]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
update client color values when new values are recieved from server
[xonotic/darkplaces.git] / gl_rsurf.c
index a9a6cb55ae91d9049143fbe093a58cd1c0b41c2e..fdc78f73972db233face969d102a03d23e3ddb3b 100644 (file)
@@ -22,6 +22,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "quakedef.h"
 
 #define MAX_LIGHTMAP_SIZE 256
+#define USEMESHBUFFER 1
 
 static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
 static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
@@ -104,7 +105,7 @@ static int R_IntAddDynamicLights (msurface_t *surf)
                red = r_dlight[lnum].light[0];
                green = r_dlight[lnum].light[1];
                blue = r_dlight[lnum].light[2];
-               subtract = (int) (r_dlight[lnum].lightsubtract * 4194304.0f);
+               subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
                bl = intblocklights;
 
                i = impactt;
@@ -122,9 +123,9 @@ static int R_IntAddDynamicLights (msurface_t *surf)
                                                k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
                                                if (k > 0)
                                                {
-                                                       bl[0] += (red   * k) >> 8;
-                                                       bl[1] += (green * k) >> 8;
-                                                       bl[2] += (blue  * k) >> 8;
+                                                       bl[0] += (red   * k) >> 7;
+                                                       bl[1] += (green * k) >> 7;
+                                                       bl[2] += (blue  * k) >> 7;
                                                        lit = true;
                                                }
                                        }
@@ -197,7 +198,7 @@ static int R_FloatAddDynamicLights (msurface_t *surf)
                red = r_dlight[lnum].light[0];
                green = r_dlight[lnum].light[1];
                blue = r_dlight[lnum].light[2];
-               subtract = r_dlight[lnum].lightsubtract * 16384.0f;
+               subtract = r_dlight[lnum].subtract * 32768.0f;
                bl = floatblocklights;
 
                td1 = impactt;
@@ -212,7 +213,7 @@ static int R_FloatAddDynamicLights (msurface_t *surf)
                                {
                                        if (sdtable[s] < maxdist2)
                                        {
-                                               k = (16384.0f / (sdtable[s] + td)) - subtract;
+                                               k = (32768.0f / (sdtable[s] + td)) - subtract;
                                                bl[0] += red   * k;
                                                bl[1] += green * k;
                                                bl[2] += blue  * k;
@@ -816,11 +817,11 @@ static void RSurfShader_Sky(msurface_t *firstsurf)
 
 static int RSurf_Light(int *dlightbits, int numverts)
 {
-       float           f;
-       int                     i, l, lit = false;
-       rdlight_t       *rd;
-       vec3_t          lightorigin;
-       surfvert_t      *sv;
+       float f;
+       int i, l, lit = false;
+       rdlight_t *rd;
+       vec3_t lightorigin;
+       surfvert_t *sv;
        for (l = 0;l < r_numdlights;l++)
        {
                if (dlightbits[l >> 5] & (1 << (l & 31)))
@@ -830,10 +831,10 @@ static int RSurf_Light(int *dlightbits, int numverts)
                        VectorCopy(rd->origin, lightorigin);
                        for (i = 0, sv = svert;i < numverts;i++, sv++)
                        {
-                               f = VectorDistance2(sv->v, lightorigin) + LIGHTOFFSET;
+                               f = VectorDistance2(sv->v, lightorigin);
                                if (f < rd->cullradius2)
                                {
-                                       f = (1.0f / f) - rd->lightsubtract;
+                                       f = (1.0f / f) - rd->subtract;
                                        sv->c[0] += rd->light[0] * f;
                                        sv->c[1] += rd->light[1] * f;
                                        sv->c[2] += rd->light[2] * f;
@@ -845,8 +846,217 @@ static int RSurf_Light(int *dlightbits, int numverts)
        return lit;
 }
 
