]> 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 6bc9c8b9b0ac4320d13229d98cbdcafc764c688d..f5cbf9fa2b90655b3b7f25eacb23a50c7afbabdc 100644 (file)
@@ -154,11 +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;
-rtexture_t *r_shadow_blankblacktexture;
 
 // lights are reloaded when this changes
 char r_shadow_mapname[MAX_QPATH];
@@ -277,15 +273,15 @@ const char *builtinshader_light_vert =
 "      // (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.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.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"
@@ -394,11 +390,7 @@ void r_shadow_start(void)
        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_blankblacktexture = NULL;
        r_shadow_texturepool = NULL;
        r_shadow_filters_texturepool = NULL;
        R_Shadow_ValidateCvars();
@@ -503,11 +495,7 @@ void r_shadow_shutdown(void)
        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_blankblacktexture = NULL;
        R_FreeTexturePool(&r_shadow_texturepool);
        R_FreeTexturePool(&r_shadow_filters_texturepool);
        maxshadowelements = 0;
@@ -738,10 +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;
-       float f, temp[3];
-       const int *e, *n;
-       const float *v;
+       int i, j;
+       int outtriangles = 0, outvertices = 0;
+       const int *element;
+       const float *vertex;
 
        if (maxvertexupdate < innumvertices)
        {
@@ -767,22 +755,22 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *
 
        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;
+                               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(v, projectorigin, temp);
-                               f = projectdistance / VectorLength(temp);
-                               VectorCopy(v, outvertex3f);
-                               VectorMA(projectorigin, f, temp, (outvertex3f + 3));
+                               VectorSubtract(vertex, projectorigin, direction);
+                               ratio = projectdistance / VectorLength(direction);
+                               VectorCopy(vertex, outvertex3f);
+                               VectorMA(projectorigin, ratio, direction, (outvertex3f + 3));
                                outvertex3f += 6;
                                outvertices += 2;
                        }
@@ -791,62 +779,70 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *
 
