]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
rewrote timing code, now a much better and very different sleeping method, no longer...
[xonotic/darkplaces.git] / gl_rmain.c
index 7af8009a7a92ed0ca88da60dcf767b79d5873ef8..4b68e50e6cca6ad9c64c3f297f4170dfab56fe1c 100644 (file)
@@ -87,6 +87,7 @@ cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not
 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
+cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
 
 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
@@ -102,8 +103,6 @@ cvar_t r_glsl = {0, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for
 cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
 cvar_t r_glsl_offsetmapping_reliefmapping = {0, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
 cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
-cvar_t r_glsl_usehalffloat = {0, "r_glsl_usehalffloat", "0", "use half and hvec variables in GLSL shader for a speed gain (NVIDIA only)"};
-cvar_t r_glsl_surfacenormalize = {0, "r_glsl_surfacenormalize", "1", "normalize bumpmap texels in GLSL shader, produces a more rounded look on small bumps and dents"};
 cvar_t r_glsl_deluxemapping = {0, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
 
 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
@@ -133,7 +132,7 @@ rtexture_t *r_texture_notexture;
 rtexture_t *r_texture_whitecube;
 rtexture_t *r_texture_normalizationcube;
 rtexture_t *r_texture_fogattenuation;
-rtexture_t *r_texture_fogintensity;
+//rtexture_t *r_texture_fogintensity;
 
 // information about each possible shader permutation
 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
@@ -371,9 +370,9 @@ static void R_BuildNormalizationCube(void)
                                        break;
                                }
                                intensity = 127.0f / sqrt(DotProduct(v, v));
-                               data[side][y][x][0] = 128.0f + intensity * v[0];
-                               data[side][y][x][1] = 128.0f + intensity * v[1];
-                               data[side][y][x][2] = 128.0f + intensity * v[2];
+                               data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
+                               data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
+                               data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
                                data[side][y][x][3] = 255;
                        }
                }
@@ -387,7 +386,7 @@ static void R_BuildFogTexture(void)
        double r, alpha;
 #define FOGWIDTH 64
        unsigned char data1[FOGWIDTH][4];
-       unsigned char data2[FOGWIDTH][4];
+       //unsigned char data2[FOGWIDTH][4];
        r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
        for (x = 0;x < FOGWIDTH;x++)
        {
@@ -400,13 +399,13 @@ static void R_BuildFogTexture(void)
                data1[x][1] = 255 - b;
                data1[x][2] = 255 - b;
                data1[x][3] = 255;
-               data2[x][0] = b;
-               data2[x][1] = b;
-               data2[x][2] = b;
-               data2[x][3] = 255;
+               //data2[x][0] = b;
+               //data2[x][1] = b;
+               //data2[x][2] = b;
+               //data2[x][3] = 255;
        }
        r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
-       r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+       //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
 }
 