+#if USEMESHBUFFER
+static int RSurf_LightSeparate(int *dlightbits, int numverts, float *vert, float *color)
+{
+       float f, *v, *c;
+       int i, l, lit = false;
+       rdlight_t *rd;
+       vec3_t lightorigin;
+       for (l = 0;l < r_numdlights;l++)
+       {
+               if (dlightbits[l >> 5] & (1 << (l & 31)))
+               {
+                       rd = &r_dlight[l];
+                       // FIXME: support softwareuntransform here and make bmodels use hardware transform?
+                       VectorCopy(rd->origin, lightorigin);
+                       for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4)
+                       {
+                               f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
+                               if (f < rd->cullradius2)
+                               {
+                                       f = (1.0f / f) - rd->subtract;
+                                       VectorMA(c, f, rd->light, c);
+                                       lit = true;
+                               }
+                       }
+               }
+       }
+       return lit;
+}
+
+// note: this untransforms lights to do the checking,
+// and takes surf->mesh->vertex data
+static int RSurf_LightCheck(int *dlightbits, surfmesh_t *mesh)
+{
+       int i, l;
+       rdlight_t *rd;
+       vec3_t lightorigin;
+       surfvertex_t *sv;
+       for (l = 0;l < r_numdlights;l++)
+       {
+               if (dlightbits[l >> 5] & (1 << (l & 31)))
+               {
+                       rd = &r_dlight[l];
+                       softwareuntransform(rd->origin, lightorigin);
+                       for (i = 0, sv = mesh->vertex;i < mesh->numverts;i++, sv++)
+                               if (VectorDistance2(sv->v, lightorigin) < rd->cullradius2)
+                                       return true;
+               }
+       }
+       return false;
+}
+#endif
+
 static void RSurfShader_Water_Pass_Base(msurface_t *surf)
 {
+#if 0
+       int i, size3;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+       float base[3], scale, f;
+       qbyte *lm;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       if (currentrenderentity->effects & EF_ADDITIVE)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+
+       size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
+
+       base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f) + surf->flags & SURF_LIGHTMAP ? 0 : ;
+
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+
+                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                       {
+                               softwaretransform(v->v, outv);
+                               outv[3] = 1;
+                               VectorCopy(base, outc);
+                               outc[3] = ca;
+                               outst[0] = v->st[0];
+                               outst[1] = v->st[1];
+                       }
+
+                       if (surf->dlightframe == r_framecount)
+                               RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+
+                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
+                       {
+                               if (surf->flags & SURF_LIGHTMAP)
+                               if (surf->styles[0] != 255)
+                               {
+                                       lm = surf->samples + v->lightmapoffset;
+                                       scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
+                                       VectorMA(outc, scale, lm, outc);
+                                       if (surf->styles[1] != 255)
+                                       {
+                                               lm += size3;
+                                               scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
+                                               VectorMA(outc, scale, lm, outc);
+                                               if (surf->styles[2] != 255)
+                                               {
+                                                       lm += size3;
+                                                       scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
+                                                       VectorMA(outc, scale, lm, outc);
+                                                       if (surf->styles[3] != 255)
+                                                       {
+                                                               lm += size3;
+                                                               scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
+                                                               VectorMA(outc, scale, lm, outc);
+                                                       }
+                                               }
+                                       }
+                               }
+                               if (fogenabled)
+                               {
+                                       VectorSubtract(outv, r_origin, diff);
+                                       f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                       VectorScale(outc, f, outc);
+                               }
+                               else
+                                       VectorScale(outc, cl, outc);
+                       }
+               }
+       }
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       if (currentrenderentity->effects & EF_ADDITIVE)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       m.tex[1] = R_GetTexture(surf->lightmaptexture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = (float) (1 << lightscalebit) * m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                       {
+                               softwaretransform(v->v, outv);
+                               if (r_waterripple.value)
+                                       outv[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
+                               outv[3] = 1;
+                               if (fogenabled)
+                               {
+                                       VectorSubtract(outv, r_origin, diff);
+                                       outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                               }
+                               else
+                                       outc[0] = outc[1] = outc[2] = cl;
+                               outc[3] = ca;
+                               outst[0] = v->st[0];
+                               outst[1] = v->st[1];
+                               outuv[0] = v->uv[0];
+                               outuv[1] = v->uv[1];
+                       }
+               }
+       }
+#else
        int i;
        float diff[3], alpha, ifog;
        surfvertex_t *v;
@@ -917,72 +1127,13 @@ static void RSurfShader_Water_Pass_Base(msurface_t *surf)
                }
                R_Mesh_Draw(&m);
        }
-}
-
-static void RSurfShader_Water_Pass_Glow(msurface_t *surf)
-{
-       int i;
-       float diff[3], alpha, ifog;
-       surfvertex_t *v;
-       surfvert_t *sv;
-       surfmesh_t *mesh;
-       rmeshinfo_t m;
-       alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
-
-       memset(&m, 0, sizeof(m));
-       m.transparent = alpha != 1 || surf->currenttexture->fogtexture != NULL;
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.vertex = &svert[0].v[0];
-       m.vertexstep = sizeof(surfvert_t);
-       m.cr = 1;
-       m.cg = 1;
-       m.cb = 1;
-       m.ca = alpha;
-       m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
-       m.texcoords[0] = &svert[0].st[0];
-       m.texcoordstep[0] = sizeof(surfvert_t);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-       {
-               m.numtriangles = mesh->numtriangles;
-               m.numverts = mesh->numverts;
-               m.index = mesh->index;
-               if (fogenabled)
-               {
-                       m.color = &svert[0].c[0];
-                       m.colorstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-                       {
-                               softwaretransform(v->v, sv->v);
-                               if (r_waterripple.value)
-                                       sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
-                               sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                               sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                               VectorSubtract(sv->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] = m.cr * ifog;
-                               sv->c[1] = m.cg * ifog;
-                               sv->c[2] = m.cb * ifog;
-                               sv->c[3] = m.ca;
-                       }
-               }
-               else
-               {
-                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-                       {
-                               softwaretransform(v->v, sv->v);
-                               if (r_waterripple.value)
-                                       sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
-                               sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                               sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                       }
-               }
-               R_Mesh_Draw(&m);
-       }
+#endif
 }
 
