]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
rewrote most of the RSurfShader_ functions to use R_Mesh_Draw_GetBuffer instead of...
[xonotic/darkplaces.git] / gl_rsurf.c
index 8a56010f9b40d83dd8d6dff1ee8f3f9d6c384689..8851704d58d02d38899aaf83a2bbdc1df33aacc5 100644 (file)
@@ -23,7 +23,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #define MAX_LIGHTMAP_SIZE 256
 
-static signed int blocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
 
 static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
 
@@ -32,43 +33,15 @@ cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"};
 cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"};
 cvar_t r_drawportals = {0, "r_drawportals", "0"};
 cvar_t r_testvis = {0, "r_testvis", "0"};
-
-static void gl_surf_start(void)
-{
-}
-
-static void gl_surf_shutdown(void)
-{
-}
-
-static void gl_surf_newmap(void)
-{
-}
+cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
 
 static int dlightdivtable[32768];
 
-void GL_Surf_Init(void)
-{
-       int i;
-       dlightdivtable[0] = 4194304;
-       for (i = 1;i < 32768;i++)
-               dlightdivtable[i] = 4194304 / (i << 7);
-
-       Cvar_RegisterVariable(&r_ambient);
-       Cvar_RegisterVariable(&r_vertexsurfaces);
-       Cvar_RegisterVariable(&r_dlightmap);
-       Cvar_RegisterVariable(&r_drawportals);
-       Cvar_RegisterVariable(&r_testvis);
-
-       R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
-}
-
-static int R_AddDynamicLights (msurface_t *surf)
+static int R_IntAddDynamicLights (msurface_t *surf)
 {
-       int         sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract;
+       int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract;
        unsigned int *bl;
-       float       dist;
-       vec3_t      impact, local;
+       float dist, impact[3], local[3];
 
        // LordHavoc: use 64bit integer...  shame it's not very standardized...
 #if _MSC_VER || __BORLANDC__
@@ -81,6 +54,7 @@ static int R_AddDynamicLights (msurface_t *surf)
 
        smax = (surf->extents[0] >> 4) + 1;
        tmax = (surf->extents[1] >> 4) + 1;
+       smax3 = smax * 3;
 
        for (lnum = 0; lnum < r_numdlights; lnum++)
        {
@@ -130,9 +104,8 @@ static int R_AddDynamicLights (msurface_t *surf)
                red = r_dlight[lnum].light[0];
                green = r_dlight[lnum].light[1];
                blue = r_dlight[lnum].light[2];
-               subtract = (int) (r_dlight[lnum].lightsubtract * 4194304.0f);
-               bl = blocklights;
-               smax3 = smax * 3;
+               subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
+               bl = intblocklights;
 
                i = impactt;
                for (t = 0;t < tmax;t++, i -= 16)
@@ -149,9 +122,9 @@ static int R_AddDynamicLights (msurface_t *surf)
                                                k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
                                                if (k > 0)
                                                {
-                                                       bl[0] += (red   * k) >> 8;
-                                                       bl[1] += (green * k) >> 8;
-                                                       bl[2] += (blue  * k) >> 8;
+                                                       bl[0] += (red   * k) >> 7;
+                                                       bl[1] += (green * k) >> 7;
+                                                       bl[2] += (blue  * k) >> 7;
                                                        lit = true;
                                                }
                                        }
@@ -165,6 +138,291 @@ static int R_AddDynamicLights (msurface_t *surf)
        return lit;
 }
 