 static const char *builtinshaderstring =
@@ -415,41 +414,19 @@ static const char *builtinshaderstring =
 "\n"
 "// common definitions between vertex shader and fragment shader:\n"
 "\n"
-"// use half floats if available for math performance\n"
-"#ifdef GEFORCEFX\n"
-"#define myhalf half\n"
-"#define myhvec2 hvec2\n"
-"#define myhvec3 hvec3\n"
-"#define myhvec4 hvec4\n"
-"#else\n"
-"#define myhalf float\n"
-"#define myhvec2 vec2\n"
-"#define myhvec3 vec3\n"
-"#define myhvec4 vec4\n"
-"#endif\n"
-"\n"
 "varying vec2 TexCoord;\n"
-"#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
 "varying vec2 TexCoordLightmap;\n"
-"#endif\n"
 "\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"varying myhvec3 CubeVector;\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
+"varying vec3 CubeVector;\n"
 "varying vec3 LightVector;\n"
-"#endif\n"
-"\n"
-"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
 "varying vec3 EyeVector;\n"
+"#ifdef USEFOG\n"
+"varying vec3 EyeVectorModelSpace;\n"
 "#endif\n"
 "\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"varying myhvec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
-"varying myhvec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
-"varying myhvec3 VectorR; // direction of R texcoord (surface normal)\n"
-"#endif\n"
+"varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
+"varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
+"varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
 "\n"
 "\n"
 "\n"
@@ -457,28 +434,20 @@ static const char *builtinshaderstring =
 "// vertex shader specific:\n"
 "#ifdef VERTEX_SHADER\n"
 "\n"
-"#ifdef MODE_LIGHTSOURCE\n"
 "uniform vec3 LightPosition;\n"
-"#endif\n"
-"\n"
-"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
 "uniform vec3 EyePosition;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform myhvec3 LightDir;\n"
-"#endif\n"
+"uniform vec3 LightDir;\n"
 "\n"
 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
 "\n"
 "void main(void)\n"
 "{\n"
+"      gl_FrontColor = gl_Color;\n"
 "      // copy the surface texcoord\n"
 "      TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
 "      TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
 "#endif\n"
-"      gl_FrontColor = gl_Color;\n"
 "\n"
 "#ifdef MODE_LIGHTSOURCE\n"
 "      // transform vertex position into light attenuation/cubemap space\n"
@@ -500,13 +469,14 @@ static const char *builtinshaderstring =
 "      LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
 "#endif\n"
 "\n"
-"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
 "      // transform unnormalized eye direction into tangent space\n"
-"      vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
-"      EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
-"      EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
-"      EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
+"#ifndef USEFOG\n"
+"      vec3 EyeVectorModelSpace;\n"
 "#endif\n"
+"      EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
+"      EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
+"      EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
+"      EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
 "\n"
 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
 "      VectorS = gl_MultiTexCoord1.xyz;\n"
@@ -519,7 +489,7 @@ static const char *builtinshaderstring =
 "      gl_Position = ftransform();\n"
 "}\n"
 "\n"
-"#endif\n"
+"#endif // VERTEX_SHADER\n"
 "\n"
 "\n"
 "\n"
@@ -527,97 +497,48 @@ static const char *builtinshaderstring =
 "// fragment shader specific:\n"
 "#ifdef FRAGMENT_SHADER\n"
 "\n"
-"uniform myhvec3 LightColor;\n"
-"#ifdef USEOFFSETMAPPING\n"
-"uniform myhalf OffsetMapping_Scale;\n"
-"uniform myhalf OffsetMapping_Bias;\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTION) || defined(USEOFFSETMAPPING)\n"
 "uniform sampler2D Texture_Normal;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform myhvec3 AmbientColor;\n"
-"uniform myhvec3 DiffuseColor;\n"
-"uniform myhvec3 SpecularColor;\n"
-"#endif\n"
-"\n"
 "uniform sampler2D Texture_Color;\n"
-"\n"
-"#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
-"uniform sampler2D Texture_Lightmap;\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"uniform sampler2D Texture_Deluxemap;\n"
-"#endif\n"
-"\n"
-"#ifdef USEGLOW\n"
-"uniform sampler2D Texture_Glow;\n"
-"#endif\n"
-"\n"
-"#ifdef USECOLORMAPPING\n"
-"uniform sampler2D Texture_Pants;\n"
-"uniform sampler2D Texture_Shirt;\n"
-"uniform myhvec3 Color_Pants;\n"
-"uniform myhvec3 Color_Shirt;\n"
-"#endif\n"
-"\n"
-"uniform myhalf AmbientScale;\n"
-"uniform myhalf DiffuseScale;\n"
-"#ifdef USESPECULAR\n"
-"uniform myhalf SpecularScale;\n"
-"uniform myhalf SpecularPower;\n"
 "uniform sampler2D Texture_Gloss;\n"
-"#endif\n"
-"\n"
-"#ifdef USECUBEFILTER\n"
 "uniform samplerCube Texture_Cube;\n"
-"#endif\n"
-"\n"
-"#ifdef USEFOG\n"
-"uniform myhvec3 FogColor;\n"
-"uniform myhalf FogRangeRecip;\n"
 "uniform sampler2D Texture_FogMask;\n"
-"#endif\n"
+"uniform sampler2D Texture_Pants;\n"
+"uniform sampler2D Texture_Shirt;\n"
+"uniform sampler2D Texture_Lightmap;\n"
+"uniform sampler2D Texture_Deluxemap;\n"
+"uniform sampler2D Texture_Glow;\n"
 "\n"
-"#ifdef USEEASTEREGG\n"
-"void main(void)\n"
-"{\n"
-"      gl_FragColor = myhvec4(0, 0, 0, 1);;\n"
-"      int i;\n"
-"      float o;\n"
-"      vec2 p = vec2(CubeVector.x * 16.0, CubeVector.y * 16.0);\n"
-"      vec2 c = vec2(CubeVector.x * 16.0, CubeVector.y * 16.0);\n"
-"      for (i = 0;i < 1000 && dot(p,p) < 4.0;i = i + 1)\n"
-"      {\n"
-"              o = p.x * p.x - p.y * p.y;\n"
-"              p.y = 2.0 * p.x * p.y;\n"
-"              p.x = o;\n"
-"              p += c;\n"
-"      }\n"
-"      o = float(i) * 0.314;\n"
-"      if (i < 1000)\n"
-"              gl_FragColor = vec4(cos(o), sin(o), sin(o * 0.2), 1);\n"
-"}\n"
-"#else // USEEASTEREGG\n"
+"uniform vec3 LightColor;\n"
+"uniform vec3 AmbientColor;\n"
+"uniform vec3 DiffuseColor;\n"
+"uniform vec3 SpecularColor;\n"
+"uniform vec3 Color_Pants;\n"
+"uniform vec3 Color_Shirt;\n"
+"uniform vec3 FogColor;\n"
 "\n"
+"uniform float OffsetMapping_Scale;\n"
+"uniform float OffsetMapping_Bias;\n"
+"uniform float FogRangeRecip;\n"
 "\n"
+"uniform float AmbientScale;\n"
+"uniform float DiffuseScale;\n"
+"uniform float SpecularScale;\n"
+"uniform float SpecularPower;\n"
 "\n"
 "void main(void)\n"
 "{\n"
 "      // apply offsetmapping\n"
 "#ifdef USEOFFSETMAPPING\n"
-"      myhvec2 TexCoordOffset = TexCoord;\n"
+"      vec2 TexCoordOffset = TexCoord;\n"
 "#define TexCoord TexCoordOffset\n"
 "\n"
-"      myhvec3 eyedir = myhvec3(normalize(EyeVector));\n"
-"      myhalf depthbias = 1.0 - eyedir.z; // should this be a -?\n"
+"      vec3 eyedir = vec3(normalize(EyeVector));\n"
+"      float depthbias = 1.0 - eyedir.z; // should this be a -?\n"
 "      depthbias = 1.0 - depthbias * depthbias;\n"
 "\n"
 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
 "      // 14 sample relief mapping: linear search and then binary search\n"
-"      myhvec3 OffsetVector = myhvec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * myhvec2(-0.1, 0.1), -0.1);\n"
+"      vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
 "      vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n"
 "      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
 "      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
@@ -636,7 +557,8 @@ static const char *builtinshaderstring =
 "      TexCoord = RT.xy;\n"
 "#else\n"
 "      // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
-"      myhvec2 OffsetVector = myhvec2((EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * myhvec2(-0.333, 0.333));\n"
+"      vec2 OffsetVector = vec2((EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333));\n"
+"      //TexCoord += OffsetVector * 3.0;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
@@ -644,9 +566,9 @@ static const char *builtinshaderstring =
 "#endif\n"
 "\n"
 "      // combine the diffuse textures (base, pants, shirt)\n"
-"      myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
+"      vec4 color = vec4(texture2D(Texture_Color, TexCoord));\n"
 "#ifdef USECOLORMAPPING\n"
-"      color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
+"      color.rgb += vec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + vec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
 "#endif\n"
 "\n"
 "\n"
@@ -656,27 +578,24 @@ static const char *builtinshaderstring =
 "      // light source\n"
 "\n"
 "      // get the surface normal and light normal\n"
-"#ifdef SURFACENORMALIZE\n"
-"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
-"#else\n"
-"      myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
-"#endif\n"
-"      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"      vec3 diffusenormal = vec3(normalize(LightVector));\n"
 "\n"
 "      // calculate directional shading\n"
 "      color.rgb *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
 "#ifdef USESPECULAR\n"
-"      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
-"      color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"      vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
+"      color.rgb += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
 "#endif\n"
 "\n"
 "#ifdef USECUBEFILTER\n"
 "      // apply light cubemap filter\n"
-"      color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
+"      //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
+"      color.rgb *= vec3(textureCube(Texture_Cube, CubeVector));\n"
 "#endif\n"
 "\n"
 "      // apply light color\n"
-"      color.rgb = color.rgb * LightColor;\n"
+"      color.rgb *= LightColor;\n"
 "\n"
 "      // apply attenuation\n"
 "      //\n"
@@ -695,19 +614,14 @@ static const char *builtinshaderstring =
 "      // directional model lighting\n"
 "\n"
 "      // get the surface normal and light normal\n"
-"#ifdef SURFACENORMALIZE\n"
-"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
-"#else\n"
-"      myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
-"#endif\n"
-"      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
-"\n"
+"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"      vec3 diffusenormal = vec3(normalize(LightVector));\n"
 "\n"
 "      // calculate directional shading\n"
 "      color.rgb *= AmbientColor + DiffuseColor * max(dot(surfacenormal, diffusenormal), 0.0);\n"
 "#ifdef USESPECULAR\n"
-"      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
-"      color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"      vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
+"      color.rgb += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
 "#endif\n"
 "\n"
 "\n"
@@ -717,23 +631,19 @@ static const char *builtinshaderstring =
 "      // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
 "\n"
 "      // get the surface normal and light normal\n"
-"#ifdef SURFACENORMALIZE\n"
-"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
-"#else\n"
-"      myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
-"#endif\n"
-"      myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5;\n"
-"      myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, VectorS), dot(diffusenormal_modelspace, VectorT), dot(diffusenormal_modelspace, VectorR)));\n"
+"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"      vec3 diffusenormal_modelspace = vec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5;\n"
+"      vec3 diffusenormal = normalize(vec3(dot(diffusenormal_modelspace, VectorS), dot(diffusenormal_modelspace, VectorT), dot(diffusenormal_modelspace, VectorR)));\n"
 "\n"
 "      // calculate directional shading\n"
-"      myhvec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"      vec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
 "#ifdef USESPECULAR\n"
-"      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
-"      tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"      vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
+"      tempcolor += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
 "#endif\n"
 "\n"
 "      // apply lightmap color\n"
-"      color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * myhvec3(AmbientScale);\n"
+"      color.rgb = tempcolor * vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * vec3(AmbientScale);\n"
 "\n"
 "\n"
 "\n"
@@ -742,47 +652,43 @@ static const char *builtinshaderstring =
 "      // deluxemap lightmapping using light vectors in tangentspace\n"
 "\n"
 "      // get the surface normal and light normal\n"
-"#ifdef SURFACENORMALIZE\n"
-"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
-"      myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5);\n"
-"#else\n"
-"      myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
-"      myhvec3 diffusenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap));\n"
-"#endif\n"
+"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"      vec3 diffusenormal = normalize(vec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5);\n"
 "\n"
 "      // calculate directional shading\n"
-"      myhvec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"      vec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
 "#ifdef USESPECULAR\n"
-"      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
-"      tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"      vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
+"      tempcolor += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
 "#endif\n"
 "\n"
 "      // apply lightmap color\n"
-"      color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * myhvec3(AmbientScale);\n"
+"      color.rgb = tempcolor * vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * vec3(AmbientScale);\n"
 "\n"
 "\n"
 "\n"
 "\n"
 "#else // MODE none (lightmap)\n"
 "      // apply lightmap color\n"
-"      color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
+"      color.rgb *= vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + vec3(AmbientScale);\n"
 "#endif // MODE\n"
 "\n"
+"      color *= gl_Color;\n"
+"\n"
 "#ifdef USEGLOW\n"
-"      color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord));\n"
+"      color.rgb += vec3(texture2D(Texture_Glow, TexCoord));\n"
 "#endif\n"
 "\n"
 "#ifdef USEFOG\n"
 "      // apply fog\n"
-"      myhalf fog = texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0.0)).x;\n"
+"      float fog = texture2D(Texture_FogMask, vec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x;\n"
 "      color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
 "#endif\n"
 "\n"
-"      gl_FragColor = color * gl_Color;\n"
+"      gl_FragColor = color;\n"
 "}\n"
-"#endif // !USEEASTEREGG\n"
 "\n"
-"#endif\n"
+"#endif // FRAGMENT_SHADER\n"
 ;
 