 static void RSurfShader_Water_Pass_Fog(msurface_t *surf)
 {
+#if 0
+#else
        int i;
        float alpha;
        surfvertex_t *v;
@@ -1027,6 +1178,7 @@ static void RSurfShader_Water_Pass_Fog(msurface_t *surf)
                }
                R_Mesh_Draw(&m);
        }
+#endif
 }
 
 static void RSurfShader_Water(msurface_t *firstsurf)
@@ -1034,9 +1186,6 @@ static void RSurfShader_Water(msurface_t *firstsurf)
        msurface_t *surf;
        for (surf = firstsurf;surf;surf = surf->chain)
                RSurfShader_Water_Pass_Base(surf);
-       for (surf = firstsurf;surf;surf = surf->chain)
-               if (surf->currenttexture->glowtexture)
-                       RSurfShader_Water_Pass_Glow(surf);
        if (fogenabled)
                for (surf = firstsurf;surf;surf = surf->chain)
                        RSurfShader_Water_Pass_Fog(surf);
@@ -1044,6 +1193,112 @@ static void RSurfShader_Water(msurface_t *firstsurf)
 
 static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *surf)
 {
+#if USEMESHBUFFER
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       if (currentrenderentity->effects & EF_ADDITIVE)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       m.tex[1] = R_GetTexture(surf->lightmaptexture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = (float) (1 << lightscalebit) * m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (fogenabled)
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                       }
+                       else
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                       }
+               }
+       }
+#else
        int i;
        float diff[3], ifog;
        surfvertex_t *v;
@@ -1134,10 +1389,61 @@ static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *surf)
                }
                R_Mesh_Draw(&m);
        }
+#endif
 }
 
