]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
fixed r_drawentities 0 which was forgetting to enlarge the farclip based on the world...
[xonotic/darkplaces.git] / gl_rmain.c
index 806a7b1f0b1f694adfe23d626796899def35d4be..3ccc5a77e3928341b1a1279ec62b9a323ba0725a 100644 (file)
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -21,174 +21,140 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 
-entity_t       r_worldentity;
+entity_render_t *currentrenderentity;
 
-qboolean       r_cache_thrash;         // compatability
+// used for dlight push checking and other things
+int r_framecount;
 
-vec3_t         modelorg, r_entorigin;
-entity_t       *currententity;
+mplane_t frustum[4];
 
-int                    r_visframecount;        // bumped when going to a new PVS
-int                    r_framecount;           // used for dlight push checking
+int c_brush_polys, c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
 
-mplane_t       frustum[4];
+// true during envmap command capture
+qboolean envmap;
 
-int                    c_brush_polys, c_alias_polys, c_light_polys, c_nodes, c_leafs;
+float r_farclip;
 
-qboolean       envmap;                         // true during envmap command capture 
-
-// LordHavoc: moved all code related to particles into r_part.c
-//int                  particletexture;        // little dot for particles
-int                    playertextures;         // up to 16 color translated skins
-
-extern qboolean isG200, isRagePro; // LordHavoc: special card hacks
-
-//
 // view origin
-//
-vec3_t vup;
-vec3_t vpn;
-vec3_t vright;
-vec3_t r_origin;
-
-float  r_world_matrix[16];
-float  r_base_world_matrix[16];
+vec3_t r_origin;
+vec3_t vpn;
+vec3_t vright;
+vec3_t vup;
 
 //
 // screen size info
 //
-refdef_t       r_refdef;
-
-mleaf_t                *r_viewleaf, *r_oldviewleaf;
-
-texture_t      *r_notexture_mip;
-
-int            d_lightstylevalue[256]; // 8.8 fraction of base light value
-
-
-void R_MarkLeaves (void);
-
-//cvar_t       r_norefresh = {"r_norefresh","0"};
-cvar_t r_drawentities = {"r_drawentities","1"};
-cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
-cvar_t r_speeds = {"r_speeds","0"};
-cvar_t r_speeds2 = {"r_speeds2","0"};
-cvar_t r_fullbright = {"r_fullbright","0"};
-//cvar_t       r_lightmap = {"r_lightmap","0"};
-cvar_t r_shadows = {"r_shadows","0"};
-cvar_t r_wateralpha = {"r_wateralpha","1"};
-cvar_t r_dynamic = {"r_dynamic","1"};
-cvar_t r_novis = {"r_novis","0"};
-cvar_t r_waterripple = {"r_waterripple","0"};
-cvar_t r_fullbrights = {"r_fullbrights", "1"};
-
-//cvar_t       gl_cull = {"gl_cull","1"};
-//cvar_t       gl_affinemodels = {"gl_affinemodels","0"};
-//cvar_t       gl_polyblend = {"gl_polyblend","1"};
-cvar_t gl_playermip = {"gl_playermip","0"};
-//cvar_t       gl_nocolors = {"gl_nocolors","0"};
-//cvar_t       gl_keeptjunctions = {"gl_keeptjunctions","1"};
-//cvar_t       gl_reporttjunctions = {"gl_reporttjunctions","0"};
-cvar_t contrast = {"contrast", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction
-cvar_t brightness = {"brightness", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction
-cvar_t gl_lightmode = {"gl_lightmode", "1", TRUE}; // LordHavoc: overbright lighting
-//cvar_t       r_dynamicwater = {"r_dynamicwater", "1"};
-//cvar_t       r_dynamicbothsides = {"r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right...
-cvar_t r_farclip = {"r_farclip", "6144"};
-
-cvar_t gl_fogenable = {"gl_fogenable", "0"};
-cvar_t gl_fogdensity = {"gl_fogdensity", "0.25"};
-cvar_t gl_fogred = {"gl_fogred","0.3"};
-cvar_t gl_foggreen = {"gl_foggreen","0.3"};
-cvar_t gl_fogblue = {"gl_fogblue","0.3"};
-cvar_t gl_fogstart = {"gl_fogstart", "0"};
-cvar_t gl_fogend = {"gl_fogend","0"};
-cvar_t glfog = {"glfog", "0"};
-
-int chrometexture;
-
-void makechrometextures()
+refdef_t r_refdef;
+
+mleaf_t *r_viewleaf, *r_oldviewleaf;
+
+// 8.8 fraction of base light value
+unsigned short d_lightstylevalue[256];
+
+cvar_t r_drawentities = {0, "r_drawentities","1"};
+cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
+cvar_t r_speeds = {0, "r_speeds","0"};
+cvar_t r_fullbright = {0, "r_fullbright","0"};
+cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
+cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
+cvar_t r_waterripple = {CVAR_SAVE, "r_waterripple","0"};
+cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
+
+cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
+cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
+cvar_t gl_fogred = {0, "gl_fogred","0.3"};
+cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
+cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
+cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
+cvar_t gl_fogend = {0, "gl_fogend","0"};
+
+cvar_t r_multitexture = {0, "r_multitexture", "1"};
+
+/*
+====================
+R_TimeRefresh_f
+
+For program optimization
+====================
+*/
+qboolean intimerefresh = 0;
+static void R_TimeRefresh_f (void)
 {
-       int x, y, g, g2, amplitude, noise[64][64], min, max;
-       byte data[64][64][4];
-       //
-       // particle texture
-       //
-       chrometexture = texture_extension_number++;
-    glBindTexture(GL_TEXTURE_2D, chrometexture);
-
-#define n(x,y) noise[(y)&63][(x)&63]
-
-       amplitude = 16777215;
-       g2 = 64;
-       noise[0][0] = 0;
-       for (;(g = g2 >> 1) >= 1;g2 >>= 1)
+       int i;
+       float start, stop, time;
+
+       intimerefresh = 1;
+       start = Sys_DoubleTime ();
+       for (i = 0;i < 128;i++)
        {
-               // subdivide, diamond-square algorythm (really this has little to do with squares)
-               // diamond
-               for (y = 0;y < 64;y += g2)
-                       for (x = 0;x < 64;x += g2)
-                               n(x+g,y+g) = (n(x,y) + n(x+g2,y) + n(x,y+g2) + n(x+g2,y+g2)) >> 2;
-               // square
-               for (y = 0;y < 64;y += g2)
-                       for (x = 0;x < 64;x += g2)
-                       {
-                               n(x+g,y) = (n(x,y) + n(x+g2,y) + n(x+g,y-g) + n(x+g,y+g)) >> 2;
-                               n(x,y+g) = (n(x,y) + n(x,y+g2) + n(x-g,y+g) + n(x+g,y+g)) >> 2;
-                       }
-               // brownian motion theory
-               amplitude >>= 1;
-               for (y = 0;y < 64;y += g)
-                       for (x = 0;x < 64;x += g)
-                               noise[y][x] += rand()&amplitude;
+               r_refdef.viewangles[0] = 0;
+               r_refdef.viewangles[1] = i/128.0*360.0;
+               r_refdef.viewangles[2] = 0;
+               CL_UpdateScreen();
        }
-       // normalize the noise range
-       min = max = 0;
-       for (y = 0;y < 64;y++)
-               for (x = 0;x < 64;x++)
-               {
-                       if (n(x,y) < min) min = n(x,y);
-                       if (n(x,y) > max) max = n(x,y);
-               }
-       max -= min;
-       for (y = 0;y < 64;y++)
-               for (x = 0;x < 64;x++)
-                       n(x,y) = (n(x,y) - min) * 255 / max;
 
-#undef n
+       stop = Sys_DoubleTime ();
+       intimerefresh = 0;
+       time = stop-start;
+       Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
+}
 
-       // convert to RGBA data
-       for (y = 0;y < 64;y++)
-               for (x = 0;x < 64;x++)
-               {
-                       data[y][x][0] = data[y][x][1] = data[y][x][2] = (byte) noise[y][x];
-                       data[y][x][3] = 255;
-               }
+extern cvar_t r_drawportals;
 
-       glTexImage2D (GL_TEXTURE_2D, 0, 4, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+int R_VisibleCullBox (vec3_t mins, vec3_t maxs)
+{
+       int sides;
+       mnode_t *nodestack[8192], *node;
+       int stack = 0;
 
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+       if (R_CullBox(mins, maxs))
+               return true;
 