+static int R_FloatAddDynamicLights (msurface_t *surf)
+{
+       int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
+       float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
+
+       lit = false;
+
+       smax = (surf->extents[0] >> 4) + 1;
+       tmax = (surf->extents[1] >> 4) + 1;
+       smax3 = smax * 3;
+
+       for (lnum = 0; lnum < r_numdlights; lnum++)
+       {
+               if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+                       continue;                                       // not lit by this light
+
+               softwareuntransform(r_dlight[lnum].origin, local);
+               dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
+
+               // for comparisons to minimum acceptable light
+               // compensate for LIGHTOFFSET
+               maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
+
+               dist2 = dist * dist;
+               dist2 += LIGHTOFFSET;
+               if (dist2 >= maxdist)
+                       continue;
+
+               if (surf->plane->type < 3)
+               {
+                       VectorCopy(local, impact);
+                       impact[surf->plane->type] -= dist;
+               }
+               else
+               {
+                       impact[0] = local[0] - surf->plane->normal[0] * dist;
+                       impact[1] = local[1] - surf->plane->normal[1] * dist;
+                       impact[2] = local[2] - surf->plane->normal[2] * dist;
+               }
+
+               impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+               impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+               td = bound(0, impacts, smax * 16) - impacts;
+               td1 = bound(0, impactt, tmax * 16) - impactt;
+               td = td * td + td1 * td1 + dist2;
+               if (td > maxdist)
+                       continue;
+
+               // reduce calculations
+               for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
+                       sdtable[s] = td1 * td1 + dist2;
+
+               maxdist3 = maxdist - dist2;
+
+               // convert to 8.8 blocklights format
+               red = r_dlight[lnum].light[0];
+               green = r_dlight[lnum].light[1];
+               blue = r_dlight[lnum].light[2];
+               subtract = r_dlight[lnum].subtract * 32768.0f;
+               bl = floatblocklights;
+
+               td1 = impactt;
+               for (t = 0;t < tmax;t++, td1 -= 16.0f)
+               {
+                       td = td1 * td1;
+                       // make sure some part of it is visible on this line
+                       if (td < maxdist3)
+                       {
+                               maxdist2 = maxdist - td;
+                               for (s = 0;s < smax;s++)
+                               {
+                                       if (sdtable[s] < maxdist2)
+                                       {
+                                               k = (32768.0f / (sdtable[s] + td)) - subtract;
+                                               bl[0] += red   * k;
+                                               bl[1] += green * k;
+                                               bl[2] += blue  * k;
+                                               lit = true;
+                                       }
+                                       bl += 3;
+                               }
+                       }
+                       else // skip line
+                               bl += smax3;
+               }
+       }
+       return lit;
+}
+
+/*
+===============
+R_BuildLightMap
+
+Combine and scale multiple lightmaps into the 8.8 format in blocklights
+===============
+*/
+static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
+{
+       if (!r_floatbuildlightmap.integer)
+       {
+               int smax, tmax, i, j, size, size3, shift, maps, stride, l;
+               unsigned int *bl, scale;
+               qbyte *lightmap, *out, *stain;
+
+               // update cached lighting info
+               surf->cached_dlight = 0;
+               surf->cached_lightscalebit = lightscalebit;
+               surf->cached_ambient = r_ambient.value;
+               surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
+               surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
+               surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
+               surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
+
+               smax = (surf->extents[0]>>4)+1;
+               tmax = (surf->extents[1]>>4)+1;
+               size = smax*tmax;
+               size3 = size*3;
+               lightmap = surf->samples;
+
+       // set to full bright if no light data
+               bl = intblocklights;
+               if ((currentrenderentity->effects & EF_FULLBRIGHT) || !currentrenderentity->model->lightdata)
+               {
+                       for (i = 0;i < size3;i++)
+                               bl[i] = 255*256;
+               }
+               else
+               {
+       // clear to no light
+                       j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
+                       if (j)
+                       {
+                               for (i = 0;i < size3;i++)
+                                       *bl++ = j;
+                       }
+                       else
+                               memset(bl, 0, size*3*sizeof(unsigned int));
+
+                       if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+                       {
+                               surf->cached_dlight = R_IntAddDynamicLights(surf);
+                               if (surf->cached_dlight)
+                                       c_light_polys++;
+                               else if (dlightchanged)
+                                       return; // don't upload if only updating dlights and none mattered
+                       }
+
+       // add all the lightmaps
+                       if (lightmap)
+                       {
+                               bl = intblocklights;
+                               for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
+                                       for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+                                               bl[i] += lightmap[i] * scale;
+                       }
+               }
+
+               stain = surf->stainsamples;
+               bl = intblocklights;
+               out = templight;
+               // deal with lightmap brightness scale
+               shift = 7 + lightscalebit + 8;
+               if (currentrenderentity->model->lightmaprgba)
+               {
+                       stride = (surf->lightmaptexturestride - smax) * 4;
+                       for (i = 0;i < tmax;i++, out += stride)
+                       {
+                               for (j = 0;j < smax;j++)
+                               {
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       *out++ = 255;
+                               }
+                       }
+               }
+               else
+               {
+                       stride = (surf->lightmaptexturestride - smax) * 3;
+                       for (i = 0;i < tmax;i++, out += stride)
+                       {
+                               for (j = 0;j < smax;j++)
+                               {
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                               }
+                       }
+               }
+
+               R_UpdateTexture(surf->lightmaptexture, templight);
+       }
+       else
+       {
+               int smax, tmax, i, j, size, size3, maps, stride, l;
+               float *bl, scale;
+               qbyte *lightmap, *out, *stain;
+
+               // update cached lighting info
+               surf->cached_dlight = 0;
+               surf->cached_lightscalebit = lightscalebit;
+               surf->cached_ambient = r_ambient.value;
+               surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
+               surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
+               surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
+               surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
+
+               smax = (surf->extents[0]>>4)+1;
+               tmax = (surf->extents[1]>>4)+1;
+               size = smax*tmax;
+               size3 = size*3;
+               lightmap = surf->samples;
+
+       // set to full bright if no light data
+               bl = floatblocklights;
+               if ((currentrenderentity->effects & EF_FULLBRIGHT) || !currentrenderentity->model->lightdata)
+                       j = 255*256;
+               else
+                       j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
+
+               // clear to no light
+               if (j)
+               {
+                       for (i = 0;i < size3;i++)
+                               *bl++ = j;
+               }
+               else
+                       memset(bl, 0, size*3*sizeof(float));
+
+               if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+               {
+                       surf->cached_dlight = R_FloatAddDynamicLights(surf);
+                       if (surf->cached_dlight)
+                               c_light_polys++;
+                       else if (dlightchanged)
+                               return; // don't upload if only updating dlights and none mattered
+               }
+
+               // add all the lightmaps
+               if (lightmap)
+               {
+                       bl = floatblocklights;
+                       for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
+                               for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+                                       bl[i] += lightmap[i] * scale;
+               }
+
+               stain = surf->stainsamples;
+               bl = floatblocklights;
+               out = templight;
+               // deal with lightmap brightness scale
+               scale = 1.0f / (1 << (7 + lightscalebit + 8));
+               if (currentrenderentity->model->lightmaprgba)
+               {
+                       stride = (surf->lightmaptexturestride - smax) * 4;
+                       for (i = 0;i < tmax;i++, out += stride)
+                       {
+                               for (j = 0;j < smax;j++)
+                               {
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       *out++ = 255;
+                               }
+                       }
+               }
+               else
+               {
+                       stride = (surf->lightmaptexturestride - smax) * 3;
+                       for (i = 0;i < tmax;i++, out += stride)
+                       {
+                               for (j = 0;j < smax;j++)
+                               {
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                               }
+                       }
+               }
+
+               R_UpdateTexture(surf->lightmaptexture, templight);
+       }
+}
+
 void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, int icolor[8])
 {
        float ndist;
@@ -333,9 +591,9 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i
        R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor);
 
