]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
added newmap function to render modules (so explosions and other things are reset...
[xonotic/darkplaces.git] / gl_rsurf.c
index e7b3c1b1f8b0a701564255bc9cc59e6c31241249..9031969f8c27bc30ccd493922145779fb7d22c32 100644 (file)
@@ -21,15 +21,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 
-extern int                     skytexturenum;
-
 int            lightmap_textures;
 
-signed blocklights[18*18*3]; // LordHavoc: *3 for colored lighting
-
 // LordHavoc: skinny but tall lightmaps for quicker subimage uploads
-#define        BLOCK_WIDTH             128
-#define        BLOCK_HEIGHT    128
+#define        BLOCK_WIDTH             256
+#define        BLOCK_HEIGHT    256
 // LordHavoc: increased lightmap limit from 64 to 1024
 #define        MAX_LIGHTMAPS   1024
 #define LIGHTMAPSIZE   (BLOCK_WIDTH*BLOCK_HEIGHT*4)
@@ -41,23 +37,36 @@ short allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
 byte *lightmaps[MAX_LIGHTMAPS];
 short lightmapupdate[MAX_LIGHTMAPS][2];
 
+signed int blocklights[BLOCK_WIDTH*BLOCK_HEIGHT*3]; // LordHavoc: *3 for colored lighting
+
 int lightmapalign, lightmapalignmask; // LordHavoc: NVIDIA's broken subimage fix, see BuildLightmaps for notes
 cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"};
 cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "1"};
 cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"};
 cvar_t gl_nosubimage = {"gl_nosubimage", "0"};
 cvar_t r_ambient = {"r_ambient", "0"};
-//cvar_t gl_funnywalls = {"gl_funnywalls", "0"}; // LordHavoc: see BuildSurfaceDisplayList
+cvar_t gl_vertex = {"gl_vertex", "0"};
+cvar_t gl_texsort = {"gl_texsort", "1"};
+cvar_t r_newworldnode = {"r_newworldnode", "0"};
+cvar_t r_oldclip = {"r_oldclip", "1"};
+cvar_t r_dlightmap = {"r_dlightmap", "1"};
 
-qboolean lightmaprgba, nosubimagefragments, nosubimage;
+qboolean lightmaprgba, nosubimagefragments, nosubimage, skyisvisible;
 int lightmapbytes;
 
-qboolean skyisvisible;
-extern qboolean gl_arrays;
+void gl_surf_start()
+{
+}
 
-extern int r_dlightframecount;
+void gl_surf_shutdown()
+{
+}
 
-void glrsurf_init()
+void gl_surf_newmap()
+{
+}
+
+void GL_Surf_Init()
 {
        int i;
        for (i = 0;i < MAX_LIGHTMAPS;i++)
@@ -67,18 +76,183 @@ void glrsurf_init()
        Cvar_RegisterVariable(&gl_nosubimagefragments);
        Cvar_RegisterVariable(&gl_nosubimage);
        Cvar_RegisterVariable(&r_ambient);
-//     Cvar_RegisterVariable(&gl_funnywalls);
-       // check if it's the glquake minigl driver
-       if (strncasecmp(gl_vendor,"3Dfx",4)==0)
-       if (!gl_arrays)
+       Cvar_RegisterVariable(&gl_vertex);
+       Cvar_RegisterVariable(&gl_texsort);
+       Cvar_RegisterVariable(&r_newworldnode);
+       Cvar_RegisterVariable(&r_oldclip);
+       Cvar_RegisterVariable(&r_dlightmap);
+
+       R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
+}
+
+int         dlightdivtable[32768];
+
+/*
+       R_AddDynamicLights
+*/
+int R_AddDynamicLights (msurface_t *surf)
+{
+       int         sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, red, green, blue, lit, dist2, impacts, impactt;
+       unsigned int *bl;
+       float       dist;
+       vec3_t      impact, local;
+
+       // LordHavoc: use 64bit integer...  shame it's not very standardized...
+#if _MSC_VER || __BORLANDC__
+       __int64     k;
+#else
+       long long   k;
+#endif
+
+       lit = false;
+
+       if (!dlightdivtable[1])
+       {
+               dlightdivtable[0] = 4194304;
+               for (s = 1; s < 32768; s++)
+                       dlightdivtable[s] = 4194304 / (s << 7);
+       }
+
+       smax = (surf->extents[0] >> 4) + 1;
+       tmax = (surf->extents[1] >> 4) + 1;
+
+       for (lnum = 0; lnum < MAX_DLIGHTS; lnum++)
+       {
+               if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+                       continue;                                       // not lit by this light
+
+               VectorSubtract (cl_dlights[lnum].origin, currententity->origin, local);
+               dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
+
+               // for comparisons to minimum acceptable light
+               maxdist = (int) ((cl_dlights[lnum].radius * cl_dlights[lnum].radius));
+
+               // clamp radius to avoid exceeding 32768 entry division table
+               if (maxdist > 4194304)
+                       maxdist = 4194304;
+
+               dist2 = dist * dist;
+               if (dist2 >= maxdist)
+                       continue;
+
+               impact[0] = cl_dlights[lnum].origin[0] - surf->plane->normal[0] * dist;
+               impact[1] = cl_dlights[lnum].origin[1] - surf->plane->normal[1] * dist;
+               impact[2] = cl_dlights[lnum].origin[2] - surf->plane->normal[2] * dist;
+
+               impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+               impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+               s = bound(0, impacts, smax * 16) - impacts;
+               t = bound(0, impactt, tmax * 16) - impactt;
+               i = s * s + t * t + dist2;
+               if (i > maxdist)
+                       continue;
+
+               // reduce calculations
+               for (s = 0, i = impacts; s < smax; s++, i -= 16)
+                       sdtable[s] = i * i + dist2 + LIGHTOFFSET;
+
+               maxdist3 = maxdist - (int) (dist * dist);
+
+               // convert to 8.8 blocklights format and scale up by radius
+               red = cl_dlights[lnum].color[0] * maxdist;
+               green = cl_dlights[lnum].color[1] * maxdist;
+               blue = cl_dlights[lnum].color[2] * maxdist;
+               bl = blocklights;
+
+               i = impactt;
+               for (t = 0; t < tmax; t++, i -= 16)
+               {
+                       td = i * i;
+                       // make sure some part of it is visible on this line
+                       if (td < maxdist3)
+                       {
+                               maxdist2 = maxdist - td;
+                               for (s = 0; s < smax; s++)
+                               {
+                                       if (sdtable[s] < maxdist2)
+                                       {
+                                               k = dlightdivtable[(sdtable[s] + td) >> 7];
+                                               bl[0] += (red   * k) >> 9;
+                                               bl[1] += (green * k) >> 9;
+                                               bl[2] += (blue  * k) >> 9;
+                                               lit = true;
+                                       }
+                                       bl += 3;
+                               }
+                       }
+                       else // skip line
+                               bl += smax * 3;
+               }
+       }
+       return lit;
+}
+
+
+void R_ConvertLightmap (int *in, byte *out, int width, int height, int stride)
+{
+       int i, j;
+       stride -= (width*lightmapbytes);
+       if (lighthalf)
+       {
+               // LordHavoc: I shift down by 8 unlike GLQuake's 7,
+               // the image is brightened as a processing pass
+               if (lightmaprgba)
+               {
+                       for (i = 0;i < height;i++, out += stride)
+                       {
+                               for (j = 0;j < width;j++, in += 3, out += 4)
+                               {
+                                       out[0] = min(in[0] >> 8, 255);
+                                       out[1] = min(in[1] >> 8, 255);
+                                       out[2] = min(in[2] >> 8, 255);
+                                       out[3] = 255;
+                               }
+                       }
+               }
+               else
+               {
+                       for (i = 0;i < height;i++, out += stride)
+                       {
+                               for (j = 0;j < width;j++, in += 3, out += 3)
+                               {
+                                       out[0] = min(in[0] >> 8, 255);
+                                       out[1] = min(in[1] >> 8, 255);
+                                       out[2] = min(in[2] >> 8, 255);
+                               }
+                       }
+               }
+       }
+       else
        {
-//             Cvar_SetValue("gl_nosubimagefragments", 1);
-//             Cvar_SetValue("gl_nosubimage", 1);
-               Cvar_SetValue("gl_lightmode", 0);
+               if (lightmaprgba)
+               {
+                       for (i = 0;i < height;i++, out += stride)
+                       {
+                               for (j = 0;j < width;j++, in += 3, out += 4)
+                               {
+                                       out[0] = min(in[0] >> 7, 255);
+                                       out[1] = min(in[1] >> 7, 255);
+                                       out[2] = min(in[2] >> 7, 255);
+                                       out[3] = 255;
+                               }
+                       }
+               }
+               else
+               {
+                       for (i = 0;i < height;i++, out += stride)
+                       {
+                               for (j = 0;j < width;j++, in += 3, out += 3)
+                               {
+                                       out[0] = min(in[0] >> 7, 255);
+                                       out[1] = min(in[1] >> 7, 255);
+                                       out[2] = min(in[2] >> 7, 255);
+                               }
+                       }
+               }
        }
 }
 
-extern qboolean lighthalf;
 /*
 ===============
 R_BuildLightMap
@@ -89,23 +263,24 @@ Combine and scale multiple lightmaps into the 8.8 format in blocklights
 void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
 {
        int                     smax, tmax;
-       int                     t;
-       int                     i, j, size;
+       int                     i, j, size, size3;
        byte            *lightmap;
        int                     scale;
        int                     maps;
        int                     *bl;
 
+       surf->cached_dlight = 0;
        surf->cached_lighthalf = lighthalf;
        surf->cached_ambient = r_ambient.value;
 
        smax = (surf->extents[0]>>4)+1;
        tmax = (surf->extents[1]>>4)+1;
        size = smax*tmax;
+       size3 = size*3;
        lightmap = surf->samples;
 
