]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
lighthalf related transpoly cleanup
[xonotic/darkplaces.git] / gl_rsurf.c
index d07668f3435679e4bea5ead1abc5a2e0ca0a36a3..fe5bb6ca9f6127fa2a02f3fabbf080803c911b05 100644 (file)
@@ -43,11 +43,12 @@ short lightmapupdate[MAX_LIGHTMAPS][2];
 
 int lightmapalign, lightmapalignmask; // LordHavoc: NVIDIA's broken subimage fix, see BuildLightmaps for notes
 cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"};
-cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "1"};
+cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "0"};
 cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"};
 cvar_t gl_nosubimage = {"gl_nosubimage", "0"};
 cvar_t r_ambient = {"r_ambient", "0"};
 cvar_t gl_vertex = {"gl_vertex", "0"};
+cvar_t gl_texsort = {"gl_texsort", "1"};
 //cvar_t gl_funnywalls = {"gl_funnywalls", "0"}; // LordHavoc: see BuildSurfaceDisplayList
 
 qboolean lightmaprgba, nosubimagefragments, nosubimage;
@@ -70,6 +71,7 @@ void glrsurf_init()
        Cvar_RegisterVariable(&r_ambient);
 //     Cvar_RegisterVariable(&gl_funnywalls);
        Cvar_RegisterVariable(&gl_vertex);
+       Cvar_RegisterVariable(&gl_texsort);
        // check if it's the glquake minigl driver
        if (strncasecmp(gl_vendor,"3Dfx",4)==0)
        if (!gl_arrays)
@@ -377,101 +379,93 @@ void R_SkySurf(msurface_t *s, qboolean transform)
        }
 }
 
-void R_WaterSurf(msurface_t *s, texture_t *t, qboolean transform, int alpha)
+void R_LightSurface(int *dlightbits, glpoly_t *polys, float *wvert)
 {
-       int             i, a, b;
+       float           cr, cg, cb, radius, radius2, f, *v, *wv;
+       int                     i, a, b;
        unsigned int c;
-       float   cr, cg, cb, radius, radius2, f;
-       float   os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
-       glpoly_t *p;
-       float   wvert[64*6], *wv, *v, *lightorigin;
-       dlight_t *light;
-       wv = wvert;
-       for (p = s->polys;p;p = p->next)
-       {
-               for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-               {
-                       if (transform)
-                               softwaretransform(v, wv);
-                       else
-                               VectorCopy(v, wv);
-                       if (r_waterripple.value)
-                               wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                       wv[3] = wv[4] = wv[5] = 128.0f;
-                       wv += 6;
-               }
-       }
-       if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+       dlight_t        *light;
+       vec_t           *lightorigin;
+       glpoly_t        *p;
+       for (a = 0;a < 8;a++)
        {
-               for (a = 0;a < 8;a++)
+               if ((c = dlightbits[a]))
                {
-                       if (c = s->dlightbits[a])
+                       for (b = 0;c && b < 32;b++)
                        {
-                               for (b = 0;c && b < 32;b++)
+                               if (c & (1 << b))
                                {
-                                       if (c & (1 << b))
+                                       c -= (1 << b);
+                                       light = &cl_dlights[a * 32 + b];
+                                       lightorigin = light->origin;
+                                       cr = light->color[0];
+                                       cg = light->color[1];
+                                       cb = light->color[2];
+                                       radius = light->radius*light->radius*16.0f;
+                                       radius2 = radius * 16.0f;
+                                       wv = wvert;
+                                       for (p = polys;p;p = p->next)
                                        {
-                                               c -= (1 << b);
-                                               light = &cl_dlights[a * 32 + b];
-                                               lightorigin = light->origin;
-                                               cr = light->color[0];
-                                               cg = light->color[1];
-                                               cb = light->color[2];
-                                               radius = light->radius*light->radius*16.0f;
-                                               radius2 = radius * 16.0f;
-                                               wv = wvert;
-                                               for (p = s->polys;p;p = p->next)
+                                               for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
                                                {
-                                                       for (i = 0;i < p->numverts;i++, wv += 6)
+                                                       f = VectorDistance2(wv, lightorigin);
+                                                       if (f < radius)
                                                        {
-                                                               f = VectorDistance2(wv, lightorigin);
-                                                               if (f < radius)
-                                                               {
-                                                                       f = radius2 / (f + 65536.0f);
-                                                                       wv[3] += cr * f;
-                                                                       wv[4] += cg * f;
-                                                                       wv[5] += cb * f;
-                                                               }
+                                                               f = radius2 / (f + 65536.0f);
+                                                               wv[3] += cr * f;
+                                                               wv[4] += cg * f;
+                                                               wv[5] += cb * f;
                                                        }
+                                                       wv += 6;
                                                }
                                        }
-                                       c >>= 1;
-                                       b++;
                                }
+                               c >>= 1;
+                               b++;
                        }
                }
        }
+}
+
+void R_WaterSurf(msurface_t *s, texture_t *t, qboolean transform, int alpha)
+{
+       int             i;
+       float   os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
+       glpoly_t *p;
+       float   wvert[1024*6], *wv, *v;
        wv = wvert;
-       // FIXME: make fog texture if water texture is transparent?