        // look for embedded bmodels
-       for (n = 1;n < MAX_EDICTS;n++)
+       for (n = 0;n < cl_num_brushmodel_entities;n++)
        {
-               ent = &cl_entities[n].render;
+               ent = cl_brushmodel_entities[n];
                model = ent->model;
                if (model && model->name[0] == '*')
                {
@@ -350,108 +608,6 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i
        }
 }
 
-/*
-===============
-R_BuildLightMap
-
-Combine and scale multiple lightmaps into the 8.8 format in blocklights
-===============
-*/
-static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
-{
-       int smax, tmax, i, j, size, size3, shift, scale, maps, *bl, stride, l;
-       qbyte *lightmap, *out, *stain;
-
-       // update cached lighting info
-       surf->cached_dlight = 0;
-       surf->cached_lightscalebit = lightscalebit;
-       surf->cached_ambient = r_ambient.value;
-       surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
-       surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
-       surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
-       surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
-
-       smax = (surf->extents[0]>>4)+1;
-       tmax = (surf->extents[1]>>4)+1;
-       size = smax*tmax;
-       size3 = size*3;
-       lightmap = surf->samples;
-
-// set to full bright if no light data
-       if ((currentrenderentity->effects & EF_FULLBRIGHT) || !currentrenderentity->model->lightdata)
-       {
-               bl = blocklights;
-               for (i = 0;i < size3;i++)
-                       bl[i] = 255*256;
-       }
-       else
-       {
-// clear to no light
-               j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
-               if (j)
-               {
-                       bl = blocklights;
-                       for (i = 0;i < size3;i++)
-                               *bl++ = j;
-               }
-               else
-                       memset(&blocklights[0], 0, size*3*sizeof(int));
-
-               if (surf->dlightframe == r_framecount && r_dlightmap.integer)
-               {
-                       surf->cached_dlight = R_AddDynamicLights(surf);
-                       if (surf->cached_dlight)
-                               c_light_polys++;
-                       else if (dlightchanged)
-                               return; // don't upload if only updating dlights and none mattered
-               }
-
-// add all the lightmaps
-               if (lightmap)
-               {
-                       bl = blocklights;
-                       for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
-                               for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
-                                       bl[i] += lightmap[i] * scale;
-               }
-       }
-
-       stain = surf->stainsamples;
-       bl = blocklights;
-       out = templight;
-       // deal with lightmap brightness scale
-       shift = 15 + lightscalebit;
-       if (currentrenderentity->model->lightmaprgba)
-       {
-               stride = (surf->lightmaptexturestride - smax) * 4;
-               for (i = 0;i < tmax;i++, out += stride)
-               {
-                       for (j = 0;j < smax;j++)
-                       {
-                               l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
-                               l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
-                               l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
-                               *out++ = 255;
-                       }
-               }
-       }
-       else
-       {
-               stride = (surf->lightmaptexturestride - smax) * 3;
-               for (i = 0;i < tmax;i++, out += stride)
-               {
-                       for (j = 0;j < smax;j++)
-                       {
-                               l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
-                               l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
-                               l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
-                       }
-               }
-       }
-
-       R_UpdateTexture(surf->lightmaptexture, templight);
-}
-
 
 /*
 =============================================================
@@ -660,11 +816,11 @@ static void RSurfShader_Sky(msurface_t *firstsurf)
 
 static int RSurf_Light(int *dlightbits, int numverts)
 {
-       float           f;
-       int                     i, l, lit = false;
-       rdlight_t       *rd;
-       vec3_t          lightorigin;
-       surfvert_t      *sv;
+       float f;
+       int i, l, lit = false;
+       rdlight_t *rd;
+       vec3_t lightorigin;
+       surfvert_t *sv;
        for (l = 0;l < r_numdlights;l++)
        {
                if (dlightbits[l >> 5] & (1 << (l & 31)))
@@ -674,10 +830,10 @@ static int RSurf_Light(int *dlightbits, int numverts)
                        VectorCopy(rd->origin, lightorigin);
                        for (i = 0, sv = svert;i < numverts;i++, sv++)
                        {
-                               f = VectorDistance2(sv->v, lightorigin) + LIGHTOFFSET;
+                               f = VectorDistance2(sv->v, lightorigin);
                                if (f < rd->cullradius2)
                                {
-                                       f = (1.0f / f) - rd->lightsubtract;
+                                       f = (1.0f / f) - rd->subtract;
                                        sv->c[0] += rd->light[0] * f;
                                        sv->c[1] += rd->light[1] * f;
                                        sv->c[2] += rd->light[2] * f;
@@ -689,29 +845,236 @@ static int RSurf_Light(int *dlightbits, int numverts)
        return lit;
 }
 
