light[perm | SHADERPERMUTATION_CUBEFILTER])
+                       perm |= SHADERPERMUTATION_CUBEFILTER;
+               if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[perm | SHADERPERMUTATION_OFFSETMAPPING])
+                       perm |= SHADERPERMUTATION_OFFSETMAPPING;
+               prog = r_shadow_program_light[perm];
+               qglUseProgramObjectARB(prog);CHECKGLERROR
+               // TODO: support fog (after renderer is converted to texture fog)
+               if (perm & SHADERPERMUTATION_FOG)
+               {
+                       qglUniform1fARB(qglGetUniformLocationARB(prog, "FogRangeRecip"), 0);CHECKGLERROR
+               }
+               qglUniform1fARB(qglGetUniformLocationARB(prog, "AmbientScale"), ambientscale);CHECKGLERROR
+               qglUniform1fARB(qglGetUniformLocationARB(prog, "DiffuseScale"), diffusescale);CHECKGLERROR
+               if (perm & SHADERPERMUTATION_SPECULAR)
+               {
+                       qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularPower"), 8);CHECKGLERROR
+                       qglUniform1fARB(qglGetUniformLocationARB(prog, "SpecularScale"), specularscale);CHECKGLERROR
+               }
+               qglUniform3fARB(qglGetUniformLocationARB(prog, "LightColor"), lightcolor[0], lightcolor[1], lightcolor[2]);CHECKGLERROR
+               qglUniform3fARB(qglGetUniformLocationARB(prog, "LightPosition"), relativelightorigin[0], relativelightorigin[1], relativelightorigin[2]);CHECKGLERROR
+               if (perm & (SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_FOG | SHADERPERMUTATION_OFFSETMAPPING))
+               {
+                       qglUniform3fARB(qglGetUniformLocationARB(prog, "EyePosition"), relativeeyeorigin[0], relativeeyeorigin[1], relativeeyeorigin[2]);CHECKGLERROR
+               }
+               if (perm & SHADERPERMUTATION_OFFSETMAPPING)
+               {
+                       qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Scale"), r_shadow_glsl_offsetmapping_scale.value);CHECKGLERROR
+                       qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
+               }
+               CHECKGLERROR
+               GL_LockArrays(firstvertex, numvertices);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+               c_rt_lightmeshes++;
+               c_rt_lighttris += numtriangles;
+               GL_LockArrays(0, 0);
+               qglUseProgramObjectARB(0);
+               // HACK HACK HACK: work around for stupid NVIDIA bug that causes GL_OUT_OF_MEMORY and/or software rendering
+               qglBegin(GL_TRIANGLES);
+               qglEnd();
+               CHECKGLERROR
+       }
+       else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
        {
-               if (lighting & LIGHTING_DIFFUSE)
+               if (!bumptexture)
+                       bumptexture = r_texture_blanknormalmap;
+               if (!glosstexture)
+                       glosstexture = r_texture_white;
+               if (ambientscale)
+               {
+                       GL_Color(1,1,1,1);
+                       colorscale = ambientscale;
+                       // colorscale accounts for how much we multiply the brightness
+                       // during combine.
+                       //
+                       // mult is how many times the final pass of the lighting will be
+                       // performed to get more brightness than otherwise possible.
+                       //
+                       // Limit mult to 64 for sanity sake.
+                       if (r_shadow_texture3d.integer && lightcubemap && r_textureunits.integer >= 4)
+                       {
+                               // 3 3D combine path (Geforce3, Radeon 8500)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[0] = vertex3f;
+                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+#endif
+                               m.tex[1] = R_GetTexture(basetexture);
+                               m.pointer_texcoord[1] = texcoord2f;
+                               m.texcubemap[2] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[2] = vertex3f;
+                               m.texmatrix[2] = *matrix_modeltolight;
+#else
+                               m.pointer_texcoord3f[2] = varray_texcoord3f[2];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
+#endif
+                               GL_BlendFunc(GL_ONE, GL_ONE);
+                       }
+                       else if (r_shadow_texture3d.integer && !lightcubemap && r_textureunits.integer >= 2)
+                       {
+                               // 2 3D combine path (Geforce3, original Radeon)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[0] = vertex3f;
+                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+#endif
+                               m.tex[1] = R_GetTexture(basetexture);
+                               m.pointer_texcoord[1] = texcoord2f;
+                               GL_BlendFunc(GL_ONE, GL_ONE);
+                       }
+                       else if (r_textureunits.integer >= 4 && lightcubemap)
+                       {
+                               // 4 2D combine path (Geforce3, Radeon 8500)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[0] = vertex3f;
+                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord[0] = varray_texcoord2f[0];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+#endif
+                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.texmatrix[1] = *matrix_modeltoattenuationz;
+#else
+                               m.pointer_texcoord[1] = varray_texcoord2f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
+#endif
+                               m.tex[2] = R_GetTexture(basetexture);
+                               m.pointer_texcoord[2] = texcoord2f;
+                               if (lightcubemap)
+                               {
+                                       m.texcubemap[3] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[3] = vertex3f;
+                                       m.texmatrix[3] = *matrix_modeltolight;
+#else
+                                       m.pointer_texcoord3f[3] = varray_texcoord3f[3];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
+#endif
+                               }
+                               GL_BlendFunc(GL_ONE, GL_ONE);
+                       }
+                       else if (r_textureunits.integer >= 3 && !lightcubemap)
+                       {
+                               // 3 2D combine path (Geforce3, original Radeon)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[0] = vertex3f;
+                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord[0] = varray_texcoord2f[0];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+#endif
+                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.texmatrix[1] = *matrix_modeltoattenuationz;
+#else
+                               m.pointer_texcoord[1] = varray_texcoord2f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
+#endif
+                               m.tex[2] = R_GetTexture(basetexture);
+                               m.pointer_texcoord[2] = texcoord2f;
+                               GL_BlendFunc(GL_ONE, GL_ONE);
+                       }
+                       else
+                       {
+                               // 2/2/2 2D combine path (any dot3 card)
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[0] = vertex3f;
+                               m.texmatrix[0] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord[0] = varray_texcoord2f[0];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+#endif
+                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.texmatrix[1] = *matrix_modeltoattenuationz;
+#else
+                               m.pointer_texcoord[1] = varray_texcoord2f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
+#endif
+                               R_Mesh_State(&m);
+                               GL_ColorMask(0,0,0,1);
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                               GL_LockArrays(0, 0);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(basetexture);
+                               m.pointer_texcoord[0] = texcoord2f;
+                               if (lightcubemap)
+                               {
+                                       m.texcubemap[1] = R_GetTexture(lightcubemap);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[1] = vertex3f;
+                                       m.texmatrix[1] = *matrix_modeltolight;
+#else
+                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
+#endif
+                               }
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                       }
+                       // this final code is shared
+                       R_Mesh_State(&m);
+                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+                       VectorScale(lightcolor, colorscale, color2);
+                       GL_LockArrays(firstvertex, numvertices);
+                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       {
+                               GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                       }
+                       GL_LockArrays(0, 0);
+               }
+               if (diffusescale)
                {
                        GL_Color(1,1,1,1);
-                       colorscale = r_shadow_lightintensityscale.value;
+                       colorscale = diffusescale;
                        // colorscale accounts for how much we multiply the brightness
                        // during combine.
                        //
@@ -1334,24 +1855,24 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
                                m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[2] = vertex3f;
                                m.texmatrix[2] = *matrix_modeltoattenuationxyz;
 #else
                                m.pointer_texcoord3f[2] = varray_texcoord3f[2];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
 #endif
                                R_Mesh_State(&m);
                                GL_ColorMask(0,0,0,1);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
-       
+
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = vertex3f;
                                m.tex[0] = R_GetTexture(basetexture);
@@ -1364,9 +1885,10 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        m.texmatrix[1] = *matrix_modeltolight;
 #else
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
 #endif
                                }
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        }
                        else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap)
                        {
@@ -1379,17 +1901,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                m.texmatrix[0] = *matrix_modeltoattenuationxyz;
 #else
