]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
don't bother calling Collision_ValidateBrush when creating box brushes
[xonotic/darkplaces.git] / gl_rmain.c
index 2ccf7b1928a1079bd17cfe271157890207f61433..376db83fc5fe48b589d8af8288a7b9d8bbc9d585 100644 (file)
@@ -92,6 +92,7 @@ cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -
 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
+cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
@@ -1161,8 +1162,7 @@ static const char *builtinshaderstring =
 "#      else\n"
 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
 "#      endif\n"
-"      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
-"      center *= ShadowMap_TextureScale;\n"
+"      vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
 "      vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
 "      vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
 "      vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
@@ -2188,8 +2188,8 @@ const char *builtincgshaderstring =
 "{\n"
 "      float3 adir = abs(dir);\n"
 "      float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
-"      float4 proj = texCUBEe(Texture_CubeProjection, dir);\n"
-"      return float3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
+"      float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
+"      return float3(lerp(dir.xy, proj.xy, dir.zz) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
 "}\n"
 "#  else\n"
 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
@@ -2296,12 +2296,11 @@ const char *builtincgshaderstring =
 "#    ifdef USESHADOWMAPPCF\n"
 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
 "#      ifdef GL_ARB_texture_gather\n"
-"#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
+"#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
 "#      else\n"
-"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
+"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
 "#      endif\n"
-"    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
-"    center *= ShadowMap_TextureScale;\n"
+"    float2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
@@ -2668,7 +2667,7 @@ const char *builtincgshaderstring =
 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
 "#endif\n"
 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
-"out float3 LightVector : TEXCOORD5,\n"
+"out float3 LightVector : TEXCOORD1,\n"
 "#endif\n"
 "#ifdef MODE_LIGHTSOURCE\n"
 "out float3 CubeVector : TEXCOORD3,\n"
@@ -2774,7 +2773,7 @@ const char *builtincgshaderstring =
 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
 "#endif\n"
 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
-"float3 LightVector : TEXCOORD5,\n"
+"float3 LightVector : TEXCOORD1,\n"
 "#endif\n"
 "#ifdef MODE_LIGHTSOURCE\n"
 "float3 CubeVector : TEXCOORD3,\n"
@@ -2788,7 +2787,7 @@ const char *builtincgshaderstring =
 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
 "#endif\n"
 "#ifdef USESHADOWMAPORTHO\n"
-"float3 ShadowMapTC : TEXCOORD8\n"
+"float3 ShadowMapTC : TEXCOORD8,\n"
 "#endif\n"
 "\n"
 "uniform sampler2D Texture_Normal,\n"
@@ -2972,9 +2971,9 @@ const char *builtincgshaderstring =
 "#endif\n"
 "\n"
 "#ifdef USEREFLECTCUBE\n"
-"      vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
-"      vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
-"      vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
+"      float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
+"      float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
+"      float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
 "      diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
 "#endif\n"
 "\n"
@@ -4453,9 +4452,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       if (r_glsl_offsetmapping_reliefmapping.integer)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       {
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                               if (r_glsl_offsetmapping_reliefmapping.integer)
+                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
@@ -4481,9 +4487,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       if (r_glsl_offsetmapping_reliefmapping.integer)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       {
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                               if (r_glsl_offsetmapping_reliefmapping.integer)
+                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
@@ -4550,9 +4563,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       if (r_glsl_offsetmapping_reliefmapping.integer)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       {
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                               if (r_glsl_offsetmapping_reliefmapping.integer)
+                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
@@ -4609,9 +4629,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       if (r_glsl_offsetmapping_reliefmapping.integer)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       {
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                               if (r_glsl_offsetmapping_reliefmapping.integer)
+                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
@@ -4673,9 +4700,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       if (r_glsl_offsetmapping_reliefmapping.integer)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       {
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                               if (r_glsl_offsetmapping_reliefmapping.integer)
+                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
@@ -4730,9 +4764,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       if (r_glsl_offsetmapping_reliefmapping.integer)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       {
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                               if (r_glsl_offsetmapping_reliefmapping.integer)
+                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
@@ -4921,7 +4962,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
                if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
                if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
-               if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
+               if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
                if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
 
@@ -6102,10 +6143,12 @@ void gl_main_start(void)
        //r_texture_fogintensity = NULL;
        memset(&r_bloomstate, 0, sizeof(r_bloomstate));
        memset(&r_waterstate, 0, sizeof(r_waterstate));
+       r_glsl_permutation = NULL;
        memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
        Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
        glslshaderstring = NULL;
 #ifdef SUPPORTCG
+       r_cg_permutation = NULL;
        memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
        Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
        cgshaderstring = NULL;
@@ -6153,6 +6196,14 @@ void gl_main_shutdown(void)
        //r_texture_fogintensity = NULL;
        memset(&r_bloomstate, 0, sizeof(r_bloomstate));
        memset(&r_waterstate, 0, sizeof(r_waterstate));
+       r_glsl_permutation = NULL;
+       memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
+       glslshaderstring = NULL;
+#ifdef SUPPORTCG
+       r_cg_permutation = NULL;
+       memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
+       cgshaderstring = NULL;
+#endif
        R_GLSL_Restart_f();
 }
 
