]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
merged q1bsp and q3bsp surface rendering
[xonotic/darkplaces.git] / gl_rsurf.c
index 8a11565c4c28802606bc9b0bf5b637f11cf01623..633007f9bb2f05ff88216eddd465c8978b1da80b 100644 (file)
@@ -49,13 +49,14 @@ qbyte r_worldleafvisible[32768];
 // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_surfaces
 qbyte r_worldsurfacevisible[262144];
 
+#ifdef LHREMOVESOON
 static int dlightdivtable[32768];
 
 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface)
 {
        int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
        unsigned int *bl;
-       float dist, impact[3], local[3];
+       float dist, impact[3], local[3], planenormal[3], planedist;
        dlight_t *light;
 
        lit = false;
@@ -64,13 +65,16 @@ static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface
        tmax = (surface->extents[1] >> 4) + 1;
        smax3 = smax * 3;
 
+       VectorCopy(surface->mesh.data_normal3f, planenormal);
+       planedist = DotProduct(surface->mesh.data_vertex3f, planenormal);
+
        for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
        {
                if (!(surface->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
                        continue;                                       // not lit by this light
 
                Matrix4x4_Transform(matrix, light->origin, local);
-               dist = DotProduct (local, surface->plane->normal) - surface->plane->dist;
+               dist = DotProduct(local, planenormal) - planedist;
 
                // for comparisons to minimum acceptable light
                // compensate for LIGHTOFFSET
@@ -81,17 +85,7 @@ static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface
                if (dist2 >= maxdist)
                        continue;
 
-               if (surface->plane->type < 3)
-               {
-                       VectorCopy(local, impact);
-                       impact[surface->plane->type] -= dist;
-               }
-               else
-               {
-                       impact[0] = local[0] - surface->plane->normal[0] * dist;
-                       impact[1] = local[1] - surface->plane->normal[1] * dist;
-                       impact[2] = local[2] - surface->plane->normal[2] * dist;
-               }
+               VectorMA(local, -dist, planenormal, impact);
 
                impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0];
                impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1];
@@ -149,7 +143,7 @@ static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface
 static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface)
 {
        int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
-       float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
+       float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract, planenormal[3], planedist;
        dlight_t *light;
 
        lit = false;
@@ -158,13 +152,16 @@ static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surfa
        tmax = (surface->extents[1] >> 4) + 1;
        smax3 = smax * 3;
 
+       VectorCopy(surface->mesh.data_normal3f, planenormal);
+       planedist = DotProduct(surface->mesh.data_vertex3f, planenormal);
+
        for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
        {
                if (!(surface->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
                        continue;                                       // not lit by this light
 
                Matrix4x4_Transform(matrix, light->origin, local);
-               dist = DotProduct (local, surface->plane->normal) - surface->plane->dist;
+               dist = DotProduct(local, planenormal) - planedist;
 
                // for comparisons to minimum acceptable light
                // compensate for LIGHTOFFSET
@@ -175,17 +172,7 @@ static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surfa
                if (dist2 >= maxdist)
                        continue;
 
-               if (surface->plane->type < 3)
-               {
-                       VectorCopy(local, impact);
-                       impact[surface->plane->type] -= dist;
-               }
-               else
-               {
-                       impact[0] = local[0] - surface->plane->normal[0] * dist;
-                       impact[1] = local[1] - surface->plane->normal[1] * dist;
-                       impact[2] = local[2] - surface->plane->normal[2] * dist;
-               }
+               VectorMA(local, -dist, planenormal, impact);
 
                impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0];
                impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1];
@@ -236,6 +223,7 @@ static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surfa
        }
        return lit;
 }
+#endif
 
 /*
 ===============
@@ -273,12 +261,15 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
        // clear to no light
                        memset(bl, 0, size*3*sizeof(unsigned int));
 
+#ifdef LHREMOVESOON
                        if (surface->dlightframe == r_framecount)
                        {
+                               surface->dlightframe = -1;
                                surface->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surface);
                                if (surface->cached_dlight)
                                        c_light_polys++;
                        }
+#endif
 
        // add all the lightmaps
                        if (lightmap)
@@ -353,12 +344,15 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
                {
                        memset(bl, 0, size*3*sizeof(float));
 
+#ifdef LHREMOVESOON
                        if (surface->dlightframe == r_framecount)
                        {
+                               surface->dlightframe = -1;
                                surface->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surface);
                                if (surface->cached_dlight)
                                        c_light_polys++;
                        }
+#endif
 
                        // add all the lightmaps
                        if (lightmap)
@@ -578,6 +572,7 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int
 =============================================================
 */
 
+#ifdef LHREMOVESOON
 static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
 {
        int i;
@@ -611,7 +606,9 @@ static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets,
                }
        }
 }
+#endif
 
+#ifdef LHREMOVESOON
 static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
 {
        int i;
@@ -629,7 +626,9 @@ static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float col
                for (i = 0;i < numverts;i++, c += 4)
                        VectorScale(c, colorscale, c);
 }
+#endif
 
+#ifdef LHREMOVESOON
 static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
 {
        int i;
@@ -660,7 +659,9 @@ static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float
                }
        }
 }
+#endif
 
+#ifdef LHREMOVESOON
 static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
 {
        int i;
@@ -678,7 +679,9 @@ static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float
                c[3] = a * f;
        }
 }
+#endif
 
+#ifdef LHREMOVESOON
 static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
 {
        float f;
@@ -707,275 +710,1504 @@ static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const
        }
        return lit;
 }
+#endif
 
-static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
+static float *RSurf_GetVertexPointer(const entity_render_t *ent, const msurface_t *surface)
 {
-       const entity_render_t *ent = calldata1;
-       const msurface_t *surface = ent->model->brush.data_surfaces + calldata2;
-       rmeshstate_t m;
-       float currentalpha;
-       float base, colorscale;
-       vec3_t modelorg;
-       texture_t *texture;
-       float args[4] = {0.05f,0,0,0.04f};
-       int rendertype, turb, fullbright;
-
-       R_Mesh_Matrix(&ent->matrix);
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-
-       texture = surface->texture;
-       if (texture->animated)
-               texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (r_refdef.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
-       currentalpha = ent->alpha;
-       if (texture->flags & SURF_WATERALPHA)
-               currentalpha *= r_wateralpha.value;
-
-       GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
-       if (ent->effects & EF_ADDITIVE)
-       {
-               rendertype = SURFRENDER_ADD;
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_DepthMask(false);
-       }
-       else if (currentalpha < 1 || texture->skin.fog != NULL)
-       {
-               rendertype = SURFRENDER_ALPHA;
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               GL_DepthMask(false);
-       }
-       else
-       {
-               rendertype = SURFRENDER_OPAQUE;
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthMask(!(ent->effects & EF_NODEPTHTEST));
-       }
-
-       turb = (texture->flags & SURF_DRAWTURB) && r_waterscroll.value;
-       fullbright = !(ent->flags & RENDER_LIGHT) || (texture->flags & SURF_DRAWFULLBRIGHT) || !surface->samples;
-       base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f);
-       if (texture->flags & SURF_DRAWTURB)
-               base *= 0.5f;
-       if ((texture->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled && fullbright && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
-       {
-               // NVIDIA Geforce3 distortion texture shader on water
-               GL_Color(1, 1, 1, currentalpha);
-               memset(&m, 0, sizeof(m));
-               m.pointer_vertex = surface->mesh.data_vertex3f;
-               m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]);
-               m.tex[1] = R_GetTexture(texture->skin.base);
-               m.texcombinergb[0] = GL_REPLACE;
-               m.texcombinergb[1] = GL_REPLACE;
-               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-               m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
-               Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
-               Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
-               R_Mesh_State(&m);
-
-               GL_ActiveTexture(0);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
-               GL_ActiveTexture(1);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
-               qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
-               qglEnable(GL_TEXTURE_SHADER_NV);
-
-               GL_LockArrays(0, surface->mesh.num_vertices);
-               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-               GL_LockArrays(0, 0);
-
-               qglDisable(GL_TEXTURE_SHADER_NV);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
-               GL_ActiveTexture(0);
-       }
-       else
+       if (surface->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
        {
-               memset(&m, 0, sizeof(m));
-               m.pointer_vertex = surface->mesh.data_vertex3f;
-               m.pointer_color = varray_color4f;
-               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-               m.tex[0] = R_GetTexture(texture->skin.base);
-               if (turb)
-               {
-                       // scrolling in texture matrix
-                       Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
-               }
-               colorscale = 1;
-               if (gl_combine.integer)
-               {
-                       m.texrgbscale[0] = 4;
-                       colorscale *= 0.25f;
-               }
-               R_FillColors(varray_color4f, surface->mesh.num_vertices, base * ent->colormod[0], base * ent->colormod[1], base * ent->colormod[2], currentalpha);
-               if (!fullbright)
-               {
-                       if (surface->dlightframe == r_framecount)
-                               RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surface->dlightbits, surface->mesh.num_vertices, surface->mesh.data_vertex3f, varray_color4f, 1);
-                       if (surface->samples)
-                               RSurf_AddLightmapToVertexColors_Color4f(surface->mesh.data_lightmapoffsets, varray_color4f,surface->mesh.num_vertices, surface->samples, ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3, surface->styles);
-               }
-               RSurf_FogColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, colorscale, surface->mesh.num_vertices, modelorg);
-               R_Mesh_State(&m);
-               GL_LockArrays(0, surface->mesh.num_vertices);
-               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-               GL_LockArrays(0, 0);
-               if (texture->skin.glow)
+               texture_t *texture = surface->texture;
+               int i, j;
+               float center[3], center2[3], forward[3], right[3], up[3], v[4][3];
+               matrix4x4_t matrix1, imatrix1;
+               R_Mesh_Matrix(&r_identitymatrix);
+               // a single autosprite surface can contain multiple sprites...
+               for (j = 0;j < surface->mesh.num_vertices - 3;j += 4)
                {
-                       memset(&m, 0, sizeof(m));
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       GL_DepthMask(false);
-                       m.pointer_color = varray_color4f;
-                       m.tex[0] = R_GetTexture(texture->skin.glow);
-                       m.pointer_vertex = surface->mesh.data_vertex3f;
-                       if (m.tex[0])
+                       VectorClear(center);
+                       for (i = 0;i < 4;i++)
+                               VectorAdd(center, surface->mesh.data_vertex3f + (j+i) * 3, center);
+                       VectorScale(center, 0.25f, center);
+                       Matrix4x4_Transform(&ent->matrix, center, center2);
+                       // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
+                       Matrix4x4_FromVectors(&matrix1, surface->mesh.data_normal3f + j*3, surface->mesh.data_svector3f + j*3, surface->mesh.data_tvector3f + j*3, center);
+                       Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
+                       for (i = 0;i < 4;i++)
+                               Matrix4x4_Transform(&imatrix1, surface->mesh.data_vertex3f + (j+i)*3, v[i]);
+                       if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
                        {
-                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                               if (turb)
-                               {
-                                       // scrolling in texture matrix
-                                       Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
-                               }
+                               forward[0] = r_vieworigin[0] - center2[0];
+                               forward[1] = r_vieworigin[1] - center2[1];
+                               forward[2] = 0;
+                               VectorNormalize(forward);
+                               right[0] = forward[1];
+                               right[1] = -forward[0];
+                               right[2] = 0;
+                               up[0] = 0;
+                               up[1] = 0;
+                               up[2] = 1;
                        }
-                       R_Mesh_State(&m);
-                       RSurf_FoggedColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surface->mesh.num_vertices, modelorg);
-                       GL_LockArrays(0, surface->mesh.num_vertices);
-                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-               if (fogenabled && rendertype != SURFRENDER_ADD)
-               {
-                       memset(&m, 0, sizeof(m));
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       GL_DepthMask(false);
-                       m.pointer_color = varray_color4f;
-                       m.tex[0] = R_GetTexture(texture->skin.fog);
-                       m.pointer_vertex = surface->mesh.data_vertex3f;
-                       if (m.tex[0])
+                       else
                        {
-                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                               if (turb)
-                               {
-                                       // scrolling in texture matrix
-                                       Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
-                               }
+                               VectorCopy(r_viewforward, forward);
+                               VectorCopy(r_viewright, right);
+                               VectorCopy(r_viewup, up);
                        }
-                       R_Mesh_State(&m);
-                       RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surface->mesh.num_vertices, modelorg);
-                       GL_LockArrays(0, surface->mesh.num_vertices);
-                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
+                       for (i = 0;i < 4;i++)
+                               VectorMAMAMAM(1, center2, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3);
                }
+               return varray_vertex3f;
        }
+       else
+               return surface->mesh.data_vertex3f;
 }
 