                                m.pointer_texcoord3f[0] = varray_texcoord3f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
 #endif
                                R_Mesh_State(&m);
                                GL_ColorMask(0,0,0,1);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
-       
+
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = vertex3f;
                                m.tex[0] = R_GetTexture(bumptexture);
@@ -1398,15 +1920,15 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
                                R_Mesh_State(&m);
                                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
-       
+
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = vertex3f;
                                m.tex[0] = R_GetTexture(basetexture);
@@ -1419,9 +1941,10 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        m.texmatrix[1] = *matrix_modeltolight;
 #else
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
 #endif
                                }
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        }
                        else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap)
                        {
@@ -1434,16 +1957,16 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
                                R_Mesh_State(&m);
                                GL_ColorMask(0,0,0,1);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
-       
+
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = vertex3f;
                                m.tex[0] = R_GetTexture(basetexture);
@@ -1454,8 +1977,9 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                m.texmatrix[1] = *matrix_modeltoattenuationxyz;
 #else
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
 #endif
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        }
                        else if (r_textureunits.integer >= 4)
                        {
@@ -1468,14 +1992,14 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
                                m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[2] = vertex3f;
                                m.texmatrix[2] = *matrix_modeltoattenuationxyz;
 #else
                                m.pointer_texcoord[2] = varray_texcoord2f[2];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
 #endif
                                m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
@@ -1483,17 +2007,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                m.texmatrix[3] = *matrix_modeltoattenuationz;
 #else
                                m.pointer_texcoord[3] = varray_texcoord2f[3];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
 #endif
                                R_Mesh_State(&m);
                                GL_ColorMask(0,0,0,1);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
-       
+
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = vertex3f;
                                m.tex[0] = R_GetTexture(basetexture);
@@ -1506,9 +2030,10 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        m.texmatrix[1] = *matrix_modeltolight;
 #else
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
 #endif
                                }
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        }
                        else
                        {
@@ -1521,7 +2046,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                m.texmatrix[0] = *matrix_modeltoattenuationxyz;
 #else
                                m.pointer_texcoord[0] = varray_texcoord2f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
 #endif
                                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
@@ -1529,17 +2054,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                m.texmatrix[1] = *matrix_modeltoattenuationz;
 #else
                                m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
 #endif
                                R_Mesh_State(&m);
                                GL_ColorMask(0,0,0,1);
                                GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
-       
+
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = vertex3f;
                                m.tex[0] = R_GetTexture(bumptexture);
@@ -1548,15 +2073,15 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin);
                                R_Mesh_State(&m);
                                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
-       
+
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = vertex3f;
                                m.tex[0] = R_GetTexture(basetexture);
@@ -1569,33 +2094,31 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        m.texmatrix[1] = *matrix_modeltolight;
 #else
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
 #endif
                                }
+                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        }
                        // this final code is shared
                        R_Mesh_State(&m);
                        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, colorscale, color2);
+                       GL_LockArrays(firstvertex, numvertices);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
                                GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
-                               GL_LockArrays(0, 0);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
                        }
+                       GL_LockArrays(0, 0);
                }
-               if ((lighting & LIGHTING_SPECULAR) && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)))
+               if (specularscale && glosstexture != r_texture_black)
                {
                        // FIXME: detect blendsquare!
                        //if (gl_support_blendsquare)
                        {
-                               colorscale = r_shadow_lightintensityscale.value * r_shadow_glossintensity.value;
-                               if (glosstexture == r_shadow_blankglosstexture)
-                                       colorscale *= r_shadow_gloss2intensity.value;
+                               colorscale = specularscale;
                                GL_Color(1,1,1,1);
                                if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
                                {
@@ -1607,35 +2130,35 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin);
                                        R_Mesh_State(&m);
                                        GL_ColorMask(0,0,0,1);
                                        // this squares the result
                                        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                                       GL_LockArrays(0, numverts);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       GL_LockArrays(firstvertex, numvertices);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
-               
+
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = vertex3f;
                                        R_Mesh_State(&m);
-                                       GL_LockArrays(0, numverts);
+                                       GL_LockArrays(firstvertex, numvertices);
                                        // square alpha in framebuffer a few times to make it shiny
                                        GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                                        // these comments are a test run through this math for intensity 0.5
                                        // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
                                        // 0.25 * 0.25 = 0.0625 (this is another pass)
                                        // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
                                        GL_LockArrays(0, 0);
-               
+
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = vertex3f;
                                        m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
@@ -1644,16 +2167,16 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        m.texmatrix[0] = *matrix_modeltoattenuationxyz;
 #else
                                        m.pointer_texcoord3f[0] = varray_texcoord3f[0];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
 #endif
                                        R_Mesh_State(&m);
                                        GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                                       GL_LockArrays(0, numverts);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       GL_LockArrays(firstvertex, numvertices);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
-               
+
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = vertex3f;
                                        m.tex[0] = R_GetTexture(glosstexture);
@@ -1666,9 +2189,10 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                                m.texmatrix[1] = *matrix_modeltolight;
 #else
                                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
 #endif
                                        }
+                                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                                }
                                else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
                                {
@@ -1680,35 +2204,35 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin);
                                        R_Mesh_State(&m);
                                        GL_ColorMask(0,0,0,1);
                                        // this squares the result
                                        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                                       GL_LockArrays(0, numverts);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       GL_LockArrays(firstvertex, numvertices);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
-               
+
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = vertex3f;
                                        R_Mesh_State(&m);
-                                       GL_LockArrays(0, numverts);
+                                       GL_LockArrays(firstvertex, numvertices);
                                        // square alpha in framebuffer a few times to make it shiny
                                        GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                                        // these comments are a test run through this math for intensity 0.5
                                        // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
                                        // 0.25 * 0.25 = 0.0625 (this is another pass)
                                        // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
                                        GL_LockArrays(0, 0);
-               
+
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = vertex3f;
