]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
increased cl_nettimesyncmode 5 tolerance to 25% of time delta to better
[xonotic/darkplaces.git] / r_shadow.c
index 77026205ea4e2fff80838120bba005f97cd6f681..897d352ee201a54650bee4446480f92e683f9305 100644 (file)
@@ -1006,6 +1006,7 @@ void R_Shadow_RenderMode_Begin(void)
        R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
        GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthRange(0, 1);
        GL_DepthTest(true);
        GL_DepthMask(false);
        GL_Color(0, 0, 0, 1);
@@ -1046,6 +1047,7 @@ void R_Shadow_RenderMode_Reset(void)
        }
        R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
+       GL_DepthRange(0, 1);
        GL_DepthTest(true);
        GL_DepthMask(false);
        qglDepthFunc(GL_LEQUAL);CHECKGLERROR
@@ -1060,7 +1062,7 @@ void R_Shadow_RenderMode_Reset(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
 }
 
-void R_Shadow_RenderMode_StencilShadowVolumes(void)
+void R_Shadow_RenderMode_StencilShadowVolumes(qboolean clearstencil)
 {
        CHECKGLERROR
        R_Shadow_RenderMode_Reset();
@@ -1086,7 +1088,8 @@ void R_Shadow_RenderMode_StencilShadowVolumes(void)
                qglStencilMask(~0);CHECKGLERROR
                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
        }
-       GL_Clear(GL_STENCIL_BUFFER_BIT);
+       if (clearstencil)
+               GL_Clear(GL_STENCIL_BUFFER_BIT);
        r_refdef.stats.lights_clears++;
 }
 
@@ -1132,6 +1135,7 @@ void R_Shadow_RenderMode_VisibleShadowVolumes(void)
        CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_ONE, GL_ONE);
+       GL_DepthRange(0, 1);
        GL_DepthTest(r_showshadowvolumes.integer < 2);
        GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1);
        qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
@@ -1144,6 +1148,7 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar
        CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_ONE, GL_ONE);
+       GL_DepthRange(0, 1);
        GL_DepthTest(r_showlighting.integer < 2);
        GL_Color(0.1 * r_view.colorscale, 0.0125 * r_view.colorscale, 0, 1);
        if (!transparent)
@@ -1464,35 +1469,35 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int nu
        }
 }
 
-static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // used to display how many times a surface is lit for level design purposes
        GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1);
        R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
-       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 }
 
-static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
        R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale);
-       R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, 0, 0);
-       R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, 0, 0);
-       R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, 0, 0);
-       R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, 0, 0);
+       R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordtexture2f);
+       R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, rsurface_svector3f_bufferobject, rsurface_svector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, rsurface_tvector3f_bufferobject, rsurface_tvector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, rsurface_normal3f_bufferobject, rsurface_normal3f_bufferoffset);
        if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
        {
                qglDepthFunc(GL_EQUAL);CHECKGLERROR
        }
-       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
        if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
        {
                qglDepthFunc(GL_LEQUAL);CHECKGLERROR
        }
 }
 
-static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int numtriangles, const int *element3i, float r, float g, float b)
+static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, float r, float g, float b)
 {
        // shared final code for all the dot3 layers
        int renders;
@@ -1500,11 +1505,11 @@ static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int num
        for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
        {
                GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
        }
 }
 
-static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
 {
        rmeshstate_t m;
        // colorscale accounts for how much we multiply the brightness
@@ -1521,12 +1526,18 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(basetexture);
                m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[1] = rsurface_texture->currenttexmatrix;
                m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                m.pointer_texcoord3f[2] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[2] = r_shadow_entitytolight;
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
@@ -1536,9 +1547,13 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(basetexture);
                m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[1] = rsurface_texture->currenttexmatrix;
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
@@ -1548,17 +1563,25 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                m.tex[2] = R_GetTexture(basetexture);
                m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[2] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[2] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[2] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                        m.pointer_texcoord3f[3] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[3] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[3] = rsurface_vertex3f_bufferoffset;
                        m.texmatrix[3] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_ONE, GL_ONE);
@@ -1569,12 +1592,18 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                m.tex[2] = R_GetTexture(basetexture);
                m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[2] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[2] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[2] = rsurface_texture->currenttexmatrix;
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
@@ -1584,34 +1613,42 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                        m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
        // this final code is shared
        R_Mesh_TextureState(&m);
-       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
 }
 
-static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
 {
        rmeshstate_t m;
        // colorscale accounts for how much we multiply the brightness
@@ -1631,27 +1668,37 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[2] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                        m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -1662,34 +1709,44 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                        m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -1701,22 +1758,30 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
@@ -1727,30 +1792,42 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[2] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
                m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[3] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[3] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[3] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[3] = r_shadow_entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                        m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -1761,47 +1838,59 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                        m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
        // this final code is shared
        R_Mesh_TextureState(&m);
-       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
 }
 