-static void RSurfShader_Water_Pass_Base(msurface_t *surf)
+static int RSurf_LightSeparate(int *dlightbits, int numverts, float *vert, float *color)
 {
-       int i;
-       float diff[3], alpha, ifog;
-       surfvertex_t *v;
-       surfvert_t *sv;
-       surfmesh_t *mesh;
-       rmeshinfo_t m;
-       alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
-
-       memset(&m, 0, sizeof(m));
-       if (alpha != 1 || surf->currenttexture->fogtexture != NULL)
-       {
-               m.transparent = true;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       }
-       else
+       float f, *v, *c;
+       int i, l, lit = false;
+       rdlight_t *rd;
+       vec3_t lightorigin;
+       for (l = 0;l < r_numdlights;l++)
        {
-               m.transparent = false;
-               m.blendfunc1 = GL_ONE;
-               m.blendfunc2 = GL_ZERO;
-       }
+               if (dlightbits[l >> 5] & (1 << (l & 31)))
+               {
+                       rd = &r_dlight[l];
+                       // FIXME: support softwareuntransform here and make bmodels use hardware transform?
+                       VectorCopy(rd->origin, lightorigin);
+                       for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4)
+                       {
+                               f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
+                               if (f < rd->cullradius2)
+                               {
+                                       f = (1.0f / f) - rd->subtract;
+                                       VectorMA(c, f, rd->light, c);
+                                       lit = true;
+                               }
+                       }
+               }
+       }
+       return lit;
+}
+
+// note: this untransforms lights to do the checking,
+// and takes surf->mesh->vertex data
+static int RSurf_LightCheck(int *dlightbits, surfmesh_t *mesh)
+{
+       int i, l;
+       rdlight_t *rd;
+       vec3_t lightorigin;
+       surfvertex_t *sv;
+       for (l = 0;l < r_numdlights;l++)
+       {
+               if (dlightbits[l >> 5] & (1 << (l & 31)))
+               {
+                       rd = &r_dlight[l];
+                       softwareuntransform(rd->origin, lightorigin);
+                       for (i = 0, sv = mesh->vertex;i < mesh->numverts;i++, sv++)
+                               if (VectorDistance2(sv->v, lightorigin) < rd->cullradius2)
+                                       return true;
+               }
+       }
+       return false;
+}
+
+static void RSurfShader_Water_Pass_Base(msurface_t *surf)
+{
+#if 0
+       int i, size3;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+       float base[3], scale, f;
+       qbyte *lm;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       if (currentrenderentity->effects & EF_ADDITIVE)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+
+       size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
+
+       base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f) + surf->flags & SURF_LIGHTMAP ? 0 : ;
+
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+
+                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                       {
+                               softwaretransform(v->v, outv);
+                               outv[3] = 1;
+                               VectorCopy(base, outc);
+                               outc[3] = ca;
+                               outst[0] = v->st[0];
+                               outst[1] = v->st[1];
+                       }
+
+                       if (surf->dlightframe == r_framecount)
+                               RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+
+                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
+                       {
+                               if (surf->flags & SURF_LIGHTMAP)
+                               if (surf->styles[0] != 255)
+                               {
+                                       lm = surf->samples + v->lightmapoffset;
+                                       scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
+                                       VectorMA(outc, scale, lm, outc);
+                                       if (surf->styles[1] != 255)
+                                       {
+                                               lm += size3;
+                                               scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
+                                               VectorMA(outc, scale, lm, outc);
+                                               if (surf->styles[2] != 255)
+                                               {
+                                                       lm += size3;
+                                                       scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
+                                                       VectorMA(outc, scale, lm, outc);
+                                                       if (surf->styles[3] != 255)
+                                                       {
+                                                               lm += size3;
+                                                               scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
+                                                               VectorMA(outc, scale, lm, outc);
+                                                       }
+                                               }
+                                       }
+                               }
+                               if (fogenabled)
+                               {
+                                       VectorSubtract(outv, r_origin, diff);
+                                       f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                       VectorScale(outc, f, outc);
+                               }
+                               else
+                                       VectorScale(outc, cl, outc);
+                       }
+               }
+       }
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       if (currentrenderentity->effects & EF_ADDITIVE)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       m.tex[1] = R_GetTexture(surf->lightmaptexture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = (float) (1 << lightscalebit) * m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                       {
+                               softwaretransform(v->v, outv);
+                               if (r_waterripple.value)
+                                       outv[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
+                               outv[3] = 1;
+                               if (fogenabled)
+                               {
+                                       VectorSubtract(outv, r_origin, diff);
+                                       outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                               }
+                               else
+                                       outc[0] = outc[1] = outc[2] = cl;
+                               outc[3] = ca;
+                               outst[0] = v->st[0];
+                               outst[1] = v->st[1];
+                               outuv[0] = v->uv[0];
+                               outuv[1] = v->uv[1];
+                       }
+               }
+       }
+#else
+       int i;
+       float diff[3], alpha, ifog;
+       surfvertex_t *v;
+       surfvert_t *sv;
+       surfmesh_t *mesh;
+       rmeshinfo_t m;
+       alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
+
+       memset(&m, 0, sizeof(m));
+       if (alpha != 1 || surf->currenttexture->fogtexture != NULL)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
        m.vertex = &svert[0].v[0];
        m.vertexstep = sizeof(surfvert_t);
        m.color = &svert[0].c[0];
@@ -761,72 +1124,13 @@ static void RSurfShader_Water_Pass_Base(msurface_t *surf)
                }
                R_Mesh_Draw(&m);
        }
-}
-
-static void RSurfShader_Water_Pass_Glow(msurface_t *surf)
-{
-       int i;
-       float diff[3], alpha, ifog;
-       surfvertex_t *v;
-       surfvert_t *sv;
-       surfmesh_t *mesh;
-       rmeshinfo_t m;
-       alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
-
-       memset(&m, 0, sizeof(m));
-       m.transparent = alpha != 1 || surf->currenttexture->fogtexture != NULL;
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.vertex = &svert[0].v[0];
-       m.vertexstep = sizeof(surfvert_t);
-       m.cr = 1;
-       m.cg = 1;
-       m.cb = 1;
-       m.ca = alpha;
-       m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
-       m.texcoords[0] = &svert[0].st[0];
-       m.texcoordstep[0] = sizeof(surfvert_t);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-       {
-               m.numtriangles = mesh->numtriangles;
-               m.numverts = mesh->numverts;
-               m.index = mesh->index;
-               if (fogenabled)
-               {
-                       m.color = &svert[0].c[0];
-                       m.colorstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-                       {
-                               softwaretransform(v->v, sv->v);
-                               if (r_waterripple.value)
-                                       sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
-                               sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                               sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                               VectorSubtract(sv->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] = m.cr * ifog;
-                               sv->c[1] = m.cg * ifog;
-                               sv->c[2] = m.cb * ifog;
-                               sv->c[3] = m.ca;
-                       }
-               }
-               else
-               {
-                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-                       {
-                               softwaretransform(v->v, sv->v);
-                               if (r_waterripple.value)
-                                       sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
-                               sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                               sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                       }
-               }
-               R_Mesh_Draw(&m);
-       }
+#endif
 }
 