-       if (lighthalf)
+       for (p = s->polys;p;p = p->next)
        {
-               for (p=s->polys ; p ; p=p->next)
+               for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
                {
-                       transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
-                               transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) wv[3] >> 1,(int) wv[4] >> 1,(int) wv[5] >> 1,alpha);
-                       transpolyend();
+                       if (transform)
+                               softwaretransform(v, wv);
+                       else
+                               VectorCopy(v, wv);
+                       if (r_waterripple.value)
+                               wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*(1.0f/32.0f)+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
+                       wv[3] = wv[4] = wv[5] = 128.0f;
+                       wv += 6;
                }
        }
-       else
+       if (s->dlightframe == r_dlightframecount && r_dynamic.value)
+               R_LightSurface(s->dlightbits, s->polys, wvert);
+       wv = wvert;
+       // FIXME: make fog texture if water texture is transparent?
+       for (p=s->polys ; p ; p=p->next)
        {
-               for (p=s->polys ; p ; p=p->next)
-               {
-                       transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
-                               transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) wv[3],(int) wv[4],(int) wv[5],alpha);
-                       transpolyend();
-               }
+               transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
+               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+                       transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), wv[3], wv[4], wv[5], alpha);
+               transpolyend();
        }
 }
 
 void R_WallSurf(msurface_t *s, texture_t *t, qboolean transform)
 {
-       int                     i, a, b;
-       unsigned int c;
+       int                     i;
        glpoly_t        *p;
-       float           wvert[64*6], *wv, *v, cr, cg, cb, radius, radius2, f, *lightorigin;
-       dlight_t        *light;
+       float           wvert[64*6], *wv, *v;
        // check for lightmap modification
        if (r_dynamic.value)
        {
@@ -496,44 +490,7 @@ void R_WallSurf(msurface_t *s, texture_t *t, qboolean transform)
                }
        }
        if (s->dlightframe == r_dlightframecount && r_dynamic.value)
-       {
-               for (a = 0;a < 8;a++)
-               {
-                       if (c = s->dlightbits[a])
-                       {
-                               for (b = 0;c && b < 32;b++)
-                               {
-                                       if (c & (1 << b))
-                                       {
-                                               c -= (1 << b);
-                                               light = &cl_dlights[a * 32 + b];
-                                               lightorigin = light->origin;
-                                               cr = light->color[0];
-                                               cg = light->color[1];
-                                               cb = light->color[2];
-                                               radius = light->radius*light->radius*16.0f;
-                                               radius2 = radius * 16.0f;
-                                               wv = wvert;
-                                               for (p = s->polys;p;p = p->next)
-                                               {
-                                                       for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                       {
-                                                               f = VectorDistance2(wv, lightorigin);
-                                                               if (f < radius)
-                                                               {
-                                                                       f = radius2 / (f + 65536.0f);
-                                                                       wv[3] += cr * f;
-                                                                       wv[4] += cg * f;
-                                                                       wv[5] += cb * f;
-                                                               }
-                                                               wv += 6;
-                                                       }
-                                               }
-                                       }
-                               }
-                       }
-               }
-       }