 // set to full bright if no light data
-       if (currententity->effects & EF_FULLBRIGHT || !cl.worldmodel->lightdata)
+       if ((currententity && (currententity->effects & EF_FULLBRIGHT)) || !cl.worldmodel->lightdata)
        {
                bl = blocklights;
                for (i=0 ; i<size ; i++)
@@ -118,99 +293,43 @@ void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
        else
        {
 // clear to no light
-               bl = blocklights;
                j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style
-               for (i=0 ; i<size ; i++)
+               if (j)
                {
-                       *bl++ = j;
-                       *bl++ = j;
-                       *bl++ = j;
+                       bl = blocklights;
+                       for (i = 0;i < size3;i++)
+                               *bl++ = j;
                }
+               else
+                       memset(&blocklights[0], 0, size*3*sizeof(int));
 
 // add all the lightmaps
                if (lightmap)
+               {
                        for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
                        {
                                scale = d_lightstylevalue[surf->styles[maps]];
                                surf->cached_light[maps] = scale;       // 8.8 fraction
                                bl = blocklights;
-                               for (i=0 ; i<size ; i++)
-                               {
-                                       *bl++ += *lightmap++ * scale;
+                               for (i = 0;i < size3;i++)
                                        *bl++ += *lightmap++ * scale;
-                                       *bl++ += *lightmap++ * scale;
-                               }
-                       }
-       }
-       stride -= (smax*lightmapbytes);
-       bl = blocklights;
-       if (lighthalf)
-       {
-               // LordHavoc: I shift down by 8 unlike GLQuake's 7,
-               // the image is brightened as a processing pass
-               if (lightmaprgba)
-               {
-                       for (i=0 ; i<tmax ; i++, dest += stride)
-                       {
-                               for (j=0 ; j<smax ; j++)
-                               {
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       *dest++ = 255;
-                               }
-                       }
-               }
-               else
-               {
-                       for (i=0 ; i<tmax ; i++, dest += stride)
-                       {
-                               for (j=0 ; j<smax ; j++)
-                               {
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                               }
-                       }
-               }
-       }
-       else
-       {
-               if (lightmaprgba)
-               {
-                       for (i=0 ; i<tmax ; i++, dest += stride)
-                       {
-                               for (j=0 ; j<smax ; j++)
-                               {
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       *dest++ = 255;
-                               }
-                       }
-               }
-               else
-               {
-                       for (i=0 ; i<tmax ; i++, dest += stride)
-                       {
-                               for (j=0 ; j<smax ; j++)
-                               {
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                               }
                        }
                }
+               if (r_dlightmap.value && surf->dlightframe == r_dlightframecount)
+                       if ((surf->cached_dlight = R_AddDynamicLights(surf)))
+                               c_light_polys++;
        }
+       R_ConvertLightmap(blocklights, dest, smax, tmax, stride);
 }
 
-byte templight[32*32*4];
+byte templight[BLOCK_WIDTH*BLOCK_HEIGHT*4];
 
 void R_UpdateLightmap(msurface_t *s, int lnum)
 {
        int smax, tmax;
        // upload the new lightmap texture fragment
-       glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum);
+       if(r_upload.value)
+               glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum);
        if (nosubimage || nosubimagefragments)
        {
                if (lightmapupdate[lnum][0] > s->light_t)
@@ -229,12 +348,14 @@ void R_UpdateLightmap(msurface_t *s, int lnum)
                if (lightmaprgba)
                {
                        R_BuildLightMap (s, templight, smax * 4);
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
+                       if(r_upload.value)
+                               glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
                }
                else
                {
                        R_BuildLightMap (s, templight, smax * 3);
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
+                       if(r_upload.value)
+                               glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
                }
        }
 }
@@ -299,12 +420,8 @@ extern     int             solidskytexture;
 extern int             alphaskytexture;
 extern float   speedscale;             // for top sky and bottom sky
 
-qboolean mtexenabled = false;
-
 extern char skyname[];
 
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-//extern cvar_t r_dynamicwater;
 float  turbsin[256] =
 {
        #include "gl_warp_sin.h"
@@ -321,20 +438,23 @@ void UploadLightmaps()
                {
                        if (lightmapupdate[i][0] < lightmapupdate[i][1])
                        {
-                               glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
-                               if (nosubimage)
+                               if(r_upload.value)
                                {
-                                       if (lightmaprgba)
-                                               glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
-                                       else
-                                               glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
-                               }
-                               else
-                               {
-                                       if (lightmaprgba)
-                                               glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 4 * lightmapupdate[i][0]));
+                                       glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
+                                       if (nosubimage)
+                                       {
+                                               if (lightmaprgba)
+                                                       glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
+                                               else
+                                                       glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
+                                       }
                                        else
-                                               glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 3 * lightmapupdate[i][0]));
+                                       {
+                                               if (lightmaprgba)
+                                                       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 4 * lightmapupdate[i][0]));
+                                               else
+                                                       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 3 * lightmapupdate[i][0]));
+                                       }
                                }
                        }
                        lightmapupdate[i][0] = BLOCK_HEIGHT;
@@ -343,470 +463,457 @@ void UploadLightmaps()
        }
 }
 
-/*
-================
-DrawTextureChains
-================
-*/
-extern qboolean hlbsp;
-extern void R_Sky();
-extern char skyname[];
-//extern qboolean SV_TestLine (hull_t *hull, int num, vec3_t p1, vec3_t p2);
-void DrawTextureChains (void)
-{
-//     int             i, j, l;
-       int             i, j;
-       msurface_t      *s;
-       texture_t       *t;
-       glpoly_t        *p;
-       float           *v, os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
-//     vec3_t shadecolor;
+float  wvert[1024*6]; // used by the following functions
 
-       // first the sky
-       skypolyclear();
-       for (j = 0;j < cl.worldmodel->numtextures;j++)
+void RSurf_DrawSky(msurface_t *s, int transform)
+{
+       glpoly_t *p;
+       int i;
+       float *v;
+       for (p=s->polys ; p ; p=p->next)
        {
-               if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain))
-                       continue;
-               // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
-               if (s->flags & SURF_DRAWSKY)
+               if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS)
                {
-                       cl.worldmodel->textures[j]->texturechain = NULL;
-                       t = R_TextureAnimation (cl.worldmodel->textures[j]);
-                       skyisvisible = true;
-                       if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
+                       skypoly[currentskypoly].firstvert = currentskyvert;
+                       skypoly[currentskypoly++].verts = p->numverts;
+                       if (transform)
                        {
-                               for (;s;s = s->texturechain)
+                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
                                {
-                                       for (p=s->polys ; p ; p=p->next)
-                                       {
-                                               if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS)
-                                               {
-                                                       skypoly[currentskypoly].firstvert = currentskyvert;
-                                                       skypoly[currentskypoly++].verts = p->numverts;
-                                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                       {
-                                                               skyvert[currentskyvert].v[0] = v[0];
-                                                               skyvert[currentskyvert].v[1] = v[1];
-                                                               skyvert[currentskyvert++].v[2] = v[2];
-                                                       }
-                                               }
-                                       }
+                                       softwaretransform(v, skyvert[currentskyvert].v);
+                                       currentskyvert++;
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                               {
+                                       VectorCopy(v, skyvert[currentskyvert].v);
+                                       currentskyvert++;
                                }
                        }
                }
        }
-       skypolyrender(); // fogged sky polys, affects depth
-
-       if (skyname[0] && skyisvisible && !fogenabled)
-               R_Sky(); // does not affect depth, draws over the sky polys
+}
 