                                        m.tex[0] = R_GetTexture(glosstexture);
@@ -1719,8 +2243,9 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        m.texmatrix[1] = *matrix_modeltoattenuationxyz;
 #else
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
 #endif
+                                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                                }
                                else
                                {
@@ -1732,35 +2257,35 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                        m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, relativelightorigin, relativeeyeorigin);
                                        R_Mesh_State(&m);
                                        GL_ColorMask(0,0,0,1);
                                        // this squares the result
                                        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                                       GL_LockArrays(0, numverts);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       GL_LockArrays(firstvertex, numvertices);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
-               
+
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = vertex3f;
                                        R_Mesh_State(&m);
-                                       GL_LockArrays(0, numverts);
+                                       GL_LockArrays(firstvertex, numvertices);
                                        // square alpha in framebuffer a few times to make it shiny
                                        GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                                        // these comments are a test run through this math for intensity 0.5
                                        // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
                                        // 0.25 * 0.25 = 0.0625 (this is another pass)
                                        // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
                                        GL_LockArrays(0, 0);
-               
+
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = vertex3f;
                                        m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
@@ -1769,7 +2294,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        m.texmatrix[0] = *matrix_modeltoattenuationxyz;
 #else
                                        m.pointer_texcoord[0] = varray_texcoord2f[0];
-                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
 #endif
                                        m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
@@ -1777,16 +2302,16 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        m.texmatrix[1] = *matrix_modeltoattenuationz;
 #else
                                        m.pointer_texcoord[1] = varray_texcoord2f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
 #endif
                                        R_Mesh_State(&m);
                                        GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                                       GL_LockArrays(0, numverts);
-                                       R_Mesh_Draw(numverts, numtriangles, elements);
+                                       GL_LockArrays(firstvertex, numvertices);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        GL_LockArrays(0, 0);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
-               
+
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = vertex3f;
                                        m.tex[0] = R_GetTexture(glosstexture);
@@ -1799,32 +2324,87 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                                m.texmatrix[1] = *matrix_modeltolight;
 #else
                                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
+                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
 #endif
                                        }
+                                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+                               }
+                               R_Mesh_State(&m);
+                               GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+                               VectorScale(lightcolor, colorscale, color2);
+                               GL_LockArrays(firstvertex, numvertices);
+                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                               {
+                                       GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                                       c_rt_lightmeshes++;
+                                       c_rt_lighttris += numtriangles;
+                               }
+                               GL_LockArrays(0, 0);
+                       }
+               }
+       }
+       else
+       {
+               if (ambientscale)
+               {
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+                       VectorScale(lightcolor, ambientscale, color2);
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       if (r_textureunits.integer >= 2)
+                       {
+                               // voodoo2
+                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.texmatrix[1] = *matrix_modeltoattenuationxyz;
+#else
+                               m.pointer_texcoord[1] = varray_texcoord2f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
+#endif
+                               if (r_textureunits.integer >= 3)
+                               {
+                                       // Geforce3/Radeon class but not using dot3
+                                       m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                                       m.pointer_texcoord3f[2] = vertex3f;
+                                       m.texmatrix[2] = *matrix_modeltoattenuationz;
+#else
+                                       m.pointer_texcoord[2] = varray_texcoord2f[2];
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
+#endif
                                }
                        }
+                       if (r_textureunits.integer >= 3)
+                               m.pointer_color = NULL;
+                       else
+                               m.pointer_color = varray_color4f;
                        R_Mesh_State(&m);
-                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
-                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       VectorScale(lightcolor, colorscale, color2);
-                       GL_LockArrays(0, numverts);
                        for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                        {
-                               GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                               color[0] = bound(0, color2[0], 1);
+                               color[1] = bound(0, color2[1], 1);
+                               color[2] = bound(0, color2[2], 1);
+                               if (r_textureunits.integer >= 3)
+                                       GL_Color(color[0], color[1], color[2], 1);
+                               else if (r_textureunits.integer >= 2)
+                                       R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color + 3 * firstvertex, matrix_modeltolight);
+                               else
+                                       R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color + 3 * firstvertex, matrix_modeltolight);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                               GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
                        }
-                       GL_LockArrays(0, 0);
                }
-       }
-       else
-       {
-               if (lighting & LIGHTING_DIFFUSE)
+               if (diffusescale)
                {
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+                       VectorScale(lightcolor, diffusescale, color2);
                        memset(&m, 0, sizeof(m));
                        m.pointer_vertex = vertex3f;
                        m.pointer_color = varray_color4f;
@@ -1839,7 +2419,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                m.texmatrix[1] = *matrix_modeltoattenuationxyz;
 #else
                                m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationxyz);
 #endif
                                if (r_textureunits.integer >= 3)
                                {
@@ -1850,7 +2430,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        m.texmatrix[2] = *matrix_modeltoattenuationz;
 #else
                                        m.pointer_texcoord[2] = varray_texcoord2f[2];
-                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationz);
+                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltoattenuationz);
 #endif
                                }
                        }
@@ -1861,13 +2441,13 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                color[1] = bound(0, color2[1], 1);
                                color[2] = bound(0, color2[2], 1);
                                if (r_textureunits.integer >= 3)
-                                       R_Shadow_VertexShading(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+                                       R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color + 3 * firstvertex, matrix_modeltolight);
                                else if (r_textureunits.integer >= 2)
-                                       R_Shadow_VertexShadingWithZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight);
+                                       R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color + 3 * firstvertex, matrix_modeltolight);
                                else
-                                       R_Shadow_VertexShadingWithXYZAttenuation(numverts, vertex3f, normal3f, color, matrix_modeltolight);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                                       R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color + 3 * firstvertex, matrix_modeltolight);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
@@ -1903,6 +2483,11 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i
        rtlight->corona = light->corona;
        rtlight->style = light->style;
        rtlight->isstatic = isstatic;
+       rtlight->coronasizescale = light->coronasizescale;
+       rtlight->ambientscale = light->ambientscale;
+       rtlight->diffusescale = light->diffusescale;
+       rtlight->specularscale = light->specularscale;
+       rtlight->flags = light->flags;
        Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
        // ConcatScale won't work here because this needs to scale rotate and
        // translate, not just rotate
@@ -1915,7 +2500,7 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i
 
        rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
        rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
-       VectorScale(rtlight->color, rtlight->radius * d_lightstylevalue[rtlight->style] * 0.125f, rtlight->lightmap_light);
+       VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
        rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
 }
 
@@ -1924,8 +2509,8 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i
 void R_RTLight_Compile(rtlight_t *rtlight)
 {
        int shadowmeshes, shadowtris, lightmeshes, lighttris, numclusters, numsurfaces;
-       entity_render_t *ent = &cl_entities[0].render;
-       model_t *model = ent->model;
+       entity_render_t *ent = r_refdef.worldentity;
+       model_t *model = r_refdef.worldmodel;
 
        // compile the light
        rtlight->compiled = true;
@@ -1945,27 +2530,27 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering
                r_shadow_compilingrtlight = rtlight;
                R_Shadow_EnlargeClusterBuffer(model->brush.num_pvsclusters);
-               R_Shadow_EnlargeSurfaceBuffer(model->nummodelsurfaces); 
+               R_Shadow_EnlargeSurfaceBuffer(model->nummodelsurfaces);
                model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+               rtlight->static_numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3;
+               rtlight->static_clusterpvs = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusterpvsbytes);
                if (numclusters)
                {
                        rtlight->static_numclusters = numclusters;
-                       rtlight->static_numclusterpvsbytes = (model->brush.num_pvsclusters + 7) >> 3;
                        rtlight->static_clusterlist = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist));
-                       rtlight->static_clusterpvs = Mem_Alloc(r_shadow_mempool, rtlight->static_numclusterpvsbytes);
                        memcpy(rtlight->static_clusterlist, r_shadow_buffer_clusterlist, rtlight->static_numclusters * sizeof(*rtlight->static_clusterlist));
                        memcpy(rtlight->static_clusterpvs, r_shadow_buffer_clusterpvs, rtlight->static_numclusterpvsbytes);
                }
                if (model->DrawShadowVolume && rtlight->shadow)
                {
                        rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
-                       model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+                       model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist, rtlight->cullmins, rtlight->cullmaxs);
                        rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
                }
                if (model->DrawLight)
                {
                        rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
-                       model->DrawLight(ent, rtlight->shadoworigin, vec3_origin, rtlight->radius, vec3_origin, &r_identitymatrix, &r_identitymatrix, &r_identitymatrix, NULL, numsurfaces, r_shadow_buffer_surfacelist);
+                       model->DrawLight(ent, rtlight->shadoworigin, vec3_origin, rtlight->radius, vec3_origin, &r_identitymatrix, &r_identitymatrix, &r_identitymatrix, NULL, 0, 0, 0, numsurfaces, r_shadow_buffer_surfacelist);
                        rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
                }
                // switch back to rendering when DrawShadowVolume or DrawLight is called
@@ -2035,7 +2620,7 @@ void R_Shadow_UncompileWorldLights(void)
 
 void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
 {
-       int i, shadow;
+       int i, shadow, usestencil;
        entity_render_t *ent;
        float f;
        vec3_t relativelightorigin, relativeeyeorigin, lightcolor, lightcolor2;
@@ -2044,10 +2629,26 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
        int numclusters, numsurfaces;
        int *clusterlist, *surfacelist;
        qbyte *clusterpvs;
-       vec3_t cullmins, cullmaxs;
+       vec3_t cullmins, cullmaxs, relativelightmins, relativelightmaxs;
        shadowmesh_t *mesh;
        rmeshstate_t m;
 
+       // skip lights that don't light (corona only lights)
+       if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < 0.01)
+               return;
+
+       f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
+       VectorScale(rtlight->color, f, lightcolor);
+       if (VectorLength2(lightcolor) < 0.01)
+               return;
+       /*
+       if (rtlight->selected)
+       {
+               f = 2 + sin(realtime * M_PI * 4.0);
+               VectorScale(lightcolor, f, lightcolor);
+       }
+       */
+
        // loading is done before visibility checks because loading should happen
        // all at once at the start of a level, not when it stalls gameplay.
        // (especially important to benchmarks)
@@ -2064,7 +2665,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
        cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
        cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
        cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
-       if (d_lightstylevalue[rtlight->style] <= 0)
+       if (rtlight->style >= 0 && d_lightstylevalue[rtlight->style] <= 0)
                return;
        numclusters = 0;
        clusterlist = NULL;
@@ -2081,16 +2682,16 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                VectorCopy(rtlight->cullmins, cullmins);
                VectorCopy(rtlight->cullmaxs, cullmaxs);
        }
-       else if (cl.worldmodel && cl.worldmodel->GetLightInfo)
+       else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
        {
                // dynamic light, world available and can receive realtime lighting
                // if the light box is offscreen, skip it right away
                if (R_CullBox(cullmins, cullmaxs))
                        return;
                // calculate lit surfaces and clusters
-               R_Shadow_EnlargeClusterBuffer(cl.worldmodel->brush.num_pvsclusters);
-               R_Shadow_EnlargeSurfaceBuffer(cl.worldmodel->nummodelsurfaces); 
-               cl.worldmodel->GetLightInfo(&cl_entities[0].render, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+               R_Shadow_EnlargeClusterBuffer(r_refdef.worldmodel->brush.num_pvsclusters);
+               R_Shadow_EnlargeSurfaceBuffer(r_refdef.worldmodel->nummodelsurfaces);
+               r_refdef.worldmodel->GetLightInfo(&cl_entities[0].render, rtlight->shadoworigin, rtlight->radius, cullmins, cullmaxs, r_shadow_buffer_clusterlist, r_shadow_buffer_clusterpvs, &numclusters, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
                clusterlist = r_shadow_buffer_clusterlist;
                clusterpvs = r_shadow_buffer_clusterpvs;
                surfacelist = r_shadow_buffer_surfacelist;
@@ -2111,22 +2712,16 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
        if (R_Shadow_ScissorForBBox(cullmins, cullmaxs))
                return;
 