+               R_LightSurface(s->dlightbits, s->polys, wvert);
        wv = wvert;
        for (p = s->polys;p;p = p->next)
        {
@@ -548,10 +505,20 @@ void R_WallSurf(msurface_t *s, texture_t *t, qboolean transform)
                wallpoly[currentwallpoly++].lit = true;
                for (i = 0;i<p->numverts;i++, v += VERTEXSIZE)
                {
-                       wallvert[currentwallvert].r = (byte) (bound(0, (int) wv[3], 255));
-                       wallvert[currentwallvert].g = (byte) (bound(0, (int) wv[4], 255));
-                       wallvert[currentwallvert].b = (byte) (bound(0, (int) wv[5], 255));
-                       wallvert[currentwallvert].a = 255;
+                       if (lighthalf)
+                       {
+                               wallvert[currentwallvert].r = (byte) (bound(0, (int) wv[3] >> 1, 255));
+                               wallvert[currentwallvert].g = (byte) (bound(0, (int) wv[4] >> 1, 255));
+                               wallvert[currentwallvert].b = (byte) (bound(0, (int) wv[5] >> 1, 255));
+                               wallvert[currentwallvert].a = 255;
+                       }
+                       else
+                       {
+                               wallvert[currentwallvert].r = (byte) (bound(0, (int) wv[3], 255));
+                               wallvert[currentwallvert].g = (byte) (bound(0, (int) wv[4], 255));
+                               wallvert[currentwallvert].b = (byte) (bound(0, (int) wv[5], 255));
+                               wallvert[currentwallvert].a = 255;
+                       }
                        wallvert[currentwallvert].vert[0] = wv[0];
                        wallvert[currentwallvert].vert[1] = wv[1];
                        wallvert[currentwallvert].vert[2] = wv[2];
@@ -573,19 +540,15 @@ extern float modelalpha;
 //void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
 //void EmitWaterPolys (msurface_t *fa);
 
-void R_WallSurfVertex(msurface_t *s, texture_t *t, qboolean transform)
+void R_WallSurfVertex(msurface_t *s, texture_t *t, qboolean transform, qboolean isbmodel)
 {
-       int                     i, a, b, alpha;
-       unsigned int c;
+       int                     i, alpha;
        glpoly_t        *p;
-       float           wvert[64*6], *wv, *v, cr, cg, cb, radius, radius2, f, *lightorigin;
-       int                     smax, tmax, size3;
+       float           wvert[64*6], *wv, *v;
+       int                     size3;
        float           scale;
        byte            *lm;
-       dlight_t        *light;
-       smax = (s->extents[0]>>4)+1;
-       tmax = (s->extents[1]>>4)+1;
-       size3 = smax*tmax*3; // *3 for colored lighting
+       size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3; // *3 for colored lighting
        alpha = (int) (modelalpha * 255.0f);
        // check for lightmap modification
        if (r_dynamic.value)
@@ -609,7 +572,7 @@ void R_WallSurfVertex(msurface_t *s, texture_t *t, qboolean transform)
                        wv[3] = wv[4] = wv[5] = r_ambient.value * 2.0f;
                        if (s->styles[0] != 255)
                        {
-                               lm = (byte *)((long) s->samples + ((int) v[8] * smax + (int) v[7]) * 3); // LordHavoc: *3 for colored lighting
+                               lm = (byte *)((long) s->samples + (int) v[7]);
                                scale = d_lightstylevalue[s->styles[0]] * (1.0f / 128.0f);wv[3] += lm[size3*0+0] * scale;wv[4] += lm[size3*0+1] * scale;wv[5] += lm[size3*0+2] * scale;
                                if (s->styles[1] != 255)
                                {
@@ -628,95 +591,28 @@ void R_WallSurfVertex(msurface_t *s, texture_t *t, qboolean transform)
                }
        }
        if (s->dlightframe == r_dlightframecount && r_dynamic.value)
-       {
-               for (a = 0;a < 8;a++)
-               {
-                       if (c = s->dlightbits[a])
-                       {
-                               for (b = 0;c && b < 32;b++)
-                               {
-                                       if (c & (1 << b))
-                                       {
-                                               c -= (1 << b);
-                                               light = &cl_dlights[a * 32 + b];
-                                               lightorigin = light->origin;
-                                               cr = light->color[0];
-                                               cg = light->color[1];
-                                               cb = light->color[2];
-                                               radius = light->radius*light->radius*16.0f;
-                                               radius2 = radius * 16.0f;
-                                               wv = wvert;