-       // then walls
-       wallpolyclear();
-       for (j = 0;j < cl.worldmodel->numtextures;j++)
+int RSurf_Light(int *dlightbits, glpoly_t *polys)
+{
+       float           cr, cg, cb, radius, radius2, f, *v, *wv;
+       int                     i, a, b, lit = false;
+       unsigned int c, d;
+       dlight_t        *light;
+       vec_t           *lightorigin;
+       glpoly_t        *p;
+       for (a = 0;a < 8;a++)
        {
-               if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain))
-                       continue;
-               // subdivided water surface warp
-               if (!(s->flags & SURF_DRAWTURB))
+               if ((c = dlightbits[a]))
                {
-                       cl.worldmodel->textures[j]->texturechain = NULL;
-                       t = R_TextureAnimation (cl.worldmodel->textures[j]);
-                       for (;s;s = s->texturechain)
+                       for (b = 0, d = 1;c;b++, d <<= 1)
                        {
-                               // check for lightmap modification
-                               if (r_dynamic.value)
+                               if (c & d)
                                {
-                                       if (r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf
-                                       || (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
-                                       || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
-                                       || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
-                                       || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))
-                                               R_UpdateLightmap(s, s->lightmaptexturenum);
-                               }
-                               for (p = s->polys;p;p = p->next)
-                               {
-                                       if (currentwallpoly >= MAX_WALLPOLYS)
-                                               break;
-                                       v = &s->polys->verts[0][0];
-                                       wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum;
-                                       wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum;
-                                       wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum;
-                                       wallpoly[currentwallpoly].firstvert = currentwallvert;
-                                       wallpoly[currentwallpoly].numverts = p->numverts;
-                                       if (wallpoly[currentwallpoly++].lit = s->dlightframe == r_dlightframecount && r_dynamic.value)
+                                       c -= d;
+                                       light = &cl_dlights[a * 32 + b];
+                                       lightorigin = light->origin;
+                                       cr = light->color[0];
+                                       cg = light->color[1];
+                                       cb = light->color[2];
+                                       radius = light->radius*light->radius;
+                                       radius2 = radius * 256.0f;
+                                       wv = wvert;
+                                       for (p = polys;p;p = p->next)
                                        {
-                                               for (i = 0;i<p->numverts;i++, v += VERTEXSIZE)
+                                               for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
                                                {
-                                                       /*
-                                                       int dj;
-                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 0;
-                                                       for (dj = 0;dj < (MAX_DLIGHTS >> 5);dj++)
+                                                       f = VectorDistance2(wv, lightorigin);
+                                                       if (f < radius)
                                                        {
-                                                               if (s->dlightbits[dj])
-                                                               {
-                                                                       int di;
-                                                                       for (di=0 ; di<32 ; di++)
-                                                                       {
-                                                                               if ((1 << (di&31)) & s->dlightbits[di>>5])
-                                                                               {
-                                                                                       vec3_t ddist;
-                                                                                       dlight_t *dl;
-                                                                                       float dr;
-                                                                                       float df;
-                                                                                       float dt;
-                                                                                       dl = &cl_dlights[(dj<<5)+di];
-                                                                                       VectorSubtract(dl->origin, v, ddist);
-                                                                                       df = DotProduct(ddist, ddist) + 65536.0f;
-                                                                                       dr = dl->radius * dl->radius * 16.0f;
-                                                                                       if (df < dr)
-                                                                                       {
-                                                                                               VectorNormalize(ddist);
-                                                                                               dt = DotProduct(ddist, s->plane->normal);
-                                                                                               if (s->flags & SURF_PLANEBACK)
-                                                                                                       dt = -dt;
-                                                                                               if (dt > 0.0f)
-                                                                                               {
-                                                                                                       dr *= (dt * 0.5f + 0.5f);
-                                                                                                       if (df < dr)
-                                                                                                       {
-                                                       */
-                                                                                                               /*
-                                                                                                               vec3_t v2, v3;
-                                                                                                               VectorSubtract(v, ddist, v3); // pull off surface
-                                                                                                               if (s->flags & SURF_PLANEBACK)
-                                                                                                               {
-                                                                                                                       VectorSubtract(dl->origin, s->plane->normal, v2);
-                                                                                                                       VectorSubtract(v3, s->plane->normal, v3);
-                                                                                                               }
-                                                                                                               else
-                                                                                                               {
-                                                                                                                       VectorAdd(dl->origin, s->plane->normal, v2);
-                                                                                                                       VectorAdd(v3, s->plane->normal, v3);
-                                                                                                               }
-                                                                                                               if (SV_TestLine(&cl.worldmodel->hulls[0], 0, v2, v3))
-//                                                                                                             if (SV_TestLine(&cl.worldmodel->hulls[0], 0, dl->origin, v))
-                                                                                                               {
-                                                                                                               */
-                                                       /*
-                                                                                                                       float dbrightness = dr * 16.0f / df;
-                                                                                                                       shadecolor[0] += dbrightness * dl->color[0];
-                                                                                                                       shadecolor[1] += dbrightness * dl->color[1];
-                                                                                                                       shadecolor[2] += dbrightness * dl->color[2];
-                                                                                                               //}
-                                                                                                       }
-                                                                                               }
-                                                                                       }
-                                                                               }
-                                                                       }
-                                                               }
+                                                               f = radius2 / (f + LIGHTOFFSET);
+                                                               wv[3] += cr * f;
+                                                               wv[4] += cg * f;
+                                                               wv[5] += cb * f;
+                                                               lit = true;
                                                        }
-                                                       //R_DynamicLightPoint(shadecolor, v, s->dlightbits);
-                                                       if (lighthalf)
-                                                       {
-                                                               shadecolor[0] *= 0.5f;
-                                                               shadecolor[1] *= 0.5f;
-                                                               shadecolor[2] *= 0.5f;
-                                                       }
-                                                       wallvert[currentwallvert].r = (byte) (bound(0, (int) shadecolor[0], 255));
-                                                       wallvert[currentwallvert].g = (byte) (bound(0, (int) shadecolor[1], 255));
-                                                       wallvert[currentwallvert].b = (byte) (bound(0, (int) shadecolor[2], 255));
-                                                       */
-                                                       wallvert[currentwallvert].r = (byte) (bound(0, (int) v[9], 255));
-                                                       wallvert[currentwallvert].g = (byte) (bound(0, (int) v[10], 255));
-                                                       wallvert[currentwallvert].b = (byte) (bound(0, (int) v[11], 255));
-                                                       wallvert[currentwallvert].a = 255;
-                                                       wallvert[currentwallvert].vert[0] = v[0];
-                                                       wallvert[currentwallvert].vert[1] = v[1];
-                                                       wallvert[currentwallvert].vert[2] = v[2];
-                                                       wallvert[currentwallvert].s = v[3];
-                                                       wallvert[currentwallvert].t = v[4];
-                                                       wallvert[currentwallvert].u = v[5];
-                                                       wallvert[currentwallvert++].v = v[6];
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (i = 0;i<p->numverts;i++, v += VERTEXSIZE)
-                                               {
-                                                       wallvert[currentwallvert].vert[0] = v[0];
-                                                       wallvert[currentwallvert].vert[1] = v[1];
-                                                       wallvert[currentwallvert].vert[2] = v[2];
-                                                       wallvert[currentwallvert].s = v[3];
-                                                       wallvert[currentwallvert].t = v[4];
-                                                       wallvert[currentwallvert].u = v[5];
-                                                       wallvert[currentwallvert++].v = v[6];
+                                                       wv += 6;
                                                }
                                        }
                                }
                        }
                }
        }
-       UploadLightmaps();
-       wallpolyrender();
+       return lit;
+}
+
+void RSurf_DrawWater(msurface_t *s, texture_t *t, int transform, int alpha)
+{
+       int             i;
+       float   os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(cl.time * TURBSCALE + 96.0) & 255];
+       glpoly_t *p;
+       float   *v;
+       // FIXME: make fog texture if water texture is transparent?
 