-void R_UpdateTextureInfo(entity_render_t *ent)
+void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
 {
-       int i, texframe, alttextures;
-       texture_t *t;
-
-       if (!ent->model)
-               return;
-
-       alttextures = ent->frame != 0;
-       texframe = (int)(r_refdef.time * 5.0f);
-       for (i = 0;i < ent->model->brush.num_textures;i++)
+       // we don't need to set currentframe if t->animated is false because
+       // it was already set up by the texture loader for non-animating
+       if (t->animated)
        {
-               t = ent->model->brush.data_textures + i;
-               t->currentalpha = ent->alpha;
-               if (t->flags & SURF_WATERALPHA)
-                       t->currentalpha *= r_wateralpha.value;
-               if (ent->effects & EF_ADDITIVE)
-                       t->rendertype = SURFRENDER_ADD;
-               else if (t->currentalpha < 1 || t->skin.fog != NULL)
-                       t->rendertype = SURFRENDER_ALPHA;
-               else
-                       t->rendertype = SURFRENDER_OPAQUE;
-               // we don't need to set currentframe if t->animated is false because
-               // it was already set up by the texture loader for non-animating
-               if (t->animated)
-                       t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
+               t->currentframe = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
+               t = t->currentframe;
        }
+       t->currentmaterialflags = t->basematerialflags;
+       t->currentalpha = ent->alpha;
+       if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
+               t->currentalpha *= r_wateralpha.value;
+       if (!(ent->flags & RENDER_LIGHT))
+               t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
+       if (ent->effects & EF_ADDITIVE)
+               t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT;
+       else if (t->currentalpha < 1)
+               t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
 }
 