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-}
+       node = cl.worldmodel->nodes;
+loc0:
+       if (node->contents < 0)
+       {
+               if (((mleaf_t *)node)->visframe == r_framecount)
+                       return false;
+               if (!stack)
+                       return true;
+               node = nodestack[--stack];
+               goto loc0;
+       }
 
-extern qboolean isRagePro;
+       sides = BOX_ON_PLANE_SIDE(mins, maxs, node->plane);
 
-qboolean lighthalf;
+// recurse down the contacted sides
+       if (sides & 1)
+       {
+               if (sides & 2) // 3
+               {
+                       // put second child on the stack for later examination
+                       nodestack[stack++] = node->children[1];
+                       node = node->children[0];
+                       goto loc0;
+               }
+               else // 1
+               {
+                       node = node->children[0];
+                       goto loc0;
+               }
+       }
+       // 2
+       node = node->children[1];
+       goto loc0;
+}
 
 vec3_t fogcolor;
 vec_t fogdensity;
 float fog_density, fog_red, fog_green, fog_blue;
 qboolean fogenabled;
 qboolean oldgl_fogenable;
-void FOG_framebegin()
+void R_SetupFog(void)
 {
-       if (nehahra)
+       if (gamemode == GAME_NEHAHRA)
        {
-//             if (!Nehahrademcompatibility)
-//                     gl_fogenable.value = 0;
-               if (gl_fogenable.value)
+               if (gl_fogenable.integer)
                {
                        oldgl_fogenable = true;
                        fog_density = gl_fogdensity.value;
@@ -205,62 +171,26 @@ void FOG_framebegin()
                        fog_blue = 0;
                }
        }
-       if (glfog.value)
+       if (fog_density)
        {
-               if(fog_density)
-               {
-                       // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
-                       //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
-                       GLfloat colors[4];
-                       colors[0] = fog_red;
-                       colors[1] = fog_green;
-                       colors[2] = fog_blue;
-                       colors[3] = 1;
-                       if (lighthalf)
-                       {
-                               colors[0] *= 0.5f;
-                               colors[1] *= 0.5f;
-                               colors[2] *= 0.5f;
-                       }
-
-                       glFogi (GL_FOG_MODE, GL_EXP2);
-                       glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100); 
-                       glFogfv (GL_FOG_COLOR, colors);
-                       glEnable (GL_FOG);
-               }
-               else
-                       glDisable(GL_FOG);
+               fogcolor[0] = fog_red   = bound(0.0f, fog_red  , 1.0f);
+               fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
+               fogcolor[2] = fog_blue  = bound(0.0f, fog_blue , 1.0f);
        }
-       else
+       if (fog_density)
        {
-               if (fog_density)
-               {
-                       fogenabled = true;
-                       fogdensity = -4000.0f / (fog_density * fog_density);
-                       fogcolor[0] = fog_red   = bound(0.0f, fog_red  , 1.0f);
-                       fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
-                       fogcolor[2] = fog_blue  = bound(0.0f, fog_blue , 1.0f);
-                       if (lighthalf)
-                       {
-                               fogcolor[0] *= 0.5f;
-                               fogcolor[1] *= 0.5f;
-                               fogcolor[2] *= 0.5f;
-                       }
-               }
-               else
-                       fogenabled = false;
+               fogenabled = true;
+               fogdensity = -4000.0f / (fog_density * fog_density);
+               // fog color was already set
        }
+       else
+               fogenabled = false;
 }
 
-void FOG_frameend()
-{
-       if (glfog.value)
-               glDisable(GL_FOG);
-}
-
-void FOG_clear()
+// FIXME: move this to client?
+void FOG_clear(void)
 {
-       if (nehahra)
+       if (gamemode == GAME_NEHAHRA)
        {
                Cvar_Set("gl_fogenable", "0");
                Cvar_Set("gl_fogdensity", "0.2");
@@ -271,995 +201,251 @@ void FOG_clear()
        fog_density = fog_red = fog_green = fog_blue = 0.0f;
 }
 
-void FOG_registercvars()
+// FIXME: move this to client?
+void FOG_registercvars(void)
 {
-       Cvar_RegisterVariable (&glfog);
-       if (nehahra)
+       if (gamemode == GAME_NEHAHRA)
        {
                Cvar_RegisterVariable (&gl_fogenable);
                Cvar_RegisterVariable (&gl_fogdensity);
                Cvar_RegisterVariable (&gl_fogred);
-               Cvar_RegisterVariable (&gl_foggreen); 
+               Cvar_RegisterVariable (&gl_foggreen);
                Cvar_RegisterVariable (&gl_fogblue);
                Cvar_RegisterVariable (&gl_fogstart);
                Cvar_RegisterVariable (&gl_fogend);
        }
 }
 
-void glpoly_init();
-void glrsurf_init();
-void rlight_init();
+void gl_main_start(void)
+{
+}
 
-// LordHavoc: vertex array
-float *aliasvert;
-float *aliasvertnorm;
-byte *aliasvertcolor;
+void gl_main_shutdown(void)
+{
+}
 
-void rmain_registercvars()
+void gl_main_newmap(void)
 {
-       // allocate vertex processing arrays
-       aliasvert = malloc(sizeof(float[MD2MAX_VERTS][3]));
-       aliasvertnorm = malloc(sizeof(float[MD2MAX_VERTS][3]));
-       aliasvertcolor = malloc(sizeof(byte[MD2MAX_VERTS][4]));
+       r_framecount = 1;
+}
 
+void GL_Main_Init(void)
+{
+// FIXME: move this to client?
        FOG_registercvars();
-       Cvar_RegisterVariable (&r_speeds2);
-       Cvar_RegisterVariable (&contrast);
-       Cvar_RegisterVariable (&brightness);
-       Cvar_RegisterVariable (&gl_lightmode);
-//     Cvar_RegisterVariable (&r_dynamicwater);
-//     Cvar_RegisterVariable (&r_dynamicbothsides);
+       Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
+       Cvar_RegisterVariable (&r_drawentities);
+       Cvar_RegisterVariable (&r_drawviewmodel);
+       Cvar_RegisterVariable (&r_speeds);
        Cvar_RegisterVariable (&r_fullbrights);
-       if (nehahra)
-               Cvar_SetValue("r_fullbrights", 0);
-//     if (gl_vendor && strstr(gl_vendor, "3Dfx"))
-//             gl_lightmode.value = 0;
+       Cvar_RegisterVariable (&r_wateralpha);
+       Cvar_RegisterVariable (&r_dynamic);
+       Cvar_RegisterVariable (&r_waterripple);
        Cvar_RegisterVariable (&r_fullbright);
-       makechrometextures();
-       glpoly_init();
-       glrsurf_init();
-       rlight_init();
-}
-
-/*
-void R_RotateForEntity (entity_t *e)
-{
-       glTranslatef (e->origin[0],  e->origin[1],  e->origin[2]);
-
-       glRotatef (e->angles[1],  0, 0, 1);
-       glRotatef (-e->angles[0],  0, 1, 0);
-       glRotatef (e->angles[2],  1, 0, 0);
-
-       glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale
+       Cvar_RegisterVariable (&r_multitexture);
+       if (gamemode == GAME_NEHAHRA)
+               Cvar_SetValue("r_fullbrights", 0);
+       R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
 }
-*/
-
-// LordHavoc: if not for the fact BRIGHTFIELD particles require this, it would be removed...
-#define NUMVERTEXNORMALS       162
-
-float  r_avertexnormals[NUMVERTEXNORMALS][3] = {
-#include "anorms.h"
-};
-
-// LordHavoc: moved this shading stuff up because the sprites need shading stuff
-vec3_t shadevector;
-vec3_t shadecolor;
 
-float  modelalpha;
+vec3_t r_farclip_origin;
+vec3_t r_farclip_direction;
+vec_t r_farclip_directiondist;
+vec_t r_farclip_meshfarclip;
+int r_farclip_directionbit0;
+int r_farclip_directionbit1;
+int r_farclip_directionbit2;
 
-void R_LightPoint (vec3_t color, vec3_t p);
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
-
-float R_CalcAnimLerp(int pose, float lerpscale)
+// start a farclip measuring session
+void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip)
 {
-       if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart <= cl.time)
-       {
-               if (pose != currententity->draw_pose)
-               {
-                       currententity->draw_lastpose = currententity->draw_pose;
-                       currententity->draw_pose = pose;
-                       currententity->draw_lerpstart = cl.time;
-                       return 0;
-               }
-               else
-                       return ((cl.time - currententity->draw_lerpstart) * lerpscale);
-       }
-       else // uninitialized
-       {
-               currententity->draw_lastmodel = currententity->model;
-               currententity->draw_lastpose = currententity->draw_pose = pose;
-               currententity->draw_lerpstart = cl.time;
-               return 0;
-       }
+       VectorCopy(origin, r_farclip_origin);
+       VectorCopy(direction, r_farclip_direction);
+       r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
+       r_farclip_directionbit0 = r_farclip_direction[0] < 0;
+       r_farclip_directionbit1 = r_farclip_direction[1] < 0;
+       r_farclip_directionbit2 = r_farclip_direction[2] < 0;
+       r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
 }
 