-                                               for (p = s->polys;p;p = p->next)
-                                               {
-                                                       for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                       {
-                                                               f = VectorDistance2(wv, lightorigin);
-                                                               if (f < radius)
-                                                               {
-                                                                       f = radius2 / (f + 65536.0f);
-                                                                       wv[3] += cr * f;
-                                                                       wv[4] += cg * f;
-                                                                       wv[5] += cb * f;
-                                                               }
-                                                               wv += 6;
-                                                       }
-                                               }
-                                       }
-                                       c >>= 1;
-                                       b++;
-                               }
-                       }
-               }
-       }
+               R_LightSurface(s->dlightbits, s->polys, wvert);
        wv = wvert;
-       if (currententity->colormod[0] != 1 || currententity->colormod[1] != 1 || currententity->colormod[2] != 1)
+       if (isbmodel && (currententity->colormod[0] != 1 || currententity->colormod[1] != 1 || currententity->colormod[2] != 1))
        {
-               if (lighthalf)
+               for (p = s->polys;p;p = p->next)
                {
-                       for (p = s->polys;p;p = p->next)
-                       {
-                               v = p->verts[0];
-                               transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
-                                       transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], (int) (wv[3] * currententity->colormod[0]) >> 1,(int) (wv[4] * currententity->colormod[1]) >> 1,(int) (wv[5] * currententity->colormod[0]) >> 1,alpha);
-                               transpolyend();
-                       }
-               }
-               else
-               {
-                       for (p = s->polys;p;p = p->next)
-                       {
-                               v = p->verts[0];
-                               transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
-                                       transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], (int) (wv[3] * currententity->colormod[0]),(int) (wv[4] * currententity->colormod[1]),(int) (wv[5] * currententity->colormod[2]),alpha);
-                               transpolyend();
-                       }
+                       v = p->verts[0];
+                       transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+                               transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3] * currententity->colormod[0], wv[4] * currententity->colormod[1], wv[5] * currententity->colormod[2], alpha);
+                       transpolyend();
                }
        }
        else
        {
-               if (lighthalf)
-               {
-                       for (p = s->polys;p;p = p->next)
-                       {
-                               v = p->verts[0];
-                               transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
-                                       transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], (int) wv[3] >> 1,(int) wv[4] >> 1,(int) wv[5] >> 1,alpha);
-                               transpolyend();
-                       }
-               }
-               else
+               for (p = s->polys;p;p = p->next)
                {
-                       for (p = s->polys;p;p = p->next)
-                       {
-                               v = p->verts[0];
-                               transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
-                                       transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], (int) wv[3],(int) wv[4],(int) wv[5],alpha);
-                               transpolyend();
-                       }
+                       v = p->verts[0];
+                       transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+                               transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3], wv[4], wv[5], alpha);
+                       transpolyend();
                }
        }
 }
@@ -729,6 +625,28 @@ DrawTextureChains
 extern qboolean hlbsp;
 extern char skyname[];