 void R_GLSL_CompilePermutation(int permutation)
@@ -868,18 +774,6 @@ void R_GLSL_CompilePermutation(int permutation)
                fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING_RELIEFMAPPING\n";
                strlcat(permutationname, " OFFSETMAPPING_RELIEFMAPPING", sizeof(permutationname));
        }
-       if (permutation & SHADERPERMUTATION_SURFACENORMALIZE)
-       {
-               vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
-               fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
-               strlcat(permutationname, " surfacenormalize", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_GEFORCEFX)
-       {
-               vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
-               fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
-               strlcat(permutationname, " halffloat", sizeof(permutationname));
-       }
        shaderstring = (char *)FS_LoadFile("glsl/default.glsl", r_main_mempool, false, NULL);
        if (shaderstring)
        {
@@ -951,7 +845,7 @@ void R_GLSL_Restart_f(void)
        memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
 }
 
-void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, const vec3_t lightcolorbase, qboolean modellighting)
+void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, rtexture_t *lightmaptexture, const vec3_t modelorg, const vec3_t lightcolorbase, qboolean modellighting)
 {
        // select a permutation of the lighting shader appropriate to this
        // combination of texture, entity, light source, and fogging, only use the
@@ -969,17 +863,20 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture,
        }
        else
        {
-               if (modellighting)
-                       permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
-               else if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
+               if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
                {
-                       if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
-                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
-                       else
+                       if (modellighting)
+                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
+                       else if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && lightmaptexture)
+                       {
+                               if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
+                                       permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
+                               else
+                                       permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+                       }
+                       else if (r_glsl_deluxemapping.integer >= 2) // fake mode
                                permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
                }
-               else if (r_glsl_deluxemapping.integer >= 2) // fake mode
-                       permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
                if (texture->skin.glow)
                        permutation |= SHADERPERMUTATION_GLOW;
        }
@@ -995,10 +892,6 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture,
                if (r_glsl_offsetmapping_reliefmapping.integer)
                        permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
        }
-       if (r_glsl_surfacenormalize.integer)
-               permutation |= SHADERPERMUTATION_SURFACENORMALIZE;
-       if (r_glsl_usehalffloat.integer)
-               permutation |= SHADERPERMUTATION_GEFORCEFX;
        if (!r_glsl_permutations[permutation].program)
        {
                if (!r_glsl_permutations[permutation].compiled)
@@ -1070,9 +963,12 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture,
        if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(texture->skin.nmap));
        if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(texture->basetexture));
        if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(texture->glosstexture));
+       //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
        if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
        if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(texture->skin.pants));
        if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(texture->skin.shirt));
+       if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+       if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
        if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(texture->skin.glow));
        if (r_glsl_permutation->loc_FogColor >= 0)
        {
@@ -1105,9 +1001,6 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture,
 
 void gl_main_start(void)
 {
-       // use half float math where available (speed gain on NVIDIA GFFX and GF6)
-       if (gl_support_half_float)
-               Cvar_SetValue("r_glsl_usehalffloat", 1);
        r_main_texturepool = R_AllocTexturePool();
        r_bloom_texture_screen = NULL;
        r_bloom_texture_bloom = NULL;
@@ -1184,13 +1077,12 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_wateralpha);
        Cvar_RegisterVariable(&r_dynamic);
        Cvar_RegisterVariable(&r_fullbright);
+       Cvar_RegisterVariable(&r_q1bsp_skymasking);
        Cvar_RegisterVariable(&r_textureunits);
        Cvar_RegisterVariable(&r_glsl);
        Cvar_RegisterVariable(&r_glsl_offsetmapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
-       Cvar_RegisterVariable(&r_glsl_usehalffloat);
-       Cvar_RegisterVariable(&r_glsl_surfacenormalize);
        Cvar_RegisterVariable(&r_glsl_deluxemapping);
        Cvar_RegisterVariable(&r_lerpsprites);
        Cvar_RegisterVariable(&r_lerpmodels);
@@ -1586,7 +1478,6 @@ static void R_BlendView(void)
        int screenwidth, screenheight;
        qboolean dobloom;
        qboolean doblend;
-       rmeshstate_t m;
        float vertex3f[12];
        float texcoord2f[3][8];
 