-/*
-=============================================================
-
-  SPRITE MODELS
-
-=============================================================
-*/
-
-/*
-================
-R_GetSpriteFrame
-================
-*/
-void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp)
+// enlarge farclip to accomodate box
+void R_FarClip_Box(vec3_t mins, vec3_t maxs)
 {
-       msprite_t               *psprite;
-       mspritegroup_t  *pspritegroup;
-       int                             i, j, numframes, frame;
-       float                   *pintervals, fullinterval, targettime, time, jtime, jinterval;
-
-       psprite = currententity->model->cache.data;
-       frame = currententity->frame;
-
-       if ((frame >= psprite->numframes) || (frame < 0))
-       {
-               Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
-               frame = 0;
-       }
-
-       if (psprite->frames[frame].type == SPR_SINGLE)
-       {
-               if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart < cl.time)
-               {
-                       if (frame != currententity->draw_pose)
-                       {
-                               currententity->draw_lastpose = currententity->draw_pose;
-                               currententity->draw_pose = frame;
-                               currententity->draw_lerpstart = cl.time;
-                               *framelerp = 0;
-                       }
-                       else
-                               *framelerp = (cl.time - currententity->draw_lerpstart) * 10.0;
-               }
-               else // uninitialized
-               {
-                       currententity->draw_lastmodel = currententity->model;
-                       currententity->draw_lastpose = currententity->draw_pose = frame;
-                       currententity->draw_lerpstart = cl.time;
-                       *framelerp = 0;
-               }
-               *oldframe = psprite->frames[currententity->draw_lastpose].frameptr;
-               *newframe = psprite->frames[frame].frameptr;
-       }
-       else
-       {
-               pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
-               pintervals = pspritegroup->intervals;
-               numframes = pspritegroup->numframes;
-               fullinterval = pintervals[numframes-1];
-
-               time = cl.time + currententity->syncbase;
-
-       // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
-       // are positive, so we don't have to worry about division by 0
-               targettime = time - ((int)(time / fullinterval)) * fullinterval;
-
-               // LordHavoc: since I can't measure the time properly when it loops from numframes-1 to 0,
-               //            I instead measure the time of the first frame, hoping it is consistent
-               j = numframes-1;jtime = 0;jinterval = pintervals[1] - pintervals[0];
-               for (i=0 ; i<(numframes-1) ; i++)
-               {
-                       if (pintervals[i] > targettime)
-                               break;
-                       j = i;jinterval = pintervals[i] - jtime;jtime = pintervals[i];
-               }
-               *framelerp = (targettime - jtime) / jinterval;
-
-               *oldframe = pspritegroup->frames[j];
-               *newframe = pspritegroup->frames[i];
-       }
+       float d;
+       d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0]
+         + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1]
+         + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2];
+       if (r_farclip_meshfarclip < d)
+               r_farclip_meshfarclip = d;
 }
 
-void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int alpha)
+// return farclip value
+float R_FarClip_Finish(void)
 {
-       // LordHavoc: rewrote this to use the transparent poly system
-       transpolybegin(frame->gl_texturenum, 0, frame->gl_fogtexturenum, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-       transpolyvert(origin[0] + frame->down * up[0] + frame->left * right[0], origin[1] + frame->down * up[1] + frame->left * right[1], origin[2] + frame->down * up[2] + frame->left * right[2], 0, 1, red, green, blue, alpha);
-       transpolyvert(origin[0] + frame->up * up[0] + frame->left * right[0], origin[1] + frame->up * up[1] + frame->left * right[1], origin[2] + frame->up * up[2] + frame->left * right[2], 0, 0, red, green, blue, alpha);
-       transpolyvert(origin[0] + frame->up * up[0] + frame->right * right[0], origin[1] + frame->up * up[1] + frame->right * right[1], origin[2] + frame->up * up[2] + frame->right * right[2], 1, 0, red, green, blue, alpha);
-       transpolyvert(origin[0] + frame->down * up[0] + frame->right * right[0], origin[1] + frame->down * up[1] + frame->right * right[1], origin[2] + frame->down * up[2] + frame->right * right[2], 1, 1, red, green, blue, alpha);
-       transpolyend();
+       return r_farclip_meshfarclip - r_farclip_directiondist;
 }
 
-extern qboolean isG200, isRagePro, lighthalf;
-
 /*
-=================
-R_DrawSpriteModel
-
-=================
+===============
+R_NewMap
+===============
 */
-void R_DrawSpriteModel (entity_t *e)
+void CL_ParseEntityLump(char *entitystring);
+void R_NewMap (void)
 {
-       mspriteframe_t  *oldframe, *newframe;
-       float           *up, *right, lerp, ilerp;
-       vec3_t          v_forward, v_right, v_up, org;
-       msprite_t               *psprite;
-
-       // don't even bother culling, because it's just a single
-       // polygon without a surface cache
-       R_GetSpriteFrame (e, &oldframe, &newframe, &lerp);
-       if (lerp < 0) lerp = 0;
-       if (lerp > 1) lerp = 1;
-       if (isRagePro) // LordHavoc: no alpha scaling supported on per pixel alpha images on ATI Rage Pro... ACK!
-               lerp = 1;
-       ilerp = 1.0 - lerp;
-       psprite = e->model->cache.data;
-
-       if (psprite->type == SPR_ORIENTED)
-       {       // bullet marks on walls
-               AngleVectors (e->angles, v_forward, v_right, v_up);
-               up = v_up;
-               right = v_right;
-               VectorSubtract(e->origin, vpn, org);
-       }
-       else
-       {       // normal sprite
-               up = vup;
-               right = vright;
-               VectorCopy(e->origin, org);
-       }
-       if (e->scale != 1)
-       {
-               VectorScale(up, e->scale, up);
-               VectorScale(right, e->scale, right);
-       }
-
-       if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT)
-       {
-               if (lighthalf)
-               {
-                       shadecolor[0] = e->colormod[0] * 128;
-                       shadecolor[1] = e->colormod[1] * 128;
-                       shadecolor[2] = e->colormod[2] * 128;
-               }
-               else
-               {
-                       shadecolor[0] = e->colormod[0] * 255;
-                       shadecolor[1] = e->colormod[1] * 255;
-                       shadecolor[2] = e->colormod[2] * 255;
-               }
-       }
-       else
-       {
-               R_LightPoint (shadecolor, e->origin);
-               R_DynamicLightPointNoMask(shadecolor, e->origin);
-               if (lighthalf)
-               {
-                       shadecolor[0] *= e->colormod[0] * 0.5;
-                       shadecolor[1] *= e->colormod[1] * 0.5;
-                       shadecolor[2] *= e->colormod[2] * 0.5;
-               }
-       }
-
-       // LordHavoc: interpolated sprite rendering
-       if (ilerp != 0)
-               GL_DrawSpriteImage(oldframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*ilerp);
-       if (lerp != 0)
-               GL_DrawSpriteImage(newframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*lerp);
-}
+       int i;
 
-/*
-=============================================================
+       for (i = 0;i < 256;i++)
+               d_lightstylevalue[i] = 264;             // normal light value
 
-  ALIAS MODELS
+       r_viewleaf = NULL;
+       if (cl.worldmodel->entities)
+               CL_ParseEntityLump(cl.worldmodel->entities);
+       R_Modules_NewMap();
 
-=============================================================
-*/
+       r_farclip = 64.0f;
+}
 