-       // then water (water gets diverted to transpoly list)
-       for (j = 0;j < cl.worldmodel->numtextures;j++)
+       if (s->dlightframe != r_dlightframecount)
        {
-               if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain))
-                       continue;
-               cl.worldmodel->textures[j]->texturechain = NULL;
-               t = R_TextureAnimation (cl.worldmodel->textures[j]);
-               // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
-               // subdivided water surface warp
-               if (s->flags & SURF_DRAWTURB)
+               vec3_t temp;
+               // LordHavoc: fast path for no vertex lighting cases
+               if (transform)
                {
-                       int alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
-                       // FIXME: make fog texture if water texture is transparent?
                        if (r_waterripple.value)
                        {
-                               if (lighthalf)
+                               for (p=s->polys ; p ; p=p->next)
                                {
-                                       for (;s;s = s->texturechain)
+                                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
+                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
                                        {
-                                               for (p=s->polys ; p ; p=p->next)
-                                               {
-                                                       transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               transpolyvert(v[0], v[1], v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128) >> 1,(int) (v[10]+128) >> 1,(int) (v[11]+128) >> 1,alpha);
-                                                       transpolyend();
-                                               }
+                                               softwaretransform(v, temp);
+                                               transpolyvert(temp[0], temp[1], temp[2] + r_waterripple.value * turbsin[(int)((temp[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((temp[1]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
                                        }
+                                       transpolyend();
                                }
-                               else
+                       }
+                       else
+                       {
+                               for (p=s->polys ; p ; p=p->next)
                                {
-                                       for (;s;s = s->texturechain)
+                                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
+                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
                                        {
-                                               for (p=s->polys ; p ; p=p->next)
-                                               {
-                                                       transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               transpolyvert(v[0], v[1], v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128),(int) (v[10]+128),(int) (v[11]+128),alpha);
-                                                       transpolyend();
-                                               }
+                                               softwaretransform(v, temp);
+                                               transpolyvert(temp[0], temp[1], temp[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
                                        }
+                                       transpolyend();
+                               }
+                       }
+               }
+               else
+               {
+                       if (r_waterripple.value)
+                       {
+                               for (p=s->polys ; p ; p=p->next)
+                               {
+                                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
+                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                                               transpolyvert(v[0], v[1], v[2] + r_waterripple.value * turbsin[(int)((v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v[1]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
+                                       transpolyend();
                                }
                        }
                        else
                        {
-                               if (lighthalf)
+                               for (p=s->polys ; p ; p=p->next)
                                {
-                                       for (;s;s = s->texturechain)
-                                       {
-                                               for (p=s->polys ; p ; p=p->next)
-                                               {
-                                                       transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128) >> 1,(int) (v[10]+128) >> 1,(int) (v[11]+128) >> 1,alpha);
-                                                       transpolyend();
-                                               }
-                                       }
+                                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
+                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                                               transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
+                                       transpolyend();
                                }
+                       }
+               }
+       }
+       else
+       {
+               float *wv;
+               wv = wvert;
+               for (p = s->polys;p;p = p->next)
+               {
+                       for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                       {
+                               if (transform)
+                                       softwaretransform(v, wv);
                                else
+                                       VectorCopy(v, wv);
+                               if (r_waterripple.value)
+                                       wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
+                               wv[3] = wv[4] = wv[5] = 128.0f;
+                               wv += 6;
+                       }
+               }
+               if (s->dlightframe == r_dlightframecount)
+                       RSurf_Light(s->dlightbits, s->polys);
+               wv = wvert;
+               for (p=s->polys ; p ; p=p->next)
+               {
+                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
+                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+                               transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), wv[3], wv[4], wv[5], alpha);
+                       transpolyend();
+               }
+       }
+}
+
+void RSurf_DrawWall(msurface_t *s, texture_t *t, int transform)
+{
+       int             i, lit = false, polys = 0, verts = 0;
+       float   *v;
+       glpoly_t *p;
+       wallpoly_t *wp;
+       wallvert_t *out;
+       wallvertcolor_t *outcolor;
+       // check for lightmap modification
+       if (s->cached_dlight
+        || (r_dynamic.value && r_dlightmap.value && s->dlightframe == r_dlightframecount)
+        || r_ambient.value != s->cached_ambient
+        || lighthalf != s->cached_lighthalf
+        || (r_dynamic.value
+        && ((s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
+        || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
+        || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
+        || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))))
+               R_UpdateLightmap(s, s->lightmaptexturenum);
+       if (r_dlightmap.value || s->dlightframe != r_dlightframecount)
+       {
+               // LordHavoc: fast path version for no vertex lighting cases
+               wp = &wallpoly[currentwallpoly];
+               out = &wallvert[currentwallvert];
+               for (p = s->polys;p;p = p->next)
+               {
+                       if ((currentwallpoly >= MAX_WALLPOLYS) || (currentwallvert+p->numverts > MAX_WALLVERTS))
+                               return;
+                       wp->texnum = (unsigned short) R_GetTexture(t->texture);
+                       wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum);
+                       wp->glowtexnum = (unsigned short) R_GetTexture(t->glowtexture);
+                       wp->firstvert = currentwallvert;
+                       wp->numverts = p->numverts;
+                       wp->lit = lit;
+                       wp++;
+                       currentwallpoly++;
+                       currentwallvert += p->numverts;
+                       v = p->verts[0];
+                       if (transform)
+                       {
+                               for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, out++)
                                {
-                                       for (;s;s = s->texturechain)
-                                       {
-                                               for (p=s->polys ; p ; p=p->next)
-                                               {
-                                                       transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128),(int) (v[10]+128),(int) (v[11]+128),alpha);
-                                                       transpolyend();
-                                               }
-                                       }
+                                       softwaretransform(v, out->vert);
+                                       out->vert[3] = v[3];
+                                       out->vert[4] = v[4];
+                                       out->vert[5] = v[5];
+                                       out->vert[6] = v[6];
                                }
                        }
-                       /*
-                       int light, alpha, r = 0, g = 0, b = 0;
-                       vec3_t nv, shadecolor;
-                       alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
-                       light = false;
-                       if (s->flags & SURF_DRAWFULLBRIGHT)
-                               r = g = b = lighthalf ? 128 : 255;
-                       else if (s->dlightframe == r_dlightframecount && r_dynamic.value)
-                               light = true;
                        else
-                               r = g = b = (lighthalf ? 64 : 128) + (int) (r_ambient.value * 2.0f);
-                       if (r_waterripple.value)
                        {
-                               if (lighthalf)
+                               /*
+                               for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, out++)
                                {
-                                       if (light)
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       nv[0] = v[0];
-                                                                       nv[1] = v[1];
-                                                                       nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
-                                                                       R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
-                                                                       transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) shadecolor[0] >> 1,(int) shadecolor[1] >> 1,(int) shadecolor[2] >> 1,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       nv[0] = v[0];
-                                                                       nv[1] = v[1];
-                                                                       nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                                                       transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
+                                       VectorCopy(v, out->vert);
+                                       out->vert[3] = v[3];
+                                       out->vert[4] = v[4];
+                                       out->vert[5] = v[5];
+                                       out->vert[6] = v[6];
                                }
+                               */
+                               memcpy(out, v, sizeof(vec_t) * VERTEXSIZE * p->numverts);
+                               out += p->numverts;
+                       }
+               }
+       }
+       else
+       {
+               float *wv;
+               wv = wvert;
+               for (p = s->polys;p;p = p->next)
+               {
+                       for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                       {
+                               if (transform)
+                                       softwaretransform(v, wv);
                                else
+                                       VectorCopy(v, wv);
+                               wv[3] = wv[4] = wv[5] = 0.0f;
+                               wv += 6;
+                       }
+                       verts += p->numverts;
+                       polys++;
+               }
+               if ((currentwallpoly + polys > MAX_WALLPOLYS) || (currentwallvert+verts > MAX_WALLVERTS))
+                       return;
+               if ((!r_dlightmap.value) && s->dlightframe == r_dlightframecount)
+                       lit = RSurf_Light(s->dlightbits, s->polys);
+               wv = wvert;
+               wp = &wallpoly[currentwallpoly];
+               out = &wallvert[currentwallvert];
+               outcolor = &wallvertcolor[currentwallvert];
+               currentwallpoly += polys;
+               for (p = s->polys;p;p = p->next)
+               {
+                       v = p->verts[0];
+                       wp->texnum = (unsigned short) R_GetTexture(t->texture);
+                       wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum);
+                       wp->glowtexnum = (unsigned short) R_GetTexture(t->glowtexture);
+                       wp->firstvert = currentwallvert;
+                       wp->numverts = p->numverts;
+                       wp->lit = lit;
+                       wp++;
+                       currentwallvert += p->numverts;
+                       for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, wv += 6, out++, outcolor++)
+                       {
+                               if (lit)
                                {
-                                       if (light)
+                                       if (lighthalf)
                                        {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       nv[0] = v[0];
-                                                                       nv[1] = v[1];
-                                                                       nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
-                                                                       R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
-                                                                       transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), shadecolor[0],shadecolor[1],shadecolor[2],alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
+                                               outcolor->r = (byte) (bound(0, (int) wv[3] >> 1, 255));
+                                               outcolor->g = (byte) (bound(0, (int) wv[4] >> 1, 255));
+                                               outcolor->b = (byte) (bound(0, (int) wv[5] >> 1, 255));
+                                               outcolor->a = 255;
                                        }
                                        else
                                        {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       nv[0] = v[0];
-                                                                       nv[1] = v[1];
-                                                                       nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                                                       transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
+                                               outcolor->r = (byte) (bound(0, (int) wv[3], 255));
+                                               outcolor->g = (byte) (bound(0, (int) wv[4], 255));
+                                               outcolor->b = (byte) (bound(0, (int) wv[5], 255));
+                                               outcolor->a = 255;
                                        }
                                }
+                               out->vert[0] = wv[0];
+                               out->vert[1] = wv[1];
+                               out->vert[2] = wv[2];
+                               out->vert[3] = v[3];
+                               out->vert[4] = v[4];
+                               out->vert[5] = v[5];
+                               out->vert[6] = v[6];
                        }
+               }
+       }
+}
+
+// LordHavoc: transparent brush models
+extern float modelalpha;
+
+void RSurf_DrawWallVertex(msurface_t *s, texture_t *t, int transform, int isbmodel)
+{
+       int i, alpha, size3;
+       float *v, *wv, scale;
+       glpoly_t *p;
+       byte *lm;
+       alpha = (int) (modelalpha * 255.0f);
+       size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3; // *3 for colored lighting
+       wv = wvert;
+       for (p = s->polys;p;p = p->next)
+       {
+               for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+               {
+                       if (transform)
+                               softwaretransform(v, wv);
                        else
+                               VectorCopy(v, wv);
+                       wv[3] = wv[4] = wv[5] = r_ambient.value * 2.0f;
+                       if (s->styles[0] != 255)
                        {
-                               if (lighthalf)
+                               lm = (byte *)((long) s->samples + (int) v[7]);
+                               scale = d_lightstylevalue[s->styles[0]] * (1.0f / 128.0f);wv[3] += lm[size3*0+0] * scale;wv[4] += lm[size3*0+1] * scale;wv[5] += lm[size3*0+2] * scale;
+                               if (s->styles[1] != 255)
                                {
-                                       if (light)
+                                       scale = d_lightstylevalue[s->styles[1]] * (1.0f / 128.0f);wv[3] += lm[size3*1+0] * scale;wv[4] += lm[size3*1+1] * scale;wv[5] += lm[size3*1+2] * scale;
+                                       if (s->styles[2] != 255)
                                        {
-                                               for (;s;s = s->texturechain)
+                                               scale = d_lightstylevalue[s->styles[2]] * (1.0f / 128.0f);wv[3] += lm[size3*2+0] * scale;wv[4] += lm[size3*2+1] * scale;wv[5] += lm[size3*2+2] * scale;
+                                               if (s->styles[3] != 255)
                                                {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
-                                                                       R_DynamicLightPoint(shadecolor, v, s->dlightbits);
-                                                                       transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) shadecolor[0] >> 1,(int) shadecolor[1] >> 1,(int) shadecolor[2] >> 1,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                               }
-                               else
-                               {
-                                       if (light)
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
-                                                                       R_DynamicLightPoint(shadecolor, v, s->dlightbits);
-                                                                       transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), shadecolor[0],shadecolor[1],shadecolor[2],alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
+                                                       scale = d_lightstylevalue[s->styles[3]] * (1.0f / 128.0f);wv[3] += lm[size3*3+0] * scale;wv[4] += lm[size3*3+1] * scale;wv[5] += lm[size3*3+2] * scale;
                                                }
                                        }
                                }
                        }
-                       */
+                       wv += 6;
+               }
+       }
+       if (s->dlightframe == r_dlightframecount)
+               RSurf_Light(s->dlightbits, s->polys);
+       wv = wvert;
+       if (isbmodel && (currententity->colormod[0] != 1 || currententity->colormod[1] != 1 || currententity->colormod[2] != 1))
+       {
+               for (p = s->polys;p;p = p->next)
+               {
+                       v = p->verts[0];
+                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+                               transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3] * currententity->colormod[0], wv[4] * currententity->colormod[1], wv[5] * currententity->colormod[2], alpha);
+                       transpolyend();
+               }
+       }
+       else
+       {
+               for (p = s->polys;p;p = p->next)
+               {
+                       v = p->verts[0];
+                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+                               transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3], wv[4], wv[5], alpha);
+                       transpolyend();
                }
        }
 }
 