 //extern qboolean SV_TestLine (hull_t *hull, int num, vec3_t p1, vec3_t p2);
+void R_DrawSurf(msurface_t *s, qboolean isbmodel, qboolean vertexlit)
+{
+       texture_t *t;
+       if (s->flags & SURF_DRAWSKY)
+       {
+               skyisvisible = true;
+               if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
+                       R_SkySurf(s, false);
+               return;
+       }
+       t = R_TextureAnimation (s->texinfo->texture);
+       if (s->flags & SURF_DRAWTURB)
+       {
+               R_WaterSurf(s, t, false, s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f);
+               return;
+       }
+       if (vertexlit)
+               R_WallSurfVertex(s, t, false, false);
+       else
+               R_WallSurf(s, t, false);
+}
+
 void DrawTextureChains (void)
 {
        int                     n;
@@ -739,9 +657,10 @@ void DrawTextureChains (void)
        {
                if (!cl.worldmodel->textures[n] || !(s = cl.worldmodel->textures[n]->texturechain))
                        continue;
-               // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
                cl.worldmodel->textures[n]->texturechain = NULL;
-               t = R_TextureAnimation (cl.worldmodel->textures[n]);
+//             for (;s;s = s->texturechain)
+//                     R_DrawSurf(s, false, gl_vertex.value);
+               // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
                // sky
                if (s->flags & SURF_DRAWSKY)
                {
@@ -751,6 +670,7 @@ void DrawTextureChains (void)
                                        R_SkySurf(s, false);
                        continue;
                }
+               t = R_TextureAnimation (cl.worldmodel->textures[n]);
                // subdivided water surface warp
                if (s->flags & SURF_DRAWTURB)
                {
@@ -761,7 +681,7 @@ void DrawTextureChains (void)
                }
                if (gl_vertex.value)
                        for (;s;s = s->texturechain)
-                               R_WallSurfVertex(s, t, false);
+                               R_WallSurfVertex(s, t, false, false);
                else
                        for (;s;s = s->texturechain)
                                R_WallSurf(s, t, false);
@@ -844,6 +764,7 @@ e->angles[0] = -e->angles[0];       // stupid quake bug
        {
                if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0))
                {
+//                     R_DrawSurf(s, true, vertexlit || s->texinfo->texture->transparent);
                        if (s->flags & SURF_DRAWSKY)
                        {
                                R_SkySurf(s, true);
@@ -856,7 +777,7 @@ e->angles[0] = -e->angles[0];       // stupid quake bug
                                continue;
                        }
                        if (vertexlit || s->texinfo->texture->transparent)
-                               R_WallSurfVertex(s, t, true);
+                               R_WallSurfVertex(s, t, true, true);
                        else
                                R_WallSurf(s, t, true);
                }
@@ -959,8 +880,13 @@ loc0:
                                {
                                        if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
                                        {
-                                               surf->texturechain = surf->texinfo->texture->texturechain;
-                                               surf->texinfo->texture->texturechain = surf;
+                                               if (gl_texsort.value)
+                                               {
+                                                       surf->texturechain = surf->texinfo->texture->texturechain;
+                                                       surf->texinfo->texture->texturechain = surf;
+                                               }
+                                               else
+                                                       R_DrawSurf(surf, false, gl_vertex.value);
                                        }
                                }
                        }
@@ -970,8 +896,13 @@ loc0:
                                {
                                        if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
                                        {
-                                               surf->texturechain = surf->texinfo->texture->texturechain;
-                                               surf->texinfo->texture->texturechain = surf;
+                                               if (gl_texsort.value)
+                                               {
+                                                       surf->texturechain = surf->texinfo->texture->texturechain;