-extern vec3_t softwaretransform_x;
-extern vec3_t softwaretransform_y;
-extern vec3_t softwaretransform_z;
-extern vec_t softwaretransform_scale;
-extern vec3_t softwaretransform_offset;
-void R_AliasLerpVerts(int vertcount, float lerp, trivert2 *verts1, vec3_t scale1, vec3_t translate1, trivert2 *verts2, vec3_t scale2, vec3_t translate2)
+extern void R_Textures_Init(void);
+extern void Mod_RenderInit(void);
+extern void GL_Draw_Init(void);
+extern void GL_Main_Init(void);
+extern void GL_Models_Init(void);
+extern void R_Sky_Init(void);
+extern void GL_Surf_Init(void);
+extern void R_Crosshairs_Init(void);
+extern void R_Light_Init(void);
+extern void R_Particles_Init(void);
+extern void R_Explosion_Init(void);
+extern void ui_init(void);
+extern void gl_backend_init(void);
+
+void Render_Init(void)
 {
-       int i;
-       vec3_t point, matrix_x, matrix_y, matrix_z;
-       float *av, *avn;
-       av = aliasvert;
-       avn = aliasvertnorm;
-       if (lerp < 0) lerp = 0;
-       if (lerp > 1) lerp = 1;
-       if (lerp != 0)
-       {
-               float ilerp, ilerp127, lerp127, scalex1, scalex2, translatex, scaley1, scaley2, translatey, scalez1, scalez2, translatez;
-               if (lerp < 0) lerp = 0;
-               if (lerp > 1) lerp = 1;
-               ilerp = 1 - lerp;
-               ilerp127 = ilerp * (1.0 / 127.0);
-               lerp127 = lerp * (1.0 / 127.0);
-               VectorScale(softwaretransform_x, softwaretransform_scale, matrix_x);
-               VectorScale(softwaretransform_y, softwaretransform_scale, matrix_y);
-               VectorScale(softwaretransform_z, softwaretransform_scale, matrix_z);
-               // calculate combined interpolation variables
-               scalex1 = scale1[0] * ilerp;scalex2 = scale2[0] *  lerp;translatex = translate1[0] * ilerp + translate2[0] *  lerp;
-               scaley1 = scale1[1] * ilerp;scaley2 = scale2[1] *  lerp;translatey = translate1[1] * ilerp + translate2[1] *  lerp;
-               scalez1 = scale1[2] * ilerp;scalez2 = scale2[2] *  lerp;translatez = translate1[2] * ilerp + translate2[2] *  lerp;
-               // generate vertices
-               for (i = 0;i < vertcount;i++)
-               {
-                       // rotate, scale, and translate the vertex locations
-                       point[0] = verts1->v[0] * scalex1 + verts2->v[0] * scalex2 + translatex;
-                       point[1] = verts1->v[1] * scaley1 + verts2->v[1] * scaley2 + translatey;
-                       point[2] = verts1->v[2] * scalez1 + verts2->v[2] * scalez2 + translatez;
-                       *av++ = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
-                       *av++ = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
-                       *av++ = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2];
-                       // rotate the normals
-                       point[0] = verts1->n[0] * ilerp127 + verts2->n[0] * lerp127;
-                       point[1] = verts1->n[1] * ilerp127 + verts2->n[1] * lerp127;
-                       point[2] = verts1->n[2] * ilerp127 + verts2->n[2] * lerp127;
-                       *avn++ = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
-                       *avn++ = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
-                       *avn++ = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
-                       verts1++;verts2++;
-               }
-       }
-       else
-       {
-               float i127;
-               i127 = 1.0f / 127.0f;
-               VectorScale(softwaretransform_x, softwaretransform_scale, matrix_x);
-               VectorScale(softwaretransform_y, softwaretransform_scale, matrix_y);
-               VectorScale(softwaretransform_z, softwaretransform_scale, matrix_z);
-               // generate vertices
-               for (i = 0;i < vertcount;i++)
-               {
-                       // rotate, scale, and translate the vertex locations
-                       point[0] = verts1->v[0] * scale1[0] + translate1[0];
-                       point[1] = verts1->v[1] * scale1[1] + translate1[1];
-                       point[2] = verts1->v[2] * scale1[2] + translate1[2];
-                       *av++ = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
-                       *av++ = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
-                       *av++ = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2];
-                       // rotate the normals
-                       point[0] = verts1->n[0] * i127;
-                       point[1] = verts1->n[1] * i127;
-                       point[2] = verts1->n[2] * i127;
-                       *avn++ = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
-                       *avn++ = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
-                       *avn++ = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
-                       verts1++;
-               }
-       }
+       R_Modules_Shutdown();
+       R_Textures_Init();
+       Mod_RenderInit();
+       gl_backend_init();
+       GL_Draw_Init();
+       GL_Main_Init();
+       GL_Models_Init();
+       R_Sky_Init();
+       GL_Surf_Init();
+       R_Crosshairs_Init();
+       R_Light_Init();
+       R_Particles_Init();
+       R_Explosion_Init();
+       ui_init();
+       R_Modules_Start();
 }
 
 /*
-=================
-R_DrawAliasFrame
-
-=================
+===============
+GL_Init
+===============
 */
-extern vec3_t lightspot;
-void R_LightModel(int numverts, vec3_t center);
-extern cvar_t gl_vertexarrays;
-void R_DrawAliasFrame (aliashdr_t *paliashdr)
+extern char *ENGINE_EXTENSIONS;
+void GL_Init (void)
 {
-       int                             i, pose, frame = currententity->frame;
-       float                   lerpscale, lerp;
-
-       softwaretransformforentity(currententity);
-
-       if ((frame >= paliashdr->numframes) || (frame < 0))
-       {
-               Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
-               frame = 0;
-       }
-
-       pose = paliashdr->frames[frame].firstpose;
-
-       if (paliashdr->frames[frame].numposes > 1)
-       {
-               lerpscale = 1.0 / paliashdr->frames[frame].interval;
-               pose += (int)(cl.time * lerpscale) % paliashdr->frames[frame].numposes;
-       }
-       else
-               lerpscale = 10.0;
-
-       lerp = R_CalcAnimLerp(pose, lerpscale);
-
-       R_AliasLerpVerts(paliashdr->numverts, lerp, (trivert2 *)((byte *)paliashdr + paliashdr->posedata) + currententity->draw_lastpose * paliashdr->numverts, paliashdr->scale, paliashdr->scale_origin, (trivert2 *)((byte *)paliashdr + paliashdr->posedata) + currententity->draw_pose * paliashdr->numverts, paliashdr->scale, paliashdr->scale_origin);
-
-       R_LightModel(paliashdr->numverts, currententity->origin);
-
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       glShadeModel(GL_SMOOTH);
-       if (currententity->effects & EF_ADDITIVE)
-       {
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
-               glEnable(GL_BLEND);
-               glDepthMask(0);
-       }
-       else if (modelalpha != 1.0)
-       {
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable(GL_BLEND);
-               glDepthMask(0);
-       }
-       else
-       {
-               glDisable(GL_BLEND);
-               glDepthMask(1);
-       }
-
-       if (gl_vertexarrays.value)
-       {
-               // LordHavoc: I would use InterleavedArrays here,
-               // but the texture coordinates are a seperate array,
-               // and it would be wasteful to copy them into the main array...
-       //      glColor4f(shadecolor[0], shadecolor[1], shadecolor[2], modelalpha);
-               qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
-               qglColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor);
-               glEnableClientState(GL_VERTEX_ARRAY);
-               glEnableClientState(GL_COLOR_ARRAY);
-
-               // draw the front faces
-               qglTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) paliashdr->texcoords + (int) paliashdr));
-               glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-               qglDrawElements(GL_TRIANGLES, paliashdr->frontfaces * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + (int) paliashdr));
-               glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
-               // draw the back faces
-               qglTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) paliashdr->texcoords + sizeof(float[2]) * paliashdr->numverts + (int) paliashdr));
-               glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-               qglDrawElements(GL_TRIANGLES, paliashdr->backfaces * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + sizeof(unsigned short[3]) * paliashdr->frontfaces + (int) paliashdr));
-               glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
-               glDisableClientState(GL_COLOR_ARRAY);
-               glDisableClientState(GL_VERTEX_ARRAY);
-       }
-       else
-       {
-               unsigned short *in, index;
-               float *tex;
-               in = (void *)((int) paliashdr->vertindices + (int) paliashdr);
-               glBegin(GL_TRIANGLES);
-               // draw the front faces
-               tex = (void *)((int) paliashdr->texcoords + (int) paliashdr);
-               //if (isG200)
-               //{
-                       for (i = 0;i < paliashdr->frontfaces * 3;i++)
-                       {
-                               index = *in++;
-                               glTexCoord2f(tex[index*2], tex[index*2+1]);
-                               glColor4f(aliasvertcolor[index*4] * (1.0f / 255.0f), aliasvertcolor[index*4+1] * (1.0f / 255.0f), aliasvertcolor[index*4+2] * (1.0f / 255.0f), aliasvertcolor[index*4+3] * (1.0f / 255.0f));
-                               glVertex3fv(&aliasvert[index*3]);
-                       }
-               /*
-               }
-               else
-               {
-                       for (i = 0;i < paliashdr->frontfaces * 3;i++)
-                       {
-                               index = *in++;
-                               glTexCoord2f(tex[index*2], tex[index*2+1]);
-                               glColor4ub(aliasvertcolor[index*4], aliasvertcolor[index*4+1], aliasvertcolor[index*4+2], aliasvertcolor[index*4+3]);
-                               glVertex3fv(&aliasvert[index*3]);
-                       }
-               }
-               */
-               // draw the back faces
-               tex += 2 * paliashdr->numverts;
-               //if (isG200)
-               //{
-                       for (i = 0;i < paliashdr->backfaces * 3;i++)
-                       {
-                               index = *in++;
-                               glTexCoord2f(tex[index*2], tex[index*2+1]);
-                               glColor4f(aliasvertcolor[index*4] * (1.0f / 255.0f), aliasvertcolor[index*4+1] * (1.0f / 255.0f), aliasvertcolor[index*4+2] * (1.0f / 255.0f), aliasvertcolor[index*4+3] * (1.0f / 255.0f));
-                               glVertex3fv(&aliasvert[index*3]);
-                       }
-               /*
-               }
-               else
-               {
-                       for (i = 0;i < paliashdr->backfaces * 3;i++)
-                       {
-                               index = *in++;
-                               glTexCoord2f(tex[index*2], tex[index*2+1]);
-                               glColor4ub(aliasvertcolor[index*4], aliasvertcolor[index*4+1], aliasvertcolor[index*4+2], aliasvertcolor[index*4+3]);
-                               glVertex3fv(&aliasvert[index*3]);
-                       }
-               }
-               */
-               glEnd();
-       }
-
-       if (fogenabled)
-       {
-               vec3_t diff;
-               glDisable (GL_TEXTURE_2D);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable (GL_BLEND);
-               glDepthMask(0); // disable zbuffer updates
-
-               VectorSubtract(currententity->origin, r_refdef.vieworg, diff);
-               glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
+       VID_CheckExtensions();
 