-       f = d_lightstylevalue[rtlight->style] * (1.0f / 256.0f);
-       VectorScale(rtlight->color, f, lightcolor);
-       /*
-       if (rtlight->selected)
-       {
-               f = 2 + sin(realtime * M_PI * 4.0);
-               VectorScale(lightcolor, f, lightcolor);
-       }
-       */
-
        shadow = rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows);
+       usestencil = false;
 
        if (shadow && (gl_stencil || visiblevolumes))
        {
                if (!visiblevolumes)
+               {
                        R_Shadow_Stage_ShadowVolumes();
+                       usestencil = true;
+               }
                ent = &cl_entities[0].render;
                if (r_shadow_staticworldlights.integer && rtlight->compiled)
                {
@@ -2139,26 +2734,26 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                                GL_LockArrays(0, mesh->numverts);
                                if (r_shadowstage == SHADOWSTAGE_STENCIL)
                                {
-                                       // decrement stencil if frontface is behind depthbuffer
-                                       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
-                                       qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
-                                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                                       c_rtcached_shadowmeshes++;
-                                       c_rtcached_shadowtris += mesh->numtriangles;
                                        // increment stencil if backface is behind depthbuffer
                                        qglCullFace(GL_BACK); // quake is backwards, this culls front faces
                                        qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+                                       R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
+                                       c_rtcached_shadowmeshes++;
+                                       c_rtcached_shadowtris += mesh->numtriangles;
+                                       // decrement stencil if frontface is behind depthbuffer
+                                       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+                                       qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
                                }
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+                               R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
                                c_rtcached_shadowmeshes++;
                                c_rtcached_shadowtris += mesh->numtriangles;
                                GL_LockArrays(0, 0);
                        }
                }
-               else
+               else if (numsurfaces)
                {
                        Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
-                       ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist);
+                       ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, numsurfaces, surfacelist, rtlight->cullmins, rtlight->cullmaxs);
                }
                if (r_drawentities.integer)
                {
@@ -2170,7 +2765,7 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                                {
                                        if (!BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs))
                                                continue;
-                                       if (cl.worldmodel != NULL && cl.worldmodel->brush.BoxTouchingPVS != NULL && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, clusterpvs, ent->mins, ent->maxs))
+                                       if (r_refdef.worldmodel != NULL && r_refdef.worldmodel->brush.BoxTouchingPVS != NULL && !r_refdef.worldmodel->brush.BoxTouchingPVS(r_refdef.worldmodel, clusterpvs, ent->mins, ent->maxs))
                                                continue;
                                }
                                if (!(ent->flags & RENDER_SHADOW) || !ent->model || !ent->model->DrawShadowVolume)
@@ -2179,18 +2774,27 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                                // light emitting entities should not cast their own shadow
                                if (VectorLength2(relativelightorigin) < 0.1)
                                        continue;
-                               ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->nummodelsurfaces, ent->model->surfacelist);
+                               relativelightmins[0] = relativelightorigin[0] - rtlight->radius;
+                               relativelightmins[1] = relativelightorigin[1] - rtlight->radius;
+                               relativelightmins[2] = relativelightorigin[2] - rtlight->radius;
+                               relativelightmaxs[0] = relativelightorigin[0] + rtlight->radius;
+                               relativelightmaxs[1] = relativelightorigin[1] + rtlight->radius;
+                               relativelightmaxs[2] = relativelightorigin[2] + rtlight->radius;
+                               ent->model->DrawShadowVolume(ent, relativelightorigin, rtlight->radius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativelightmins, relativelightmaxs);
                        }
                }
        }
 
        if (!visiblevolumes)
        {
-               R_Shadow_Stage_Light(shadow && gl_stencil);
+               R_Shadow_Stage_Light(usestencil);
 
                ent = &cl_entities[0].render;
                if (ent->model && ent->model->DrawLight && (ent->flags & RENDER_LIGHT))
                {
+                       lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
+                       lightcolor2[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
+                       lightcolor2[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
                        Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
                        Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
                        Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
@@ -2200,10 +2804,10 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                        {
                                R_Mesh_Matrix(&ent->matrix);
                                for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
-                                       R_Shadow_RenderLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
+                                       R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale);
                        }
                        else
-                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, numsurfaces, surfacelist);
+                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist);
                }
                if (r_drawentities.integer)
                {
@@ -2214,13 +2818,15 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                                // transparent meshes are deferred for later
                                if (ent->visframe == r_framecount && BoxesOverlap(ent->mins, ent->maxs, cullmins, cullmaxs) && ent->model && ent->model->DrawLight && (ent->flags & (RENDER_LIGHT | RENDER_TRANSPARENT)) == RENDER_LIGHT)
                                {
-                                       VectorScale(lightcolor, ent->alpha, lightcolor2);
+                                       lightcolor2[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
+                                       lightcolor2[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
+                                       lightcolor2[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
                                        Matrix4x4_Transform(&ent->inversematrix, rtlight->shadoworigin, relativelightorigin);
                                        Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
                                        Matrix4x4_Concat(&matrix_modeltolight, &rtlight->matrix_worldtolight, &ent->matrix);
                                        Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rtlight->matrix_worldtoattenuationxyz, &ent->matrix);
                                        Matrix4x4_Concat(&matrix_modeltoattenuationz, &rtlight->matrix_worldtoattenuationz, &ent->matrix);
-                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, ent->model->nummodelsurfaces, ent->model->surfacelist);
+                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, rtlight->radius, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, ent->model->nummodelsurfaces, ent->model->surfacelist);
                                }
                        }
                }
@@ -2229,11 +2835,11 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
 
 void R_ShadowVolumeLighting(int visiblevolumes)
 {
-       int lnum;
+       int lnum, flag;
        dlight_t *light;
        rmeshstate_t m;
 