 static void RSurfShader_Water_Pass_Fog(msurface_t *surf)
 {
+#if 0
+#else
        int i;
        float alpha;
        surfvertex_t *v;
@@ -871,6 +1175,7 @@ static void RSurfShader_Water_Pass_Fog(msurface_t *surf)
                }
                R_Mesh_Draw(&m);
        }
+#endif
 }
 
 static void RSurfShader_Water(msurface_t *firstsurf)
@@ -878,9 +1183,6 @@ static void RSurfShader_Water(msurface_t *firstsurf)
        msurface_t *surf;
        for (surf = firstsurf;surf;surf = surf->chain)
                RSurfShader_Water_Pass_Base(surf);
-       for (surf = firstsurf;surf;surf = surf->chain)
-               if (surf->currenttexture->glowtexture)
-                       RSurfShader_Water_Pass_Glow(surf);
        if (fogenabled)
                for (surf = firstsurf;surf;surf = surf->chain)
                        RSurfShader_Water_Pass_Fog(surf);
@@ -888,6 +1190,112 @@ static void RSurfShader_Water(msurface_t *firstsurf)
 
 static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *surf)
 {
+#if 1
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       if (currentrenderentity->effects & EF_ADDITIVE)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       m.tex[1] = R_GetTexture(surf->lightmaptexture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = (float) (1 << lightscalebit) * m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (fogenabled)
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                       }
+                       else
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                       }
+               }
+       }
+#else
        int i;
        float diff[3], ifog;
        surfvertex_t *v;
@@ -978,10 +1386,61 @@ static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *surf)
                }
                R_Mesh_Draw(&m);
        }
+#endif
 }
 
 static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *surf)
 {
+#if 1
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, ca;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       m.transparent = false;
+       m.blendfunc1 = GL_ONE;
+       m.blendfunc2 = GL_ZERO;
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = (float) (1 << lightscalebit) * m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (softwaretransform_complexity)
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       outc[0] = outc[1] = outc[2] = cl;
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       VectorCopy(v->v, outv);
+                                       outv[3] = 1;
+                                       outc[0] = outc[1] = outc[2] = cl;
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
+               }
+       }
+#else
        int i;
        surfvertex_t *v;
        surfvert_t *sv;
@@ -1016,10 +1475,93 @@ static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *surf)
                }
                R_Mesh_Draw(&m);
        }
+#endif
 }
 
 static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *surf)
 {
+#if 1
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outuv, cl, ca, diff[3];
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       m.transparent = false;
+       m.blendfunc1 = GL_ZERO;
+       m.blendfunc2 = GL_SRC_COLOR;
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->lightmaptexture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = (float) (1 << lightscalebit) * m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (fogenabled)
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                       }
+                       else
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outuv[0] = v->uv[0];
+                                               outuv[1] = v->uv[1];
+                                       }
+                               }
+                       }
+               }
+       }
+#else
        int i;
        float diff[3], ifog;
        surfvertex_t *v;
@@ -1092,10 +1634,155 @@ static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *surf)
                }
                R_Mesh_Draw(&m);
        }
+#endif
 }
 