-// LordHavoc: transparent brush models
-extern int r_dlightframecount;
-extern float modelalpha;
-extern vec3_t shadecolor;
-//qboolean R_CullBox (vec3_t mins, vec3_t maxs);
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
-void EmitWaterPolys (msurface_t *fa);
-void R_OldMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model);
+/*
+================
+DrawTextureChains
+================
+*/
+extern qboolean hlbsp;
+extern char skyname[];
+void R_DrawSurf(msurface_t *s, int isbmodel, int vertexlit)
+{
+       texture_t *t;
+       if (s->flags & SURF_DRAWSKY)
+       {
+               skyisvisible = true;
+               if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
+                       RSurf_DrawSky(s, false);
+               return;
+       }
+       t = R_TextureAnimation (s->texinfo->texture);
+       if (s->flags & SURF_DRAWTURB)
+       {
+               RSurf_DrawWater(s, t, false, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f);
+               return;
+       }
+       if (vertexlit)
+               RSurf_DrawWallVertex(s, t, false, false);
+       else
+               RSurf_DrawWall(s, t, false);
+}
+
+void DrawTextureChains (void)
+{
+       int                     n;
+       msurface_t      *s;
+       texture_t       *t;
+
+       for (n = 0;n < cl.worldmodel->numtextures;n++)
+       {
+               if (!cl.worldmodel->textures[n] || !(s = cl.worldmodel->textures[n]->texturechain))
+                       continue;
+               cl.worldmodel->textures[n]->texturechain = NULL;
+//             for (;s;s = s->texturechain)
+//                     R_DrawSurf(s, false, gl_vertex.value);
+               // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
+               // sky
+               if (s->flags & SURF_DRAWSKY)
+               {
+                       skyisvisible = true;
+                       if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
+                               for (;s;s = s->texturechain)
+                                       RSurf_DrawSky(s, false);
+                       continue;
+               }
+               t = R_TextureAnimation (cl.worldmodel->textures[n]);
+               // subdivided water surface warp
+               if (s->flags & SURF_DRAWTURB)
+               {
+                       int alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
+                       for (;s;s = s->texturechain)
+                               RSurf_DrawWater(s, t, false, alpha);
+                       continue;
+               }
+               if (gl_vertex.value)
+                       for (;s;s = s->texturechain)
+                               RSurf_DrawWallVertex(s, t, false, false);
+               else
+                       for (;s;s = s->texturechain)
+                               RSurf_DrawWall(s, t, false);
+       }
+}
+
+void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model);
 
 /*
 =================
@@ -815,17 +922,13 @@ R_DrawBrushModel
 */
 void R_DrawBrushModel (entity_t *e)
 {
-       int                     i, j/*, l*/, smax, tmax, size3, maps;
-       vec3_t          mins, maxs, nv;
+       int                     i;
+       vec3_t          mins, maxs;
        msurface_t      *s;
-       mplane_t        *pplane;
        model_t         *clmodel;
-       qboolean        rotated, vertexlit = false;
-       float           dot, *v, scale;
+       int     rotated, vertexlit = false;
        texture_t       *t;
-       byte            *lm;
-       float           os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
-       glpoly_t        *p;
+       vec3_t          org;
 
        currententity = e;
 
@@ -850,6 +953,8 @@ void R_DrawBrushModel (entity_t *e)
        if (R_CullBox (mins, maxs))
                return;
 
+       c_bmodels++;
+
        VectorSubtract (r_refdef.vieworg, e->origin, modelorg);
        if (rotated)
        {
@@ -867,318 +972,129 @@ void R_DrawBrushModel (entity_t *e)
 
 // calculate dynamic lighting for bmodel if it's not an
 // instanced model
-       if (modelalpha == 1 && clmodel->firstmodelsurface != 0 && !(currententity->effects & EF_FULLBRIGHT) && currententity->colormod[0] == 1 && currententity->colormod[2] == 1 && currententity->colormod[2] == 1)
+       for (i = 0;i < MAX_DLIGHTS;i++)
        {
-               int k;
-               vec3_t org;
-               for (k=0 ; k<MAX_DLIGHTS ; k++)
-               {
-                       if ((cl_dlights[k].die < cl.time) || (!cl_dlights[k].radius))
-                               continue;
+               if (!cl_dlights[i].radius)
+                       continue;
 
-                       VectorSubtract(cl_dlights[k].origin, currententity->origin, org);
-                       R_OldMarkLights (org, &cl_dlights[k], 1<<(k&31), k >> 5, clmodel); //, clmodel->nodes + clmodel->hulls[0].firstclipnode);
-               }
+               VectorSubtract(cl_dlights[i].origin, currententity->origin, org);
+               R_NoVisMarkLights (org, &cl_dlights[i], 1<<(i&31), i >> 5, clmodel);
        }
-       else
-               vertexlit = true;
+       vertexlit = modelalpha != 1 || clmodel->firstmodelsurface == 0 || (currententity->effects & EF_FULLBRIGHT) || currententity->colormod[0] != 1 || currententity->colormod[2] != 1 || currententity->colormod[2] != 1;
 
 e->angles[0] = -e->angles[0];  // stupid quake bug
        softwaretransformforentity (e);
 e->angles[0] = -e->angles[0];  // stupid quake bug
 
-       // draw texture
-       for (j = 0;j < clmodel->nummodelsurfaces;j++, s++)
-       {
-       // find which side of the node we are on
-               pplane = s->plane;
+       // draw texture
+       for (i = 0;i < clmodel->nummodelsurfaces;i++, s++)
+       {
+               if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0))
+               {
+//                     R_DrawSurf(s, true, vertexlit || s->texinfo->texture->transparent);
+                       if (s->flags & SURF_DRAWSKY)
+                       {
+                               RSurf_DrawSky(s, true);
+                               continue;
+                       }
+                       t = R_TextureAnimation (s->texinfo->texture);
+                       if (s->flags & SURF_DRAWTURB)
+                       {
+                               RSurf_DrawWater(s, t, true, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f);
+                               continue;
+                       }
+                       if (vertexlit || s->texinfo->texture->transparent)
+                               RSurf_DrawWallVertex(s, t, true, true);
+                       else
+                               RSurf_DrawWall(s, t, true);
+               }
+       }
+       UploadLightmaps();
+}
+
+/*
+=============================================================
+
+       WORLD MODEL
+
+=============================================================
+*/
+
+void R_StoreEfrags (efrag_t **ppefrag);
 
-               dot = DotProduct (modelorg, pplane->normal) - pplane->dist;
+void R_NewWorldNode ()
+{
+       int l, texsort = gl_texsort.value, vertex = gl_vertex.value;
+       mleaf_t *leaf;
+       msurface_t *surf, **mark, **endmark;
 
-       // draw the polygon
-               if (((s->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
-                       (!(s->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON)))
+       for (l = 0, leaf = cl.worldmodel->leafs;l < cl.worldmodel->numleafs;l++, leaf++)
+       {
+               if ((leaf->visframe == r_visframecount) && (leaf->efrags || leaf->nummarksurfaces))
                {
-                       if (s->flags & SURF_DRAWSKY)
+                       if (R_CullBox(leaf->minmaxs, leaf->minmaxs+3))
                                continue;
-                       if (s->flags & SURF_DRAWTURB)
-                       {
-                               int                     alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
-                               // FIXME: make fog texture if water texture is transparent?
-                               if (r_waterripple.value)
-                               {
-                                       if (lighthalf)
-                                       {
-                                               for (p=s->polys ; p ; p=p->next)
-                                               {
-                                                       transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                       {
-                                                               softwaretransform(v, nv);
-                                                               transpolyvert(nv[0], nv[1], nv[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128) >> 1,(int) (v[10]+128) >> 1,(int) (v[11]+128) >> 1,alpha);
-                                                       }
-                                                       transpolyend();
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (p=s->polys ; p ; p=p->next)
-                                               {
-                                                       transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                       {
-                                                               softwaretransform(v, nv);
-                                                               transpolyvert(nv[0], nv[1], nv[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128),(int) (v[10]+128),(int) (v[11]+128),alpha);
-                                                       }
-                                                       transpolyend();
-                                               }
-                                       }
-                               }
-                               else
-                               {
-                                       if (lighthalf)
-                                       {
-                                               for (p=s->polys ; p ; p=p->next)
-                                               {
-                                                       transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                       {
-                                                               softwaretransform(v, nv);
-                                                               transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128) >> 1,(int) (v[10]+128) >> 1,(int) (v[11]+128) >> 1,alpha);
-                                                       }
-                                                       transpolyend();
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (p=s->polys ; p ; p=p->next)
-                                               {
-                                                       transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                       {
-                                                               softwaretransform(v, nv);
-                                                               transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) (v[9]+128),(int) (v[10]+128),(int) (v[11]+128),alpha);
-                                                       }
-                                                       transpolyend();
-                                               }
-                                       }
-                               }
-                               /*
-                               glpoly_t        *p;
-                               int                     light, alpha, r = 0, g = 0, b = 0;
-                               vec3_t          shadecolor;
 