 static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *surf)
 {
+#if USEMESHBUFFER
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, ca;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       m.transparent = false;
+       m.blendfunc1 = GL_ONE;
+       m.blendfunc2 = GL_ZERO;
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = (float) (1 << lightscalebit) * m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (softwaretransform_complexity)
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       outc[0] = outc[1] = outc[2] = cl;
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       VectorCopy(v->v, outv);
+                                       outv[3] = 1;
+                                       outc[0] = outc[1] = outc[2] = cl;
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
+               }
+       }
+#else
        int i;
        surfvertex_t *v;
        surfvert_t *sv;
@@ -1170,12 +1476,95 @@ static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *surf)
                        m.vertex = &mesh->vertex->v[0];
                        m.vertexstep = sizeof(surfvertex_t);
                }
-               R_Mesh_Draw(&m);
+               R_Mesh_Draw(&m);
+       }
+#endif
+}
+
+static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *surf)
+{
+#if USEMESHBUFFER
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outuv, cl, ca, diff[3];
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       m.transparent = false;
+       m.blendfunc1 = GL_ZERO;
+       m.blendfunc2 = GL_SRC_COLOR;
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->lightmaptexture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = (float) (1 << lightscalebit) * m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (fogenabled)
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                       }
+                       else
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                       }
+               }
        }
-}
-
-static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *surf)
-{
+#else
        int i;
        float diff[3], ifog;
        surfvertex_t *v;
@@ -1248,10 +1637,155 @@ static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *surf)
                }
                R_Mesh_Draw(&m);
        }
+#endif
 }
 
 static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf)
 {
+#if USEMESHBUFFER
+       int i, size3;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+       float base[3], scale, f;
+       qbyte *lm;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       if (currentrenderentity->effects & EF_ADDITIVE)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+
+       size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
+
+       base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+
+                       if (currentrenderentity->effects & EF_FULLBRIGHT)
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                       }
+                       else
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorCopy(base, outc);
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorCopy(base, outc);
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+
+                               if (surf->dlightframe == r_framecount)
+                                       RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
+                               {
+                                       if (surf->styles[0] != 255)
+                                       {
+                                               lm = surf->samples + v->lightmapoffset;
+                                               scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
+                                               VectorMA(outc, scale, lm, outc);
+                                               if (surf->styles[1] != 255)
+                                               {
+                                                       lm += size3;
+                                                       scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
+                                                       VectorMA(outc, scale, lm, outc);
+                                                       if (surf->styles[2] != 255)
+                                                       {
+                                                               lm += size3;
+                                                               scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
+                                                               VectorMA(outc, scale, lm, outc);
+                                                               if (surf->styles[3] != 255)
+                                                               {
+                                                                       lm += size3;
+                                                                       scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
+                                                                       VectorMA(outc, scale, lm, outc);
+                                                               }
+                                                       }
+                                               }
+                                       }
+                                       if (fogenabled)
+                                       {
+                                               VectorSubtract(outv, r_origin, diff);
+                                               f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               VectorScale(outc, f, outc);
+                                       }
+                                       else
+                                               VectorScale(outc, cl, outc);
+                               }
+                       }
+               }
+       }
+#else
        int i, size3;
        float c[3], base[3], scale, diff[3], ifog;
        surfvertex_t *v;
@@ -1262,7 +1796,7 @@ static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf)
 
        size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
 
-       base[0] = base[1] = base[2] = r_ambient.value * (1.0f / 128.0f);
+       base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 128.0f);
 
        memset(&m, 0, sizeof(m));
        if (currentrenderentity->effects & EF_ADDITIVE)
@@ -1343,10 +1877,108 @@ static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf)
                }
                R_Mesh_Draw(&m);
        }
+#endif
 }
 
 static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *surf)
 {
+#if USEMESHBUFFER
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, ca, diff[3];
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       if (currentrenderentity->effects & EF_ADDITIVE)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (fogenabled)
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                       }
+                       else
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                       }
+               }
+       }
+#else
        int i;
        float diff[3], ifog;
        surfvertex_t *v;
@@ -1407,10 +2039,83 @@ static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *surf)
                }
                R_Mesh_Draw(&m);
        }
+#endif
 }
 