 static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf)
 {
+#if 1
+       int i, size3;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
+       float base[3], scale, f;
+       qbyte *lm;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       if (currentrenderentity->effects & EF_ADDITIVE)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+
+       size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
+
+       base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+
+                       if (currentrenderentity->effects & EF_FULLBRIGHT)
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                       }
+                       else
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorCopy(base, outc);
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorCopy(base, outc);
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+
+                               if (surf->dlightframe == r_framecount)
+                                       RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
+                               {
+                                       if (surf->styles[0] != 255)
+                                       {
+                                               lm = surf->samples + v->lightmapoffset;
+                                               scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
+                                               VectorMA(outc, scale, lm, outc);
+                                               if (surf->styles[1] != 255)
+                                               {
+                                                       lm += size3;
+                                                       scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
+                                                       VectorMA(outc, scale, lm, outc);
+                                                       if (surf->styles[2] != 255)
+                                                       {
+                                                               lm += size3;
+                                                               scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
+                                                               VectorMA(outc, scale, lm, outc);
+                                                               if (surf->styles[3] != 255)
+                                                               {
+                                                                       lm += size3;
+                                                                       scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
+                                                                       VectorMA(outc, scale, lm, outc);
+                                                               }
+                                                       }
+                                               }
+                                       }
+                                       if (fogenabled)
+                                       {
+                                               VectorSubtract(outv, r_origin, diff);
+                                               f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               VectorScale(outc, f, outc);
+                                       }
+                                       else
+                                               VectorScale(outc, cl, outc);
+                               }
+                       }
+               }
+       }
+#else
        int i, size3;
        float c[3], base[3], scale, diff[3], ifog;
        surfvertex_t *v;
@@ -1106,7 +1793,7 @@ static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf)
 
        size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
 
-       base[0] = base[1] = base[2] = r_ambient.value * (1.0f / 128.0f);
+       base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 128.0f);
 
        memset(&m, 0, sizeof(m));
        if (currentrenderentity->effects & EF_ADDITIVE)
@@ -1167,30 +1854,128 @@ static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf)
                                        }
                                }
                        }
-                       sv->c[0] = c[0];
-                       sv->c[1] = c[1];
-                       sv->c[2] = c[2];
-                       sv->c[3] = currentrenderentity->alpha;
-               }
-               if (surf->dlightframe == r_framecount)
-                       RSurf_Light(surf->dlightbits, m.numverts);
-               if (fogenabled)
-               {
-                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-                       {
-                               VectorSubtract(sv->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] *= ifog;
-                               sv->c[1] *= ifog;
-                               sv->c[2] *= ifog;
-                       }
+                       sv->c[0] = c[0];
+                       sv->c[1] = c[1];
+                       sv->c[2] = c[2];
+                       sv->c[3] = currentrenderentity->alpha;
+               }
+               if (surf->dlightframe == r_framecount)
+                       RSurf_Light(surf->dlightbits, m.numverts);
+               if (fogenabled)
+               {
+                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                       {
+                               VectorSubtract(sv->v, r_origin, diff);
+                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
+                               sv->c[0] *= ifog;
+                               sv->c[1] *= ifog;
+                               sv->c[2] *= ifog;
+                       }
+               }
+               R_Mesh_Draw(&m);
+       }
+#endif
+}
+
+static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *surf)
+{
+#if 1
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, ca, diff[3];
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       if (currentrenderentity->effects & EF_ADDITIVE)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (fogenabled)
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               VectorSubtract(outv, r_origin, diff);
+                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                       }
+                       else
+                       {
+                               if (softwaretransform_complexity)
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               softwaretransform(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                                       {
+                                               VectorCopy(v->v, outv);
+                                               outv[3] = 1;
+                                               outc[0] = outc[1] = outc[2] = cl;
+                                               outc[3] = ca;
+                                               outst[0] = v->st[0];
+                                               outst[1] = v->st[1];
+                                       }
+                               }
+                       }
                }
-               R_Mesh_Draw(&m);
        }
-}
-
-static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *surf)
-{
+#else
        int i;
        float diff[3], ifog;
        surfvertex_t *v;
@@ -1251,10 +2036,83 @@ static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *surf)
                }
                R_Mesh_Draw(&m);
        }
+#endif
 }
 
 static void RSurfShader_Wall_Pass_Light(msurface_t *surf)
 {
+#if 1
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, *outuv, cl, ca, diff[3], f;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+
+       if (surf->dlightframe != r_framecount)
+               return;
+       if (currentrenderentity->effects & EF_FULLBRIGHT)
+               return;
+
+       memset(&m, 0, sizeof(m));
+       if (currentrenderentity->effects & EF_ADDITIVE)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       {
+               m.transparent = true;
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.transparent = false;
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = false;
+       m.depthdisable = false;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               if (RSurf_LightCheck(surf->dlightbits, mesh))
+               {
+                       m.numtriangles = mesh->numtriangles;
+                       m.numverts = mesh->numverts;
+
+                       if (R_Mesh_Draw_GetBuffer(&m))
+                       {
+                               cl = m.colorscale;
+                               memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       VectorClear(outc);
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                               RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+                               if (fogenabled)
+                               {
+                                       for (i = 0, outv = m.vertex, outc = m.color;i < m.numverts;i++, outv += 4, outc += 4)
+                                       {
+                                               VectorSubtract(outv, r_origin, diff);
+                                               f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                               VectorScale(outc, f, outc);
+                                       }
+                               }
+                               else if (cl != 1)
+                                       for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4)
+                                               VectorScale(outc, cl, outc);
+                       }
+               }
+       }
+#else
        int i;
        float diff[3], ifog;
        surfvertex_t *v;
@@ -1307,10 +2165,60 @@ static void RSurfShader_Wall_Pass_Light(msurface_t *surf)
                        R_Mesh_Draw(&m);
                }
        }
+#endif
 }
 