-                               if (s->flags & SURF_DRAWNOALPHA)
-                                       alpha = modelalpha*255.0f;
-                               else
-                                       alpha = r_wateralpha.value*modelalpha*255.0f;
-                               light = false;
-                               if (s->flags & SURF_DRAWFULLBRIGHT || currententity->effects & EF_FULLBRIGHT)
-                               {
-                                       if (lighthalf)
-                                       {
-                                               r = 128.0f * currententity->colormod[0];
-                                               g = 128.0f * currententity->colormod[1];
-                                               b = 128.0f * currententity->colormod[2];
-                                       }
-                                       else
-                                       {
-                                               r = 255.0f * currententity->colormod[0];
-                                               g = 255.0f * currententity->colormod[1];
-                                               b = 255.0f * currententity->colormod[2];
-                                       }
-                               }
-                               else if (s->dlightframe == r_dlightframecount && r_dynamic.value)
-                                       light = true;
-                               else
-                               {
-                                       if (lighthalf)
-                                       {
-                                               r = 64.0f * currententity->colormod[0] + (int) r_ambient.value;
-                                               g = 64.0f * currententity->colormod[1] + (int) r_ambient.value;
-                                               b = 64.0f * currententity->colormod[2] + (int) r_ambient.value;
-                                       }
-                                       else
-                                       {
-                                               r = 128.0f * currententity->colormod[0] + (int) (r_ambient.value * 2.0f);
-                                               g = 128.0f * currententity->colormod[1] + (int) (r_ambient.value * 2.0f);
-                                               b = 128.0f * currententity->colormod[2] + (int) (r_ambient.value * 2.0f);
-                                       }
-                               }
-                               for (p=s->polys ; p ; p=p->next)
-                               {
-                                       // FIXME: could be a transparent water texture
-                                       transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                       {
-                                               softwaretransform(v, nv);
-                                               if (r_waterripple.value)
-                                                       nv[2] += r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                               if (light)
-                                               {
-                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128 + (int) (r_ambient.value * 2.0f);
-                                                       R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
-                                                       if (lighthalf)
-                                                       {
-                                                               r = (int) ((float) (shadecolor[0] * currententity->colormod[0])) >> 1;
-                                                               g = (int) ((float) (shadecolor[1] * currententity->colormod[1])) >> 1;
-                                                               b = (int) ((float) (shadecolor[2] * currententity->colormod[2])) >> 1;
-                                                       }
-                                                       else
-                                                       {
-                                                               r = (int) ((float) (shadecolor[0] * currententity->colormod[0]));
-                                                               g = (int) ((float) (shadecolor[1] * currententity->colormod[1]));
-                                                               b = (int) ((float) (shadecolor[2] * currententity->colormod[2]));
-                                                       }
-                                               }
-                                               transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
-                                       }
-                                       transpolyend();
-                               }
-                               */
-                               continue;
-                       }
-                       t = R_TextureAnimation (s->texinfo->texture);
-                       if (vertexlit || s->texinfo->texture->transparent)
+                       c_leafs++;
+
+                       // deal with model fragments in this leaf
+                       if (leaf->efrags)
+                               R_StoreEfrags (&leaf->efrags);
+
+                       if (leaf->nummarksurfaces)
                        {
-                               // FIXME: could be a transparent water texture
-                               if ((currententity->effects & EF_FULLBRIGHT) || !s->samples)
-                               {
-                                       for (p = s->polys;p;p = p->next)
-                                       {
-                                               if (currenttranspoly >= MAX_TRANSPOLYS)
-                                                       continue;
-                                               v = &p->verts[0][0];
-                                               transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-                                               for (i = 0;i < p->numverts;i++, v += VERTEXSIZE)
-                                               {
-                                                       softwaretransform(v, nv);
-                                                       transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], 255,255,255,modelalpha*255.0f);
-                                               }
-                                               transpolyend();
-                                       }
-                               }
-                               else
+                               mark = leaf->firstmarksurface;
+                               endmark = mark + leaf->nummarksurfaces;
+                               do
                                {
-                                       smax = (s->extents[0]>>4)+1;
-                                       tmax = (s->extents[1]>>4)+1;
-                                       size3 = smax*tmax*3; // *3 for colored lighting
-                                       for (p = s->polys;p;p = p->next)
+                                       surf = *mark++;
+                                       // make sure surfaces are only processed once
+                                       if (surf->worldnodeframe == r_framecount)
+                                               continue;
+                                       surf->worldnodeframe = r_framecount;
+                                       if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
                                        {
-                                               if (currenttranspoly >= MAX_TRANSPOLYS)
-                                                       continue;
-                                               v = &p->verts[0][0];
-                                               transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-                                               for (i = 0;i < p->numverts;i++, v += VERTEXSIZE)
+                                               if ( (surf->flags & SURF_PLANEBACK))
                                                {
-                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = r_ambient.value * 2.0f;
-                                                       lm = (byte *)((long) s->samples + ((int) v[8] * smax + (int) v[7]) * 3); // LordHavoc: *3 for colored lighting
-                                                       for (maps = 0;maps < MAXLIGHTMAPS && s->styles[maps] != 255;maps++)
-                                                       {
-                                                               scale = d_lightstylevalue[s->styles[maps]] * (1.0 / 128.0);
-                                                               shadecolor[0] += lm[0] * scale;
-                                                               shadecolor[1] += lm[1] * scale;
-                                                               shadecolor[2] += lm[2] * scale;
-                                                               lm += size3; // LordHavoc: *3 for colored lighting
-                                                       }
-                                                       softwaretransform(v, nv);
-                                                       R_DynamicLightPointNoMask(shadecolor, nv); // LordHavoc: dynamic lighting
-                                                       if (lighthalf)
+                                                       surf->visframe = r_framecount;
+                                                       c_faces++;
+                                                       if (texsort)
                                                        {
-                                                               transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], (int) shadecolor[0] >> 1, (int) shadecolor[1] >> 1, (int) shadecolor[2] >> 1, modelalpha*255.0f);
+                                                               surf->texturechain = surf->texinfo->texture->texturechain;
+                                                               surf->texinfo->texture->texturechain = surf;
                                                        }
                                                        else
-                                                       {
-                                                               transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], shadecolor[0], shadecolor[1], shadecolor[2], modelalpha*255.0f);
-                                                       }
+                                                               R_DrawSurf(surf, false, vertex);
                                                }
-                                               transpolyend();
                                        }
-                               }
-                       }
-                       else
-                       {
-                               // check for lightmap modification
-                               if (r_dynamic.value)
-                               {
-                                       if (r_ambient.value != s->cached_ambient || lighthalf != s->cached_lighthalf
-                                       || (s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
-                                       || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
-                                       || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
-                                       || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))
-                                               R_UpdateLightmap(s, s->lightmaptexturenum);
-                               }
-                               for (p = s->polys;p;p = p->next)
-                               {
-                                       if (currentwallpoly >= MAX_WALLPOLYS)
-                                               break;
-                                       v = &s->polys->verts[0][0];
-                                       wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum;
-                                       wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum;
-                                       wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum;
-                                       wallpoly[currentwallpoly].firstvert = currentwallvert;
-                                       wallpoly[currentwallpoly].numverts = p->numverts;
-                                       if (wallpoly[currentwallpoly++].lit = s->dlightframe == r_dlightframecount && r_dynamic.value)
+                                       else
                                        {
-                                               for (i = 0;i<p->numverts;i++, v += VERTEXSIZE)
+                                               if (!(surf->flags & SURF_PLANEBACK))
                                                {
-                                                       /*
-                                                       softwaretransform(v, nv);
-                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 0;
-//                                                     R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
-                                                       R_DynamicLightPointNoMask(shadecolor, nv);
-                                                       if (lighthalf)
+                                                       surf->visframe = r_framecount;
+                                                       c_faces++;
+                                                       if (texsort)
                                                        {
-                                                               shadecolor[0] *= 0.5f;
-                                                               shadecolor[1] *= 0.5f;
-                                                               shadecolor[2] *= 0.5f;
+                                                               surf->texturechain = surf->texinfo->texture->texturechain;
+                                                               surf->texinfo->texture->texturechain = surf;
                                                        }
-                                                       wallvert[currentwallvert].r = (byte) (bound(0, (int) shadecolor[0], 255));
-                                                       wallvert[currentwallvert].g = (byte) (bound(0, (int) shadecolor[1], 255));
-                                                       wallvert[currentwallvert].b = (byte) (bound(0, (int) shadecolor[2], 255));
-                                                       wallvert[currentwallvert].a = 255;
-                                                       wallvert[currentwallvert].vert[0] = nv[0];
-                                                       wallvert[currentwallvert].vert[1] = nv[1];
-                                                       wallvert[currentwallvert].vert[2] = nv[2];
-                                                       */
-                                                       softwaretransform(v, wallvert[currentwallvert].vert);
-                                                       wallvert[currentwallvert].r = (byte) (bound(0, (int) v[9], 255));
-                                                       wallvert[currentwallvert].g = (byte) (bound(0, (int) v[10], 255));
-                                                       wallvert[currentwallvert].b = (byte) (bound(0, (int) v[11], 255));
-                                                       wallvert[currentwallvert].a = 255;
-                                                       wallvert[currentwallvert].s = v[3];
-                                                       wallvert[currentwallvert].t = v[4];
-                                                       wallvert[currentwallvert].u = v[5];
-                                                       wallvert[currentwallvert++].v = v[6];
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (i = 0;i<p->numverts;i++, v += VERTEXSIZE)
-                                               {
-                                                       softwaretransform(v, wallvert[currentwallvert].vert);
-                                                       wallvert[currentwallvert].s = v[3];
-                                                       wallvert[currentwallvert].t = v[4];
-                                                       wallvert[currentwallvert].u = v[5];
-                                                       wallvert[currentwallvert++].v = v[6];
+                                                       else
+                                                               R_DrawSurf(surf, false, vertex);
                                                }
                                        }
                                }
+                               while (mark < endmark);
                        }
                }
        }
-       UploadLightmaps();
 }
 
-/*
-=============================================================
-
-       WORLD MODEL
-
-=============================================================
-*/
-
-void R_StoreEfrags (efrag_t **ppefrag);
+struct nodestack_s
+{
+       int side;
+       mnode_t *node;
+       int noclipping;
+} nodestack[8192];
 