-void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist)
+matrix4x4_t r_surf_waterscrollmatrix;
+
+void R_UpdateAllTextureInfo(entity_render_t *ent)
+{
+       int i;
+       Matrix4x4_CreateTranslate(&r_surf_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+       if (ent->model)
+               for (i = 0;i < ent->model->brush.num_textures;i++)
+                       R_UpdateTextureInfo(ent, ent->model->brush.data_textures + i);
+}
+
+static void R_DrawSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
 {
+       int i;
        int texturesurfaceindex;
-       vec3_t tempcenter, center, modelorg;
-       msurface_t *surface;
+       const float *v;
+       float *c;
+       float diff[3];
+       float f, r, g, b, a, base, colorscale;
+       const msurface_t *surface;
+       qboolean dolightmap;
+       qboolean dobase;
+       qboolean doambient;
+       qboolean dodetail;
+       qboolean doglow;
+       qboolean dofogpass;
+       qboolean fogallpasses;
+       qboolean waterscrolling;
        rmeshstate_t m;
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+       texture = texture->currentframe;
+       if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
+               return;
+       c_faces += texturenumsurfaces;
+       // gl_lightmaps debugging mode skips normal texturing
        if (gl_lightmaps.integer)
        {
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_DepthMask(true);
                GL_DepthTest(true);
+               qglDisable(GL_CULL_FACE);
                GL_Color(1, 1, 1, 1);
                memset(&m, 0, sizeof(m));
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
                        surface = texturesurfacelist[texturesurfaceindex];
                        m.tex[0] = R_GetTexture(surface->lightmaptexture);
-                       m.pointer_vertex = surface->mesh.data_vertex3f;
                        m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
+                       if (surface->lightmaptexture)
+                       {
+                               GL_Color(1, 1, 1, 1);
+                               m.pointer_color = NULL;
+                       }
+                       else
+                               m.pointer_color = surface->mesh.data_lightmapcolor4f;
+                       m.pointer_vertex = surface->mesh.data_vertex3f;
                        R_Mesh_State(&m);
                        GL_LockArrays(0, surface->mesh.num_vertices);
                        R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
                        GL_LockArrays(0, 0);
                }
+               qglEnable(GL_CULL_FACE);
+               return;
        }
-       else if (texture->rendertype != SURFRENDER_OPAQUE)
+       GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+       GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT));
+       if (texture->currentmaterialflags & MATERIALFLAG_ADD)
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA)
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       else
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+       // water waterscrolling in texture matrix
+       waterscrolling = (texture->currentmaterialflags & MATERIALFLAG_WATER) && r_waterscroll.value != 0;
+       if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+               qglDisable(GL_CULL_FACE);
+       if (texture->currentmaterialflags & MATERIALFLAG_SKY)
        {
-               // transparent vertex shaded from lightmap
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               if (skyrendernow)
                {
-                       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;
-                       Matrix4x4_Transform(&ent->matrix, tempcenter, center);
-                       R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces);
+                       skyrendernow = false;
+                       if (skyrendermasked)
+                               R_Sky();
                }
-       }
-       else if (texture->flags & SURF_LIGHTMAP)
-       {
-               qboolean dolightmap = (ent->flags & RENDER_LIGHT);
-               qboolean dobase = true;
-               qboolean doambient = r_ambient.value > 0;
-               qboolean dodetail = r_detailtextures.integer != 0;
-               qboolean doglow = texture->skin.glow != NULL;
-               qboolean dofog = fogenabled;
-               // multitexture cases
-               if (r_textureunits.integer >= 2 && gl_combine.integer && dobase && dolightmap)
+               // LordHavoc: HalfLife maps have freaky skypolys...
+               if (!ent->model->brush.ishlbsp)
                {
-                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       R_Mesh_Matrix(&ent->matrix);
+                       GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+                       if (skyrendermasked)
+                       {
+                               // depth-only (masking)
+                               GL_ColorMask(0,0,0,0);
+                               // just to make sure that braindead drivers don't draw anything
+                               // despite that colormask...
+                               GL_BlendFunc(GL_ZERO, GL_ONE);
+                       }
+                       else
+                       {
+                               // fog sky
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                       }
                        GL_DepthMask(true);
                        GL_DepthTest(true);
-                       GL_Color(1, 1, 1, 1);
-                       GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
                        memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(texture->skin.base);
-                       dobase = false;
-                       m.texrgbscale[1] = 2;
-                       dolightmap = false;
-                       if (r_textureunits.integer >= 4 && !doambient && dodetail && doglow)
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               m.tex[2] = R_GetTexture(texture->skin.detail);
-                               m.texrgbscale[2] = 2;
-                               dodetail = false;
-                               m.tex[3] = R_GetTexture(texture->skin.glow);
-                               m.texcombinergb[3] = GL_ADD;
-                               doglow = false;
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                               {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       m.tex[1] = R_GetTexture(surface->lightmaptexture);
-                                       m.pointer_vertex = surface->mesh.data_vertex3f;
-                                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                                       m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
-                                       m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f;
-                                       m.pointer_texcoord[3] = surface->mesh.data_texcoordtexture2f;
-                                       R_Mesh_State(&m);
-                                       GL_LockArrays(0, surface->mesh.num_vertices);
-                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                               surface = texturesurfacelist[texturesurfaceindex];
+                               m.pointer_vertex = surface->mesh.data_vertex3f;
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, surface->mesh.num_vertices);
+                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                               GL_LockArrays(0, 0);
+                       }
+                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+               }
+       }
+       else if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
+       {
+               // NVIDIA Geforce3 distortion texture shader on water
+               float args[4] = {0.05f,0,0,0.04f};
+               memset(&m, 0, sizeof(m));
+               m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]);
+               m.tex[1] = R_GetTexture(texture->skin.base);
+               m.texcombinergb[0] = GL_REPLACE;
+               m.texcombinergb[1] = GL_REPLACE;
+               Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
+               m.texmatrix[1] = r_surf_waterscrollmatrix;
+
+               GL_ActiveTexture(0);
+               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+               GL_ActiveTexture(1);
+               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
+               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
+               qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
+               qglEnable(GL_TEXTURE_SHADER_NV);
+
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               {
+                       surface = texturesurfacelist[texturesurfaceindex];
+                       m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                       m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, surface->mesh.num_vertices);
+                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                       GL_LockArrays(0, 0);
+               }
+
+               qglDisable(GL_TEXTURE_SHADER_NV);
+               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+               GL_ActiveTexture(0);
+       }
+       else if (texture->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
+       {
+               // normal surface (wall or water)
+               dobase = true;
+               dolightmap = !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT);
+               doambient = r_ambient.value >= (1/64.0f);
+               dodetail = texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
+               doglow = texture->skin.glow != NULL;
+               dofogpass = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD);
+               fogallpasses = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
+               if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+               {
+                       if (dobase && dolightmap && gl_combine.integer)
+                       {
+                               dobase = false;
+                               memset(&m, 0, sizeof(m));
+                               m.tex[1] = R_GetTexture(texture->skin.base);
+                               if (waterscrolling)
+                                       m.texmatrix[1] = r_surf_waterscrollmatrix;
+                               m.texrgbscale[1] = 2;
+                               m.pointer_color = varray_color4f;
+                               colorscale = 1;
+                               r = ent->colormod[0] * colorscale;
+                               g = ent->colormod[1] * colorscale;
+                               b = ent->colormod[2] * colorscale;
+                               a = texture->currentalpha;
+                               base = r_ambient.value * (1.0f / 64.0f);
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+                                       m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
+                                       m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
+                                       if (surface->lightmaptexture)
+                                       {
+                                               m.tex[0] = R_GetTexture(surface->lightmaptexture);
+                                               if (fogallpasses)
+                                               {
+                                                       m.pointer_color = varray_color4f;
+                                                       for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+                                                       {
+                                                               VectorSubtract(v, modelorg, diff);
+                                                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                                               c[0] = f * r;
+                                                               c[1] = f * g;
+                                                               c[2] = f * b;
+                                                               c[3] = a;
+                                                       }
+                                               }
+                                               else
+                                               {
+                                                       m.pointer_color = NULL;
+                                                       GL_Color(r, g, b, a);
+                                               }
+                                       }
+                                       else
+                                       {
+                                               m.tex[0] = R_GetTexture(r_texture_white);
+                                               m.pointer_color = varray_color4f;
+#ifdef LHREMOVESOON
+                                               if (surface->styles[0] != 255 || surface->dlightframe == r_framecount)
+#else
+                                               if (surface->styles[0] != 255)
+#endif
+                                               {
+                                                       for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+                                                       {
+                                                               c[0] = 0;
+                                                               c[1] = 0;
+                                                               c[2] = 0;
+                                                               if (surface->styles[0] != 255)
+                                                               {
+                                                                       if (surface->mesh.data_lightmapcolor4f)
+                                                                       {
+                                                                               float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 128.0f);
+                                                                               VectorMA(c, scale, surface->mesh.data_lightmapcolor4f + i*4, c);
+                                                                       }
+                                                                       else if (surface->mesh.data_lightmapoffsets)
+                                                                       {
+                                                                               const qbyte *lm = surface->samples + surface->mesh.data_lightmapoffsets[i];
+                                                                               float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 32768.0f);
+                                                                               VectorMA(c, scale, lm, c);
+                                                                               if (surface->styles[1] != 255)
+                                                                               {
+                                                                                       int size3 = ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3;
+                                                                                       lm += size3;
+                                                                                       scale = d_lightstylevalue[surface->styles[1]] * (1.0f / 32768.0f);
+                                                                                       VectorMA(c, scale, lm, c);
+                                                                                       if (surface->styles[2] != 255)
+                                                                                       {
+                                                                                               lm += size3;
+                                                                                               scale = d_lightstylevalue[surface->styles[2]] * (1.0f / 32768.0f);
+                                                                                               VectorMA(c, scale, lm, c);
+                                                                                               if (surface->styles[3] != 255)
+                                                                                               {
+                                                                                                       lm += size3;
+                                                                                                       scale = d_lightstylevalue[surface->styles[3]] * (1.0f / 32768.0f);
+                                                                                                       VectorMA(c, scale, lm, c);
+                                                                                               }
+                                                                                       }
+                                                                               }
+                                                                       }
+                                                               }
+#ifdef LHREMOVESOON
+                                                               if (surface->dlightframe == r_framecount)
+                                                               {
+                                                                       int l;
+                                                                       float worldvertex[3];
+                                                                       // TODO: make this work with autosprite which uses identitymatrix
+                                                                       Matrix4x4_Transform(&ent->matrix, v, worldvertex);
+                                                                       for (l = 0;l < r_numdlights;l++)
+                                                                       {
+                                                                               if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
+                                                                               {
+                                                                                       float f2;
+                                                                                       dlight_t *light = &r_dlight[l];
+                                                                                       f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
+                                                                                       if (f2 < light->rtlight.lightmap_cullradius2)
+                                                                                       {
+                                                                                               f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
+                                                                                               VectorMA(c, f2, light->rtlight.lightmap_light, c);
+                                                                                       }
+                                                                               }
+                                                                       }
+                                                               }
+#endif
+                                                               c[0] *= r;
+                                                               c[1] *= g;
+                                                               c[2] *= b;
+                                                               if (fogallpasses)
+                                                               {
+                                                                       VectorSubtract(v, modelorg, diff);
+                                                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                                                       VectorScale(c, f, c);
+                                                               }
+                                                               if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                                                                       c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+                                                               else
+                                                                       c[3] = a;
+                                                       }
+                                               }
+                                               else
+                                               {
+                                                       if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                                                       {
+                                                               for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+                                                               {
+                                                                       c[0] = 0;
+                                                                       c[1] = 0;
+                                                                       c[2] = 0;
+                                                                       c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+                                                               }
+                                                       }
+                                                       else
+                                                       {
+                                                               m.pointer_color = NULL;
+                                                               GL_Color(0, 0, 0, a);
+                                                       }
+                                               }
+                                       }
+                                       R_Mesh_State(&m);
+                                       GL_LockArrays(0, surface->mesh.num_vertices);