-       if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
+       if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
                R_Shadow_EditLights_Reload_f();
 
        if (visiblevolumes)
@@ -2249,18 +2855,17 @@ void R_ShadowVolumeLighting(int visiblevolumes)
        }
        else
                R_Shadow_Stage_Begin();
-       if (r_rtworld)
+       flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+       if (r_shadow_debuglight.integer >= 0)
        {
-               if (r_shadow_debuglight.integer >= 0)
-               {
-                       for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
-                               if (lnum == r_shadow_debuglight.integer)
-                                       R_DrawRTLight(&light->rtlight, visiblevolumes);
-               }
-               else
-                       for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
+               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, visiblevolumes);
        }
+       else
+               for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
+                       if (light->flags & flag)
+                               R_DrawRTLight(&light->rtlight, visiblevolumes);
        if (r_rtdlight)
                for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
                        R_DrawRTLight(&light->rtlight, visiblevolumes);
@@ -2328,7 +2933,7 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename)
                for (i = 0;i < 6;i++)
                {
                        // generate an image name based on the base and and suffix
-                       snprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
+                       dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
                        // load it
                        if ((image_rgba = loadimagepixels(name, false, cubemapsize, cubemapsize)))
                        {
@@ -2401,7 +3006,7 @@ dlight_t *R_Shadow_NewWorldLight(void)
        return light;
 }
 
-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)
+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)
 {
        VectorCopy(origin, light->origin);
        light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
@@ -2421,7 +3026,12 @@ void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, ve
        light->corona = corona;
        if (!cubemapname)
                cubemapname = "";
-       strlcpy(light->cubemapname, cubemapname, strlen(light->cubemapname));
+       strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
+       light->coronasizescale = coronasizescale;
+       light->ambientscale = ambientscale;
+       light->diffusescale = diffusescale;
+       light->specularscale = specularscale;
+       light->flags = flags;
        Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
 
        R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
@@ -2487,8 +3097,8 @@ void R_Shadow_DrawLightSprites(void)
                        lighttextures[i] = pic->tex;
        }
 
-       for (light = r_shadow_worldlightchain;light;light = light->next)
-               R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, ((int) light) % 5);
+       for (i = 0, light = r_shadow_worldlightchain;light;i++, light = light->next)
+               R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSpriteCallback, light, i % 5);
        R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursorCallback, NULL, 0);
 }
 
@@ -2517,15 +3127,15 @@ void R_Shadow_SelectLightInView(void)
 
 void R_Shadow_LoadWorldLights(void)
 {
-       int n, a, style, shadow;
-       char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
-       float origin[3], radius, color[3], angles[3], corona;
-       if (cl.worldmodel == NULL)
+       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)
        {
                Con_Print("No map loaded.\n");
                return;
        }
-       FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+       FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
        strlcat (name, ".rtlights", sizeof (name));
        lightsstring = FS_LoadFile(name, tempmempool, false);
        if (lightsstring)
@@ -2551,11 +3161,11 @@ void R_Shadow_LoadWorldLights(void)
                        }
                        */
                        t = s;
-                       while (*s && *s != '\n')
+                       while (*s && *s != '\n' && *s != '\r')
                                s++;
                        if (!*s)
                                break;
-                       *s = 0;
+                       tempchar = *s;
                        shadow = true;
                        // check for modifier flags
                        if (*t == '!')
@@ -2563,23 +3173,43 @@ void R_Shadow_LoadWorldLights(void)
                                shadow = false;
                                t++;
                        }
-                       a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2]);
+                       *s = 0;
+                       a = sscanf(t, "%f %f %f %f %f %f %f %d %s %f %f %f %f %f %f %f %f %i", &origin[0], &origin[1], &origin[2], &radius, &color[0], &color[1], &color[2], &style, cubemapname, &corona, &angles[0], &angles[1], &angles[2], &coronasizescale, &ambientscale, &diffusescale, &specularscale, &flags);
+                       *s = tempchar;
+                       if (a < 18)
+                               flags = LIGHTFLAG_REALTIMEMODE;
+                       if (a < 17)
+                               specularscale = 1;
+                       if (a < 16)
+                               diffusescale = 1;
+                       if (a < 15)
+                               ambientscale = 0;
+                       if (a < 14)
+                               coronasizescale = 0.25f;
                        if (a < 13)
                                VectorClear(angles);
                        if (a < 10)
                                corona = 0;
                        if (a < 9 || !strcmp(cubemapname, "\"\""))
                                cubemapname[0] = 0;
-                       *s = '\n';
+                       // remove quotes on cubemapname
+                       if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
+                       {
+                               cubemapname[strlen(cubemapname)-1] = 0;
+                               strcpy(cubemapname, cubemapname + 1);
+                       }
                        if (a < 8)
                        {
-                               Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2])\n", a, n + 1);
+                               Con_Printf("found %d parameters on line %i, should be 8 or more parameters (origin[0] origin[1] origin[2] radius color[0] color[1] color[2] style \"cubemapname\" corona angles[0] angles[1] angles[2] coronasizescale ambientscale diffusescale specularscale flags)\n", a, n + 1);
                                break;
                        }
                        VectorScale(color, r_editlights_rtlightscolorscale.value, color);
                        radius *= r_editlights_rtlightssizescale.value;
-                       R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname);
-                       s++;
+                       R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, corona, style, shadow, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
+                       if (*s == '\r')
+                               s++;
+                       if (*s == '\n')
+                               s++;
                        n++;
                }
                if (*s)
@@ -2597,18 +3227,20 @@ void R_Shadow_SaveWorldLights(void)
        char line[1024];
        if (!r_shadow_worldlightchain)
                return;
-       if (cl.worldmodel == NULL)
+       if (r_refdef.worldmodel == NULL)
        {
                Con_Print("No map loaded.\n");
                return;
        }
-       FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+       FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
        strlcat (name, ".rtlights", sizeof (name));
        bufchars = bufmaxchars = 0;
        buf = NULL;
        for (light = r_shadow_worldlightchain;light;light = light->next)
        {
-               if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
+               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 / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2], light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
+               else if (light->cubemapname[0] || light->corona || light->angles[0] || light->angles[1] || light->angles[2])
                        sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
                else
                        sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius / r_editlights_rtlightssizescale.value, light->color[0] / r_editlights_rtlightscolorscale.value, light->color[1] / r_editlights_rtlightscolorscale.value, light->color[2] / r_editlights_rtlightscolorscale.value, light->style);
@@ -2639,14 +3271,14 @@ void R_Shadow_SaveWorldLights(void)
 void R_Shadow_LoadLightsFile(void)
 {
        int n, a, style;
-       char name[MAX_QPATH], *lightsstring, *s, *t;
+       char tempchar, *lightsstring, *s, *t, name[MAX_QPATH];
        float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
-       if (cl.worldmodel == NULL)
+       if (r_refdef.worldmodel == NULL)
        {
                Con_Print("No map loaded.\n");
                return;
        }
-       FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+       FS_StripExtension (r_refdef.worldmodel->name, name, sizeof (name));
        strlcat (name, ".lights", sizeof (name));
        lightsstring = FS_LoadFile(name, tempmempool, false);
        if (lightsstring)
@@ -2656,13 +3288,14 @@ void R_Shadow_LoadLightsFile(void)
                while (*s)
                {
                        t = s;
-                       while (*s && *s != '\n')
+                       while (*s && *s != '\n' && *s != '\r')
                                s++;
                        if (!*s)
                                break;
+                       tempchar = *s;
                        *s = 0;
                        a = sscanf(t, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d", &origin[0], &origin[1], &origin[2], &falloff, &color[0], &color[1], &color[2], &subtract, &spotdir[0], &spotdir[1], &spotdir[2], &spotcone, &distbias, &style);
-                       *s = '\n';
+                       *s = tempchar;
                        if (a < 14)
                        {
                                Con_Printf("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1);
@@ -2671,8 +3304,11 @@ void R_Shadow_LoadLightsFile(void)
                        radius = sqrt(DotProduct(color, color) / (falloff * falloff * 8192.0f * 8192.0f));
                        radius = bound(15, radius, 4096);
                        VectorScale(color, (2.0f / (8388608.0f)), color);
-                       R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL);
-                       s++;
+                       R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, vec3_origin, color, radius, 0, style, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
+                       if (*s == '\r')
+                               s++;
+                       if (*s == '\n')
+                               s++;
                        n++;
                }
                if (*s)
@@ -2687,16 +3323,23 @@ typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX,
 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
 {
        int entnum, style, islight, skin, pflags, effects, type, n;
-       char key[256], value[1024];
-       float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
+       char *entfiledata;
        const char *data;
+       float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
+       char key[256], value[1024];
 