 /*
 ================
@@ -1187,38 +1103,61 @@ R_WorldNode
 */
 void R_WorldNode ()
 {
-       int             c, side, s = 0;
-       double  dot;
-       struct
-       {
-               double dot;
-               mnode_t *node;
-       } nodestack[8192];
+       int side, texsort = gl_texsort.value, vertex = gl_vertex.value, ca, cb, cc, cd, noclipping = false, oldclip = r_oldclip.value;
+       struct nodestack_s *nstack;
        mnode_t *node;
+       mleaf_t *pleaf;
+       msurface_t *surf, *endsurf, **mark, **endmark;
+       nstack = nodestack;
 
        if (!(node = cl.worldmodel->nodes))
                return;
 
        while(1)
        {
+               if (oldclip)
+               {
+                       if (R_CullBox(node->minmaxs, node->minmaxs+3))
+                       {
+backupstack:
+                               if (nstack <= nodestack)
+                                       break;
+                               nstack--;
+                               node = nstack->node;
+                               side = nstack->side;
+                               noclipping = nstack->noclipping;
+                               goto loc0;
+                       }
+               }
+               else
+               if (!noclipping)
+               {
+                       ca = frustum[0].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[0]);if (ca == 2) goto backupstack; // completely clipped away
+                       cb = frustum[1].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[1]);if (cb == 2) goto backupstack; // completely clipped away
+                       cc = frustum[2].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[2]);if (cc == 2) goto backupstack; // completely clipped away
+                       cd = frustum[3].BoxOnPlaneSideFunc(node->minmaxs, node->minmaxs+3, &frustum[3]);if (cd == 2) goto backupstack; // completely clipped away
+                       if (ca == 0 && cb == 0 && cc == 0 && cd == 0)
+                               noclipping = true; // not clipped at all, no need to clip any children of this node
+                       // partially clipped node
+               }
        // if a leaf node, draw stuff
                if (node->contents < 0)
                {
                        if (node->contents != CONTENTS_SOLID)
                        {
-                               mleaf_t         *pleaf;
                                pleaf = (mleaf_t *)node;
 
                                c_leafs++;
-                               if ((c = pleaf->nummarksurfaces))
+                               if (pleaf->nummarksurfaces)
                                {
-                                       msurface_t      **mark;
                                        mark = pleaf->firstmarksurface;
+                                       endmark = mark + pleaf->nummarksurfaces;
                                        do
                                        {
                                                (*mark)->visframe = r_framecount;
                                                mark++;
-                                       } while (--c);
+                                       }
+                                       while (mark < endmark);
                                }
 
                                // deal with model fragments in this leaf
@@ -1226,74 +1165,124 @@ void R_WorldNode ()
                                        R_StoreEfrags (&pleaf->efrags);
                        }
 
-                       if (!s)
+                       if (nstack <= nodestack)
                                break;
-                       node = nodestack[--s].node;
-                       dot = nodestack[s].dot;
+                       nstack--;
+                       node = nstack->node;
+                       side = nstack->side;
+                       noclipping = nstack->noclipping;
                        goto loc0;
                }
 
                c_nodes++;
 
-       // node is just a decision point, so go down the apropriate sides
+               // node is just a decision point, so go down the apropriate sides
 
-       // find which side of the node we are on
-               dot = (node->plane->type < 3 ? modelorg[node->plane->type] : DotProduct (modelorg, node->plane->normal)) - node->plane->dist;
+               // find which side of the node we are on
+               side = PlaneDist(modelorg, node->plane) < node->plane->dist;
 
-       // recurse down the children, front side first
-               side = dot < 0;
-               if (node->children[side]->visframe == r_visframecount && R_NotCulledBox(node->children[side]->minmaxs, node->children[side]->minmaxs+3))
+               // recurse down the children, front side first
+               if (node->children[side]->visframe == r_visframecount)
                {
-                       nodestack[s].node = node;
-                       nodestack[s++].dot = dot;
+                       nstack->node = node;
+                       nstack->side = !side; // go down back side when we come back up
+                       nstack->noclipping = noclipping;
+                       nstack++;
                        node = node->children[side];
                        continue;
                }
+               side = !side;
 loc0:
 
-               // backside
-               side = dot >= 0;
        // draw stuff
-               if ((c = node->numsurfaces))
+               if (node->numsurfaces)
                {
-                       msurface_t      *surf;
                        surf = cl.worldmodel->surfaces + node->firstsurface;
+                       endsurf = surf + node->numsurfaces;
 
-                       if (side)
+                       if (texsort)
                        {
-                               for (;c;c--, surf++)
+                               if (side)
+                               {
+                                       do
+                                       {
+                                               if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
+                                               {
+                                                       c_faces++;
+                                                       surf->texturechain = surf->texinfo->texture->texturechain;
+                                                       surf->texinfo->texture->texturechain = surf;
+                                               }
+                                               else
+                                                       surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it
+                                               surf++;
+                                       }
+                                       while (surf < endsurf);
+                               }
+                               else
                                {
-                                       if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
+                                       do
                                        {
-                                               surf->texturechain = surf->texinfo->texture->texturechain;
-                                               surf->texinfo->texture->texturechain = surf;
+                                               if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+                                               {
+                                                       c_faces++;
+                                                       surf->texturechain = surf->texinfo->texture->texturechain;
+                                                       surf->texinfo->texture->texturechain = surf;
+                                               }
+                                               else
+                                                       surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it
+                                               surf++;
                                        }
+                                       while (surf < endsurf);
                                }
                        }
                        else
                        {
-                               for (;c;c--, surf++)
+                               if (side)
+                               {
+                                       do
+                                       {
+                                               if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
+                                               {
+                                                       c_faces++;
+                                                       R_DrawSurf(surf, false, vertex);
+                                               }
+                                               else
+                                                       surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it
+                                               surf++;
+                                       }
+                                       while (surf < endsurf);
+                               }
+                               else
                                {
-                                       if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+                                       do
                                        {
-                                               surf->texturechain = surf->texinfo->texture->texturechain;
-                                               surf->texinfo->texture->texturechain = surf;
+                                               if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+                                               {
+                                                       c_faces++;
+                                                       R_DrawSurf(surf, false, vertex);
+                                               }
+                                               else
+                                                       surf->visframe = -1; // LordHavoc: mark as not visible, so lighting will not touch it
+                                               surf++;
                                        }
+                                       while (surf < endsurf);
                                }
                        }
                }
 
        // recurse down the back side
-               if (node->children[side]->visframe == r_visframecount && R_NotCulledBox(node->children[side]->minmaxs, node->children[side]->minmaxs+3))
+               if (node->children[side]->visframe == r_visframecount)
                {
                        node = node->children[side];
                        continue;
                }
 
-               if (!s)
+               if (nstack <= nodestack)
                        break;
-               node = nodestack[--s].node;
-               dot = nodestack[s].dot;
+               nstack--;
+               node = nstack->node;
+               side = nstack->side;
+               noclipping = nstack->noclipping;
                goto loc0;
        }
 }
@@ -1319,19 +1308,18 @@ void R_DrawWorld (void)
        currententity = &ent;
 
        softwaretransformidentity(); // LordHavoc: clear transform
-       skyisvisible = false;
 
        if (cl.worldmodel)
-               R_WorldNode ();
-
-       glClear (GL_DEPTH_BUFFER_BIT);
+       {
+               if (r_newworldnode.value)
+                       R_NewWorldNode ();
+               else
+                       R_WorldNode ();
+       }
 
        R_PushDlights (); // now mark the lit surfaces
 
        DrawTextureChains ();
-
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 }
 
 
@@ -1398,7 +1386,7 @@ void R_MarkLeaves (void)
 */
 
 // returns a texture number and the position inside it
-int AllocBlock (int w, int h, int *x, int *y)
+int AllocBlock (int w, int h, short *x, short *y)
 {
        int             i, j;
        int             best, best2;
@@ -1432,20 +1420,26 @@ int AllocBlock (int w, int h, int *x, int *y)
                if (nosubimagefragments || nosubimage)
                {
                        if (!lightmaps[texnum])
-                               lightmaps[texnum] = calloc(BLOCK_WIDTH*BLOCK_HEIGHT*4, 1);
+                       {
+                               lightmaps[texnum] = qmalloc(BLOCK_WIDTH*BLOCK_HEIGHT*4);
+                               memset(lightmaps[texnum], 0, BLOCK_WIDTH*BLOCK_HEIGHT*4);
+                       }
                }
                // LordHavoc: clear texture to blank image, fragments are uploaded using subimage
                else if (!allocated[texnum][0])
                {
-                       byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*3];
+                       byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*4];
                        memset(blank, 0, sizeof(blank));
-                       glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum);
-                       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-                       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-                       if (lightmaprgba)
-                               glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank);
-                       else
-                               glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank);
+                       if(r_upload.value)
+                       {
+                               glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum);
+                               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+                               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+                               if (lightmaprgba)
+                                       glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank);
+                               else
+                                       glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank);
+                       }
                }
 
                for (i=0 ; i<w ; i++)
@@ -1454,7 +1448,7 @@ int AllocBlock (int w, int h, int *x, int *y)
                return texnum;
        }
 
-       Sys_Error ("AllocBlock: full");
+       Host_Error ("AllocBlock: full, unable to find room for %i by %i lightmap", w, h);
        return 0;
 }
 
@@ -1471,7 +1465,7 @@ BuildSurfaceDisplayList
 */
 void BuildSurfaceDisplayList (msurface_t *fa)
 {
-       int                     i, lindex, lnumverts;
+       int                     i, j, lindex, lnumverts;
        medge_t         *pedges, *r_pedge;
        int                     vertpage;
        float           *vec;
@@ -1486,7 +1480,7 @@ void BuildSurfaceDisplayList (msurface_t *fa)
        //
        // draw texture
        //
-       poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
+       poly = Hunk_AllocName (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float), "surfaces");
        poly->next = fa->polys;
        poly->flags = fa->flags;
        fa->polys = poly;
@@ -1507,30 +1501,26 @@ void BuildSurfaceDisplayList (msurface_t *fa)
                        vec = r_pcurrentvertbase[r_pedge->v[1]].position;
                }
                s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
-               s /= fa->texinfo->texture->width;
-
                t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
-               t /= fa->texinfo->texture->height;
 