+                                                       surf->texinfo->texture->texturechain = surf;
+                                               }
+                                               else
+                                                       R_DrawSurf(surf, false, gl_vertex.value);
                                        }
                                }
                        }
@@ -1164,7 +1095,7 @@ BuildSurfaceDisplayList
 */
 void BuildSurfaceDisplayList (msurface_t *fa)
 {
-       int                     i, lindex, lnumverts;
+       int                     i, j, lindex, lnumverts;
        medge_t         *pedges, *r_pedge;
        int                     vertpage;
        float           *vec;
@@ -1200,30 +1131,26 @@ void BuildSurfaceDisplayList (msurface_t *fa)
                        vec = r_pcurrentvertbase[r_pedge->v[1]].position;
                }
                s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
-               s /= fa->texinfo->texture->width;
-
                t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
-               t /= fa->texinfo->texture->height;
 
                VectorCopy (vec, poly->verts[i]);
-               poly->verts[i][3] = s;
-               poly->verts[i][4] = t;
+               poly->verts[i][3] = s / fa->texinfo->texture->width;
+               poly->verts[i][4] = t / fa->texinfo->texture->height;
 
                //
                // lightmap texture coordinates
                //
-               s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
                s -= fa->texturemins[0];
-               poly->verts[i][7] = bound(0l, ((int)s>>4), (fa->extents[0]>>4)); // LordHavoc: raw lightmap coordinates
-               s += fa->light_s*16;
+               t -= fa->texturemins[1];
                s += 8;
+               t += 8;
+               // LordHavoc: calc lightmap data offset
+               j = (bound(0l, (int)t>>4, fa->extents[1]>>4) * ((fa->extents[0]>>4)+1) + bound(0l, (int)s>>4, fa->extents[0]>>4)) * 3;
+               poly->verts[i][7] = j;
+               s += fa->light_s*16;
                s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
 
-               t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
-               t -= fa->texturemins[1];
-               poly->verts[i][8] = bound(0l, ((int)t>>4), (fa->extents[1]>>4)); // LordHavoc: raw lightmap coordinates
                t += fa->light_t*16;
-               t += 8;
                t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
 
                poly->verts[i][5] = s;
@@ -1272,166 +1199,6 @@ void BuildSurfaceDisplayList (msurface_t *fa)
        }
        */
        poly->numverts = lnumverts;
-
-       /*
-       int                     i, k, lindex, lnumverts;
-       medge_t         *pedges, *r_pedge;
-       int                     vertpage, points;
-       float           *vec;
-       float           s, t;
-       glpoly_t        *poly;
-       float           point1[1024][VERTEXSIZE], point[1024][VERTEXSIZE];
-
-// reconstruct the polygon
-       pedges = currentmodel->edges;
-       lnumverts = fa->numedges;
-       vertpage = 0;
-
-       //
-       // draw texture
-       //
-       for (i=0 ; i<lnumverts ; i++)
-       {
-               lindex = currentmodel->surfedges[fa->firstedge + i];
-
-               if (lindex > 0)
-               {
-                       r_pedge = &pedges[lindex];
-                       vec = r_pcurrentvertbase[r_pedge->v[0]].position;
-               }
-               else
-               {
-                       r_pedge = &pedges[-lindex];
-                       vec = r_pcurrentvertbase[r_pedge->v[1]].position;
-               }
-               s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
-               s /= fa->texinfo->texture->width;
-
-               t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
-               t /= fa->texinfo->texture->height;
-
-               VectorCopy (vec, point1[i]);
-               point1[i][3] = s;
-               point1[i][4] = t;
-
-               //
-               // lightmap texture coordinates
-               //
-               s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
-               s -= fa->texturemins[0];
-               point1[i][7] = bound(0l, ((int)s>>4), (fa->extents[0]>>4)); // LordHavoc: raw lightmap coordinates
-               s += fa->light_s*16;
-               s += 8;
-               s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
-
-               t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
-               t -= fa->texturemins[1];
-               point1[i][8] = bound(0l, ((int)t>>4), (fa->extents[1]>>4)); // LordHavoc: raw lightmap coordinates
-               t += fa->light_t*16;
-               t += 8;
-               t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