-       if (cl.worldmodel == NULL)
+       if (r_refdef.worldmodel == NULL)
        {
                Con_Print("No map loaded.\n");
                return;
        }
-       data = cl.worldmodel->brush.entities;
+       // try to load a .ent file first
+       FS_StripExtension (r_refdef.worldmodel->name, key, sizeof (key));
+       strlcat (key, ".ent", sizeof (key));
+       data = entfiledata = FS_LoadFile(key, tempmempool, true);
+       // and if that is not found, fall back to the bsp file entity string
+       if (!data)
+               data = r_refdef.worldmodel->brush.entities;
        if (!data)
                return;
        for (entnum = 0;COM_ParseToken(&data, false) && com_token[0] == '{';entnum++)
@@ -2836,7 +3479,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                        }
                        else if (!strcmp("style", key))
                                style = atoi(value);
-                       else if (cl.worldmodel->type == mod_brushq3)
+                       else if (r_refdef.worldmodel->type == mod_brushq3)
                        {
                                if (!strcmp("scale", key))
                                        lightscale = atof(value);
@@ -2888,8 +3531,10 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                }
                VectorAdd(origin, originhack, origin);
                if (radius >= 1)
-                       R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL);
+                       R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), origin, angles, color, radius, (pflags & PFLAGS_CORONA) != 0, style, (pflags & PFLAGS_NOSHADOW) == 0, skin >= 16 ? va("cubemaps/%i", skin) : NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
        }
+       if (entfiledata)
+               Mem_Free(entfiledata);
 }
 
 
@@ -2933,9 +3578,9 @@ void R_Shadow_EditLights_Clear_f(void)
 
 void R_Shadow_EditLights_Reload_f(void)
 {
-       if (!cl.worldmodel)
+       if (!r_refdef.worldmodel)
                return;
-       strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
+       strlcpy(r_shadow_mapname, r_refdef.worldmodel->name, sizeof(r_shadow_mapname));
        R_Shadow_ClearWorldLights();
        R_Shadow_LoadWorldLights();
        if (r_shadow_worldlightchain == NULL)
@@ -2948,7 +3593,7 @@ void R_Shadow_EditLights_Reload_f(void)
 
 void R_Shadow_EditLights_Save_f(void)
 {
-       if (!cl.worldmodel)
+       if (!r_refdef.worldmodel)
                return;
        R_Shadow_SaveWorldLights();
 }
@@ -2979,14 +3624,14 @@ void R_Shadow_EditLights_Spawn_f(void)
                return;
        }
        color[0] = color[1] = color[2] = 1;
-       R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL);
+       R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE);
 }
 