 static void RSurfShader_Wall_Pass_Glow(msurface_t *surf)
 {
+#if 1
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, ca, diff[3];
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE;
+       m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (fogenabled)
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       VectorSubtract(outv, r_origin, diff);
+                                       outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       outc[0] = outc[1] = outc[2] = cl;
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
+               }
+       }
+#else
        int i;
        float diff[3], ifog;
        surfvertex_t *v;
@@ -1319,12 +2227,7 @@ static void RSurfShader_Wall_Pass_Glow(msurface_t *surf)
        rmeshinfo_t m;
 
        memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
-               m.transparent = true;
-       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
-               m.transparent = true;
-       else
-               m.transparent = false;
+       m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
        m.cr = 1;
@@ -1390,10 +2293,63 @@ static void RSurfShader_Wall_Pass_Glow(msurface_t *surf)
                }
                R_Mesh_Draw(&m);
        }
+#endif
 }
 
 static void RSurfShader_Wall_Pass_Fog(msurface_t *surf)
 {
+#if 1
+       int i;
+       surfvertex_t *v;
+       float *outv, *outc, *outst, cl, ca, diff[3], f;
+       surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE;
+       ca = currentrenderentity->alpha;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+
+               if (R_Mesh_Draw_GetBuffer(&m))
+               {
+                       cl = m.colorscale;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       if (softwaretransform_complexity)
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       softwaretransform(v->v, outv);
+                                       outv[3] = 1;
+                                       VectorSubtract(outv, r_origin, diff);
+                                       f = cl * exp(fogdensity/DotProduct(diff, diff));
+                                       VectorScale(fogcolor, f, outc);
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+                               {
+                                       VectorCopy(v->v, outv);
+                                       outv[3] = 1;
+                                       VectorSubtract(outv, r_origin, diff);
+                                       VectorSubtract(outv, r_origin, diff);
+                                       f = cl * exp(fogdensity/DotProduct(diff, diff));
+                                       VectorScale(fogcolor, f, outc);
+                                       outc[3] = ca;
+                                       outst[0] = v->st[0];
+                                       outst[1] = v->st[1];
+                               }
+                       }
+               }
+       }
+#else
        int i;
        surfvertex_t *v;
        surfvert_t *sv;
@@ -1402,12 +2358,7 @@ static void RSurfShader_Wall_Pass_Fog(msurface_t *surf)
        vec3_t diff;
 
        memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
-               m.transparent = true;
-       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
-               m.transparent = true;
-       else
-               m.transparent = false;
+       m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
        m.color = &svert[0].c[0];
@@ -1449,6 +2400,7 @@ static void RSurfShader_Wall_Pass_Fog(msurface_t *surf)
                }
                R_Mesh_Draw(&m);
        }
+#endif
 }
 
 static void RSurfShader_Wall_Fullbright(msurface_t *firstsurf)
@@ -1596,11 +2548,6 @@ static void RSurfShader_Wall_Lightmap(msurface_t *firstsurf)
 =============================================================
 */
 
-static void RSurf_Callback(void *data, void *junk)
-{
-       ((msurface_t *)data)->visframe = r_framecount;
-}
-
 static void R_SolidWorldNode (void)
 {
        if (r_viewleaf->contents != CONTENTS_SOLID)
@@ -1609,7 +2556,6 @@ static void R_SolidWorldNode (void)
                mportal_t *p, *pstack[8192];
                msurface_t *surf, **mark, **endmark;
                mleaf_t *leaf;
-               tinyplane_t plane;
                // LordHavoc: portal-passage worldnode; follows portals leading
                // outward from viewleaf, if a portal leads offscreen it is not
                // followed, in indoor maps this can often cull a great deal of
@@ -1627,54 +2573,25 @@ static void R_SolidWorldNode (void)
                {
                        mark = leaf->firstmarksurface;
                        endmark = mark + leaf->nummarksurfaces;
-                       if (r_ser.integer)
+                       do
                        {
-                               do
+                               surf = *mark++;
+                               // make sure surfaces are only processed once
+                               if (surf->worldnodeframe == r_framecount)
+                                       continue;
+                               surf->worldnodeframe = r_framecount;
+                               if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
                                {
-                                       surf = *mark++;
-                                       // make sure surfaces are only processed once
-                                       if (surf->worldnodeframe == r_framecount)
-                                               continue;
-                                       surf->worldnodeframe = r_framecount;
-                                       if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
-                                       {
-                                               if (surf->flags & SURF_PLANEBACK)
-                                               {
-                                                       VectorNegate(surf->plane->normal, plane.normal);
-                                                       plane.dist = -surf->plane->dist;
-                                                       R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane);
-                                               }
-                                       }
-                                       else
-                                       {
-                                               if (!(surf->flags & SURF_PLANEBACK))
-                                                       R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
-                                       }
+                                       if (surf->flags & SURF_PLANEBACK)
+                                               surf->visframe = r_framecount;
                                }
-                               while (mark < endmark);
-                       }
-                       else
-                       {
-                               do
+                               else
                                {
-                                       surf = *mark++;
-                                       // make sure surfaces are only processed once
-                                       if (surf->worldnodeframe == r_framecount)
-                                               continue;
-                                       surf->worldnodeframe = r_framecount;
-                                       if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
-                                       {
-                                               if (surf->flags & SURF_PLANEBACK)
-                                                       surf->visframe = r_framecount;
-                                       }
-                                       else
-                                       {
-                                               if (!(surf->flags & SURF_PLANEBACK))
-                                                       surf->visframe = r_framecount;
-                                       }
+                                       if (!(surf->flags & SURF_PLANEBACK))
+                                               surf->visframe = r_framecount;
                                }
-                               while (mark < endmark);
                        }
+                       while (mark < endmark);
                }
 