-               if (gl_vertexarrays.value)
-               {
-                       qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
-                       glEnableClientState(GL_VERTEX_ARRAY);
-                       qglDrawElements(GL_TRIANGLES, paliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + (int) paliashdr));
-                       glDisableClientState(GL_VERTEX_ARRAY);
-               }
-               else
-               {
-                       unsigned short *in;
-                       in = (void *)((int) paliashdr->vertindices + (int) paliashdr);
-                       glBegin(GL_TRIANGLES);
-                       for (i = 0;i < paliashdr->numtris * 3;i++)
-                               glVertex3fv(&aliasvert[*in++ * 3]);
-                       glEnd();
-               }
-
-               glEnable (GL_TEXTURE_2D);
-               glColor3f (1,1,1);
-       }
+       // LordHavoc: report supported extensions
+       Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
 
-       if (!fogenabled && r_shadows.value && !(currententity->effects & EF_ADDITIVE) && currententity != &cl.viewent)
-       {
-               // flatten it to make a shadow
-               float *av = aliasvert + 2, l = lightspot[2] + 0.125;
-               av = aliasvert + 2;
-               for (i = 0;i < paliashdr->numverts;i++, av+=3)
-                       if (*av > l)
-                               *av = l;
-               glDisable (GL_TEXTURE_2D);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable (GL_BLEND);
-               glDepthMask(0); // disable zbuffer updates
-               glColor4f (0,0,0,0.5 * modelalpha);
-
-               if (gl_vertexarrays.value)
-               {
-                       qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
-                       glEnableClientState(GL_VERTEX_ARRAY);
-                       qglDrawElements(GL_TRIANGLES, paliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + (int) paliashdr));
-                       glDisableClientState(GL_VERTEX_ARRAY);
-               }
-               else
-               {
-                       unsigned short *in;
-                       in = (void *)((int) paliashdr->vertindices + (int) paliashdr);
-                       glBegin(GL_TRIANGLES);
-                       for (i = 0;i < paliashdr->numtris * 3;i++)
-                               glVertex3fv(&aliasvert[*in++ * 3]);
-                       glEnd();
-               }
-
-               glEnable (GL_TEXTURE_2D);
-               glColor3f (1,1,1);
-       }
-
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glEnable (GL_BLEND);
-       glDepthMask(1);
+       qglCullFace(GL_FRONT);
+       qglEnable(GL_TEXTURE_2D);
 }
 
-/*
-=================
-R_DrawQ2AliasFrame
 
-=================
-*/
-void R_DrawQ2AliasFrame (md2mem_t *pheader)
-{
-       int *order, count, frame = currententity->frame;
-       float lerp;
-       md2memframe_t *frame1, *frame2;
-
-       softwaretransformforentity(currententity);
-
-       if ((frame >= pheader->num_frames) || (frame < 0))
-       {
-               Con_DPrintf ("R_SetupQ2AliasFrame: no such frame %d\n", frame);
-               frame = 0;
-       }
+//==================================================================================
 
-       lerp = R_CalcAnimLerp(frame, 10);
+static void R_MarkEntities (void)
+{
+       int i;
+       vec3_t v;
 
-       frame1 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * currententity->draw_lastpose));
-       frame2 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * currententity->draw_pose));
-       R_AliasLerpVerts(pheader->num_xyz, lerp, frame1->verts, frame1->scale, frame1->translate, frame2->verts, frame2->scale, frame2->translate);
+       R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
 
-       R_LightModel(pheader->num_xyz, currententity->origin);
+       if (!r_drawentities.integer)
+               return;
 
-       if (gl_vertexarrays.value)
+       for (i = 0;i < r_refdef.numentities;i++)
        {
-               // LordHavoc: big mess...
-               // using arrays only slightly, although it is enough to prevent duplicates
-               // (saving half the transforms)
-               //glColor4f(shadecolor[0], shadecolor[1], shadecolor[2], modelalpha);
-               qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
-               qglColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor);
-               glEnableClientState(GL_VERTEX_ARRAY);
-               glEnableClientState(GL_COLOR_ARRAY);
-
-               order = (int *)((int)pheader + pheader->ofs_glcmds);
-               while(1)
-               {
-                       if (!(count = *order++))
-                               break;
-                       if (count > 0)
-                               glBegin(GL_TRIANGLE_STRIP);
-                       else
-                       {
-                               glBegin(GL_TRIANGLE_FAN);
-                               count = -count;
-                       }
-                       do
-                       {
-                               glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
-                               qglArrayElement(order[2]);
-                               order += 3;
-                       }
-                       while (count--);
-               }
+               currentrenderentity = r_refdef.entities[i];
+               Mod_CheckLoaded(currentrenderentity->model);
 