+                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                                       GL_LockArrays(0, 0);
+                               }
+                       }
+                       if (dobase)
+                       {
+                               dobase = false;
+                               memset(&m, 0, sizeof(m));
+                               m.tex[0] = R_GetTexture(texture->skin.base);
+                               if (waterscrolling)
+                                       m.texmatrix[0] = r_surf_waterscrollmatrix;
+                               m.texmatrix[0] = r_surf_waterscrollmatrix;
+                               m.pointer_color = varray_color4f;
+                               colorscale = 1;
+                               if (gl_combine.integer)
+                               {
+                                       m.texrgbscale[0] = 4;
+                                       colorscale *= 0.25f;
+                               }
+                               r = ent->colormod[0] * colorscale;
+                               g = ent->colormod[1] * colorscale;
+                               b = ent->colormod[2] * colorscale;
+                               a = texture->currentalpha;
+                               if (dolightmap)
+                               {
+                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                       {
+                                               surface = texturesurfacelist[texturesurfaceindex];
+                                               m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+                                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                                               for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+                                               {
+                                                       c[0] = 0;
+                                                       c[1] = 0;
+                                                       c[2] = 0;
+                                                       if (surface->styles[0] != 255)
+                                                       {
+                                                               if (surface->mesh.data_lightmapcolor4f)
+                                                               {
+                                                                       float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 128.0f);
+                                                                       VectorMA(c, scale, surface->mesh.data_lightmapcolor4f + i*4, c);
+                                                               }
+                                                               else if (surface->mesh.data_lightmapoffsets)
+                                                               {
+                                                                       const qbyte *lm = surface->samples + surface->mesh.data_lightmapoffsets[i];
+                                                                       float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 32768.0f);
+                                                                       VectorMA(c, scale, lm, c);
+                                                                       if (surface->styles[1] != 255)
+                                                                       {
+                                                                               int size3 = ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3;
+                                                                               lm += size3;
+                                                                               scale = d_lightstylevalue[surface->styles[1]] * (1.0f / 32768.0f);
+                                                                               VectorMA(c, scale, lm, c);
+                                                                               if (surface->styles[2] != 255)
+                                                                               {
+                                                                                       lm += size3;
+                                                                                       scale = d_lightstylevalue[surface->styles[2]] * (1.0f / 32768.0f);
+                                                                                       VectorMA(c, scale, lm, c);
+                                                                                       if (surface->styles[3] != 255)
+                                                                                       {
+                                                                                               lm += size3;
+                                                                                               scale = d_lightstylevalue[surface->styles[3]] * (1.0f / 32768.0f);
+                                                                                               VectorMA(c, scale, lm, c);
+                                                                                       }
+                                                                               }
+                                                                       }
+                                                               }
+                                                       }
+#ifdef LHREMOVESOON
+                                                       if (surface->dlightframe == r_framecount)
+                                                       {
+                                                               // TODO: make this work with autosprite which uses identitymatrix
+                                                               Matrix4x4_Transform(&ent->matrix, v, worldvertex);
+                                                               for (l = 0;l < r_numdlights;l++)
+                                                               {
+                                                                       if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
+                                                                       {
+                                                                               float f2;
+                                                                               dlight_t *light = &r_dlight[l];
+                                                                               f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
+                                                                               if (f2 < light->rtlight.lightmap_cullradius2)
+                                                                               {
+                                                                                       f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
+                                                                                       VectorMA(c, f2, light->rtlight.lightmap_light, c);
+                                                                               }
+                                                                       }
+                                                               }
+                                                       }
+#endif
+                                                       c[0] *= r;
+                                                       c[1] *= g;
+                                                       c[2] *= b;
+                                                       if (fogallpasses)
+                                                       {
+                                                               VectorSubtract(v, modelorg, diff);
+                                                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                                               VectorScale(c, f, c);
+                                                       }
+                                                       if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                                                               c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+                                                       else
+                                                               c[3] = a;
+                                               }
+                                               R_Mesh_State(&m);
+                                               GL_LockArrays(0, surface->mesh.num_vertices);
+                                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                                               GL_LockArrays(0, 0);
+                                       }
+                               }
+                               else
+                               {
+                                       if (fogallpasses)
+                                       {
+                                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                               {
+                                                       surface = texturesurfacelist[texturesurfaceindex];
+                                                       m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+                                                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                                                       if (m.tex[1])
+                                                               m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
+                                                       if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                                                       {
+                                                               m.pointer_color = varray_color4f;
+                                                               for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+                                                               {
+                                                                       VectorSubtract(v, modelorg, diff);
+                                                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                                                       c[0] = r * f;
+                                                                       c[1] = g * f;
+                                                                       c[2] = b * f;
+                                                                       c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+                                                               }
+                                                       }
+                                                       else
+                                                       {
+                                                               m.pointer_color = varray_color4f;
+                                                               for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+                                                               {
+                                                                       VectorSubtract(v, modelorg, diff);
+                                                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                                                       c[0] = r * f;
+                                                                       c[1] = g * f;
+                                                                       c[2] = b * f;
+                                                                       c[3] = a;
+                                                               }
+                                                       }
+                                                       R_Mesh_State(&m);
+                                                       GL_LockArrays(0, surface->mesh.num_vertices);
+                                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                                                       GL_LockArrays(0, 0);
+                                               }
+                                       }
+                                       else
+                                       {
+                                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                               {
+                                                       surface = texturesurfacelist[texturesurfaceindex];
+                                                       m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+                                                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                                                       if (m.tex[1])
+                                                               m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
+                                                       if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                                                       {
+                                                               m.pointer_color = varray_color4f;
+                                                               for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+                                                               {
+                                                                       c[0] = r;
+                                                                       c[1] = g;
+                                                                       c[2] = b;
+                                                                       c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+                                                               }
+                                                       }
+                                                       else
+                                                       {
+                                                               m.pointer_color = NULL;
+                                                               GL_Color(r, g, b, a);
+                                                       }
+                                                       R_Mesh_State(&m);
+                                                       GL_LockArrays(0, surface->mesh.num_vertices);
+                                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                                                       GL_LockArrays(0, 0);
+                                               }
+                                       }
+                               }
+                       }
+               }
+               else
+               {
+                       if (!dolightmap && dobase)
+                       {
+                               dolightmap = false;
+                               dobase = false;
+                               GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
+                               memset(&m, 0, sizeof(m));
+                               m.tex[0] = R_GetTexture(texture->skin.base);
+                               if (waterscrolling)
+                                       m.texmatrix[0] = r_surf_waterscrollmatrix;
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+                                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                                       R_Mesh_State(&m);
+                                       GL_LockArrays(0, surface->mesh.num_vertices);
+                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                                       GL_LockArrays(0, 0);
+                               }
+                       }
+                       if (r_lightmapintensity <= 0 && dolightmap && dobase)
+                       {
+                               dolightmap = false;
+                               dobase = false;
+                               GL_Color(0, 0, 0, 1);
+                               memset(&m, 0, sizeof(m));
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+                                       R_Mesh_State(&m);
+                                       GL_LockArrays(0, surface->mesh.num_vertices);
+                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                                       GL_LockArrays(0, 0);
+                               }
+                       }
+                       if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase)
+                       {
+                               // dualtexture combine
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               GL_DepthMask(true);
+                               dolightmap = false;
+                               dobase = false;
+                               memset(&m, 0, sizeof(m));
+                               m.tex[1] = R_GetTexture(texture->skin.base);
+                               if (waterscrolling)
+                                       m.texmatrix[1] = r_surf_waterscrollmatrix;
+                               m.texrgbscale[1] = 2;
+                               r = ent->colormod[0] * r_lightmapintensity;
+                               g = ent->colormod[1] * r_lightmapintensity;
+                               b = ent->colormod[2] * r_lightmapintensity;
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       memset(&m, 0, sizeof(m));
+                                       m.tex[1] = R_GetTexture(texture->skin.base);
+                                       if (waterscrolling)
+                                               m.texmatrix[1] = r_surf_waterscrollmatrix;
+                                       m.texrgbscale[1] = 2;
+                                       m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+                                       m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
+                                       m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
+                                       if (surface->lightmaptexture)
+                                       {
+                                               m.tex[0] = R_GetTexture(surface->lightmaptexture);
+                                               m.pointer_color = NULL;
+                                               GL_Color(r, g, b, 1);
+                                       }
+                                       else if (r == 1 && g == 1 && b == 1)
+                                       {
+                                               m.tex[0] = R_GetTexture(r_texture_white);
+                                               m.pointer_color = surface->mesh.data_lightmapcolor4f;
+                                       }
+                                       else
+                                       {
+                                               m.tex[0] = R_GetTexture(r_texture_white);
+                                               m.pointer_color = varray_color4f;
+                                               for (i = 0;i < surface->mesh.num_vertices;i++)
+                                               {
+                                                       varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * r;
+                                                       varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * g;
+                                                       varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * b;
+                                                       varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3];
+                                               }
+                                       }
+                                       R_Mesh_State(&m);
+                                       GL_LockArrays(0, surface->mesh.num_vertices);
+                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                                       GL_LockArrays(0, 0);
+                               }
+                       }
+                       // single texture
+                       if (dolightmap)
+                       {
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               GL_DepthMask(true);
+                               GL_Color(1, 1, 1, 1);
+                               memset(&m, 0, sizeof(m));
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+                                       m.tex[0] = R_GetTexture(surface->lightmaptexture);
+                                       m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
+                                       if (surface->lightmaptexture)
+                                               m.pointer_color = NULL;
+                                       else
+                                               m.pointer_color = surface->mesh.data_lightmapcolor4f;
+                                       R_Mesh_State(&m);
+                                       GL_LockArrays(0, surface->mesh.num_vertices);
+                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                                       GL_LockArrays(0, 0);
+                               }
+                       }
+                       if (dobase)
+                       {
+                               GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+                               GL_DepthMask(false);
+                               GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
+                               memset(&m, 0, sizeof(m));
+                               m.tex[0] = R_GetTexture(texture->skin.base);
+                               if (waterscrolling)
+                                       m.texmatrix[0] = r_surf_waterscrollmatrix;
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+                                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                                       R_Mesh_State(&m);
+                                       GL_LockArrays(0, surface->mesh.num_vertices);
+                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                                       GL_LockArrays(0, 0);
+                               }
+                       }
+               }
+               if (doambient)
+               {