                VectorCopy (vec, poly->verts[i]);
-               poly->verts[i][3] = s;
-               poly->verts[i][4] = t;
+               poly->verts[i][3] = s / fa->texinfo->texture->width;
+               poly->verts[i][4] = t / fa->texinfo->texture->height;
 
                //
                // lightmap texture coordinates
                //
-               s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
                s -= fa->texturemins[0];
-               poly->verts[i][7] = bound(0l, ((int)s>>4), (fa->extents[0]>>4)); // LordHavoc: raw lightmap coordinates
-               s += fa->light_s*16;
+               t -= fa->texturemins[1];
                s += 8;
+               t += 8;
+               // LordHavoc: calc lightmap data offset
+               j = (bound(0l, (int)t>>4, fa->extents[1]>>4) * ((fa->extents[0]>>4)+1) + bound(0l, (int)s>>4, fa->extents[0]>>4)) * 3;
+               poly->verts[i][7] = j;
+               s += fa->light_s*16;
                s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
 
-               t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
-               t -= fa->texturemins[1];
-               poly->verts[i][8] = bound(0l, ((int)t>>4), (fa->extents[1]>>4)); // LordHavoc: raw lightmap coordinates
                t += fa->light_t*16;
-               t += 8;
                t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
 
                poly->verts[i][5] = s;
@@ -1579,166 +1569,6 @@ void BuildSurfaceDisplayList (msurface_t *fa)
        }
        */
        poly->numverts = lnumverts;
-
-       /*
-       int                     i, k, lindex, lnumverts;
-       medge_t         *pedges, *r_pedge;
-       int                     vertpage, points;
-       float           *vec;
-       float           s, t;
-       glpoly_t        *poly;
-       float           point1[1024][VERTEXSIZE], point[1024][VERTEXSIZE];
-
-// reconstruct the polygon
-       pedges = currentmodel->edges;
-       lnumverts = fa->numedges;
-       vertpage = 0;
-
-       //
-       // draw texture
-       //
-       for (i=0 ; i<lnumverts ; i++)
-       {
-               lindex = currentmodel->surfedges[fa->firstedge + i];
-
-               if (lindex > 0)
-               {
-                       r_pedge = &pedges[lindex];
-                       vec = r_pcurrentvertbase[r_pedge->v[0]].position;
-               }
-               else
-               {
-                       r_pedge = &pedges[-lindex];
-                       vec = r_pcurrentvertbase[r_pedge->v[1]].position;
-               }
-               s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
-               s /= fa->texinfo->texture->width;
-
-               t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
-               t /= fa->texinfo->texture->height;
-
-               VectorCopy (vec, point1[i]);
-               point1[i][3] = s;
-               point1[i][4] = t;
-
-               //
-               // lightmap texture coordinates
-               //
-               s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
-               s -= fa->texturemins[0];
-               point1[i][7] = bound(0l, ((int)s>>4), (fa->extents[0]>>4)); // LordHavoc: raw lightmap coordinates
-               s += fa->light_s*16;
-               s += 8;
-               s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
-
-               t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
-               t -= fa->texturemins[1];
-               point1[i][8] = bound(0l, ((int)t>>4), (fa->extents[1]>>4)); // LordHavoc: raw lightmap coordinates
-               t += fa->light_t*16;
-               t += 8;
-               t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
-
-               point1[i][5] = s;
-               point1[i][6] = t;
-       }
-
-       if (fa->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
-       {
-               poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
-               poly->next = fa->polys;
-               poly->flags = fa->flags;
-               fa->polys = poly;
-               poly->numverts = lnumverts;
-               memcpy(poly->verts, &point1[0][0], lnumverts*VERTEXSIZE*sizeof(float));
-               return;
-       }
-
-#define VectorCopy9(a,b) {for(k = 0;k < VERTEXSIZE;k++) b[k]=a[k];}
-       points = 0;
-#if 0
-       int                     j;
-       float           center[VERTEXSIZE];
-       // subdivide by placing a point at the center (more tris)
-       // LordHavoc:
-       // you, the reader, have stumbled upon the most amusing visual artifact I have
-       // encountered to date, saved here for historical/hysterical reasons :)
-       if (gl_funnywalls.value)
-               for (j = 0;j < 5;j++)
-                       center[j] = 0;
-       else
-               for (j = 0;j < VERTEXSIZE;j++)
-                       center[j] = 0;
-       for (i = 0;i < lnumverts;i++)
-               for (j = 0;j < VERTEXSIZE;j++)
-                       center[j] += point1[i][j];
-       s = 1.0f / lnumverts;
-       for (i = 0;i < VERTEXSIZE;i++)
-               center[i] *= s;
-       for (i = 0;i < lnumverts;i++)
-       {
-               VectorCopy9(center, point[points]);points++;
-               VectorCopy9(point1[i], point[points]);points++;
-               VectorCopy9(point1[(i+1)%lnumverts], point[points]);points++;
-       }
-#else
-       // subdivide by turning it into a fan (less tris)
-       for (i = 1;i < lnumverts-1;i++)
-       {
-               VectorCopy9(point1[0], point[points]);points++;
-               VectorCopy9(point1[i], point[points]);points++;
-               VectorCopy9(point1[i+1], point[points]);points++;
-       }
-#endif
-#if 0
-       {
-               float p1[VERTEXSIZE], p2[VERTEXSIZE], p3[VERTEXSIZE], p4[VERTEXSIZE], p5[VERTEXSIZE], p6[VERTEXSIZE]
-               // now subdivide any large triangles
-               for (j = 0;j < points;j+=3)
-               {
-                       if (points > (1024-9))
-                               break;
-                       while ((max(point[j][0], max(point[j+1][0], point[j+2][0])) - min(point[j][0], min(point[j+1][0], point[j+2][0]))) > 128
-                               || (max(point[j][1], max(point[j+1][1], point[j+2][1])) - min(point[j][1], min(point[j+1][1], point[j+2][1]))) > 128
-                               || (max(point[j][2], max(point[j+1][2], point[j+2][2])) - min(point[j][2], min(point[j+1][2], point[j+2][2]))) > 128)
-                       {
-                               if (points > (1024-9))
-                                       break;
-       #define halfway(v, a, b) for (k = 0;k < VERTEXSIZE;k++) v[k] = (a[k] + b[k]) * 0.5f;
-                               VectorCopy9(point[j+0], p1);
-                               VectorCopy9(point[j+1], p3);
-                               VectorCopy9(point[j+2], p5);
-                               halfway(p2, p1, p3);
-                               halfway(p4, p3, p5);
-                               halfway(p6, p5, p1);
-                               // build tri 1 (top middle)
-                               VectorCopy9(p1, point[j+0]);
-                               VectorCopy9(p2, point[j+1]);
-                               VectorCopy9(p6, point[j+2]);
-                               // build tri 2 (bottom right)
-                               VectorCopy9(p2, point[points+0]);
-                               VectorCopy9(p3, point[points+1]);
-                               VectorCopy9(p4, point[points+2]);
-                               // build tri 3 (bottom left)
-                               VectorCopy9(p4, point[points+3]);
-                               VectorCopy9(p5, point[points+4]);
-                               VectorCopy9(p6, point[points+5]);
-                               // build tri 4 (middle)
-                               VectorCopy9(p2, point[points+6]);
-                               VectorCopy9(p4, point[points+7]);
-                               VectorCopy9(p6, point[points+8]);
-                               points+=9;
-                       }
-               }
-       }
-#endif
-       poly = Hunk_Alloc (sizeof(glpoly_t) + (points-4) * VERTEXSIZE*sizeof(float));
-       poly->next = fa->polys;
-       poly->flags = fa->flags;
-       fa->polys = poly;
-       poly->numverts = 0;
-       poly->numtris = points / 3;
-       memcpy(&poly->verts[0][0], &point[0][0], points * VERTEXSIZE*sizeof(float));
-       */
 }
 
 /*
@@ -1764,12 +1594,14 @@ void GL_CreateSurfaceLightmap (msurface_t *surf)
        if (lightmaprgba)
        {
                R_BuildLightMap (surf, templight, smax * 4);
-               glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
+               if(r_upload.value)
+                       glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
        }
        else
        {
                R_BuildLightMap (surf, templight, smax * 3);
-               glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
+               if(r_upload.value)
+                       glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
        }
 }
 
@@ -1831,10 +1663,7 @@ void GL_BuildLightmaps (void)
        }
 
        if (!lightmap_textures)
-       {
-               lightmap_textures = texture_extension_number;
-               texture_extension_number += MAX_LIGHTMAPS;
-       }
+               lightmap_textures = R_GetTextureSlots(MAX_LIGHTMAPS);
 
        for (j=1 ; j<MAX_MODELS ; j++)
        {
@@ -1858,24 +1687,29 @@ void GL_BuildLightmaps (void)
 
        if (nosubimage || nosubimagefragments)
        {
-               if (gl_mtexable)
-                       qglSelectTexture(gl_mtex_enum+1);
+               if(r_upload.value)
+                       if (gl_mtexable)
+                               qglSelectTexture(gl_mtex_enum+1);
                for (i = 0;i < MAX_LIGHTMAPS;i++)
                {
                        if (!allocated[i][0])
                                break;
                        lightmapupdate[i][0] = BLOCK_HEIGHT;
                        lightmapupdate[i][1] = 0;
-                       glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
-                       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-                       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-                       if (lightmaprgba)
-                               glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
-                       else
-                               glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
+                       if(r_upload.value)
+                       {
+                               glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
+                               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+                               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+                               if (lightmaprgba)
+                                       glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
+                               else
+                                       glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
+                       }
                }
-               if (gl_mtexable)
-                       qglSelectTexture(gl_mtex_enum+0);
+               if(r_upload.value)
+                       if (gl_mtexable)
+                               qglSelectTexture(gl_mtex_enum+0);
        }
 }