-               glDisableClientState(GL_COLOR_ARRAY);
-               glDisableClientState(GL_VERTEX_ARRAY);
-       }
-       else
-       {
-               order = (int *)((int)pheader + pheader->ofs_glcmds);
-               while(1)
+               // move view-relative models to where they should be
+               if (currentrenderentity->flags & RENDER_VIEWMODEL)
                {
-                       if (!(count = *order++))
-                               break;
-                       if (count > 0)
-                               glBegin(GL_TRIANGLE_STRIP);
-                       else
-                       {
-                               glBegin(GL_TRIANGLE_FAN);
-                               count = -count;
-                       }
-                       //if (isG200)
-                       //{
-                               do
-                               {
-                                       glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
-                                       glColor4f(aliasvertcolor[order[2] * 4] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 1] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 2] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 3] * (1.0f / 255.0f));
-                                       glVertex3fv(&aliasvert[order[2] * 3]);
-                                       order += 3;
-                               }
-                               while (count--);
-                       /*
-                       }
-                       else
-                       {
-                               do
-                               {
-                                       glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
-                                       glColor4ub(aliasvertcolor[order[2] * 4], aliasvertcolor[order[2] * 4 + 1], aliasvertcolor[order[2] * 4 + 2], aliasvertcolor[order[2] * 4 + 3]);
-                                       glVertex3fv(&aliasvert[order[2] * 3]);
-                                       order += 3;
-                               }
-                               while (count--);
-                       }
-                       */
-               }
-       }
-
-       if (fogenabled)
-       {
-               glDisable (GL_TEXTURE_2D);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable (GL_BLEND);
-               glDepthMask(0); // disable zbuffer updates
+                       // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
+                       currentrenderentity->flags -= RENDER_VIEWMODEL;
+                       // transform origin
+                       VectorCopy(currentrenderentity->origin, v);
+                       currentrenderentity->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
+                       currentrenderentity->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
+                       currentrenderentity->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
+                       // adjust angles
+                       VectorAdd(currentrenderentity->angles, r_refdef.viewangles, currentrenderentity->angles);
+               }
+
+               if (currentrenderentity->angles[0] || currentrenderentity->angles[2])
                {
-                       vec3_t diff;
-                       VectorSubtract(currententity->origin, r_refdef.vieworg, diff);
-                       glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
+                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmins, currentrenderentity->mins);
+                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmaxs, currentrenderentity->maxs);
                }
-
-               if (gl_vertexarrays.value)
+               else if (currentrenderentity->angles[1])
                {
-                       // LordHavoc: big mess...
-                       // using arrays only slightly, although it is enough to prevent duplicates
-                       // (saving half the transforms)
-                       //glColor4f(shadecolor[0], shadecolor[1], shadecolor[2], modelalpha);
-                       qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
-                       glEnableClientState(GL_VERTEX_ARRAY);
-
-                       order = (int *)((int)pheader + pheader->ofs_glcmds);
-                       while(1)
-                       {
-                               if (!(count = *order++))
-                                       break;
-                               if (count > 0)
-                                       glBegin(GL_TRIANGLE_STRIP);
-                               else
-                               {
-                                       glBegin(GL_TRIANGLE_FAN);
-                                       count = -count;
-                               }
-                               do
-                               {
-                                       qglArrayElement(order[2]);
-                                       order += 3;
-                               }
-                               while (count--);
-                       }
-
-                       glDisableClientState(GL_VERTEX_ARRAY);
+                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmins, currentrenderentity->mins);
+                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmaxs, currentrenderentity->maxs);
                }
                else
                {
-                       order = (int *)((int)pheader + pheader->ofs_glcmds);
-                       while(1)
-                       {
-                               if (!(count = *order++))
-                                       break;
-                               if (count > 0)
-                                       glBegin(GL_TRIANGLE_STRIP);
-                               else
-                               {
-                                       glBegin(GL_TRIANGLE_FAN);
-                                       count = -count;
-                               }
-                               do
-                               {
-                                       glVertex3fv(&aliasvert[order[2] * 3]);
-                                       order += 3;
-                               }
-                               while (count--);
-                       }
+                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmins, currentrenderentity->mins);
+                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmaxs, currentrenderentity->maxs);
                }
+               if (R_VisibleCullBox(currentrenderentity->mins, currentrenderentity->maxs))
+                       continue;
 
-               glEnable (GL_TEXTURE_2D);
-               glColor3f (1,1,1);
-       }
+               R_LerpAnimation(currentrenderentity);
+               currentrenderentity->visframe = r_framecount;
 
-       if (!fogenabled && r_shadows.value && !(currententity->effects & EF_ADDITIVE) && currententity != &cl.viewent)
-       {
-               int i;
-               float *av = aliasvert + 2, l = lightspot[2] + 0.125;
-               av = aliasvert + 2;
-               for (i = 0;i < pheader->num_xyz;i++, av+=3)
-                       if (*av > l)
-                               *av = l;
-               glDisable (GL_TEXTURE_2D);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable (GL_BLEND);
-               glDepthMask(0); // disable zbuffer updates
-               glColor4f (0,0,0,0.5 * modelalpha);
-
-               if (gl_vertexarrays.value)
-               {
-                       qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
-                       glEnableClientState(GL_VERTEX_ARRAY);
-                                               
-                       while(1)
-                       {
-                               if (!(count = *order++))
-                                       break;
-                               if (count > 0)
-                                       glBegin(GL_TRIANGLE_STRIP);
-                               else
-                               {
-                                       glBegin(GL_TRIANGLE_FAN);
-                                       count = -count;
-                               }
-                               do
-                               {
-                                       qglArrayElement(order[2]);
-                                       order += 3;
-                               }
-                               while (count--);
-                       }
-
-                       glDisableClientState(GL_VERTEX_ARRAY);
-               }
-               else
-               {
-                       while(1)
-                       {
-                               if (!(count = *order++))
-                                       break;
-                               if (count > 0)
-                                       glBegin(GL_TRIANGLE_STRIP);
-                               else
-                               {
-                                       glBegin(GL_TRIANGLE_FAN);
-                                       count = -count;
-                               }
-                               do
-                               {
-                                       glVertex3fv(&aliasvert[order[2] * 3]);
-                                       order += 3;
-                               }
-                               while (count--);
-                       }
-               }
-
-               glEnable (GL_TEXTURE_2D);
-               glColor3f (1,1,1);
+               R_FarClip_Box(currentrenderentity->mins, currentrenderentity->maxs);
        }
-
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glEnable (GL_BLEND);
-       glDepthMask(1);
 }
 
-int modeldlightbits[8];
-extern int r_dlightframecount;
-
-/*
-=================
-R_DrawAliasModel
-
-=================
-*/
-void R_DrawAliasModel (entity_t *e, int cull)
+// only used if skyrendermasked, and normally returns false
+int R_DrawBModelSky (void)
 {
-       int                     i;
-       model_t         *clmodel;
-       vec3_t          mins, maxs;
-       aliashdr_t      *paliashdr = NULL;
-       md2mem_t                *pheader = NULL;
-       int                     anim;
-
-       if (modelalpha < (1.0 / 64.0))
-               return; // basically completely transparent
-
-       clmodel = currententity->model;
-
-       VectorAdd (currententity->origin, clmodel->mins, mins);
-       VectorAdd (currententity->origin, clmodel->maxs, maxs);
-
-       if (cull && R_CullBox (mins, maxs))
-               return;
-
-       VectorCopy (currententity->origin, r_entorigin);
-       VectorSubtract (r_origin, r_entorigin, modelorg);
-
-       {
-               mleaf_t *leaf = Mod_PointInLeaf (currententity->origin, cl.worldmodel);
-               if (leaf->dlightframe == r_dlightframecount)
-                       for (i = 0;i < 8;i++)
-                               modeldlightbits[i] = leaf->dlightbits[i];
-               else
-                       for (i = 0;i < 8;i++)
-                               modeldlightbits[i] = 0;
-       }
-
-       // get lighting information
-
-       if (currententity->model->flags & EF_FULLBRIGHT || currententity->effects & EF_FULLBRIGHT)
-       {
-               shadecolor[0] = currententity->colormod[0] * 256;
-               shadecolor[1] = currententity->colormod[1] * 256;
-               shadecolor[2] = currententity->colormod[2] * 256;
-       }
-       else
-       {
-               R_LightPoint (shadecolor, currententity->origin);
+       int i, sky;
 
-               // HACK HACK HACK -- no fullbright colors, so make torches full light
-               if (!strcmp (currententity->model->name, "progs/flame2.mdl") || !strcmp (currententity->model->name, "progs/flame.mdl") )
-                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
+       if (!r_drawentities.integer)
+               return false;
 
-               shadecolor[0] *= currententity->colormod[0];
-               shadecolor[1] *= currententity->colormod[1];
-               shadecolor[2] *= currententity->colormod[2];
-       }
-
-       // locate the proper data
-       if (clmodel->aliastype == ALIASTYPE_MD2)
-       {
-               pheader = (void *)Mod_Extradata (currententity->model);
-               c_alias_polys += pheader->num_tris;
-       }
-       else
-       {
-               paliashdr = (void *)Mod_Extradata (currententity->model);
-               c_alias_polys += paliashdr->numtris;
-       }
-
-       // draw all the triangles
-
-       if (clmodel->aliastype == ALIASTYPE_MD2)
-       {
-               if (currententity->skinnum < 0 || currententity->skinnum >= pheader->num_skins)
-               {
-                       currententity->skinnum = 0;
-                       Con_DPrintf("invalid skin number %d for model %s\n", currententity->skinnum, clmodel->name);
-               }
-               glBindTexture(GL_TEXTURE_2D, pheader->gl_texturenum[currententity->skinnum]);
-       }
-       else
+       sky = false;
+       for (i = 0;i < r_refdef.numentities;i++)
        {
-               if (currententity->skinnum < 0 || currententity->skinnum >= paliashdr->numskins)
+               currentrenderentity = r_refdef.entities[i];
+               if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawSky)
                {
-                       currententity->skinnum = 0;
-                       Con_DPrintf("invalid skin number %d for model %s\n", currententity->skinnum, clmodel->name);
+                       currentrenderentity->model->DrawSky();
+                       sky = true;
                }
-               anim = (int)(cl.time*10) & 3;
-           glBindTexture(GL_TEXTURE_2D, paliashdr->gl_texturenum[currententity->skinnum][anim]);
-       }
-       glDisable(GL_ALPHA_TEST);
-       glEnable (GL_TEXTURE_2D);
-
-       // we can't dynamically colormap textures, so they are cached
-       // seperately for the players.  Heads are just uncolored.
-       if (currententity->colormap != 0 /*vid.colormap*/ /* && !gl_nocolors.value*/)
-       {
-               i = currententity - cl_entities;
-               if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */)
-                       glBindTexture(GL_TEXTURE_2D, playertextures - 1 + i);
        }
-
-//     if (gl_affinemodels.value)
-//             glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
-       if (clmodel->aliastype == ALIASTYPE_MD2)
-               R_DrawQ2AliasFrame (pheader);
-       else
-               R_DrawAliasFrame (paliashdr);
-
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+       return sky;
 }
 