-static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
 {
        float glossexponent;
        rmeshstate_t m;
@@ -1817,41 +1906,51 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second and third pass
                R_Mesh_ResetTextureState();
                // square alpha in framebuffer a few times to make it shiny
                GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
-                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // fourth pass
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // fifth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(glosstexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                        m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
@@ -1862,30 +1961,38 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second and third pass
                R_Mesh_ResetTextureState();
                // square alpha in framebuffer a few times to make it shiny
                GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
-                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // fourth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(glosstexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
@@ -1895,54 +2002,66 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
+               m.pointer_texcoord_bufferobject[1] = 0;
+               m.pointer_texcoord_bufferoffset[1] = 0;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // second and third pass
                R_Mesh_ResetTextureState();
                // square alpha in framebuffer a few times to make it shiny
                GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
-                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // fourth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
 
                // fifth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(glosstexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                        m.pointer_texcoord3f[1] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                        m.texmatrix[1] = r_shadow_entitytolight;
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
        // this final code is shared
        R_Mesh_TextureState(&m);
-       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
 }
 
-static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // ARB path (any Geforce, any Radeon)
        qboolean doambient = ambientscale > 0;
@@ -1952,28 +2071,28 @@ static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices,
                return;
        R_Mesh_ColorPointer(NULL, 0, 0);
        if (doambient)
-               R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, ambientscale * r_view.colorscale);
+               R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, ambientscale * r_view.colorscale);
        if (dodiffuse)
-               R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_view.colorscale);
+               R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_view.colorscale);
        if (dopants)
        {
                if (doambient)
-                       R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, ambientscale * r_view.colorscale);
+                       R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, ambientscale * r_view.colorscale);
                if (dodiffuse)
-                       R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_view.colorscale);
+                       R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_view.colorscale);
        }
        if (doshirt)
        {
                if (doambient)
-                       R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, ambientscale * r_view.colorscale);
+                       R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, ambientscale * r_view.colorscale);
                if (dodiffuse)
-                       R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_view.colorscale);
+                       R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_view.colorscale);
        }
        if (dospecular)
-               R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
+               R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
 }
 
-void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
+void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, vec3_t diffusecolor2, vec3_t ambientcolor2)
 {
        int renders;
        int i;
@@ -1984,7 +2103,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve
        int *newe;
        const int *e;
        float *c;
-       int newelements[3072];
+       int newelements[4096*3];
        R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
        for (renders = 0;renders < 64;renders++)
        {
@@ -2021,7 +2140,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve
                                newe[2] = e[2];
                                newnumtriangles++;
                                newe += 3;
-                               if (newnumtriangles >= 1024)
+                               if (newnumtriangles >= (int)(sizeof(newelements)/sizeof(float[3])))
                                {
                                        R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0);
                                        newnumtriangles = 0;
@@ -2032,7 +2151,11 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve
                }
                if (newnumtriangles >= 1)
                {
-                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0);
+                       // if all triangles are included, use the original array to take advantage of the bufferobject if possible
+                       if (newnumtriangles == numtriangles)
+                               R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset);
+                       else
+                               R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0);
                        stop = false;
                }
                // if we couldn't find any lit triangles, exit early
@@ -2061,7 +2184,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve
        }
 }
 
-static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // OpenGL 1.1 path (anything)
        model_t *model = rsurface_entity->model;
@@ -2081,39 +2204,44 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice
        m.tex[0] = R_GetTexture(basetexture);
        m.texmatrix[0] = rsurface_texture->currenttexmatrix;
        m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+       m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+       m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
        if (r_textureunits.integer >= 2)
        {
                // voodoo2 or TNT
                m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
+               m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject;
+               m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset;
                if (r_textureunits.integer >= 3)
                {
                        // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
                        m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
                        m.texmatrix[2] = r_shadow_entitytoattenuationz;
                        m.pointer_texcoord3f[2] = rsurface_vertex3f;
+                       m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset;
                }
        }
        R_Mesh_TextureState(&m);
        //R_Mesh_TexBind(0, R_GetTexture(basetexture));
-       R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
+       R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorbase, ambientcolorbase);
        if (dopants)
        {
                R_Mesh_TexBind(0, R_GetTexture(pantstexture));
-               R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
+               R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorpants, ambientcolorpants);
        }
        if (doshirt)
        {
                R_Mesh_TexBind(0, R_GetTexture(shirttexture));
-               R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
+               R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorshirt, ambientcolorshirt);
        }
 }
 