+                       doambient = false;
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       GL_DepthMask(false);
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(texture->skin.base);
+                       if (waterscrolling)
+                               m.texmatrix[0] = r_surf_waterscrollmatrix;
+                       m.pointer_color = varray_color4f;
+                       colorscale = 1;
+                       if (gl_combine.integer)
+                       {
+                               m.texrgbscale[0] = 4;
+                               colorscale *= 0.25f;
+                       }
+                       base = r_ambient.value * (1.0f / 64.0f);
+                       r = ent->colormod[0] * colorscale * base;
+                       g = ent->colormod[1] * colorscale * base;
+                       b = ent->colormod[2] * colorscale * base;
+                       a = texture->currentalpha;
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               surface = texturesurfacelist[texturesurfaceindex];
+                               m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                               for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+                               {
+                                       c[0] = r;
+                                       c[1] = g;
+                                       c[2] = b;
+                                       if (fogallpasses)
+                                       {
+                                               VectorSubtract(v, modelorg, diff);
+                                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                               VectorScale(c, f, c);
+                                       }
+                                       if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                                               c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+                                       else
+                                               c[3] = a;
+                               }
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, surface->mesh.num_vertices);
+                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                               GL_LockArrays(0, 0);
+                       }
+               }
+               // marklights based vertex dlight rendering...  evil and broken
+#if 0
+               GL_BlendFunc(GL_ONE, GL_ONE);
+               GL_DepthMask(false);
+               memset(&m, 0, sizeof(m));
+               m.tex[0] = R_GetTexture(texture->skin.base);
+               if (waterscrolling)
+                       m.texmatrix[0] = r_surf_waterscrollmatrix;
+               m.pointer_color = varray_color4f;
+               r = ent->colormod[0] * r_lightmapintensity;
+               g = ent->colormod[1] * r_lightmapintensity;
+               b = ent->colormod[2] * r_lightmapintensity;
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               {
+                       qboolean lit;
+                       surface = texturesurfacelist[texturesurfaceindex];
+                       if (surface->dlightframe != r_framecount)
+                               continue;
+                       m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                       lit = false;
+                       for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+                       {
+                               c[0] = 0;
+                               c[1] = 0;
+                               c[2] = 0;
+                               c[3] = 1;
+                               // TODO: make this work with autosprite which uses identitymatrix or change autosprite
+                               Matrix4x4_Transform(&ent->matrix, v, worldvertex);
+                               for (l = 0;l < r_numdlights;l++)
+                               {
+                                       if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
+                                       {
+                                               float f2;
+                                               dlight_t *light = &r_dlight[l];
+                                               f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
+                                               if (f2 < light->rtlight.lightmap_cullradius2)
+                                               {
+                                                       f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
+                                                       VectorMA(c, f2, light->rtlight.lightmap_light, c);
+                                                       lit = true;
+                                               }
+                                       }
+                               }
+                               c[0] *= r;
+                               c[1] *= g;
+                               c[2] *= b;
+                               if (fogallpasses)
+                               {
+                                       VectorSubtract(v, modelorg, diff);
+                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                       VectorScale(c, f, c);
+                               }
+                               if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                                       c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+                               else
+                                       c[3] = a;
+                       }
+                       if (!lit)
+                               continue;
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, surface->mesh.num_vertices);
+                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                       GL_LockArrays(0, 0);
+               }
+#endif
+               if (dodetail)
+               {
+                       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+                       GL_DepthMask(false);
+                       GL_Color(1, 1, 1, 1);
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(texture->skin.detail);
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               surface = texturesurfacelist[texturesurfaceindex];
+                               m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+                               m.pointer_texcoord[0] = surface->mesh.data_texcoorddetail2f;
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, surface->mesh.num_vertices);
+                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                               GL_LockArrays(0, 0);
+                       }
+               }
+               if (doglow)
+               {
+                       // if glow was not already done using multitexture, do it now.
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       GL_DepthMask(false);
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(texture->skin.glow);
+                       if (waterscrolling)
+                               m.texmatrix[0] = r_surf_waterscrollmatrix;
+                       m.pointer_color = varray_color4f;
+                       colorscale = 1;
+                       r = ent->colormod[0] * colorscale;
+                       g = ent->colormod[1] * colorscale;
+                       b = ent->colormod[2] * colorscale;
+                       a = texture->currentalpha;
+                       if (fogallpasses)
+                       {
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+                                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                                       if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                                       {
+                                               m.pointer_color = varray_color4f;
+                                               for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+                                               {
+                                                       VectorSubtract(v, modelorg, diff);
+                                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                                       c[0] = f * r;
+                                                       c[1] = f * g;
+                                                       c[2] = f * b;
+                                                       c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+                                               }
+                                       }
+                                       else
+                                       {
+                                               m.pointer_color = varray_color4f;
+                                               for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+                                               {
+                                                       VectorSubtract(v, modelorg, diff);
+                                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                                       c[0] = f * r;
+                                                       c[1] = f * g;
+                                                       c[2] = f * b;
+                                                       c[3] = a;
+                                               }
+                                       }
+                                       R_Mesh_State(&m);
+                                       GL_LockArrays(0, surface->mesh.num_vertices);
+                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                                       GL_LockArrays(0, 0);
+                               }
+                       }
+                       else
+                       {
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+                                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                                       if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                                       {
+                                               m.pointer_color = varray_color4f;
+                                               for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+                                               {
+                                                       c[0] = r;
+                                                       c[1] = g;
+                                                       c[2] = b;
+                                                       c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+                                               }
+                                       }
+                                       else
+                                       {
+                                               m.pointer_color = NULL;
+                                               GL_Color(r, g, b, a);
+                                       }
+                                       R_Mesh_State(&m);
+                                       GL_LockArrays(0, surface->mesh.num_vertices);
+                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                                       GL_LockArrays(0, 0);
+                               }
+                       }
+               }
+               if (dofogpass)
+               {
+                       // if this is opaque use alpha blend which will darken the earlier
+                       // passes cheaply.
+                       //
+                       // if this is an alpha blended material, all the earlier passes
+                       // were darkened by fog already, so we only need to add the fog
+                       // color ontop through the fog mask texture
+                       //
+                       // if this is an additive blended material, all the earlier passes
+                       // were darkened by fog already, and we should not add fog color
+                       // (because the background was not darkened, there is no fog color
+                       // that was lost behind it).
+                       if (!fogallpasses)
+                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       else
+                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       GL_DepthMask(false);
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(texture->skin.fog);
+                       if (waterscrolling)
+                               m.texmatrix[0] = r_surf_waterscrollmatrix;
+                       r = fogcolor[0];
+                       g = fogcolor[1];
+                       b = fogcolor[2];
+                       a = texture->currentalpha;
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               surface = texturesurfacelist[texturesurfaceindex];
+                               m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                               m.pointer_color = varray_color4f;
+                               //RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg);
+                               if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                               {
+                                       m.pointer_color = varray_color4f;
+                                       for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+                                       {
+                                               VectorSubtract(v, modelorg, diff);
+                                               f = exp(fogdensity/DotProduct(diff, diff));
+                                               c[0] = r;
+                                               c[1] = g;
+                                               c[2] = b;
+                                               c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * f * a;
+                                       }
+                               }
+                               else
+                               {
+                                       m.pointer_color = varray_color4f;
+                                       for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+                                       {
+                                               VectorSubtract(v, modelorg, diff);
+                                               f = exp(fogdensity/DotProduct(diff, diff));
+                                               c[0] = r;
+                                               c[1] = g;
+                                               c[2] = b;
+                                               c[3] = f * a;
+                                       }
+                               }
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, surface->mesh.num_vertices);
+                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                               GL_LockArrays(0, 0);
+                       }
+               }
+       }
+       if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+               qglEnable(GL_CULL_FACE);
+}
+
+static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
+{
+       const entity_render_t *ent = calldata1;
+       const msurface_t *surface = ent->model->brush.data_surfaces + calldata2;
+       vec3_t modelorg;
+       texture_t *texture;
+#ifdef LHREMOVESOON
+       rmeshstate_t m;
+       float base, colorscale;
+       float args[4] = {0.05f,0,0,0.04f};
+       matrix4x4_t scrollmatrix;
+#endif
+
+       texture = surface->texture;
+       if (texture->basematerialflags & MATERIALFLAG_SKY)
+               return; // transparent sky is too difficult
+       R_UpdateTextureInfo(ent, texture);
+
+       R_Mesh_Matrix(&ent->matrix);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+       R_DrawSurfaceList(ent, texture, 1, &surface, modelorg);
+#ifdef LHREMOVESOON
+       GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+       GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT));
+       if (texture->currentmaterialflags & MATERIALFLAG_ADD)
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA)
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       else
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+
+       // water scrolling in texture matrix
+       if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_waterscroll.value != 0)
+               Matrix4x4_CreateTranslate(&scrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+       else
+               scrollmatrix = r_identitymatrix;
+
+       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+               qglDisable(GL_CULL_FACE);
+       if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
+       {
+               // NVIDIA Geforce3 distortion texture shader on water
+               GL_Color(1, 1, 1, texture->currentalpha);
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+               m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]);
+               m.tex[1] = R_GetTexture(texture->skin.base);
+               m.texcombinergb[0] = GL_REPLACE;
+               m.texcombinergb[1] = GL_REPLACE;
+               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+               m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
+               Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
+               m.texmatrix[1] = scrollmatrix;
+               R_Mesh_State(&m);
+
+               GL_ActiveTexture(0);
+               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+               GL_ActiveTexture(1);
+               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
+               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
+               qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
+               qglEnable(GL_TEXTURE_SHADER_NV);
+
+               GL_LockArrays(0, surface->mesh.num_vertices);
+               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+               GL_LockArrays(0, 0);
+
+               qglDisable(GL_TEXTURE_SHADER_NV);
+               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+               GL_ActiveTexture(0);
+       }
+       else
+       {
+               int i;
+               float r, g, b, a, f, *c, diff[3];
+               const float *v;
+               qboolean dolightmaptexture;
+               qboolean dodetail;
+               qboolean doglow;
+               dolightmaptexture = surface->lightmaptexture && gl_combine.integer && !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT);
+               dodetail = texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
+               doglow = texture->skin.glow != NULL;
+               // TODO: ideally transparent surface rendering should call
+               // R_RenderLighting instead of using vertex dlights
+               // (it would need scrolling support added though!)
+               if (dolightmaptexture)
+               {
+                       {
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                               m.tex[0] = R_GetTexture(texture->skin.base);
+                               m.texmatrix[0] = scrollmatrix;
+                               m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
+                               m.tex[1] = R_GetTexture(surface->lightmaptexture);
+                               m.texrgbscale[1] = 2;
+                               m.pointer_color = varray_color4f;
+                               if (r_textureunits.integer >= 3 && dodetail)
+                               {
+                                       dodetail = false;
+                                       m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f;
+                                       m.tex[2] = R_GetTexture(texture->skin.detail);
+                                       m.texmatrix[2] = scrollmatrix;
+                                       if (r_textureunits.integer >= 4 && doglow)
+                                       {
+                                               doglow = false;
+                                               m.pointer_texcoord[3] = surface->mesh.data_texcoordtexture2f;
+                                               m.tex[3] = R_GetTexture(texture->skin.glow);
+                                               m.texmatrix[3] = scrollmatrix;
+                                       }
+                               }
+                               else if (r_textureunits.integer >= 3 && doglow && !dodetail)
+                               {
+                                       doglow = false;
+                                       m.pointer_texcoord[2] = surface->mesh.data_texcoordtexture2f;
+                                       m.tex[2] = R_GetTexture(texture->skin.glow);
+                                       m.texmatrix[2] = scrollmatrix;
+                               }
+                               colorscale = 1;
+                               r = ent->colormod[0] * colorscale;
+                               g = ent->colormod[1] * colorscale;
+                               b = ent->colormod[2] * colorscale;
+                               a = texture->currentalpha;
+                               for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+                               {
+                                       c[0] = r;
+                                       c[1] = g;
+                                       c[2] = b;
+                                       if (fogenabled)
+                                       {
+                                               VectorSubtract(v, modelorg, diff);
+                                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                               VectorScale(c, f, c);
+                                       }
+                                       if (surface->mesh.data_lightmapcolor4f)
+                                               c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+                                       else
+                                               c[3] = a;
+                               }
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, surface->mesh.num_vertices);
+                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                               GL_LockArrays(0, 0);
+                       }