-//==================================================================================
-
-void R_DrawBrushModel (entity_t *e);
-
-/*
-=============
-R_DrawEntitiesOnList
-=============
-*/
-// LordHavoc: split so bmodels are rendered before any other objects
-void R_DrawEntitiesOnList1 (void)
-{
-       int             i;
-
-       if (!r_drawentities.value)
-               return;
-
-       for (i=0 ; i<cl_numvisedicts ; i++)
-       {
-               if (cl_visedicts[i]->model->type != mod_brush)
-                       continue;
-               currententity = cl_visedicts[i];
-               modelalpha = currententity->alpha;
-
-               R_DrawBrushModel (currententity);
-       }
-}
-
-void R_DrawEntitiesOnList2 (void)
+void R_DrawModels (void)
 {
-       int             i;
+       int i;
 
-       if (!r_drawentities.value)
+       if (!r_drawentities.integer)
                return;
 
-       for (i=0 ; i<cl_numvisedicts ; i++)
+       for (i = 0;i < r_refdef.numentities;i++)
        {
-               currententity = cl_visedicts[i];
-               modelalpha = currententity->alpha;
-
-               switch (currententity->model->type)
-               {
-               case mod_alias:
-                       R_DrawAliasModel (currententity, true);
-                       break;
-
-               case mod_sprite:
-                       R_DrawSpriteModel (currententity);
-                       break;
-
-               default:
-                       break;
-               }
+               currentrenderentity = r_refdef.entities[i];
+               if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->Draw)
+                       currentrenderentity->model->Draw();
        }
 }
 
@@ -1270,78 +456,59 @@ R_DrawViewModel
 */
 void R_DrawViewModel (void)
 {
-       if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.model)
+       // FIXME: move these checks to client
+       if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
                return;
 
-       currententity = &cl.viewent;
-       currententity->alpha = modelalpha = cl_entities[cl.viewentity].alpha; // LordHavoc: if the player is transparent, so is his gun
-       currententity->effects = cl_entities[cl.viewentity].effects;
-       currententity->scale = 1;
-       VectorCopy(cl_entities[cl.viewentity].colormod, currententity->colormod);
-
-       // hack the depth range to prevent view model from poking into walls
-       glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
-       R_DrawAliasModel (currententity, FALSE);
-       glDepthRange (gldepthmin, gldepthmax);
-}
+       currentrenderentity = &cl.viewent.render;
+       Mod_CheckLoaded(currentrenderentity->model);
 
-void R_DrawBrushModel (entity_t *e);
+       R_LerpAnimation(currentrenderentity);
 
-void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
+       currentrenderentity->model->Draw();
+}
 
-void R_SetFrustum (void)
+static void R_SetFrustum (void)
 {
-       int             i;
-
-       if (r_refdef.fov_x == 90) 
-       {
-               // front side is visible
+       int i;
 
-               VectorAdd (vpn, vright, frustum[0].normal);
-               VectorSubtract (vpn, vright, frustum[1].normal);
+       // LordHavoc: note to all quake engine coders, the special case for 90
+       // degrees assumed a square view (wrong), so I removed it, Quake2 has it
+       // disabled as well.
+       // rotate VPN right by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
+       // rotate VPN left by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
+       // rotate VPN up by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
+       // rotate VPN down by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
 
-               VectorAdd (vpn, vup, frustum[2].normal);
-               VectorSubtract (vpn, vup, frustum[3].normal);
-       }
-       else
-       {
-               // rotate VPN right by FOV_X/2 degrees
-               RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
-               // rotate VPN left by FOV_X/2 degrees
-               RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
-               // rotate VPN up by FOV_X/2 degrees
-               RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
-               // rotate VPN down by FOV_X/2 degrees
-               RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
-       }
-
-       for (i=0 ; i<4 ; i++)
+       for (i = 0;i < 4;i++)
        {
                frustum[i].type = PLANE_ANYZ;
                frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
-//             frustum[i].signbits = SignbitsForPlane (&frustum[i]);
-               BoxOnPlaneSideClassify(&frustum[i]);
+               PlaneClassify(&frustum[i]);
        }
 }
 
-void R_AnimateLight (void);
-void V_CalcBlend (void);
-
 /*
 ===============
 R_SetupFrame
 ===============
 */
-void R_SetupFrame (void)
+static void R_SetupFrame (void)
 {
 // don't allow cheats in multiplayer
        if (cl.maxclients > 1)
        {
-               Cvar_Set ("r_fullbright", "0");
-               Cvar_Set ("r_ambient", "0");
+               if (r_fullbright.integer != 0)
+                       Cvar_Set ("r_fullbright", "0");
+               if (r_ambient.value != 0)
+                       Cvar_Set ("r_ambient", "0");
        }
-
-       R_AnimateLight ();
+       if (r_multitexture.integer && gl_textureunits < 2)
+               Cvar_SetValue("r_multitexture", 0);
 
        r_framecount++;
 
@@ -1354,261 +521,146 @@ void R_SetupFrame (void)
        r_oldviewleaf = r_viewleaf;
        r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
 
-       V_SetContentsColor (r_viewleaf->contents);
-       V_CalcBlend ();
+       R_AnimateLight ();
+}
+
 
-       r_cache_thrash = false;
+static int blendviewpolyindex[3] = {0, 1, 2};
 
-       c_brush_polys = 0;
-       c_alias_polys = 0;
-       c_light_polys = 0;
-       c_nodes = 0;
-       c_leafs = 0;
+static void R_BlendView(void)
+{
+       rmeshinfo_t m;
+       float tvxyz[3][4], r;
 
+       if (r_refdef.viewblend[3] < 0.01f)
+               return;
+
+       memset(&m, 0, sizeof(m));
+       m.transparent = false;
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       m.depthdisable = true; // magic
+       m.numtriangles = 1;
+       m.numverts = 3;
+       m.index = blendviewpolyindex;
+       m.vertex = &tvxyz[0][0];
+       m.vertexstep = sizeof(float[4]);
+       m.cr = r_refdef.viewblend[0];
+       m.cg = r_refdef.viewblend[1];
+       m.cb = r_refdef.viewblend[2];
+       m.ca = r_refdef.viewblend[3];
+       r = 64000;
+       tvxyz[0][0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
+       tvxyz[0][1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
+       tvxyz[0][2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
+       r *= 3;
+       tvxyz[1][0] = tvxyz[0][0] + vup[0] * r;
+       tvxyz[1][1] = tvxyz[0][1] + vup[1] * r;
+       tvxyz[1][2] = tvxyz[0][2] + vup[2] * r;
+       tvxyz[2][0] = tvxyz[0][0] + vright[0] * r;
+       tvxyz[2][1] = tvxyz[0][1] + vright[1] * r;
+       tvxyz[2][2] = tvxyz[0][2] + vright[2] * r;
+       R_Mesh_Draw(&m);
 }
 
+/*
+================
+R_RenderView
 
-void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
+r_refdef must be set before the first call
+================
+*/
+void R_RenderView (void)
 {
-   GLdouble xmin, xmax, ymin, ymax;
+       if (!cl.worldmodel)
+               return; //Host_Error ("R_RenderView: NULL worldmodel");
 
-   ymax = zNear * tan( fovy * M_PI / 360.0 );
-   ymin = -ymax;
+       // FIXME: move to client
+       R_MoveExplosions();
+       R_TimeReport("mexplosion");
 
-   xmin = ymin * aspect;
-   xmax = ymax * aspect;
+       R_SetupFrame();
+       R_SetFrustum();
+       R_SetupFog();
+       R_SkyStartFrame();
+       R_BuildLightList();
 
-   glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
-}
+       R_FarClip_Start(r_origin, vpn, 768.0f);
 
+       R_TimeReport("setup");
 
-extern char skyname[];
+       R_DrawWorld();
+       R_TimeReport("worldnode");
 