@@ -1611,9 +1502,12 @@ static void R_BlendView(void)
        vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
        vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
        vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
+       R_Mesh_VertexPointer(vertex3f);
+       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ResetTextureState();
        if (dobloom)
        {
-               int bloomwidth, bloomheight, x, dobloomblend, range;
+               int bloomwidth, bloomheight, x, range;
                float xoffset, yoffset, r;
                renderstats.bloom++;
                // allocate textures as needed
@@ -1645,11 +1539,8 @@ static void R_BlendView(void)
                texcoord2f[1][5] = 0;
                texcoord2f[1][6] = 0;
                texcoord2f[1][7] = 0;
-               memset(&m, 0, sizeof(m));
-               m.pointer_vertex = vertex3f;
-               m.pointer_texcoord[0] = texcoord2f[0];
-               m.tex[0] = R_GetTexture(r_bloom_texture_screen);
-               R_Mesh_State(&m);
+               R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
+               R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
                // copy view into the full resolution screen image texture
                GL_ActiveTexture(0);
                qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
@@ -1672,11 +1563,8 @@ static void R_BlendView(void)
                }
                // we now have a darkened bloom image in the framebuffer, copy it into
                // the bloom image texture for more processing
-               memset(&m, 0, sizeof(m));
-               m.pointer_vertex = vertex3f;
-               m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
-               m.pointer_texcoord[0] = texcoord2f[2];
-               R_Mesh_State(&m);
+               R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
+               R_Mesh_TexCoordPointer(0, 2, texcoord2f[2]);
                GL_ActiveTexture(0);
                qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
                renderstats.bloom_copypixels += bloomwidth * bloomheight;
@@ -1749,49 +1637,33 @@ static void R_BlendView(void)
                qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
                // put the original screen image back in place and blend the bloom
                // texture on it
-               memset(&m, 0, sizeof(m));
-               m.pointer_vertex = vertex3f;
-               m.tex[0] = R_GetTexture(r_bloom_texture_screen);
-               m.pointer_texcoord[0] = texcoord2f[0];
-#if 0
-               dobloomblend = false;
-#else
+               GL_Color(1,1,1,1);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
                // do both in one pass if possible
+               R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
+               R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
                if (r_textureunits.integer >= 2 && gl_combine.integer)
                {
-                       dobloomblend = false;
-                       m.texcombinergb[1] = GL_ADD;
-                       m.tex[1] = R_GetTexture(r_bloom_texture_bloom);
-                       m.pointer_texcoord[1] = texcoord2f[1];
+                       R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
+                       R_Mesh_TexBind(1, R_GetTexture(r_bloom_texture_bloom));
+                       R_Mesh_TexCoordPointer(1, 2, texcoord2f[1]);
                }
                else
-                       dobloomblend = true;
-#endif
-               R_Mesh_State(&m);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_Color(1,1,1,1);
-               R_Mesh_Draw(0, 4, 2, polygonelements);
-               renderstats.bloom_drawpixels += r_view_width * r_view_height;
-               // now blend on the bloom texture if multipass
-               if (dobloomblend)
                {
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = vertex3f;
-                       m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
-                       m.pointer_texcoord[0] = texcoord2f[1];
-                       R_Mesh_State(&m);
-                       GL_BlendFunc(GL_ONE, GL_ONE);
-                       GL_Color(1,1,1,1);
                        R_Mesh_Draw(0, 4, 2, polygonelements);
                        renderstats.bloom_drawpixels += r_view_width * r_view_height;
+                       // now blend on the bloom texture
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+                       R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
+                       R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]);
                }
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+               renderstats.bloom_drawpixels += r_view_width * r_view_height;
        }
        if (doblend)
        {
                // apply a color tint to the whole view
-               memset(&m, 0, sizeof(m));
-               m.pointer_vertex = vertex3f;
-               R_Mesh_State(&m);
+               R_Mesh_ResetTextureState();
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
                R_Mesh_Draw(0, 4, 2, polygonelements);
@@ -2068,7 +1940,6 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
 {
        int i;
        float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
-       rmeshstate_t m;
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL_DepthMask(false);
        GL_DepthTest(true);
@@ -2094,10 +1965,9 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
                        c[2] = c[2] * f1 + fogcolor[2] * f2;
                }
        }
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = vertex3f;
-       m.pointer_color = color;
-       R_Mesh_State(&m);
+       R_Mesh_VertexPointer(vertex3f);
+       R_Mesh_ColorPointer(color);
+       R_Mesh_ResetTextureState();
        R_Mesh_Draw(8, 12);
 }
 */
@@ -2139,12 +2009,8 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, int surfacenu
        int i;
        float f1, f2, *c;
        float color4f[6*4];
-       rmeshstate_t m;
        R_Mesh_Matrix(&ent->matrix);
 
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = nomodelvertex3f;
-
        if (ent->flags & EF_ADDITIVE)
        {
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
@@ -2161,10 +2027,11 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, int surfacenu
                GL_DepthMask(true);
        }
        GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
+       R_Mesh_VertexPointer(nomodelvertex3f);
        if (fogenabled)
        {
                memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
-               m.pointer_color = color4f;
+               R_Mesh_ColorPointer(color4f);
                f2 = VERTEXFOGTABLE(VectorDistance(ent->origin, r_vieworigin));
                f1 = 1 - f2;
                for (i = 0, c = color4f;i < 6;i++, c += 4)
@@ -2178,13 +2045,13 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, int surfacenu
        else if (ent->alpha != 1)
        {
                memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
-               m.pointer_color = color4f;
+               R_Mesh_ColorPointer(color4f);
                for (i = 0, c = color4f;i < 6;i++, c += 4)
                        c[3] *= ent->alpha;
        }
        else
-               m.pointer_color = nomodelcolor4f;
-       R_Mesh_State(&m);
+               R_Mesh_ColorPointer(nomodelcolor4f);
+       R_Mesh_ResetTextureState();
        R_Mesh_Draw(0, 6, 8, nomodelelements);
 }
 
@@ -2231,7 +2098,6 @@ float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
 {
        float fog = 0.0f, ifog;
-       rmeshstate_t m;
        float vertex3f[12];
 
        if (fogenabled)
@@ -2256,11 +2122,11 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
        vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
        vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
 
-       memset(&m, 0, sizeof(m));
-       m.tex[0] = R_GetTexture(texture);
-       m.pointer_texcoord[0] = spritetexcoord2f;
-       m.pointer_vertex = vertex3f;
-       R_Mesh_State(&m);
+       R_Mesh_VertexPointer(vertex3f);
+       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ResetTextureState();
+       R_Mesh_TexBind(0, R_GetTexture(texture));
+       R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f);
        GL_Color(cr * ifog, cg * ifog, cb * ifog, ca);
        R_Mesh_Draw(0, 4, 2, polygonelements);
 
@@ -2340,13 +2206,10 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane
        }
 }
 
-static void R_DrawCollisionBrush(colbrushf_t *brush)
+static void R_DrawCollisionBrush(const colbrushf_t *brush)
 {
        int i;
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = brush->points->v;
-       R_Mesh_State(&m);
+       R_Mesh_VertexPointer(brush->points->v);
        i = (int)(((size_t)brush) / sizeof(colbrushf_t));
        GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
        GL_LockArrays(0, brush->numpoints);
@@ -2354,15 +2217,12 @@ static void R_DrawCollisionBrush(colbrushf_t *brush)
        GL_LockArrays(0, 0);
 }
 