-void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i)
+void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset)
 {
        float ambientscale, diffusescale, specularscale;
-       // FIXME: support MATERIALFLAG_NODEPTHTEST
        vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
        // calculate colors to render this texture with
        lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_entity->colormod[0] * rsurface_texture->currentalpha;
@@ -2130,6 +2258,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
        }
        if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
                return;
+       GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
        GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
        GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
        if (rsurface_texture->colormapping)
@@ -2156,16 +2285,16 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                {
                case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
                        GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
-                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-                       R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+                       R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_DOT3:
-                       R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+                       R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-                       R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+                       R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
                        break;
                default:
                        Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
@@ -2178,16 +2307,16 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                {
                case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
                        GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
-                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-                       R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+                       R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_DOT3:
-                       R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+                       R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-                       R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+                       R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
                        break;
                default:
                        Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
@@ -2526,19 +2655,19 @@ void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned
                for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
                {
                        r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
-                       R_Mesh_VertexPointer(mesh->vertex3f, 0, 0);
+                       R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
                        GL_LockArrays(0, mesh->numverts);
                        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
                        {
                                // decrement stencil if backface is behind depthbuffer
                                GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
                                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
-                               R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, 0, 0);
+                               R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
                                // increment stencil if frontface is behind depthbuffer
                                GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
                                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
                        }
-                       R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, 0, 0);
+                       R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0);
                        GL_LockArrays(0, 0);
                }
                CHECKGLERROR
@@ -2620,15 +2749,19 @@ void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfac
 
 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
 {
-       int i, usestencil;
+       int i;
        float f;
        int numleafs, numsurfaces;
        int *leaflist, *surfacelist;
        unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs;
        int numlightentities;
+       int numlightentities_noselfshadow;
        int numshadowentities;
+       int numshadowentities_noselfshadow;
        entity_render_t *lightentities[MAX_EDICTS];
+       entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
        entity_render_t *shadowentities[MAX_EDICTS];
+       entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
 
        // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
        // skip lights that are basically invisible (color 0 0 0)
@@ -2721,7 +2854,9 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
 
        // make a list of lit entities and shadow casting entities
        numlightentities = 0;
+       numlightentities_noselfshadow = 0;
        numshadowentities = 0;
+       numshadowentities_noselfshadow = 0;
        // add dynamic entities that are lit by the light
        if (r_drawentities.integer)
        {
@@ -2746,12 +2881,26 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                                // so now check if it's in a leaf seen by the light
                                if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs))
                                        continue;
-                               lightentities[numlightentities++] = ent;
+                               if (ent->flags & RENDER_NOSELFSHADOW)
+                                       lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
+                               else
+                                       lightentities[numlightentities++] = ent;
                                // since it is lit, it probably also casts a shadow...
                                // about the VectorDistance2 - light emitting entities should not cast their own shadow
                                Matrix4x4_OriginFromMatrix(&ent->matrix, org);
                                if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
-                                       shadowentities[numshadowentities++] = ent;
+                               {
+                                       // note: exterior models without the RENDER_NOSELFSHADOW
+                                       // flag still create a RENDER_NOSELFSHADOW shadow but
+                                       // are lit normally, this means that they are
+                                       // self-shadowing but do not shadow other
+                                       // RENDER_NOSELFSHADOW entities such as the gun
+                                       // (very weird, but keeps the player shadow off the gun)
+                                       if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
+                                               shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
+                                       else
+                                               shadowentities[numshadowentities++] = ent;
+                               }
                        }
                        else if (ent->flags & RENDER_SHADOW)
                        {
@@ -2764,7 +2913,12 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                                // about the VectorDistance2 - light emitting entities should not cast their own shadow
                                Matrix4x4_OriginFromMatrix(&ent->matrix, org);
                                if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
-                                       shadowentities[numshadowentities++] = ent;
+                               {
+                                       if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
+                                               shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
+                                       else
+                                               shadowentities[numshadowentities++] = ent;
+                               }
                        }
                }
        }
@@ -2782,51 +2936,95 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        // count this light in the r_speeds
        r_refdef.stats.lights++;
 