-/*
-=============
-R_SetupGL
-=============
-*/
-void R_SetupGL (void)
-{
-       float   screenaspect;
-       extern  int glwidth, glheight;
-       int             x, x2, y2, y, w, h;
-
-       //
-       // set up viewpoint
-       //
-       glMatrixMode(GL_PROJECTION);
-    glLoadIdentity ();
-       x = r_refdef.vrect.x * glwidth/vid.width;
-       x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
-       y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
-       y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
-
-       // fudge around because of frac screen scale
-       if (x > 0)
-               x--;
-       if (x2 < glwidth)
-               x2++;
-       if (y2 < 0)
-               y2--;
-       if (y < glheight)
-               y++;
-
-       w = x2 - x;
-       h = y - y2;
-
-       if (envmap)
-       {
-               x = y2 = 0;
-               w = h = 256;
-       }
+       R_MarkEntities();
+       R_TimeReport("markentity");
 
-       glViewport (glx + x, gly + y2, w, h);
-    screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
-//     yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
-//     if (skyname[0]) // skybox enabled?
-//             MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  r_skyboxsize.value*1.732050807569 + 256); // this is size*sqrt(3) + 256
-//     else
-               MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  r_farclip.value);
-
-       glCullFace(GL_FRONT);
-
-       glMatrixMode(GL_MODELVIEW);
-    glLoadIdentity ();
-
-    glRotatef (-90,  1, 0, 0);     // put Z going up
-    glRotatef (90,  0, 0, 1);      // put Z going up
-    glRotatef (-r_refdef.viewangles[2],  1, 0, 0);
-    glRotatef (-r_refdef.viewangles[0],  0, 1, 0);
-    glRotatef (-r_refdef.viewangles[1],  0, 0, 1);
-    glTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);
-
-       glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
-
-       //
-       // set drawing parms
-       //
-//     if (gl_cull.value)
-               glEnable(GL_CULL_FACE);
-//     else
-//             glDisable(GL_CULL_FACE);
-
-       glEnable(GL_BLEND); // was Disable
-       glDisable(GL_ALPHA_TEST);
-       glAlphaFunc(GL_GREATER, 0.5);
-       glEnable(GL_DEPTH_TEST);
-       glDepthMask(1);
-       glShadeModel(GL_SMOOTH);
-}
+       R_MarkWorldLights();
+       R_TimeReport("marklights");
 
-void R_DrawWorld (void);
-//void R_RenderDlights (void);
-void R_DrawParticles (void);
+       r_farclip = R_FarClip_Finish() + 256.0f;
 
-/*
-=============
-R_Clear
-=============
-*/
-void R_Clear (void)
-{
-//     glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
-       gldepthmin = 0;
-       gldepthmax = 1;
-       glDepthFunc (GL_LEQUAL);
+       R_Mesh_Start(r_farclip);
 
-       glDepthRange (gldepthmin, gldepthmax);
-}
+       if (skyrendermasked)
+       {
+               if (R_DrawBModelSky())
+                       R_TimeReport("bmodelsky");
+       }
+       else
+       {
+               R_DrawViewModel();
+               R_TimeReport("viewmodel");
+       }
 
-// LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
-void GL_Brighten()
-{
-       glMatrixMode(GL_PROJECTION);
-    glLoadIdentity ();
-       glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
-       glMatrixMode(GL_MODELVIEW);
-    glLoadIdentity ();
-       glDisable (GL_DEPTH_TEST);
-       glDisable (GL_CULL_FACE);
-       glDisable(GL_TEXTURE_2D);
-       glEnable(GL_BLEND);
-       glBlendFunc (GL_DST_COLOR, GL_ONE);
-       glBegin (GL_TRIANGLES);
-       glColor3f (1, 1, 1);
-       glVertex2f (-5000, -5000);
-       glVertex2f (10000, -5000);
-       glVertex2f (-5000, 10000);
-       glEnd ();
-       glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glDisable(GL_BLEND);
-       glEnable(GL_TEXTURE_2D);
-       glEnable (GL_DEPTH_TEST);
-       glEnable (GL_CULL_FACE);
-}
+       R_SetupForWorldRendering();
+       R_PrepareSurfaces();
+       R_TimeReport("surfprep");
 
-extern cvar_t contrast;
-extern cvar_t brightness;
-extern cvar_t gl_lightmode;
+       R_DrawSurfaces(SHADERSTAGE_SKY);
+       R_DrawSurfaces(SHADERSTAGE_NORMAL);
+       R_TimeReport("surfdraw");
 
-void GL_BlendView()
-{
-       glMatrixMode(GL_PROJECTION);
-    glLoadIdentity ();
-       glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
-       glMatrixMode(GL_MODELVIEW);
-    glLoadIdentity ();
-       glDisable (GL_DEPTH_TEST);
-       glDisable (GL_CULL_FACE);
-       glDisable(GL_TEXTURE_2D);
-       glEnable(GL_BLEND);
-       if (lighthalf)
+       if (r_drawportals.integer)
        {
-               glBlendFunc (GL_DST_COLOR, GL_ONE);
-               glBegin (GL_TRIANGLES);
-               glColor3f (1, 1, 1);
-               glVertex2f (-5000, -5000);
-               glVertex2f (10000, -5000);
-               glVertex2f (-5000, 10000);
-               glEnd ();
+               R_DrawPortals();
+               R_TimeReport("portals");
        }
-       glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       contrast.value = bound(0.2, contrast.value, 1.0);
-       if (/*gl_polyblend.value && */v_blend[3])
+
+       // don't let sound skip if going slow
+       if (!intimerefresh && !r_speeds.integer)
+               S_ExtraUpdate ();
+
+       if (skyrendermasked)
        {
-               glBegin (GL_TRIANGLES);
-               glColor4fv (v_blend);
-               glVertex2f (-5000, -5000);
-               glVertex2f (10000, -5000);
-               glVertex2f (-5000, 10000);
-               glEnd ();
+               R_DrawViewModel();
+               R_TimeReport("viewmodel");
        }
 
-       glEnable (GL_CULL_FACE);
-       glEnable (GL_DEPTH_TEST);
-       glDisable(GL_BLEND);
-       glEnable(GL_TEXTURE_2D);
-}
+       R_DrawModels();
+       R_TimeReport("models");
 
-#define TIMEREPORT(DESC) \
-       if (r_speeds2.value)\
-       {\
-               temptime = -currtime;\
-               currtime = Sys_FloatTime();\
-               temptime += currtime;\
-               Con_Printf(DESC " %.4fms ", temptime * 1000.0);\
-       }
+       R_DrawParticles();
+       R_TimeReport("particles");
 
-/*
-================
-R_RenderView
+       R_DrawExplosions();
+       R_TimeReport("explosions");
 
-r_refdef must be set before the first call
-================
-*/
-extern qboolean intimerefresh;
-void R_RenderView (void)
-{
-//     double currtime, temptime;
-//     if (r_norefresh.value)
-//             return;
-
-       if (!r_worldentity.model || !cl.worldmodel)
-               Sys_Error ("R_RenderView: NULL worldmodel");
-
-       lighthalf = gl_lightmode.value;
-
-       FOG_framebegin();
-       transpolyclear();
-
-//     if (r_speeds2.value)
-//     {
-//             currtime = Sys_FloatTime();
-//             Con_Printf("render time: ");
-//     }
-       R_Clear();
-//     TIMEREPORT("R_Clear")
-
-       // render normal view
-
-       R_SetupFrame ();
-       R_SetFrustum ();
-       R_SetupGL ();
-       R_MarkLeaves ();        // done here so we know if we're in water
-       R_DrawWorld ();         // adds static entities to the list
-       if (!intimerefresh)
-               S_ExtraUpdate ();       // don't let sound get messed up if going slow
-       wallpolyclear();
-       R_DrawEntitiesOnList1 (); // BSP models
-       wallpolyrender();
-       R_DrawEntitiesOnList2 (); // other models
-//     R_RenderDlights ();
-       R_DrawViewModel ();
-       R_DrawParticles ();
-       transpolyrender();
-
-       FOG_frameend();
-       GL_BlendView();
-//     if (r_speeds2.value)
-//             Con_Printf("\n");
+       // draw transparent meshs
+       R_Mesh_AddTransparent();
+       R_TimeReport("addtrans");
+
+       R_DrawCoronas();
+       R_TimeReport("coronas");
+
+       R_BlendView();
+       R_TimeReport("blendview");
+
+       R_DrawCrosshair();
+       R_TimeReport("crosshair");
+
+       // render any queued meshs
+       R_Mesh_Finish();
+       R_TimeReport("meshfinish");
 }
+