                // follow portals into other leafs
@@ -1720,49 +2637,21 @@ loc2:
                {
                        if (node->numsurfaces)
                        {
-                               if (r_ser.integer)
+                               msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
+                               if (PlaneDiff (r_origin, node->plane) < 0)
                                {
-                                       msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
-                                       tinyplane_t plane;
-                                       if (PlaneDiff (r_origin, node->plane) < 0)
-                                       {
-                                               for (;surf < surfend;surf++)
-                                               {
-                                                       if (surf->flags & SURF_PLANEBACK)
-                                                       {
-                                                               VectorNegate(surf->plane->normal, plane.normal);
-                                                               plane.dist = -surf->plane->dist;
-                                                               R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), surf->flags & SURF_CLIPSOLID, RSurf_Callback, surf, NULL, &plane);
-                                                       }
-                                               }
-                                       }
-                                       else
+                                       for (;surf < surfend;surf++)
                                        {
-                                               for (;surf < surfend;surf++)
-                                               {
-                                                       if (!(surf->flags & SURF_PLANEBACK))
-                                                               R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), surf->flags & SURF_CLIPSOLID, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
-                                               }
+                                               if (surf->flags & SURF_PLANEBACK)
+                                                       surf->visframe = r_framecount;
                                        }
                                }
                                else
                                {
-                                       msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
-                                       if (PlaneDiff (r_origin, node->plane) < 0)
-                                       {
-                                               for (;surf < surfend;surf++)
-                                               {
-                                                       if (surf->flags & SURF_PLANEBACK)
-                                                               surf->visframe = r_framecount;
-                                               }
-                                       }
-                                       else
+                                       for (;surf < surfend;surf++)
                                        {
-                                               for (;surf < surfend;surf++)
-                                               {
-                                                       if (!(surf->flags & SURF_PLANEBACK))
-                                                               surf->visframe = r_framecount;
-                                               }
+                                               if (!(surf->flags & SURF_PLANEBACK))
+                                                       surf->visframe = r_framecount;
                                        }
                                }
                        }
@@ -1814,7 +2703,6 @@ static void R_PVSWorldNode()
        mportal_t *p, *pstack[8192];
        msurface_t *surf, **mark, **endmark;
        mleaf_t *leaf;
-       tinyplane_t plane;
        qbyte *worldvis;
 
        worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
@@ -1831,54 +2719,25 @@ loc0:
        {
                mark = leaf->firstmarksurface;
                endmark = mark + leaf->nummarksurfaces;
-               if (r_ser.integer)
+               do
                {
-                       do
+                       surf = *mark++;
+                       // make sure surfaces are only processed once
+                       if (surf->worldnodeframe == r_framecount)
+                               continue;
+                       surf->worldnodeframe = r_framecount;
+                       if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
                        {
-                               surf = *mark++;
-                               // make sure surfaces are only processed once
-                               if (surf->worldnodeframe == r_framecount)
-                                       continue;
-                               surf->worldnodeframe = r_framecount;
-                               if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
-                               {
-                                       if (surf->flags & SURF_PLANEBACK)
-                                       {
-                                               VectorNegate(surf->plane->normal, plane.normal);
-                                               plane.dist = -surf->plane->dist;
-                                               R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane);
-                                       }
-                               }
-                               else
-                               {
-                                       if (!(surf->flags & SURF_PLANEBACK))
-                                               R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
-                               }
+                               if (surf->flags & SURF_PLANEBACK)
+                                       surf->visframe = r_framecount;
                        }
-                       while (mark < endmark);
-               }
-               else
-               {
-                       do
+                       else
                        {
-                               surf = *mark++;
-                               // make sure surfaces are only processed once
-                               if (surf->worldnodeframe == r_framecount)
-                                       continue;
-                               surf->worldnodeframe = r_framecount;
-                               if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
-                               {
-                                       if (surf->flags & SURF_PLANEBACK)
-                                               surf->visframe = r_framecount;
-                               }
-                               else
-                               {
-                                       if (!(surf->flags & SURF_PLANEBACK))
-                                               surf->visframe = r_framecount;
-                               }
+                               if (!(surf->flags & SURF_PLANEBACK))
+                                       surf->visframe = r_framecount;
                        }
-                       while (mark < endmark);
                }
+               while (mark < endmark);
        }
 
        // follow portals into other leafs
@@ -2155,3 +3014,32 @@ void R_DrawBrushModelNormal (void)
        R_DrawSurfaces(SHADERSTAGE_NORMAL);
 }
 
+static void gl_surf_start(void)
+{
+}
+
+static void gl_surf_shutdown(void)
+{
+}
+
+static void gl_surf_newmap(void)
+{
+}
+
+void GL_Surf_Init(void)
+{
+       int i;
+       dlightdivtable[0] = 4194304;
+       for (i = 1;i < 32768;i++)
+               dlightdivtable[i] = 4194304 / (i << 7);
+
+       Cvar_RegisterVariable(&r_ambient);
+       Cvar_RegisterVariable(&r_vertexsurfaces);
+       Cvar_RegisterVariable(&r_dlightmap);
+       Cvar_RegisterVariable(&r_drawportals);
+       Cvar_RegisterVariable(&r_testvis);
+       Cvar_RegisterVariable(&r_floatbuildlightmap);
+
+       R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
+}
+