+                       if ((r_ambient.value > 0 || surface->dlightframe == r_framecount) && !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+                       {
+                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                               GL_DepthMask(false);
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                               m.tex[0] = R_GetTexture(texture->skin.base);
+                               m.texmatrix[0] = scrollmatrix;
+                               m.pointer_color = varray_color4f;
+                               colorscale = 1;
+                               if (gl_combine.integer)
+                               {
+                                       m.texrgbscale[0] = 4;
+                                       colorscale *= 0.25f;
+                               }
+                               r = ent->colormod[0] * colorscale;
+                               g = ent->colormod[1] * colorscale;
+                               b = ent->colormod[2] * colorscale;
+                               a = texture->currentalpha;
+                               base = r_ambient.value * (1.0f / 64.0f);
+                               for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+                               {
+                                       c[0] = base;
+                                       c[1] = base;
+                                       c[2] = base;
+                                       if (surface->dlightframe == r_framecount)
+                                       {
+                                               // TODO: make this work with autosprite which uses identitymatrix
+                                               Matrix4x4_Transform(&ent->matrix, v, worldvertex);
+                                               for (l = 0;l < r_numdlights;l++)
+                                               {
+                                                       if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
+                                                       {
+                                                               float f2;
+                                                               dlight_t *light = &r_dlight[l];
+                                                               f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
+                                                               if (f2 < light->rtlight.lightmap_cullradius2)
+                                                               {
+                                                                       f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
+                                                                       VectorMA(c, f2, light->rtlight.lightmap_light, c);
+                                                               }
+                                                       }
+                                               }
+                                       }
+                                       c[0] *= r;
+                                       c[1] *= g;
+                                       c[2] *= b;
+                                       if (fogenabled)
+                                       {
+                                               VectorSubtract(v, modelorg, diff);
+                                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                               VectorScale(c, f, c);
+                                       }
+                                       if (surface->mesh.data_lightmapcolor4f)
+                                               c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+                                       else
+                                               c[3] = a;
+                               }
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, surface->mesh.num_vertices);
+                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                               GL_LockArrays(0, 0);
+                       }
+               }
+               else
+               {
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                       m.tex[0] = R_GetTexture(texture->skin.base);
+                       m.texmatrix[0] = scrollmatrix;
+                       m.pointer_color = varray_color4f;
+                       colorscale = 1;
+                       if (gl_combine.integer)
+                       {
+                               m.texrgbscale[0] = 4;
+                               colorscale *= 0.25f;
+                       }
+                       if (doglow)
+                       {
+                               doglow = false;
+                               m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
+                               m.tex[1] = R_GetTexture(texture->skin.glow);
+                               m.texmatrix[1] = scrollmatrix;
+                       }
+                       r = ent->colormod[0] * colorscale;
+                       g = ent->colormod[1] * colorscale;
+                       b = ent->colormod[2] * colorscale;
+                       a = texture->currentalpha;
+                       base = r_ambient.value * (1.0f / 64.0f);
+                       if ((ent->flags & RENDER_LIGHT) && !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+                       {
+                               for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+                               {
+                                       c[0] = base;
+                                       c[1] = base;
+                                       c[2] = base;
+                                       if (surface->styles[0] != 255)
+                                       {
+                                               if (surface->mesh.data_lightmapcolor4f)
+                                               {
+                                                       float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 128.0f);
+                                                       VectorMA(c, scale, surface->mesh.data_lightmapcolor4f + i*4, c);
+                                               }
+                                               else if (surface->mesh.data_lightmapoffsets)
+                                               {
+                                                       const qbyte *lm = surface->samples + surface->mesh.data_lightmapoffsets[i];
+                                                       float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 32768.0f);
+                                                       VectorMA(c, scale, lm, c);
+                                                       if (surface->styles[1] != 255)
+                                                       {
+                                                               int size3 = ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3;
+                                                               lm += size3;
+                                                               scale = d_lightstylevalue[surface->styles[1]] * (1.0f / 32768.0f);
+                                                               VectorMA(c, scale, lm, c);
+                                                               if (surface->styles[2] != 255)
+                                                               {
+                                                                       lm += size3;
+                                                                       scale = d_lightstylevalue[surface->styles[2]] * (1.0f / 32768.0f);
+                                                                       VectorMA(c, scale, lm, c);
+                                                                       if (surface->styles[3] != 255)
+                                                                       {
+                                                                               lm += size3;
+                                                                               scale = d_lightstylevalue[surface->styles[3]] * (1.0f / 32768.0f);
+                                                                               VectorMA(c, scale, lm, c);
+                                                                       }
+                                                               }
+                                                       }
+                                               }
+                                       }
+                                       if (surface->dlightframe == r_framecount)
+                                       {
+                                               // TODO: make this work with autosprite which uses identitymatrix
+                                               Matrix4x4_Transform(&ent->matrix, v, worldvertex);
+                                               for (l = 0;l < r_numdlights;l++)
+                                               {
+                                                       if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
+                                                       {
+                                                               float f2;
+                                                               dlight_t *light = &r_dlight[l];
+                                                               f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
+                                                               if (f2 < light->rtlight.lightmap_cullradius2)
+                                                               {
+                                                                       f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
+                                                                       VectorMA(c, f2, light->rtlight.lightmap_light, c);
+                                                               }
+                                                       }
+                                               }
+                                       }
+                                       c[0] *= r;
+                                       c[1] *= g;
+                                       c[2] *= b;
+                                       if (fogenabled)
+                                       {
+                                               VectorSubtract(v, modelorg, diff);
+                                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                               VectorScale(c, f, c);
+                                       }
+                                       if (surface->mesh.data_lightmapcolor4f)
+                                               c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+                                       else
+                                               c[3] = a;
+                               }
+                       }
+                       else
+                       {
+                               if (fogenabled)
+                               {
+                                       if (surface->mesh.data_lightmapcolor4f)
+                                       {
+                                               for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+                                               {
+                                                       VectorSubtract(v, modelorg, diff);
+                                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                                       c[0] = r * f;
+                                                       c[1] = g * f;
+                                                       c[2] = b * f;
+                                                       c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+                                               }
+                                       }
+                                       else
+                                       {
+                                               for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+                                               {
+                                                       VectorSubtract(v, modelorg, diff);
+                                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                                       c[0] = r * f;
+                                                       c[1] = g * f;
+                                                       c[2] = b * f;
+                                                       c[3] = a;
+                                               }
+                                       }
+                               }
+                               else
+                               {
+                                       if (surface->mesh.data_lightmapcolor4f)
+                                       {
+                                               for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+                                               {
+                                                       c[0] = r;
+                                                       c[1] = g;
+                                                       c[2] = b;
+                                                       c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+                                               }
+                                       }
+                                       else
+                                       {
+                                               m.pointer_color = NULL;
+                                               GL_Color(r, g, b, a);
+                                       }
+                               }
+                       }
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, surface->mesh.num_vertices);
+                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                       GL_LockArrays(0, 0);
+               }
+               // note: dodetail is never set if transparent
+               if (dodetail)
+               {
+                       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+                       GL_DepthMask(false);
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+                       m.pointer_texcoord[0] = surface->mesh.data_texcoorddetail2f;
+                       m.tex[0] = R_GetTexture(texture->skin.detail);
+                       m.pointer_color = varray_color4f;
+                       RSurf_FoggedColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg);
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, surface->mesh.num_vertices);
+                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                       GL_LockArrays(0, 0);
+               }
+               if (doglow)
+               {
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       GL_DepthMask(false);
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                       m.tex[0] = R_GetTexture(texture->skin.glow);
+                       m.texmatrix[0] = scrollmatrix;
+                       m.pointer_color = varray_color4f;
+                       RSurf_FoggedColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg);
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, surface->mesh.num_vertices);
+                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                       GL_LockArrays(0, 0);
+               }
+               if (fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD))
+               {
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       GL_DepthMask(false);
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                       m.tex[0] = R_GetTexture(texture->skin.fog);
+                       m.texmatrix[0] = scrollmatrix;
+                       m.pointer_color = varray_color4f;
+                       RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg);
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, surface->mesh.num_vertices);
+                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                       GL_LockArrays(0, 0);
+               }
+       }
+       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+               qglEnable(GL_CULL_FACE);
+#endif
+}
+
+#ifdef LHREMOVESOON
+void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+       int texturesurfaceindex;
+       vec3_t tempcenter, center, modelorg;
+       msurface_t *surface;
+       qboolean dolightmap;
+       qboolean dobase;
+       qboolean doambient;
+       qboolean dodetail;
+       qboolean doglow;
+       qboolean dofog;
+       rmeshstate_t m;
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+       c_faces += texturenumsurfaces;
+       // gl_lightmaps debugging mode skips normal texturing
+       if (gl_lightmaps.integer)
+       {
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
+               GL_DepthTest(true);
+               qglDisable(GL_CULL_FACE);
+               GL_Color(1, 1, 1, 1);
+               memset(&m, 0, sizeof(m));
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               {
+                       surface = texturesurfacelist[texturesurfaceindex];
+                       m.tex[0] = R_GetTexture(surface->lightmaptexture);
+                       m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
+                       if (surface->lightmaptexture)
+                       {
+                               GL_Color(1, 1, 1, 1);
+                               m.pointer_color = NULL;
+                       }
+                       else
+                               m.pointer_color = surface->mesh.data_lightmapcolor4f;
+                       m.pointer_vertex = surface->mesh.data_vertex3f;
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, surface->mesh.num_vertices);
+                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                       GL_LockArrays(0, 0);
+               }
+               qglEnable(GL_CULL_FACE);
+               return;
+       }
+       if (texture->currentmaterialflags & MATERIALFLAG_WALL)
+       {
+               dolightmap = (ent->flags & RENDER_LIGHT);
+               dobase = true;
+               doambient = r_ambient.value > 0;
+               dodetail = texture->skin.detail != NULL && r_detailtextures.integer != 0;
+               doglow = texture->skin.glow != NULL;
+               dofog = fogenabled;
+               // multitexture cases
+               if (r_textureunits.integer >= 2 && gl_combine.integer && dobase && dolightmap)
+               {
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       GL_DepthMask(true);
+                       GL_DepthTest(true);
+                       GL_Color(1, 1, 1, 1);
+                       GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(texture->skin.base);
+                       dobase = false;
+                       m.texrgbscale[1] = 2;
+                       dolightmap = false;
+                       if (r_textureunits.integer >= 4 && !doambient && dodetail && doglow)
+                       {
+                               m.tex[2] = R_GetTexture(texture->skin.detail);
+                               m.texrgbscale[2] = 2;
+                               dodetail = false;
+                               m.tex[3] = R_GetTexture(texture->skin.glow);
+                               m.texcombinergb[3] = GL_ADD;
+                               doglow = false;
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       m.tex[1] = R_GetTexture(surface->lightmaptexture);
+                                       m.pointer_vertex = surface->mesh.data_vertex3f;
+                                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                                       m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
+                                       m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f;
+                                       m.pointer_texcoord[3] = surface->mesh.data_texcoordtexture2f;
+                                       R_Mesh_State(&m);
+                                       GL_LockArrays(0, surface->mesh.num_vertices);
+                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
                                        GL_LockArrays(0, 0);
                                }
                        }
@@ -1156,16 +2388,18 @@ void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenums
                                GL_LockArrays(0, 0);
                        }
                }
+               return;
        }
-       else if (texture->flags & SURF_DRAWTURB)
+       if (texture->currentmaterialflags & MATERIALFLAG_WATER)
        {
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
                        surface = texturesurfacelist[texturesurfaceindex];
                        RSurfShader_Transparent_Callback(ent, surface - ent->model->brush.data_surfaces);
                }
+               return;
        }
-       else if (texture->flags & SURF_DRAWSKY)
+       if (texture->currentmaterialflags & MATERIALFLAG_SKY)
        {
                if (skyrendernow)
                {
@@ -1205,7 +2439,34 @@ void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenums
                        }
                        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
                }
+               return;
+       }
+}
+#endif
+
+void R_QueueSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
+{
+       int texturesurfaceindex;
+       const msurface_t *surface;
+       vec3_t tempcenter, center;
+       if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+       {
+               // drawing sky transparently would be too difficult
+               if (!(texture->currentmaterialflags & MATERIALFLAG_SKY))
+               {
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               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;
+                               Matrix4x4_Transform(&ent->matrix, tempcenter, center);
+                               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces);
+                       }
+               }
        }
+       else
+               R_DrawSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg);
 }
 