@@ -6253,6 +6304,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_shadows_throwdistance);
        Cvar_RegisterVariable(&r_shadows_throwdirection);
        Cvar_RegisterVariable(&r_shadows_focus);
+       Cvar_RegisterVariable(&r_shadows_shadowmapscale);
        Cvar_RegisterVariable(&r_q1bsp_skymasking);
        Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
        Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
@@ -6790,7 +6842,10 @@ static void R_View_UpdateEntityVisible (void)
        int samples;
        entity_render_t *ent;
 
-       renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
+       renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
+               : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
+               : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
+               :                                                          RENDER_EXTERIORMODEL;
        if (!r_drawviewmodel.integer)
                renderimask |= RENDER_VIEWMODEL;
        if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
@@ -7414,6 +7469,7 @@ static void R_Water_ProcessPlanes(void)
                // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
                {
+                       r_waterstate.renderingrefraction = true;
                        r_refdef.view = myview;
                        r_refdef.view.clipplane = p->plane;
                        VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
@@ -7426,6 +7482,7 @@ static void R_Water_ProcessPlanes(void)
                        R_RenderScene();
 
                        R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
+                       r_waterstate.renderingrefraction = false;
                }
 
        }
@@ -12028,6 +12085,16 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
                        VectorCopy(decal->vertex3f[2], v3f + 6);
                }
 
+               if (r_refdef.fogenabled)
+               {
+                       alpha = RSurf_FogVertex(v3f);
+                       VectorScale(c4f, alpha, c4f);
+                       alpha = RSurf_FogVertex(v3f + 3);
+                       VectorScale(c4f + 4, alpha, c4f + 4);
+                       alpha = RSurf_FogVertex(v3f + 6);
+                       VectorScale(c4f + 8, alpha, c4f + 8);
+               }
+
                v3f += 9;
                c4f += 12;
                t2f += 6;
@@ -12038,25 +12105,6 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
        {
                r_refdef.stats.drawndecals += numtris;
 
-               if (r_refdef.fogenabled)
-               {
-                       switch(vid.renderpath)
-                       {
-                       case RENDERPATH_GL20:
-                       case RENDERPATH_CGGL:
-                       case RENDERPATH_GL13:
-                       case RENDERPATH_GL11:
-                               for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
-                               {
-                                       alpha = RSurf_FogVertex(v3f);
-                                       c4f[0] *= alpha;
-                                       c4f[1] *= alpha;
-                                       c4f[2] *= alpha;
-                               }
-                               break;
-                       }
-               }
-
                // now render the decals all at once
                // (this assumes they all use one particle font texture!)
                RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
@@ -12111,11 +12159,11 @@ static void R_DrawModelDecals(void)
        }
 }
 
+extern cvar_t mod_collision_bih;
 void R_DrawDebugModel(void)
 {
        entity_render_t *ent = rsurface.entity;
        int i, j, k, l, flagsmask;
-       q3mbrush_t *brush;
        const msurface_t *surface;
        dp_model_t *model = ent->model;
        vec3_t v;
@@ -12130,25 +12178,50 @@ void R_DrawDebugModel(void)
        GL_DepthMask(false);
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 
-       if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
+       if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
        {
+               int triangleindex;
+               int bihleafindex;
+               qboolean cullbox = ent == r_refdef.scene.worldentity;
+               const q3mbrush_t *brush;
+               const bih_t *bih = &model->collision_bih;
+               const bih_leaf_t *bihleaf;
+               float vertex3f[3][3];
                GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
-               for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
-               {
-                       if (brush->colbrushf && brush->colbrushf->numtriangles)
-                       {
-                               R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
-                               GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
-                               R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
-                       }
-               }
-               for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+               cullbox = false;
+               for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
                {
-                       if (surface->num_collisiontriangles)
+                       if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
+                               continue;
+                       switch (bihleaf->type)
                        {
-                               R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
-                               GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
-                               R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
+                       case BIH_BRUSH:
+                               brush = model->brush.data_brushes + bihleaf->itemindex;
+                               if (brush->colbrushf && brush->colbrushf->numtriangles)
+                               {
+                                       R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
+                                       GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
+                                       R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
+                               }
+                               break;
+                       case BIH_COLLISIONTRIANGLE:
+                               triangleindex = bihleaf->itemindex;
+                               VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
+                               VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
+                               VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
+                               R_Mesh_VertexPointer(vertex3f[0], 0, 0);
+                               GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
+                               R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
+                               break;
+                       case BIH_RENDERTRIANGLE:
+                               triangleindex = bihleaf->itemindex;
+                               VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
+                               VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
+                               VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
+                               R_Mesh_VertexPointer(vertex3f[0], 0, 0);
+                               GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
+                               R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
+                               break;
                        }
                }
        }
@@ -12489,6 +12562,8 @@ void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, i
        texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
        texture.currentskinframe = skinframe;
        texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
+       texture.offsetmapping = OFFSETMAPPING_OFF;
+       texture.offsetscale = 1;
        texture.specularscalemod = 1;
        texture.specularpowermod = 1;