-static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
+static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
 {
        int i;
-       rmeshstate_t m;
        if (!surface->num_collisiontriangles)
                return;
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = surface->data_collisionvertex3f;
-       R_Mesh_State(&m);
+       R_Mesh_VertexPointer(surface->data_collisionvertex3f);
        i = (int)(((size_t)surface) / sizeof(msurface_t));
        GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
        GL_LockArrays(0, surface->num_collisionvertices);
@@ -2565,7 +2425,7 @@ void R_Mesh_ResizeArrays(int newvertices)
        if (rsurface_array_vertex3f)
                Mem_Free(rsurface_array_vertex3f);
        rsurface_array_size = (newvertices + 1023) & ~1023;
-       rsurface_array_vertex3f = Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[19]));
+       rsurface_array_vertex3f = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[19]));
        rsurface_array_svector3f = rsurface_array_vertex3f + rsurface_array_size * 3;
        rsurface_array_tvector3f = rsurface_array_vertex3f + rsurface_array_size * 6;
        rsurface_array_normal3f = rsurface_array_vertex3f + rsurface_array_size * 9;
@@ -2578,59 +2438,44 @@ float *rsurface_svector3f;
 float *rsurface_tvector3f;
 float *rsurface_normal3f;
 float *rsurface_lightmapcolor4f;
-qboolean rsurface_generatevertex;
-qboolean rsurface_generatetangents;
-qboolean rsurface_generatenormals;
-qboolean rsurface_deformvertex;
-qboolean rsurface_dynamicvertex;
 vec3_t rsurface_modelorg;
 const entity_render_t *rsurface_entity;
 const model_t *rsurface_model;
 const texture_t *rsurface_texture;
 
-void RSurf_PrepareForBatch(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg)
+void RSurf_PrepareVerticesForBatch(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        VectorCopy(modelorg, rsurface_modelorg);
        rsurface_entity = ent;
        rsurface_model = ent->model;
        rsurface_texture = texture;
-}
-
-void RSurf_SetPointersForPass(qboolean generatenormals, qboolean generatetangents)
-{
        if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
                R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
        if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && (rsurface_model->surfmesh.data_morphvertex3f || rsurface_model->surfmesh.data_vertexboneweights))
        {
-               rsurface_generatevertex = true;
-               rsurface_generatetangents = false;
-               rsurface_generatenormals = false;
                rsurface_vertex3f = rsurface_array_vertex3f;
-               if (generatetangents || (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)))
+               rsurface_svector3f = NULL;
+               rsurface_tvector3f = NULL;
+               rsurface_normal3f = NULL;
+               Mod_Alias_GetMesh_Vertex3f(rsurface_model, rsurface_entity->frameblend, rsurface_array_vertex3f);
+               if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+                       generatetangents = true;
+               if (generatetangents)
+                       generatenormals = true;
+               if (generatenormals && !rsurface_normal3f)
                {
-                       rsurface_generatetangents = true;
-                       rsurface_svector3f = rsurface_array_svector3f;
-                       rsurface_tvector3f = rsurface_array_tvector3f;
                        rsurface_normal3f = rsurface_array_normal3f;
+                       Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
                }
-               else
+               if (generatetangents && !rsurface_svector3f)
                {
-                       rsurface_svector3f = NULL;
-                       rsurface_tvector3f = NULL;
-                       if (generatenormals)
-                       {
-                               rsurface_generatenormals = true;
-                               rsurface_normal3f = rsurface_array_normal3f;
-                       }
-                       else
-                               rsurface_normal3f = NULL;
+                       Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_normal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_svector3f, rsurface_array_tvector3f, r_smoothnormals_areaweighting.integer);
+                       rsurface_svector3f = rsurface_array_svector3f;
+                       rsurface_tvector3f = rsurface_array_tvector3f;
                }
        }
        else
        {
-               rsurface_generatevertex = false;
-               rsurface_generatetangents = false;
-               rsurface_generatenormals = false;
                rsurface_vertex3f = rsurface_model->surfmesh.data_vertex3f;
                rsurface_svector3f = rsurface_model->surfmesh.data_svector3f;
                rsurface_tvector3f = rsurface_model->surfmesh.data_tvector3f;
@@ -2638,89 +2483,58 @@ void RSurf_SetPointersForPass(qboolean generatenormals, qboolean generatetangent
        }
        if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
        {
-               rsurface_deformvertex = true;
-               rsurface_vertex3f = rsurface_array_vertex3f;
-               rsurface_svector3f = rsurface_array_svector3f;
-               rsurface_tvector3f = rsurface_array_tvector3f;
-               rsurface_normal3f = rsurface_array_normal3f;
-       }
-       else
-               rsurface_deformvertex = false;
-       R_Mesh_VertexPointer(rsurface_vertex3f);
-       rsurface_dynamicvertex = rsurface_generatevertex || rsurface_deformvertex;
-}
-
-void RSurf_PrepareDynamicSurfaceVertices(const msurface_t *surface)
-{
-       float *vertex3f, *svector3f, *tvector3f, *normal3f;
-       model_t *model = rsurface_entity->model;
-       if (!rsurface_dynamicvertex)
-               return;
-       if (rsurface_generatevertex)
-       {
-               Mod_Alias_GetMesh_Vertex3f(model, rsurface_entity->frameblend, rsurface_array_vertex3f);
-               if (rsurface_generatetangents)
-                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, model->surfmesh.data_texcoordtexture2f, model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_svector3f, rsurface_array_tvector3f, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
-               else if (rsurface_generatenormals)
-                       Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
-       }
-       if (rsurface_deformvertex)
-       {
-               int i, j;
+               int texturesurfaceindex;
                float center[3], forward[3], right[3], up[3], v[4][3];
                matrix4x4_t matrix1, imatrix1;
-               if (rsurface_generatevertex)
-               {
-                       vertex3f = rsurface_array_vertex3f;
-                       svector3f = rsurface_array_svector3f;
-                       tvector3f = rsurface_array_tvector3f;
-                       normal3f = rsurface_array_normal3f;
-               }
-               else
-               {
-                       vertex3f = rsurface_vertex3f;
-                       svector3f = rsurface_svector3f;
-                       tvector3f = rsurface_tvector3f;
-                       normal3f = rsurface_normal3f;
-               }
                Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewforward, forward);
                Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewright, right);
                Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewup, up);
-               // a single autosprite surface can contain multiple sprites...
-               for (j = 0;j < surface->num_vertices - 3;j += 4)
+               if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+               {
+                       forward[0] = rsurface_modelorg[0] - center[0];
+                       forward[1] = rsurface_modelorg[1] - center[1];
+                       forward[2] = 0;
+                       VectorNormalize(forward);
+                       right[0] = forward[1];
+                       right[1] = -forward[0];
+                       right[2] = 0;
+                       VectorSet(up, 0, 0, 1);
+               }
+               // make deformed versions of only the vertices used by the specified surfaces
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       VectorClear(center);
-                       for (i = 0;i < 4;i++)
-                               VectorAdd(center, (vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
-                       VectorScale(center, 0.25f, center);
-                       // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
-                       Matrix4x4_FromVectors(&matrix1, (normal3f + 3 * surface->num_firstvertex) + j*3, (svector3f + 3 * surface->num_firstvertex) + j*3, (tvector3f + 3 * surface->num_firstvertex) + j*3, center);
-                       Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
-                       for (i = 0;i < 4;i++)
-                               Matrix4x4_Transform(&imatrix1, (vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
-                       if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+                       int i, j;
+                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       // a single autosprite surface can contain multiple sprites...
+                       for (j = 0;j < surface->num_vertices - 3;j += 4)
                        {
-                               forward[0] = rsurface_modelorg[0] - center[0];
-                               forward[1] = rsurface_modelorg[1] - center[1];
-                               forward[2] = 0;
-                               VectorNormalize(forward);
-                               right[0] = forward[1];
-                               right[1] = -forward[0];
-                               right[2] = 0;
-                               VectorSet(up, 0, 0, 1);
+                               VectorClear(center);
+                               for (i = 0;i < 4;i++)
+                                       VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+                               VectorScale(center, 0.25f, center);
+                               // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
+                               Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
+                               Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
+                               for (i = 0;i < 4;i++)
+                                       Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
+                               for (i = 0;i < 4;i++)
+                                       VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_vertex3f + (surface->num_firstvertex+i+j) * 3);
                        }
-                       for (i = 0;i < 4;i++)
-                               VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_vertex3f + (surface->num_firstvertex+i+j) * 3);
+                       Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
+                       Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_normal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_svector3f, rsurface_array_tvector3f, r_smoothnormals_areaweighting.integer);
                }
-               Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, model->surfmesh.data_texcoordtexture2f, model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_svector3f, rsurface_array_tvector3f, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
+               rsurface_vertex3f = rsurface_array_vertex3f;
+               rsurface_svector3f = rsurface_array_svector3f;
+               rsurface_tvector3f = rsurface_array_tvector3f;
+               rsurface_normal3f = rsurface_array_normal3f;
        }
+       R_Mesh_VertexPointer(rsurface_vertex3f);
 }
 