 static void RSurfShader_Wall_Pass_Light(msurface_t *surf)
 {
+#if USEMESHBUFFER
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, *outuv, cl, ca, diff[3], f;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+
+       if (surf->dlightframe != r_framecount)
+               return;
+       if (currentrenderentity->effects & EF_FULLBRIGHT)
+               return;
+
+       memset(&m, 0, sizeof(m));
+       if (currentrenderentity->effects & EF_ADDITIVE)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               if (RSurf_LightCheck(surf->dlightbits, mesh))
+               {
+                       m.numtriangles = mesh->numtriangles;
+                       m.numverts = mesh->numverts;
+
+                       if (R_Mesh_Draw_GetBuffer(&m))
+                       {
+                               cl = m.colorscale;
+                               memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       VectorClear(outc);
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                               RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+                               if (fogenabled)
+                               {
+                                       for (i = 0, outv = m.vertex, outc = m.color;i < m.numverts;i++, outv += 4, outc += 4)
+                                       {
+                                               VectorSubtract(outv, r_origin, diff);
+                                               f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               VectorScale(outc, f, outc);
+                                       }
+                               }
+                               else if (cl != 1)
+                                       for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4)
+                                               VectorScale(outc, cl, outc);
+                       }
+               }
+       }
+#else
        int i;
        float diff[3], ifog;
        surfvertex_t *v;
@@ -1463,10 +2168,60 @@ static void RSurfShader_Wall_Pass_Light(msurface_t *surf)
                        R_Mesh_Draw(&m);
                }
        }
+#endif
 }
 
 static void RSurfShader_Wall_Pass_Glow(msurface_t *surf)
 {
+#if USEMESHBUFFER
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, ca, diff[3];
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE;
+       m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (fogenabled)
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       VectorSubtract(outv, r_origin, diff);
+                                       outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       outc[0] = outc[1] = outc[2] = cl;
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
+               }
+       }
+#else
        int i;
        float diff[3], ifog;
        surfvertex_t *v;
@@ -1475,12 +2230,7 @@ static void RSurfShader_Wall_Pass_Glow(msurface_t *surf)
        rmeshinfo_t m;
 
        memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
-               m.transparent = true;
-       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
-               m.transparent = true;
-       else
-               m.transparent = false;
+       m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
        m.cr = 1;
@@ -1546,10 +2296,63 @@ static void RSurfShader_Wall_Pass_Glow(msurface_t *surf)
                }
                R_Mesh_Draw(&m);
        }
+#endif
 }
 
 static void RSurfShader_Wall_Pass_Fog(msurface_t *surf)
 {
+#if USEMESHBUFFER
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, ca, diff[3], f;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE;
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (softwaretransform_complexity)
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       VectorSubtract(outv, r_origin, diff);
+                                       f = cl * exp(fogdensity/DotProduct(diff, diff));
+                                       VectorScale(fogcolor, f, outc);
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       VectorCopy(v->v, outv);
+                                       outv[3] = 1;
+                                       VectorSubtract(outv, r_origin, diff);
+                                       VectorSubtract(outv, r_origin, diff);
+                                       f = cl * exp(fogdensity/DotProduct(diff, diff));
+                                       VectorScale(fogcolor, f, outc);
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
+               }
+       }
+#else
        int i;
        surfvertex_t *v;
        surfvert_t *sv;
@@ -1558,12 +2361,7 @@ static void RSurfShader_Wall_Pass_Fog(msurface_t *surf)
        vec3_t diff;
 
        memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
-               m.transparent = true;
-       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
-               m.transparent = true;
-       else
-               m.transparent = false;
+       m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
        m.color = &svert[0].c[0];
@@ -1605,6 +2403,7 @@ static void RSurfShader_Wall_Pass_Fog(msurface_t *surf)
                }
                R_Mesh_Draw(&m);
        }
+#endif
 }
 
 static void RSurfShader_Wall_Fullbright(msurface_t *firstsurf)