 void R_Shadow_EditLights_Edit_f(void)
 {
        vec3_t origin, angles, color;
-       vec_t radius, corona;
-       int style, shadows;
+       vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale;
+       int style, shadows, flags, normalmode, realtimemode;
        char cubemapname[1024];
        if (!r_editlights.integer)
        {
@@ -3009,6 +3654,13 @@ void R_Shadow_EditLights_Edit_f(void)
                cubemapname[0] = 0;
        shadows = r_shadow_selectedlight->shadow;
        corona = r_shadow_selectedlight->corona;
+       coronasizescale = r_shadow_selectedlight->coronasizescale;
+       ambientscale = r_shadow_selectedlight->ambientscale;
+       diffusescale = r_shadow_selectedlight->diffusescale;
+       specularscale = r_shadow_selectedlight->specularscale;
+       flags = r_shadow_selectedlight->flags;
+       normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0;
+       realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0;
        if (!strcmp(Cmd_Argv(1), "origin"))
        {
                if (Cmd_Argc() != 5)
@@ -3182,21 +3834,82 @@ void R_Shadow_EditLights_Edit_f(void)
                }
                corona = atof(Cmd_Argv(2));
        }
+       else if (!strcmp(Cmd_Argv(1), "coronasize"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               coronasizescale = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "ambient"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               ambientscale = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "diffuse"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               diffusescale = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "specular"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               specularscale = atof(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "normalmode"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
+       }
+       else if (!strcmp(Cmd_Argv(1), "realtimemode"))
+       {
+               if (Cmd_Argc() != 3)
+               {
+                       Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1));
+                       return;
+               }
+               realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2));
+       }
        else
        {
                Con_Print("usage: r_editlights_edit [property] [value]\n");
                Con_Print("Selected light's properties:\n");
-               Con_Printf("Origin : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
-               Con_Printf("Angles : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
-               Con_Printf("Color  : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
-               Con_Printf("Radius : %f\n", r_shadow_selectedlight->radius);
-               Con_Printf("Corona : %f\n", r_shadow_selectedlight->corona);
-               Con_Printf("Style  : %i\n", r_shadow_selectedlight->style);
-               Con_Printf("Shadows: %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
-               Con_Printf("Cubemap: %s\n", r_shadow_selectedlight->cubemapname);
+               Con_Printf("Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);
+               Con_Printf("Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);
+               Con_Printf("Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);
+               Con_Printf("Radius       : %f\n", r_shadow_selectedlight->radius);
+               Con_Printf("Corona       : %f\n", r_shadow_selectedlight->corona);
+               Con_Printf("Style        : %i\n", r_shadow_selectedlight->style);
+               Con_Printf("Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");
+               Con_Printf("Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);
+               Con_Printf("CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);
+               Con_Printf("Ambient      : %f\n", r_shadow_selectedlight->ambientscale);
+               Con_Printf("Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);
+               Con_Printf("Specular     : %f\n", r_shadow_selectedlight->specularscale);
+               Con_Printf("NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");
+               Con_Printf("RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");
                return;
        }
-       R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname);
+       flags = (normalmode ? LIGHTFLAG_NORMALMODE : 0) | (realtimemode ? LIGHTFLAG_REALTIMEMODE : 0);
+       R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags);
 }
 
 void R_Shadow_EditLights_EditAll_f(void)
@@ -3218,24 +3931,37 @@ void R_Shadow_EditLights_EditAll_f(void)
 
 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
 {
+       int lightnumber, lightcount;
+       dlight_t *light;
        float x, y;
        char temp[256];
        if (!r_editlights.integer)
                return;
        x = 0;
        y = con_vislines;
-       sprintf(temp, "Cursor  %f %f %f", 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);y += 8;
+       lightnumber = -1;
+       lightcount = 0;
+       for (lightcount = 0, light = r_shadow_worldlightchain;light;lightcount++, light = light->next)
+               if (light == r_shadow_selectedlight)
+                       lightnumber = lightcount;
+       sprintf(temp, "Cursor  %f %f %f  Total Lights %i", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2], lightcount);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
        if (r_shadow_selectedlight == NULL)
                return;
-       sprintf(temp, "Light properties");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Origin  %f %f %f", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Angles  %f %f %f", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Color   %f %f %f", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Radius  %f", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Corona  %f", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Style   %i", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Shadows %s", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
-       sprintf(temp, "Cubemap %s", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Light #%i properties", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Origin       : %f %f %f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Angles       : %f %f %f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Color        : %f %f %f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Radius       : %f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Corona       : %f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "CoronaSize   : %f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Ambient      : %f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Diffuse      : %f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "Specular     : %f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
+       sprintf(temp, "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0);y += 8;
 }
 
 void R_Shadow_EditLights_ToggleShadow_f(void)
@@ -3250,7 +3976,7 @@ void R_Shadow_EditLights_ToggleShadow_f(void)
                Con_Print("No selected light.\n");
                return;
        }
-       R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
+       R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
 }
 
 void R_Shadow_EditLights_ToggleCorona_f(void)
@@ -3265,7 +3991,7 @@ void R_Shadow_EditLights_ToggleCorona_f(void)
                Con_Print("No selected light.\n");
                return;
        }
-       R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname);
+       R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags);
 }
 
 void R_Shadow_EditLights_Remove_f(void)
@@ -3327,6 +4053,12 @@ void R_Shadow_EditLights_Help_f(void)
 "cubemap basename : set filter cubemap of light (not yet supported)\n"
 "shadows 1/0 : turn on/off shadows\n"
 "corona n : set corona intensity\n"
+"coronasize n : set corona size (0-1)\n"
+"ambient n : set ambient intensity (0-1)\n"
+"diffuse n : set diffuse intensity (0-1)\n"
+"specular n : set specular intensity (0-1)\n"
+"normalmode 1/0 : turn on/off rendering of this light in rtworld 0 mode\n"
+"realtimemode 1/0 : turn on/off rendering of this light in rtworld 1 mode\n"
 "<nothing> : print light properties to console\n"
        );
 }
@@ -3353,6 +4085,11 @@ void R_Shadow_EditLights_CopyInfo_f(void)
                r_shadow_bufferlight.cubemapname[0] = 0;
        r_shadow_bufferlight.shadow = r_shadow_selectedlight->shadow;
        r_shadow_bufferlight.corona = r_shadow_selectedlight->corona;
+       r_shadow_bufferlight.coronasizescale = r_shadow_selectedlight->coronasizescale;
+       r_shadow_bufferlight.ambientscale = r_shadow_selectedlight->ambientscale;
+       r_shadow_bufferlight.diffusescale = r_shadow_selectedlight->diffusescale;
+       r_shadow_bufferlight.specularscale = r_shadow_selectedlight->specularscale;
+       r_shadow_bufferlight.flags = r_shadow_selectedlight->flags;
 }
 
 void R_Shadow_EditLights_PasteInfo_f(void)
@@ -3367,7 +4104,7 @@ void R_Shadow_EditLights_PasteInfo_f(void)
                Con_Print("No selected light.\n");
                return;
        }
-       R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname);
+       R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
 }
 
 void R_Shadow_EditLights_Init(void)