-       usestencil = false;
-       if (numsurfaces + numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
+       if (r_showshadowvolumes.integer && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
+       {
+               // optionally draw visible shape of the shadow volumes
+               // for performance analysis by level designers
+               R_Shadow_RenderMode_VisibleShadowVolumes();
+               if (numsurfaces)
+                       R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
+               for (i = 0;i < numshadowentities;i++)
+                       R_Shadow_DrawEntityShadow(shadowentities[i]);
+               for (i = 0;i < numshadowentities_noselfshadow;i++)
+                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
+       }
+
+       if (gl_stencil && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
        {
                // draw stencil shadow volumes to mask off pixels that are in shadow
                // so that they won't receive lighting
-               if (gl_stencil)
+               R_Shadow_RenderMode_StencilShadowVolumes(true);
+               if (numsurfaces)
+                       R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
+               for (i = 0;i < numshadowentities;i++)
+                       R_Shadow_DrawEntityShadow(shadowentities[i]);
+               if (numlightentities_noselfshadow)
                {
-                       usestencil = true;
-                       R_Shadow_RenderMode_StencilShadowVolumes();
-                       if (numsurfaces)
-                               R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
-                       for (i = 0;i < numshadowentities;i++)
-                               R_Shadow_DrawEntityShadow(shadowentities[i]);
+                       // draw lighting in the unmasked areas
+                       R_Shadow_RenderMode_Lighting(true, false);
+                       for (i = 0;i < numlightentities_noselfshadow;i++)
+                               R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+
+                       // optionally draw the illuminated areas
+                       // for performance analysis by level designers
+                       if (r_showlighting.integer)
+                       {
+                               R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
+                               for (i = 0;i < numlightentities_noselfshadow;i++)
+                                       R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+                       }
+
+                       R_Shadow_RenderMode_StencilShadowVolumes(false);
                }
+               for (i = 0;i < numshadowentities_noselfshadow;i++)
+                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
 
-               // optionally draw visible shape of the shadow volumes
-               // for performance analysis by level designers
-               if (r_showshadowvolumes.integer)
+               if (numsurfaces + numlightentities)
                {
-                       R_Shadow_RenderMode_VisibleShadowVolumes();
+                       // draw lighting in the unmasked areas
+                       R_Shadow_RenderMode_Lighting(true, false);
                        if (numsurfaces)
-                               R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
-                       for (i = 0;i < numshadowentities;i++)
-                               R_Shadow_DrawEntityShadow(shadowentities[i]);
+                               R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+                       for (i = 0;i < numlightentities;i++)
+                               R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+
+                       // optionally draw the illuminated areas
+                       // for performance analysis by level designers
+                       if (r_showlighting.integer)
+                       {
+                               R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
+                               if (numsurfaces)
+                                       R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+                               for (i = 0;i < numlightentities;i++)
+                                       R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+                       }
                }
        }
-
-       if (numsurfaces + numlightentities)
+       else
        {
-               // draw lighting in the unmasked areas
-               R_Shadow_RenderMode_Lighting(usestencil, false);
-               if (numsurfaces)
-                       R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
-               for (i = 0;i < numlightentities;i++)
-                       R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
-
-               // optionally draw the illuminated areas
-               // for performance analysis by level designers
-               if (r_showlighting.integer)
+               if (numsurfaces + numlightentities)
                {
-                       R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
+                       // draw lighting in the unmasked areas
+                       R_Shadow_RenderMode_Lighting(false, false);
                        if (numsurfaces)
                                R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
                        for (i = 0;i < numlightentities;i++)
                                R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+                       for (i = 0;i < numlightentities_noselfshadow;i++)
+                               R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+
+                       // optionally draw the illuminated areas
+                       // for performance analysis by level designers
+                       if (r_showlighting.integer)
+                       {
+                               R_Shadow_RenderMode_VisibleLighting(false, false);
+                               if (numsurfaces)
+                                       R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+                               for (i = 0;i < numlightentities;i++)
+                                       R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
+                               for (i = 0;i < numlightentities_noselfshadow;i++)
+                                       R_Shadow_DrawEntityLight(lightentities_noselfshadow[i], numsurfaces, surfacelist);
+                       }
                }
        }
 }
@@ -2890,7 +3088,7 @@ void R_DrawModelShadows(void)
        else
                r_shadow_shadowingrendermode = R_SHADOW_RENDERMODE_STENCIL;
 
-       R_Shadow_RenderMode_StencilShadowVolumes();
+       R_Shadow_RenderMode_StencilShadowVolumes(true);
 
        for (i = 0;i < r_refdef.numentities;i++)
        {
@@ -2929,6 +3127,7 @@ void R_DrawModelShadows(void)
 
        // set up a 50% darkening blend on shadowed areas
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthRange(0, 1);
        GL_DepthTest(false);
        GL_DepthMask(false);
        qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
@@ -3148,7 +3347,7 @@ void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const r
 {
        // this is never batched (there can be only one)
        float scale = r_editlights_cursorgrid.value * 0.5f;
-       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
 }
 
 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
@@ -3162,7 +3361,7 @@ void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, co
                intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
        if (!light->shadow)
                intensity *= 0.5f;
-       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5f);
 }
 
 void R_Shadow_DrawLightSprites(void)