+// do not cast shadows from this material
+#define MATERIALFLAG_NOSHADOW 16384
+// render using vertex alpha (q3bsp) as texture blend parameter between foreground (normal) skinframe and background skinframe
+#define MATERIALFLAG_VERTEXTEXTUREBLEND 32768
+// disables GL_CULL_FACE on this texture (making it double sided)
+#define MATERIALFLAG_NOCULLFACE 65536
+// render with a very short depth range (like 10% of normal), this causes entities to appear infront of most of the scene
+#define MATERIALFLAG_SHORTDEPTHRANGE 131072
+// render water, comprising refraction and reflection (note: this is always opaque, the shader does the alpha effect)
+#define MATERIALFLAG_WATERSHADER 262144
+// render refraction (note: this is just a way to distort the background, otherwise useless)
+#define MATERIALFLAG_REFRACTION 524288
+// render reflection
+#define MATERIALFLAG_REFLECTION 1048576
+// use model lighting on this material (q1bsp lightmap sampling or q3bsp lightgrid, implies FULLBRIGHT is false)
+#define MATERIALFLAG_MODELLIGHT 4194304
+// add directional model lighting to this material (q3bsp lightgrid only)
+#define MATERIALFLAG_MODELLIGHT_DIRECTIONAL 8388608
+// causes RSurf_GetCurrentTexture to leave alone certain fields
+#define MATERIALFLAG_CUSTOMSURFACE 16777216
+// causes MATERIALFLAG_BLENDED to render a depth pass before rendering, hiding backfaces and other hidden geometry
+#define MATERIALFLAG_TRANSDEPTH 33554432
+// like refraction, but doesn't distort etc.
+#define MATERIALFLAG_CAMERA 67108864
+// disable rtlight on surface, use R_LightPoint instead
+#define MATERIALFLAG_NORTLIGHT 134217728
+// combined mask of all attributes that require depth sorted rendering
+#define MATERIALFLAGMASK_DEPTHSORTED (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)
+// combined mask of all attributes that cause some sort of transparency
+#define MATERIALFLAGMASK_TRANSLUCENT (MATERIALFLAG_WATERALPHA | MATERIALFLAG_SKY | MATERIALFLAG_NODRAW | MATERIALFLAG_ALPHATEST | MATERIALFLAG_BLENDED | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)