 static void RSurf_Draw(const msurface_t *surface)
 {
        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
-       GL_LockArrays(0, 0);
 }
 
 static void RSurf_DrawLightmap(const msurface_t *surface, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
@@ -2854,11 +2668,10 @@ static void RSurf_DrawLightmap(const msurface_t *surface, float r, float g, floa
        RSurf_Draw(surface);
 }
 
-static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
+static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, rtexture_t *lightmaptexture, int texturenumsurfaces, msurface_t **texturesurfacelist, const vec3_t modelorg)
 {
        int texturesurfaceindex;
        int lightmode;
-       const msurface_t *surface;
        model_t *model = ent->model;
        qboolean applycolor;
        qboolean applyfog;
@@ -2872,8 +2685,22 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
        GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
        if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
                qglDisable(GL_CULL_FACE);
-       RSurf_PrepareForBatch(ent, texture, modelorg);
-       if (texture->currentmaterialflags & MATERIALFLAG_SKY)
+       if (r_showsurfaces.integer)
+       {
+               GL_DepthMask(true);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ResetTextureState();
+               RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, false, texturenumsurfaces, texturesurfacelist);
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               {
+                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       int k = (int)(((size_t)surface) / sizeof(msurface_t));
+                       GL_Color((k & 15) * (1.0f / 16.0f), ((k >> 4) & 15) * (1.0f / 16.0f), ((k >> 8) & 15) * (1.0f / 16.0f), 0.2f);
+                       RSurf_Draw(surface);
+               }
+       }
+       else if (texture->currentmaterialflags & MATERIALFLAG_SKY)
        {
                // transparent sky would be ridiculous
                if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
@@ -2886,15 +2713,17 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                R_Mesh_Matrix(&ent->matrix);
                        }
                        GL_DepthMask(true);
-                       // LordHavoc: HalfLife maps have freaky skypolys...
-                       // LordHavoc: Quake3 never did sky masking (unlike software Quake
-                       // and Quake2), so disable the sky masking in Quake3 maps as it
-                       // causes problems with q3map2 sky tricks
-                       if (!model->brush.ishlbsp && model->type != mod_brushq3)
+                       // LordHavoc: HalfLife maps have freaky skypolys so don't use
+                       // skymasking on them, and Quake3 never did sky masking (unlike
+                       // software Quake and software Quake2), so disable the sky masking
+                       // in Quake3 maps as it causes problems with q3map2 sky tricks,
+                       // and skymasking also looks very bad when noclipping outside the
+                       // level, so don't use it then either.
+                       if (model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis)
                        {
                                GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
-                               memset(&m, 0, sizeof(m));
-                               R_Mesh_State(&m);
+                               R_Mesh_ColorPointer(NULL);
+                               R_Mesh_ResetTextureState();
                                if (skyrendermasked)
                                {
                                        // depth-only (masking)
@@ -2908,12 +2737,10 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                        // fog sky
                                        GL_BlendFunc(GL_ONE, GL_ZERO);
                                }
-                               RSurf_SetPointersForPass(false, false);
+                               RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, false, texturenumsurfaces, texturesurfacelist);
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       if (rsurface_dynamicvertex)
-                                               RSurf_PrepareDynamicSurfaceVertices(surface);
+                                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                                        RSurf_Draw(surface);
                                }
                                if (skyrendermasked)
@@ -2939,62 +2766,47 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        GL_DepthMask(true);
                }
 
