]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
pick apart com_argv[0] to find basedir in Mac OSX when running from a .app package
[xonotic/darkplaces.git] / gl_rsurf.c
index 561976633d9cdfbb3dfd1940f0d95aeaf0accc32..d72dcbab094c3d13bba9d89ab3505230d28cf9ca 100644 (file)
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -20,1567 +20,834 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // r_surf.c: surface-related refresh code
 
 #include "quakedef.h"
-
-extern int                     skytexturenum;
-
-int            lightmap_textures;
-
-signed blocklights[18*18*3]; // LordHavoc: *3 for colored lighting
-
-// LordHavoc: skinny but tall lightmaps for quicker subimage uploads
-#define        BLOCK_WIDTH             128
-#define        BLOCK_HEIGHT    128
-// LordHavoc: increased lightmap limit from 64 to 1024
-#define        MAX_LIGHTMAPS   1024
-#define LIGHTMAPSIZE   (BLOCK_WIDTH*BLOCK_HEIGHT*3)
-
-int                    active_lightmaps;
-
-short allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
-
-byte *lightmaps[MAX_LIGHTMAPS];
-
-int lightmapalign, lightmapalignmask; // LordHavoc: NVIDIA's broken subimage fix, see BuildLightmaps for notes
-cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"};
-cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "1"};
-cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"};
-
-qboolean lightmaprgba, nosubimagefragments;
-int lightmapbytes;
-
-qboolean skyisvisible;
-extern qboolean gl_arrays;
-
-void glrsurf_init()
-{
-       int i;
-       for (i = 0;i < MAX_LIGHTMAPS;i++)
-               lightmaps[i] = (byte *) NULL;
-       Cvar_RegisterVariable(&gl_lightmapalign);
-       Cvar_RegisterVariable(&gl_lightmaprgba);
-       Cvar_RegisterVariable(&gl_nosubimagefragments);
-       // check if it's the glquake minigl driver
-       if (strnicmp(gl_vendor,"3Dfx",4)==0)
-       if (!gl_arrays)
-       {
-               Cvar_SetValue("gl_nosubimagefragments", 1);
-               Cvar_SetValue("gl_lightmode", 0);
-       }
-}
-
-int dlightdivtable[8192];
-int dlightdivtableinitialized = 0;
+#include "r_shadow.h"
+#include "portals.h"
+
+#define MAX_LIGHTMAP_SIZE 256
+
+cvar_t r_ambient = {0, "r_ambient", "0"};
+cvar_t r_drawportals = {0, "r_drawportals", "0"};
+cvar_t r_testvis = {0, "r_testvis", "0"};
+cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
+cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"};
+cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
+cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
+cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"};
+
+// flag arrays used for visibility checking on world model
+// (all other entities have no per-surface/per-leaf visibility checks)
+// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters
+qbyte r_pvsbits[(32768+7)>>3];
+// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs
+qbyte r_worldleafvisible[32768];
+// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces
+qbyte r_worldsurfacevisible[262144];
 