-
-               point1[i][5] = s;
-               point1[i][6] = t;
-       }
-
-       if (fa->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
-       {
-               poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
-               poly->next = fa->polys;
-               poly->flags = fa->flags;
-               fa->polys = poly;
-               poly->numverts = lnumverts;
-               memcpy(poly->verts, &point1[0][0], lnumverts*VERTEXSIZE*sizeof(float));
-               return;
-       }
-
-#define VectorCopy9(a,b) {for(k = 0;k < VERTEXSIZE;k++) b[k]=a[k];}
-       points = 0;
-#if 0
-       int                     j;
-       float           center[VERTEXSIZE];
-       // subdivide by placing a point at the center (more tris)
-       // LordHavoc:
-       // you, the reader, have stumbled upon the most amusing visual artifact I have
-       // encountered to date, saved here for historical/hysterical reasons :)
-       if (gl_funnywalls.value)
-               for (j = 0;j < 5;j++)
-                       center[j] = 0;
-       else
-               for (j = 0;j < VERTEXSIZE;j++)
-                       center[j] = 0;
-       for (i = 0;i < lnumverts;i++)
-               for (j = 0;j < VERTEXSIZE;j++)
-                       center[j] += point1[i][j];
-       s = 1.0f / lnumverts;
-       for (i = 0;i < VERTEXSIZE;i++)
-               center[i] *= s;
-       for (i = 0;i < lnumverts;i++)
-       {
-               VectorCopy9(center, point[points]);points++;
-               VectorCopy9(point1[i], point[points]);points++;
-               VectorCopy9(point1[(i+1)%lnumverts], point[points]);points++;
-       }
-#else
-       // subdivide by turning it into a fan (less tris)
-       for (i = 1;i < lnumverts-1;i++)
-       {
-               VectorCopy9(point1[0], point[points]);points++;
-               VectorCopy9(point1[i], point[points]);points++;
-               VectorCopy9(point1[i+1], point[points]);points++;
-       }
-#endif
-#if 0
-       {
-               float p1[VERTEXSIZE], p2[VERTEXSIZE], p3[VERTEXSIZE], p4[VERTEXSIZE], p5[VERTEXSIZE], p6[VERTEXSIZE]
-               // now subdivide any large triangles
-               for (j = 0;j < points;j+=3)
-               {
-                       if (points > (1024-9))
-                               break;
-                       while ((max(point[j][0], max(point[j+1][0], point[j+2][0])) - min(point[j][0], min(point[j+1][0], point[j+2][0]))) > 128
-                               || (max(point[j][1], max(point[j+1][1], point[j+2][1])) - min(point[j][1], min(point[j+1][1], point[j+2][1]))) > 128
-                               || (max(point[j][2], max(point[j+1][2], point[j+2][2])) - min(point[j][2], min(point[j+1][2], point[j+2][2]))) > 128)
-                       {
-                               if (points > (1024-9))
-                                       break;
-       #define halfway(v, a, b) for (k = 0;k < VERTEXSIZE;k++) v[k] = (a[k] + b[k]) * 0.5f;
-                               VectorCopy9(point[j+0], p1);
-                               VectorCopy9(point[j+1], p3);
-                               VectorCopy9(point[j+2], p5);
-                               halfway(p2, p1, p3);
-                               halfway(p4, p3, p5);
-                               halfway(p6, p5, p1);
-                               // build tri 1 (top middle)
-                               VectorCopy9(p1, point[j+0]);
-                               VectorCopy9(p2, point[j+1]);
-                               VectorCopy9(p6, point[j+2]);
-                               // build tri 2 (bottom right)
-                               VectorCopy9(p2, point[points+0]);
-                               VectorCopy9(p3, point[points+1]);
-                               VectorCopy9(p4, point[points+2]);
-                               // build tri 3 (bottom left)
-                               VectorCopy9(p4, point[points+3]);
-                               VectorCopy9(p5, point[points+4]);
-                               VectorCopy9(p6, point[points+5]);
-                               // build tri 4 (middle)
-                               VectorCopy9(p2, point[points+6]);
-                               VectorCopy9(p4, point[points+7]);
-                               VectorCopy9(p6, point[points+8]);
-                               points+=9;
-                       }
-               }
-       }
-#endif
-       poly = Hunk_Alloc (sizeof(glpoly_t) + (points-4) * VERTEXSIZE*sizeof(float));
-       poly->next = fa->polys;
-       poly->flags = fa->flags;
-       fa->polys = poly;
-       poly->numverts = 0;
-       poly->numtris = points / 3;
-       memcpy(&poly->verts[0][0], &point[0][0], points * VERTEXSIZE*sizeof(float));
-       */
 }
 
 /*