-               memset(&m, 0, sizeof(m));
-               R_Mesh_State(&m);
+               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ResetTextureState();
                GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha);
-               R_SetupSurfaceShader(ent, texture, modelorg, vec3_origin, lightmode == 2);
+               R_SetupSurfaceShader(ent, texture, lightmaptexture, modelorg, vec3_origin, lightmode == 2);
                if (!r_glsl_permutation)
                        return;
-               RSurf_SetPointersForPass(false, true);
-               if (lightmode == 2)
+               RSurf_PrepareVerticesForBatch(ent, texture, modelorg, true, true, texturenumsurfaces, texturesurfacelist);
+               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+               R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
+               R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
+               R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
+               if (lightmode != 2)
                {
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       R_Mesh_TexCoordPointer(4, 2, model->surfmesh.data_texcoordlightmap2f);
+                       if (lightmaptexture)
                        {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               if (rsurface_dynamicvertex)
-                                       RSurf_PrepareDynamicSurfaceVertices(surface);
-                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
-                               R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
-                               R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
-                               R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
-                               RSurf_Draw(surface);
+                               R_Mesh_TexBind(7, R_GetTexture(lightmaptexture));
+                               if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+                                       R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
+                               R_Mesh_ColorPointer(NULL);
                        }
-               }
-               else
-               {
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       else
                        {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               if (rsurface_dynamicvertex)
-                                       RSurf_PrepareDynamicSurfaceVertices(surface);
-                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
-                               R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
-                               R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
-                               R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
-                               R_Mesh_TexCoordPointer(4, 2, model->surfmesh.data_texcoordlightmap2f);
-                               if (surface->lightmaptexture)
-                               {
-                                       R_Mesh_TexBind(7, R_GetTexture(surface->lightmaptexture));
-                                       if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
-                                               R_Mesh_TexBind(8, R_GetTexture(surface->deluxemaptexture));
-                                       R_Mesh_ColorPointer(NULL);
-                               }
-                               else
-                               {
-                                       R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
-                                       if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
-                                               R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
-                                       R_Mesh_ColorPointer(model->surfmesh.data_lightmapcolor4f);
-                               }
-                               RSurf_Draw(surface);
+                               R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+                               if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+                                       R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+                               R_Mesh_ColorPointer(model->surfmesh.data_lightmapcolor4f);
                        }
                }
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               {
+                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       RSurf_Draw(surface);
+               }
                qglUseProgramObjectARB(0);
        }
        else if (texture->currentnumlayers)
        {
                int layerindex;
                texturelayer_t *layer;
+               RSurf_PrepareVerticesForBatch(ent, texture, modelorg, true, false, texturenumsurfaces, texturesurfacelist);
                for (layerindex = 0, layer = texture->currentlayers;layerindex < texture->currentnumlayers;layerindex++, layer++)
                {
                        vec4_t layercolor;
@@ -3017,6 +2829,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                VectorScale(layer->color, 1.0f, layercolor);
                        }
                        layercolor[3] = layer->color[3];
+                       R_Mesh_ColorPointer(NULL);
                        GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
                        applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
                        applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
@@ -3024,44 +2837,37 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        {
                        case TEXTURELAYERTYPE_LITTEXTURE_COMBINE:
                                memset(&m, 0, sizeof(m));
+                               m.pointer_texcoord[0] = model->surfmesh.data_texcoordlightmap2f;
                                m.tex[1] = R_GetTexture(layer->texture);
                                m.texmatrix[1] = layer->texmatrix;
                                m.texrgbscale[1] = layertexrgbscale;
-                               m.pointer_color = rsurface_array_color4f;
-                               R_Mesh_State(&m);
-                               RSurf_SetPointersForPass(lightmode == 2, false);
+                               m.pointer_texcoord[1] = model->surfmesh.data_texcoordtexture2f;
+                               R_Mesh_TextureState(&m);
                                if (lightmode == 2)
                                {
                                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
-                                               surface = texturesurfacelist[texturesurfaceindex];
-                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
-                                               R_Mesh_TexCoordPointer(1, 2, model->surfmesh.data_texcoordtexture2f);
+                                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                                                R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                               if (rsurface_dynamicvertex)
-                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
                                                RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
                                        }
                                }
+                               else if (lightmaptexture)
+                               {
+                                       R_Mesh_TexBind(0, R_GetTexture(lightmaptexture));
+                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                       {
+                                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                                               RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
+                                       }
+                               }
                                else
                                {
+                                       R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
                                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
-                                               surface = texturesurfacelist[texturesurfaceindex];
-                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
-                                               R_Mesh_TexCoordPointer(1, 2, model->surfmesh.data_texcoordtexture2f);
-                                               if (rsurface_dynamicvertex)
-                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
-                                               if (surface->lightmaptexture)
-                                               {
-                                                       R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                                       RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
-                                               }
-                                               else
-                                               {
-                                                       R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                                       RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
-                                               }
+                                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                                               RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
                                        }
                                }
                                break;
@@ -3069,56 +2875,47 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                memset(&m, 0, sizeof(m));
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
-                               m.pointer_color = rsurface_array_color4f;
                                m.texrgbscale[0] = layertexrgbscale;
-                               R_Mesh_State(&m);
-                               RSurf_SetPointersForPass(lightmode == 2, false);
+                               m.pointer_texcoord[0] = model->surfmesh.data_texcoordlightmap2f;
+                               R_Mesh_TextureState(&m);
                                if (lightmode == 2)
                                {
                                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
-                                               surface = texturesurfacelist[texturesurfaceindex];
-                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
+                                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                                                R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                               if (rsurface_dynamicvertex)
-                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
                                                RSurf_DrawLightmap(surface, 1, 1, 1, 1, 2, false, false);
                                        }
                                }
+                               else if (lightmaptexture)
+                               {
+                                       R_Mesh_TexBind(0, R_GetTexture(lightmaptexture));
+                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                       {
+                                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                                               RSurf_DrawLightmap(surface, 1, 1, 1, 1, 0, false, false);
+                                       }
+                               }
                                else
                                {
+                                       R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
                                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
-                                               surface = texturesurfacelist[texturesurfaceindex];
-                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
-                                               if (rsurface_dynamicvertex)
-                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
-                                               if (surface->lightmaptexture)
-                                               {
-                                                       R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                                       RSurf_DrawLightmap(surface, 1, 1, 1, 1, 0, false, false);
-                                               }
-                                               else
-                                               {
-                                                       R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                                       RSurf_DrawLightmap(surface, 1, 1, 1, 1, 1, false, false);
-                                               }
+                                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                                               RSurf_DrawLightmap(surface, 1, 1, 1, 1, 1, false, false);
                                        }
                                }
+                               GL_LockArrays(0, 0);
                                GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
                                memset(&m, 0, sizeof(m));
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
-                               m.pointer_color = rsurface_array_color4f;
                                m.texrgbscale[0] = layertexrgbscale;
-                               R_Mesh_State(&m);
-                               RSurf_SetPointersForPass(false, false);
+                               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
+                               R_Mesh_TextureState(&m);
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
-                                       if (rsurface_dynamicvertex)
-                                               RSurf_PrepareDynamicSurfaceVertices(surface);
+                                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                                        RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, false);
                                }
                                break;
@@ -3127,17 +2924,13 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
                                m.texrgbscale[0] = layertexrgbscale;
-                               m.pointer_color = rsurface_array_color4f;
-                               R_Mesh_State(&m);
-                               RSurf_SetPointersForPass(lightmode == 2, false);
+                               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
+                               R_Mesh_TextureState(&m);
                                if (lightmode == 2)
                                {
                                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
-                                               surface = texturesurfacelist[texturesurfaceindex];
-                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
-                                               if (rsurface_dynamicvertex)
-                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                                                RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
                                        }
                                }
@@ -3145,10 +2938,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                {
                                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
-                                               surface = texturesurfacelist[texturesurfaceindex];
-                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
-                                               if (rsurface_dynamicvertex)
-                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                                                RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
                                        }
                                }
@@ -3157,38 +2947,32 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                memset(&m, 0, sizeof(m));
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
-                               m.pointer_color = rsurface_array_color4f;
                                m.texrgbscale[0] = layertexrgbscale;
-                               R_Mesh_State(&m);
-                               RSurf_SetPointersForPass(false, false);
+                               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
+                               R_Mesh_TextureState(&m);
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
-                                       if (rsurface_dynamicvertex)
-                                               RSurf_PrepareDynamicSurfaceVertices(surface);
+                                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                                        RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
                                }
                                break;
                        case TEXTURELAYERTYPE_FOG:
-                               memset(&m, 0, sizeof(m));
+                               R_Mesh_ColorPointer(rsurface_array_color4f);
                                if (layer->texture)
                                {
+                                       memset(&m, 0, sizeof(m));
                                        m.tex[0] = R_GetTexture(layer->texture);
                                        m.texmatrix[0] = layer->texmatrix;
+                                       m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
+                                       R_Mesh_TextureState(&m);
                                }
-                               R_Mesh_State(&m);
-                               RSurf_SetPointersForPass(false, false);
+                               else
+                                       R_Mesh_ResetTextureState();
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        int i;
                                        float f, *v, *c;
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       if (layer->texture)
-                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
-                                       R_Mesh_ColorPointer(rsurface_array_color4f);
-                                       if (rsurface_dynamicvertex)
-                                               RSurf_PrepareDynamicSurfaceVertices(surface);
+                                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                                        for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
                                        {
                                                f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
@@ -3203,34 +2987,34 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        default:
                                Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
                        }
+                       GL_LockArrays(0, 0);
                        // if trying to do overbright on first pass of an opaque surface
                        // when combine is not supported, brighten as a post process
                        if (layertexrgbscale > 1 && !gl_combine.integer && layer->depthmask)
                        {
                                int scale;
                                GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+                               R_Mesh_ColorPointer(NULL);
                                GL_Color(1, 1, 1, 1);
-                               memset(&m, 0, sizeof(m));
-                               R_Mesh_State(&m);
-                               RSurf_SetPointersForPass(false, false);
+                               R_Mesh_ResetTextureState();
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       if (rsurface_dynamicvertex)
-                                               RSurf_PrepareDynamicSurfaceVertices(surface);
+                                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                                        for (scale = 1;scale < layertexrgbscale;scale <<= 1)
                                                RSurf_Draw(surface);
                                }
+                               GL_LockArrays(0, 0);
                        }
                }
        }
+       GL_LockArrays(0, 0);
        if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
                qglEnable(GL_CULL_FACE);
 }
 