 void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
@@ -1217,12 +2478,13 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
        vec3_t modelorg;
        const int maxsurfacelist = 1024;
        int numsurfacelist = 0;
-       msurface_t *surfacelist[1024];
+       const msurface_t *surfacelist[1024];
        if (model == NULL)
                return;
        R_Mesh_Matrix(&ent->matrix);
        Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
 
+#ifdef LHREMOVESOON
        if (ent != r_refdef.worldentity)
        {
                // because bmodels can be reused, we have to clear dlightframe every time
@@ -1230,12 +2492,15 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                for (i = 0;i < model->nummodelsurfaces;i++, surface++)
                        surface->dlightframe = -1;
        }
+#endif
 
        // update light styles
        if (!skysurfaces)
        {
+#ifdef LHREMOVESOON
                if (r_dynamic.integer && !r_rtdlight)
                        R_MarkLights(ent);
+#endif
                for (i = 0;i < model->brushq1.light_styles;i++)
                {
                        if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
@@ -1248,10 +2513,11 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                }
        }
 
-       R_UpdateTextureInfo(ent);
-       flagsmask = skysurfaces ? SURF_DRAWSKY : (SURF_DRAWTURB | SURF_LIGHTMAP);
+       R_UpdateAllTextureInfo(ent);
+       flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
        f = 0;
        t = NULL;
+       texture = NULL;
        numsurfacelist = 0;
        for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++)
        {
@@ -1262,30 +2528,30 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                        {
                                if (numsurfacelist)
                                {
-                                       R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist);
+                                       R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
                                        numsurfacelist = 0;
                                }
                                t = surface->texture;
-                               f = t->flags & flagsmask;
+                               f = t->currentmaterialflags & flagsmask;
                                texture = t->currentframe;
                        }
                        if (f)
                        {
-                               // add face to draw list and update lightmap if necessary
-                               c_faces++;
-                               if (surface->cached_dlight && surface->lightmaptexture != NULL)
+                               // if lightmap parameters changed, rebuild lightmap texture
+                               if (surface->cached_dlight && surface->samples)
                                        R_BuildLightMap(ent, surface);
+                               // add face to draw list
                                surfacelist[numsurfacelist++] = surface;
                                if (numsurfacelist >= maxsurfacelist)
                                {
-                                       R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist);
+                                       R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
                                        numsurfacelist = 0;
                                }
                        }
                }
        }
        if (numsurfacelist)
-               R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist);
+               R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
 }
 
 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
@@ -1345,6 +2611,36 @@ static void R_DrawPortals(void)
        }
 }
 
+static void R_DrawCollisionBrush(colbrushf_t *brush)
+{
+       int i;
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = brush->points->v;
+       R_Mesh_State(&m);
+       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);
+       R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
+       GL_LockArrays(0, 0);
+}
+
+static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
+{
+       int i;
+       rmeshstate_t m;
+       if (!surface->mesh.num_collisiontriangles)
+               return;
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = surface->mesh.data_collisionvertex3f;
+       R_Mesh_State(&m);
+       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->mesh.num_collisionvertices);
+       R_Mesh_Draw(surface->mesh.num_collisionvertices, surface->mesh.num_collisiontriangles, surface->mesh.data_collisionelement3i);
+       GL_LockArrays(0, 0);
+}
+
 void R_WorldVisibility(void)
 {
        int i, j, *mark;
@@ -1427,7 +2723,8 @@ void R_Q1BSP_DrawSky(entity_render_t *ent)
 {
        if (ent->model == NULL)
                return;
-       R_DrawSurfaces(ent, true);
+       if (r_drawcollisionbrushes.integer < 2)
+               R_DrawSurfaces(ent, true);
 }
 
 void R_Q1BSP_Draw(entity_render_t *ent)
@@ -1435,7 +2732,26 @@ void R_Q1BSP_Draw(entity_render_t *ent)
        if (ent->model == NULL)
                return;
        c_bmodels++;
-       R_DrawSurfaces(ent, false);
+       if (r_drawcollisionbrushes.integer < 2)
+               R_DrawSurfaces(ent, false);
+       if (r_drawcollisionbrushes.integer >= 1 && ent->model->brush.num_brushes)
+       {
+               int i;
+               model_t *model = ent->model;
+               msurface_t *surface;
+               q3mbrush_t *brush;
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               GL_DepthTest(true);
+               qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
+               for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
+                       if (brush->colbrushf && brush->colbrushf->numtriangles)
+                               R_DrawCollisionBrush(brush->colbrushf);
+               for (i = 0, surface = model->brush.data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+                       if (surface->mesh.num_collisiontriangles)
+                               R_DrawCollisionSurface(ent, surface);
+               qglPolygonOffset(0, 0);
+       }
 }
 
 void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
@@ -1470,6 +2786,7 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
                pvs = model->brush.GetPVS(model, relativelightorigin);
        else
                pvs = NULL;
+       R_UpdateAllTextureInfo(ent);
        // FIXME: use BSP recursion as lights are often small
        for (leafindex = 0, leaf = model->brush.data_leafs;leafindex < model->brush.num_leafs;leafindex++, leaf++)
        {
@@ -1497,14 +2814,15 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
                                        if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
                                        {
                                                surface = model->brush.data_surfaces + surfaceindex;
-                                               if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && (surface->texture->flags & SURF_LIGHTMAP) && !surface->texture->skin.fog)
+                                               if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
+                                               if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
                                                {
                                                        for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
                                                        {
                                                                v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
                                                                v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
                                                                v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
-                                                               if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                                               if (lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
                                                                {
                                                                        SETPVSBIT(outsurfacepvs, surfaceindex);
                                                                        outsurfacelist[outnumsurfaces++] = surfaceindex;
@@ -1530,25 +2848,24 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
        *outnumsurfacespointer = outnumsurfaces;
 }
 
-void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
+void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
 {
        model_t *model = ent->model;
-       vec3_t lightmins, lightmaxs;
        msurface_t *surface;
        int surfacelistindex;
        if (r_drawcollisionbrushes.integer < 2)
        {
-               lightmins[0] = relativelightorigin[0] - lightradius;
-               lightmins[1] = relativelightorigin[1] - lightradius;
-               lightmins[2] = relativelightorigin[2] - lightradius;
-               lightmaxs[0] = relativelightorigin[0] + lightradius;
-               lightmaxs[1] = relativelightorigin[1] + lightradius;
-               lightmaxs[2] = relativelightorigin[2] + lightradius;
                R_Mesh_Matrix(&ent->matrix);
                R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+               if (!r_shadow_compilingrtlight)
+                       R_UpdateAllTextureInfo(ent);
                for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
                        surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
+                       if ((surface->texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+                               continue;
+                       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                               continue;
                        R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
                }
                R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
@@ -1558,202 +2875,66 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
 void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
 {
        model_t *model = ent->model;
-       vec3_t lightmins, lightmaxs, modelorg;
        msurface_t *surface;
        texture_t *t;
        int surfacelistindex;
        if (r_drawcollisionbrushes.integer < 2)
        {
-               lightmins[0] = relativelightorigin[0] - lightradius;
-               lightmins[1] = relativelightorigin[1] - lightradius;
-               lightmins[2] = relativelightorigin[2] - lightradius;
-               lightmaxs[0] = relativelightorigin[0] + lightradius;
-               lightmaxs[1] = relativelightorigin[1] + lightradius;
-               lightmaxs[2] = relativelightorigin[2] + lightradius;
                R_Mesh_Matrix(&ent->matrix);
-               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-               R_UpdateTextureInfo(ent);
+               if (!r_shadow_compilingrtlight)
+                       R_UpdateAllTextureInfo(ent);
                for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
                        surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
+                       if (surface->texture->basematerialflags & MATERIALFLAG_NODRAW || !surface->mesh.num_triangles)
+                               continue;
                        if (r_shadow_compilingrtlight)
                        {
                                // if compiling an rtlight, capture the mesh
                                t = surface->texture;
-                               if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL)
+                               if ((t->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
                                        Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
                        }
                        else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surfacelist[surfacelistindex]])
                        {
                                t = surface->texture->currentframe;
                                // FIXME: transparent surfaces need to be lit later
-                               if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE)
-                                       R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
-                       }
-               }
-       }
-}
-
-void R_DrawCollisionBrush(colbrushf_t *brush)
-{
-       int i;
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = brush->points->v;
-       R_Mesh_State(&m);
-       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);
-       R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
-       GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
-{
-       int i;
-       rmeshstate_t m;
-       if (!surface->mesh.num_collisiontriangles)
-               return;
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = surface->mesh.data_collisionvertex3f;
-       R_Mesh_State(&m);
-       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->mesh.num_collisionvertices);
-       R_Mesh_Draw(surface->mesh.num_collisionvertices, surface->mesh.num_collisiontriangles, surface->mesh.data_collisionelement3i);
-       GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int surfacenumber)
-{
-       const entity_render_t *ent = voident;
-       msurface_t *surface = ent->model->brush.data_surfaces + surfacenumber;
-       rmeshstate_t m;
-       R_Mesh_Matrix(&ent->matrix);
-       memset(&m, 0, sizeof(m));
-       if ((ent->effects & EF_ADDITIVE) || (surface->texture->textureflags & Q3TEXTUREFLAG_ADDITIVE))
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       else
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       GL_DepthMask(false);
-       GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
-       m.tex[0] = R_GetTexture(surface->texture->skin.base);
-       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-       // LordHavoc: quake3 was not able to do this; lit transparent surfaces
-       if (gl_combine.integer)
-       {
-               m.texrgbscale[0] = 2;
-               if (r_textureunits.integer >= 2)
-               {
-                       m.tex[1] = R_GetTexture(surface->lightmaptexture);
-                       m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
-                       GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
-               }
-               else
-               {
-                       if (ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1 && ent->alpha == 1)
-                               m.pointer_color = surface->mesh.data_lightmapcolor4f;
-                       else
-                       {
-                               int i;
-                               for (i = 0;i < surface->mesh.num_vertices;i++)
+                               if ((t->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
                                {
-                                       varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0];
-                                       varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1];
-                                       varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2];
-                                       varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha;
+                                       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                                               qglDisable(GL_CULL_FACE);
+                                       R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
+                                       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                                               qglEnable(GL_CULL_FACE);
                                }
-                               m.pointer_color = varray_color4f;
-                       }
-               }
-       }
-       else
-       {
-               int i;
-               for (i = 0;i < surface->mesh.num_vertices;i++)
-               {
-                       varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * 2.0f;
-                       varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * 2.0f;
-                       varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * 2.0f;
-                       varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha;
-               }
-               m.pointer_color = varray_color4f;
-       }
-       if (surface->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
-       {
-               int i, j;
-               float center[3], center2[3], forward[3], right[3], up[3], v[4][3];
-               matrix4x4_t matrix1, imatrix1;
-               R_Mesh_Matrix(&r_identitymatrix);
-               // a single autosprite surface can contain multiple sprites...
-               for (j = 0;j < surface->mesh.num_vertices - 3;j += 4)
-               {
-                       VectorClear(center);
-                       for (i = 0;i < 4;i++)
-                               VectorAdd(center, surface->mesh.data_vertex3f + (j+i) * 3, center);
-                       VectorScale(center, 0.25f, center);
-                       Matrix4x4_Transform(&ent->matrix, center, center2);
-                       // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
-                       Matrix4x4_FromVectors(&matrix1, surface->mesh.data_normal3f + j*3, surface->mesh.data_svector3f + j*3, surface->mesh.data_tvector3f + j*3, center);
-                       Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
-                       for (i = 0;i < 4;i++)
-                               Matrix4x4_Transform(&imatrix1, surface->mesh.data_vertex3f + (j+i)*3, v[i]);
-                       if (surface->texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
-                       {
-                               forward[0] = r_vieworigin[0] - center2[0];
-                               forward[1] = r_vieworigin[1] - center2[1];
-                               forward[2] = 0;
-                               VectorNormalize(forward);
-                               right[0] = forward[1];
-                               right[1] = -forward[0];
-                               right[2] = 0;
-                               up[0] = 0;
-                               up[1] = 0;
-                               up[2] = 1;
                        }
-                       else
-                       {
-                               VectorCopy(r_viewforward, forward);
-                               VectorCopy(r_viewright, right);
-                               VectorCopy(r_viewup, up);
-                       }
-                       for (i = 0;i < 4;i++)
-                               VectorMAMAMAM(1, center2, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3);
                }
-               m.pointer_vertex = varray_vertex3f;
        }
-       else
-               m.pointer_vertex = surface->mesh.data_vertex3f;
-       R_Mesh_State(&m);
-       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-               qglDisable(GL_CULL_FACE);
-       GL_LockArrays(0, surface->mesh.num_vertices);
-       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-       GL_LockArrays(0, 0);
-       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-               qglEnable(GL_CULL_FACE);
 }
 