        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)
+               if (shadowmark[neighbortriangle[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;
+                       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;
+                       outtriangles += 2;
                }
-               if (shadowmark[n[1]] != shadowmarkcount)
+               if (shadowmark[neighbortriangle[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;
+                       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;
+                       outtriangles += 2;
                }
-               if (shadowmark[n[2]] != shadowmarkcount)
+               if (shadowmark[neighbortriangle[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;
+                       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)
@@ -921,14 +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);
@@ -947,26 +943,6 @@ 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; // normal X
-       data[1] = 128; // normal Y
-       data[2] = 255; // normal Z
-       data[3] = 128; // height
-       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);
-       data[0] = 0;
-       data[1] = 0;
-       data[2] = 0;
-       data[3] = 255;
-       r_shadow_blankblacktexture = R_LoadTexture2D(r_shadow_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
        r_shadow_blankwhitecubetexture = NULL;
        r_shadow_normalcubetexture = NULL;
        if (gl_texturecubemap)
@@ -1576,7 +1552,7 @@ 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, vec_t ambientscale, vec_t diffusescale, vec_t specularscale)
+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;
@@ -1585,18 +1561,18 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
        GL_DepthMask(false);
        GL_DepthTest(true);
        if (!bumptexture)
-               bumptexture = r_shadow_blankbumptexture;
+               bumptexture = r_texture_blanknormalmap;
        specularscale *= r_shadow_glossintensity.value;
        if (!glosstexture)
        {
                if (r_shadow_gloss.integer >= 2)
                {
-                       glosstexture = r_shadow_blankglosstexture;
+                       glosstexture = r_texture_white;
                        specularscale *= r_shadow_gloss2intensity.value;
                }
                else
                {
-                       glosstexture = r_shadow_blankblacktexture;
+                       glosstexture = r_texture_black;
                        specularscale = 0;
                }
        }
@@ -1621,7 +1597,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                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_shadow_blankwhitetexture);
+               m.tex[4] = R_GetTexture(r_texture_white);
                m.texmatrix[3] = *matrix_modeltolight;
                R_Mesh_State(&m);
                GL_BlendFunc(GL_ONE, GL_ONE);
@@ -1665,8 +1641,8 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                        qglUniform1fARB(qglGetUniformLocationARB(prog, "OffsetMapping_Bias"), r_shadow_glsl_offsetmapping_bias.value);CHECKGLERROR
                }
                CHECKGLERROR
-               GL_LockArrays(0, numverts);
-               R_Mesh_Draw(numverts, numtriangles, elements);
+               GL_LockArrays(firstvertex, numvertices);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                c_rt_lightmeshes++;
                c_rt_lighttris += numtriangles;
                GL_LockArrays(0, 0);
@@ -1679,9 +1655,9 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
        else if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
        {
                if (!bumptexture)
-                       bumptexture = r_shadow_blankbumptexture;
+                       bumptexture = r_texture_blanknormalmap;
                if (!glosstexture)
-                       glosstexture = r_shadow_blankglosstexture;
+                       glosstexture = r_texture_white;
                if (ambientscale)
                {
                        GL_Color(1,1,1,1);
@@ -1704,7 +1680,7 @@ 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
                                m.tex[1] = R_GetTexture(basetexture);
                                m.pointer_texcoord[1] = texcoord2f;
@@ -1714,7 +1690,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                m.texmatrix[2] = *matrix_modeltolight;
 #else
                                m.pointer_texcoord3f[2] = varray_texcoord3f[2];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltolight);
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
 #endif
                                GL_BlendFunc(GL_ONE, GL_ONE);
                        }
@@ -1729,7 +1705,7 @@ 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
                                m.tex[1] = R_GetTexture(basetexture);
                                m.pointer_texcoord[1] = texcoord2f;
@@ -1746,7 +1722,7 @@ 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
@@ -1754,7 +1730,7 @@ 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
                                m.tex[2] = R_GetTexture(basetexture);
                                m.pointer_texcoord[2] = texcoord2f;
@@ -1766,7 +1742,7 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        m.texmatrix[3] = *matrix_modeltolight;
 #else
                                        m.pointer_texcoord3f[3] = varray_texcoord3f[3];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3], numverts, vertex3f, matrix_modeltolight);
+                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, matrix_modeltolight);
 #endif
                                }
                                GL_BlendFunc(GL_ONE, GL_ONE);
@@ -1782,7 +1758,7 @@ 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
@@ -1790,7 +1766,7 @@ 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
                                m.tex[2] = R_GetTexture(basetexture);
                                m.pointer_texcoord[2] = texcoord2f;
@@ -1807,7 +1783,7 @@ 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
@@ -1815,13 +1791,13 @@ 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;
@@ -1838,7 +1814,7 @@ 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);
@@ -1847,11 +1823,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                        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(0, numverts);
+                       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(numverts, numtriangles, elements);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
                        }
@@ -1879,20 +1855,20 @@ 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;
@@ -1909,7 +1885,7 @@ 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);
@@ -1925,13 +1901,13 @@ 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;
@@ -1944,11 +1920,11 @@ 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;
@@ -1965,7 +1941,7 @@ 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);
@@ -1981,12 +1957,12 @@ 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;
@@ -2001,7 +1977,7 @@ 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);
                        }
@@ -2016,14 +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
@@ -2031,13 +2007,13 @@ 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;
@@ -2054,7 +2030,7 @@ 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);
@@ -2070,7 +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
@@ -2078,13 +2054,13 @@ 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;
@@ -2097,11 +2073,11 @@ 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;
@@ -2118,7 +2094,7 @@ 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);
@@ -2127,17 +2103,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                        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(0, numverts);
+                       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(numverts, numtriangles, elements);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
                        }
                        GL_LockArrays(0, 0);
                }
-               if (specularscale && glosstexture != r_shadow_blankblacktexture)
+               if (specularscale && glosstexture != r_texture_black)
                {
                        // FIXME: detect blendsquare!
                        //if (gl_support_blendsquare)
@@ -2154,13 +2130,13 @@ 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;
@@ -2168,17 +2144,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        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);
@@ -2191,12 +2167,12 @@ 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;
@@ -2213,7 +2189,7 @@ 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);
@@ -2228,13 +2204,13 @@ 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;
@@ -2242,17 +2218,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        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);
@@ -2267,7 +2243,7 @@ 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);
                                }
@@ -2281,13 +2257,13 @@ 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;
@@ -2295,17 +2271,17 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                        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);
@@ -2318,7 +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
@@ -2326,12 +2302,12 @@ 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;
@@ -2348,7 +2324,7 @@ 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);
@@ -2356,11 +2332,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                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(0, numverts);
+                               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(numverts, numtriangles, elements);
+                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                        c_rt_lightmeshes++;
                                        c_rt_lighttris += numtriangles;
                                }
@@ -2387,7 +2363,7 @@ 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)
                                {
@@ -2398,7 +2374,7 @@ 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
                                }
                        }
@@ -2415,11 +2391,11 @@ void R_Shadow_RenderLighting(int numverts, int numtriangles, const int *elements
                                if (r_textureunits.integer >= 3)
                                        GL_Color(color[0], color[1], color[2], 1);
                                else if (r_textureunits.integer >= 2)
-                                       R_Shadow_VertexNoShadingWithZAttenuation(numverts, vertex3f, color, matrix_modeltolight);
+                                       R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color + 3 * firstvertex, matrix_modeltolight);
                                else
-                                       R_Shadow_VertexNoShadingWithXYZAttenuation(numverts, vertex3f, color, matrix_modeltolight);
-                               GL_LockArrays(0, numverts);
-                               R_Mesh_Draw(numverts, numtriangles, elements);
+                                       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;
@@ -2443,7 +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)
                                {
@@ -2454,7 +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
                                }
                        }
@@ -2465,13 +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;
@@ -2761,14 +2737,14 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                                        // 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(mesh->numverts, mesh->numtriangles, mesh->element3i);
+                                       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);
@@ -2828,7 +2804,7 @@ 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, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, mesh->map_diffuse, mesh->map_normal, mesh->map_specular, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale);
+                                       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, lightcolor2, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture, rtlight->ambientscale, rtlight->diffusescale, rtlight->specularscale, numsurfaces, surfacelist);