 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
 {
-       const msurface_t *surface = ent->model->data_surfaces + surfacenumber;
+       msurface_t *surface = ent->model->data_surfaces + surfacenumber;
        vec3_t modelorg;
        texture_t *texture;
 
@@ -3241,13 +3025,12 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, int su
 
        R_Mesh_Matrix(&ent->matrix);
        Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-       R_DrawTextureSurfaceList(ent, texture->currentframe, 1, &surface, modelorg);
+       R_DrawTextureSurfaceList(ent, texture->currentframe, surface->lightmaptexture, 1, &surface, modelorg);
 }
 
-void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
+void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, rtexture_t *lightmaptexture, int texturenumsurfaces, msurface_t **texturesurfacelist, const vec3_t modelorg)
 {
        int texturesurfaceindex;
-       const msurface_t *surface;
        vec3_t tempcenter, center;
        if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
        {
@@ -3256,7 +3039,7 @@ void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int tex
                {
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               surface = texturesurfacelist[texturesurfaceindex];
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                                tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
                                tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
                                tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
@@ -3266,7 +3049,7 @@ void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int tex
                }
        }
        else
-               R_DrawTextureSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg);
+               R_DrawTextureSurfaceList(ent, texture, lightmaptexture, texturenumsurfaces, texturesurfacelist, modelorg);
 }
 
 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
@@ -3274,13 +3057,13 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
 {
        int i, j, f, flagsmask;
        int counttriangles = 0;
-       msurface_t *surface, **surfacechain;
        texture_t *t, *texture;
+       rtexture_t *lmap;
        model_t *model = ent->model;
        vec3_t modelorg;
        const int maxsurfacelist = 1024;
        int numsurfacelist = 0;
-       const msurface_t *surfacelist[1024];
+       msurface_t *surfacelist[1024];
        if (model == NULL)
                return;
        R_Mesh_Matrix(&ent->matrix);
@@ -3289,6 +3072,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
        // update light styles
        if (!skysurfaces && model->brushq1.light_styleupdatechains)
        {
+               msurface_t *surface, **surfacechain;
                for (i = 0;i < model->brushq1.light_styles;i++)
                {
                        if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
@@ -3305,54 +3089,25 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
        flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
        f = 0;
        t = NULL;
+       lmap = NULL;
        texture = NULL;
        numsurfacelist = 0;
-       if (r_showsurfaces.integer)
-       {
-               rmeshstate_t m;
-               GL_DepthTest(true);
-               GL_DepthMask(true);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               memset(&m, 0, sizeof(m));
-               R_Mesh_State(&m);
-               t = NULL;
-               for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
-               {
-                       if (ent == r_refdef.worldentity && !r_worldsurfacevisible[j])
-                               continue;
-                       if (t != surface->texture)
-                       {
-                               t = surface->texture;
-                               texture = t->currentframe;
-                               RSurf_PrepareForBatch(ent, texture, modelorg);
-                               RSurf_SetPointersForPass(false, false);
-                       }
-                       if ((texture->currentmaterialflags & flagsmask) && surface->num_triangles)
-                       {
-                               int k = (int)(((size_t)surface) / sizeof(msurface_t));
-                               GL_Color((k & 15) * (1.0f / 16.0f), ((k >> 4) & 15) * (1.0f / 16.0f), ((k >> 8) & 15) * (1.0f / 16.0f), 0.2f);
-                               if (rsurface_dynamicvertex)
-                                       RSurf_PrepareDynamicSurfaceVertices(surface);
-                               RSurf_Draw(surface);
-                               renderstats.entities_triangles += surface->num_triangles;
-                       }
-                       renderstats.entities_surfaces++;
-               }
-       }
-       else if (ent == r_refdef.worldentity)
+       if (ent == r_refdef.worldentity)
        {
+               msurface_t *surface;
                for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
                {
                        if (!r_worldsurfacevisible[j])
                                continue;
-                       if (t != surface->texture)
+                       if (t != surface->texture || lmap != surface->lightmaptexture)
                        {
                                if (numsurfacelist)
                                {
-                                       R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+                                       R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg);
                                        numsurfacelist = 0;
                                }
                                t = surface->texture;
+                               lmap = surface->lightmaptexture;
                                texture = t->currentframe;
                                f = texture->currentmaterialflags & flagsmask;
                        }
@@ -3366,7 +3121,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                counttriangles += surface->num_triangles;
                                if (numsurfacelist >= maxsurfacelist)
                                {
-                                       R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+                                       R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg);
                                        numsurfacelist = 0;
                                }
                        }
@@ -3374,16 +3129,18 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
        }
        else
        {
+               msurface_t *surface;
                for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
                {
-                       if (t != surface->texture)
+                       if (t != surface->texture || lmap != surface->lightmaptexture)
                        {
                                if (numsurfacelist)
                                {
-                                       R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+                                       R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg);
                                        numsurfacelist = 0;
                                }
                                t = surface->texture;
+                               lmap = surface->lightmaptexture;
                                texture = t->currentframe;
                                f = texture->currentmaterialflags & flagsmask;
                        }
@@ -3397,14 +3154,14 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                counttriangles += surface->num_triangles;
                                if (numsurfacelist >= maxsurfacelist)
                                {
-                                       R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+                                       R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg);
                                        numsurfacelist = 0;
                                }
                        }
                }
        }
        if (numsurfacelist)
-               R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+               R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg);
        renderstats.entities_triangles += counttriangles;
        if (gl_support_fragment_shader)
                qglUseProgramObjectARB(0);
@@ -3412,9 +3169,11 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
        if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces)
        {
                int i;
-               msurface_t *surface;
+               const msurface_t *surface;
                q3mbrush_t *brush;
                R_Mesh_Matrix(&ent->matrix);
+               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ResetTextureState();
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                GL_DepthMask(false);
                GL_DepthTest(!r_showdisabledepthtest.integer);
@@ -3431,16 +3190,16 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
        if (r_showtris.integer || r_shownormals.integer)
        {
                int k, l;
+               msurface_t *surface;
                const int *elements;
-               rmeshstate_t m;
                vec3_t v;
                GL_DepthTest(true);
                GL_DepthMask(true);
                if (r_showdisabledepthtest.integer)
                        qglDepthFunc(GL_ALWAYS);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               memset(&m, 0, sizeof(m));
-               R_Mesh_State(&m);
+               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ResetTextureState();
                for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
                {
                        if (ent == r_refdef.worldentity && !r_worldsurfacevisible[j])
@@ -3448,10 +3207,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                        texture = surface->texture->currentframe;
                        if ((texture->currentmaterialflags & flagsmask) && surface->num_triangles)
                        {
-                               RSurf_PrepareForBatch(ent, texture, modelorg);
-                               RSurf_SetPointersForPass(false, r_shownormals.integer != 0);
-                               if (rsurface_dynamicvertex)
-                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                               RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, r_shownormals.integer != 0, 1, &surface);
                                if (r_showtris.integer)
                                {
                                        if (!texture->currentlayers->depthmask)