+#if 0
 void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        int i, texturesurfaceindex;
+       vec3_t tempcenter, center, modelorg;
        msurface_t *surface;
        qboolean dolightmap;
        qboolean dobase;
        qboolean doambient;
+       qboolean dodetail;
        qboolean doglow;
        qboolean dofog;
        rmeshstate_t m;
-       if (!texturenumsurfaces)
-               return;
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
        c_faces += texturenumsurfaces;
        // gl_lightmaps debugging mode skips normal texturing
        if (gl_lightmaps.integer)
        {
+               GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_DepthMask(true);
                GL_DepthTest(true);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
                qglDisable(GL_CULL_FACE);
+               GL_Color(1, 1, 1, 1);
                memset(&m, 0, sizeof(m));
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
@@ -1779,18 +2960,17 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumsurf
        // transparent surfaces get sorted for later drawing
        if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
        {
-               vec3_t facecenter, center;
                // drawing sky transparently would be too difficult
                if (t->surfaceparms & Q3SURFACEPARM_SKY)
                        return;
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
                        surface = texturesurfacelist[texturesurfaceindex];
-                       facecenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
-                       facecenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
-                       facecenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
-                       Matrix4x4_Transform(&ent->matrix, facecenter, center);
-                       R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, surface - ent->model->brush.data_surfaces);
+                       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;
+                       Matrix4x4_Transform(&ent->matrix, tempcenter, center);
+                       R_MeshQueue_AddTransparent(center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces);
                }
                return;
        }
@@ -1842,6 +3022,7 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumsurf
        dolightmap = (ent->flags & RENDER_LIGHT);
        dobase = true;
        doambient = r_ambient.value > 0;
+       dodetail = t->skin.detail != NULL && r_detailtextures.integer;
        doglow = t->skin.glow != NULL;
        dofog = fogenabled;
        if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
@@ -2106,7 +3287,21 @@ void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces)
                        {
                                if (!surface->mesh.num_triangles)
                                        continue;
-                               surfacelist[numsurfaces++] = surface;
+                               if (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+                               {
+                                       // drawing sky transparently would be too difficult
+                                       if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
+                                       {
+                                               vec3_t tempcenter, center;
+                                               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;
+                                               Matrix4x4_Transform(&ent->matrix, tempcenter, center);
+                                               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces);
+                                       }
+                               }
+                               else
+                                       surfacelist[numsurfaces++] = surface;
                                if (numsurfaces >= maxfaces)
                                {
                                        R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist);
@@ -2148,179 +3343,7 @@ void R_Q3BSP_Draw(entity_render_t *ent)
                qglPolygonOffset(0, 0);
        }
 }
-
-void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
-{
-       model_t *model = ent->model;
-       vec3_t lightmins, lightmaxs;
-       int t, leafindex, leafsurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
-       const int *e;
-       const float *v[3];
-       msurface_t *surface;
-       mleaf_t *leaf;
-       const qbyte *pvs;
-       lightmins[0] = relativelightorigin[0] - lightradius;
-       lightmins[1] = relativelightorigin[1] - lightradius;
-       lightmins[2] = relativelightorigin[2] - lightradius;
-       lightmaxs[0] = relativelightorigin[0] + lightradius;
-       lightmaxs[1] = relativelightorigin[1] + lightradius;
-       lightmaxs[2] = relativelightorigin[2] + lightradius;
-       *outnumclusterspointer = 0;
-       *outnumsurfacespointer = 0;
-       memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
-       memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
-       if (model == NULL)
-       {
-               VectorCopy(lightmins, outmins);
-               VectorCopy(lightmaxs, outmaxs);
-               return;
-       }
-       VectorCopy(relativelightorigin, outmins);
-       VectorCopy(relativelightorigin, outmaxs);
-       if (model->brush.GetPVS)
-               pvs = model->brush.GetPVS(model, relativelightorigin);
-       else
-               pvs = NULL;
-       // FIXME: use BSP recursion as lights are often small
-       for (leafindex = 0, leaf = model->brush.data_leafs;leafindex < model->brush.num_leafs;leafindex++, leaf++)
-       {
-               if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
-               {
-                       outmins[0] = min(outmins[0], leaf->mins[0]);
-                       outmins[1] = min(outmins[1], leaf->mins[1]);
-                       outmins[2] = min(outmins[2], leaf->mins[2]);
-                       outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
-                       outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
-                       outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
-                       if (outclusterpvs)
-                       {
-                               if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
-                               {
-                                       SETPVSBIT(outclusterpvs, leaf->clusterindex);
-                                       outclusterlist[outnumclusters++] = leaf->clusterindex;
-                               }
-                       }
-                       if (outsurfacepvs)
-                       {
-                               for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
-                               {
-                                       surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
-                                       surface = model->brush.data_surfaces + surfaceindex;
-                                       if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
-                                       {
-                                               if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)) && surface->mesh.num_triangles)
-                                               {
-                                                       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-                                                       {
-                                                               for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
-                                                               {
-                                                                       v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
-                                                                       v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
-                                                                       v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
-                                                                       if (lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
-                                                                       {
-                                                                               SETPVSBIT(outsurfacepvs, surfaceindex);
-                                                                               outsurfacelist[outnumsurfaces++] = surfaceindex;
-                                                                               break;
-                                                                       }
-                                                               }
-                                                       }
-                                                       else
-                                                       {
-                                                               for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
-                                                               {
-                                                                       v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
-                                                                       v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
-                                                                       v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
-                                                                       if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
-                                                                       {
-                                                                               SETPVSBIT(outsurfacepvs, surfaceindex);
-                                                                               outsurfacelist[outnumsurfaces++] = surfaceindex;
-                                                                               break;
-                                                                       }
-                                                               }
-                                                       }
-                                               }
-                                       }
-                               }
-                       }
-               }
-       }
-
-       // limit combined leaf box to light boundaries
-       outmins[0] = max(outmins[0], lightmins[0]);
-       outmins[1] = max(outmins[1], lightmins[1]);
-       outmins[2] = max(outmins[2], lightmins[2]);
-       outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
-       outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
-       outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
-
-       *outnumclusterspointer = outnumclusters;
-       *outnumsurfacespointer = outnumsurfaces;
-}
-
-void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
-{
-       model_t *model = ent->model;
-       vec3_t lightmins, lightmaxs;
-       msurface_t *surface;
-       int surfacelistindex;
-       if (r_drawcollisionbrushes.integer < 2)
-       {
-               lightmins[0] = relativelightorigin[0] - lightradius;
-               lightmins[1] = relativelightorigin[1] - lightradius;
-               lightmins[2] = relativelightorigin[2] - lightradius;
-               lightmaxs[0] = relativelightorigin[0] + lightradius;
-               lightmaxs[1] = relativelightorigin[1] + lightradius;
-               lightmaxs[2] = relativelightorigin[2] + lightradius;
-               R_Mesh_Matrix(&ent->matrix);
-               R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
-               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
-               {
-                       surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
-                       // FIXME: check some manner of surface->rendermode here?
-                       if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && !(surface->texture->surfaceparms & (Q3SURFACEPARM_SKY | Q3SURFACEPARM_TRANS)) && !(surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED))
-                               R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
-               }
-               R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
-       }
-}
-
-void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
-{
-       model_t *model = ent->model;
-       vec3_t lightmins, lightmaxs, modelorg;
-       msurface_t *surface;
-       int surfacelistindex;
-       if (r_drawcollisionbrushes.integer < 2)
-       {
-               lightmins[0] = relativelightorigin[0] - lightradius;
-               lightmins[1] = relativelightorigin[1] - lightradius;
-               lightmins[2] = relativelightorigin[2] - lightradius;
-               lightmaxs[0] = relativelightorigin[0] + lightradius;
-               lightmaxs[1] = relativelightorigin[1] + lightradius;
-               lightmaxs[2] = relativelightorigin[2] + lightradius;
-               R_Mesh_Matrix(&ent->matrix);
-               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
-               {
-                       surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
-                       if (r_shadow_compilingrtlight)
-                       {
-                               // if compiling an rtlight, capture the mesh
-                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                       }
-                       else if ((ent != r_refdef.worldentity || r_worldsurfacevisible[surfacelist[surfacelistindex]]) && !(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->mesh.num_triangles)
-                       {
-                               if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-                                       qglDisable(GL_CULL_FACE);
-                               R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
-                               if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-                                       qglEnable(GL_CULL_FACE);
-                       }
-               }
-       }
-}
+#endif
 
 #if 0
 static void gl_surf_start(void)
@@ -2338,10 +3361,12 @@ static void gl_surf_newmap(void)
 
 void GL_Surf_Init(void)
 {
+#ifdef LHREMOVESOON
        int i;
        dlightdivtable[0] = 4194304;
        for (i = 1;i < 32768;i++)
                dlightdivtable[i] = 4194304 / (i << 7);
+#endif
 
        Cvar_RegisterVariable(&r_ambient);
        Cvar_RegisterVariable(&r_drawportals);