-/*
-===============
-R_AddDynamicLights
-===============
-*/
-void R_AddDynamicLights (msurface_t *surf)
-{
-       int                     sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, red, green, blue, j;
-       unsigned        *bl;
-       float           dist, f;
-       vec3_t          impact, local;
-       // use 64bit integer...  shame it's not very standardized...
-#if _MSC_VER || __BORLANDC__
-       __int64         k; // MSVC
-#else
-       long long       k; // GCC
-#endif
-
-       if (!dlightdivtableinitialized)
-       {
-               dlightdivtable[0] = 1048576 >> 7;
-               for (s = 1;s < 8192;s++)
-                       dlightdivtable[s] = 1048576 / (s << 7);
-               dlightdivtableinitialized = 1;
-       }
-
-       smax = (surf->extents[0]>>4)+1;
-       tmax = (surf->extents[1]>>4)+1;
-
-       for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
-       {
-               if ( !(surf->dlightbits[lnum >> 5] & (1<<(lnum&31)) ) )
-                       continue;               // not lit by this light
-
-               VectorSubtract(cl_dlights[lnum].origin, currententity->origin, local);
-               dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
-               for (i=0 ; i<3 ; i++)
-                       impact[i] = cl_dlights[lnum].origin[i] - surf->plane->normal[i]*dist;
-
-               f = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
-               i = f;
-
-               // reduce calculations
-               t = dist*dist;
-               for (s = 0;s < smax;s++, i -= 16)
-                       sdtable[s] = i*i + t;
-
-               f = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
-               i = f;
-
-               maxdist = (int) (cl_dlights[lnum].radius*cl_dlights[lnum].radius); // for comparisons to minimum acceptable light
-               // clamp radius to avoid exceeding 8192 entry division table
-               if (maxdist > 1048576)
-                       maxdist = 1048576;
-               maxdist3 = maxdist - (int) (dist*dist);
-               // convert to 8.8 blocklights format
-               if (!cl_dlights[lnum].dark)
-               {
-                       f = cl_dlights[lnum].color[0] * maxdist;red = f;
-                       f = cl_dlights[lnum].color[1] * maxdist;green = f;
-                       f = cl_dlights[lnum].color[2] * maxdist;blue = f;
-               }
-               else // negate for darklight
-               {
-                       f = cl_dlights[lnum].color[0] * -maxdist;red = f;
-                       f = cl_dlights[lnum].color[1] * -maxdist;green = f;
-                       f = cl_dlights[lnum].color[2] * -maxdist;blue = f;
-               }
-               bl = blocklights;
-               for (t = 0;t < tmax;t++,i -= 16)
-               {
-                       td = i*i;
-                       if (td < maxdist3) // make sure some part of it is visible on this line
-                       {
-                               maxdist2 = maxdist - td;
-                               for (s = 0;s < smax;s++)
-                               {
-                                       if (sdtable[s] < maxdist2)
-                                       {
-                                               j = dlightdivtable[(sdtable[s]+td) >> 7];
-                                               k = (red   * j) >> 8;bl[0] += k;
-                                               k = (green * j) >> 8;bl[1] += k;
-                                               k = (blue  * j) >> 8;bl[2] += k;
-                                       }
-                                       bl += 3;
-                               }
-                       }
-                       else
-                               bl+=smax*3; // skip line
-               }
-       }
-}
-
-extern qboolean lighthalf;
 /*
 ===============
 R_BuildLightMap
 
-Combine and scale multiple lightmaps into the 8.8 format in blocklights
-===============
-*/
-void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
-{
-       int                     smax, tmax;
-       int                     t;
-       int                     i, j, size;
-       byte            *lightmap;
-       int                     scale;
-       int                     maps;
-       int                     *bl;
-
-       surf->cached_dlight = (surf->dlightframe == r_framecount);
-       surf->cached_lighthalf = lighthalf;
-
-       smax = (surf->extents[0]>>4)+1;
-       tmax = (surf->extents[1]>>4)+1;
-       size = smax*tmax;
-       lightmap = surf->samples;
-
-// set to full bright if no light data
-       if (currententity->effects & EF_FULLBRIGHT || !cl.worldmodel->lightdata)
-       {
-               bl = blocklights;
-               for (i=0 ; i<size ; i++)
-               {
-                       *bl++ = 255*256;
-                       *bl++ = 255*256;
-                       *bl++ = 255*256;
-               }
-       }
-       else
-       {
-// clear to no light
-               bl = blocklights;
-               for (i=0 ; i<size ; i++)
-               {
-                       *bl++ = 0;
-                       *bl++ = 0;
-                       *bl++ = 0;
-               }
-
-// add all the lightmaps
-               if (lightmap)
-                       for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
-                       {
-                               scale = d_lightstylevalue[surf->styles[maps]];
-                               surf->cached_light[maps] = scale;       // 8.8 fraction
-                               bl = blocklights;
-                               for (i=0 ; i<size ; i++)
-                               {
-                                       *bl++ += *lightmap++ * scale;
-                                       *bl++ += *lightmap++ * scale;
-                                       *bl++ += *lightmap++ * scale;
-                               }
-                       }
-
-// add all the dynamic lights
-               if (surf->dlightframe == r_framecount)
-                       R_AddDynamicLights (surf);
-       }
-       stride -= (smax*lightmapbytes);
-       bl = blocklights;
-       if (lighthalf)
-       {
-               // LordHavoc: I shift down by 8 unlike GLQuake's 7,
-               // the image is brightened as a processing pass
-               if (lightmaprgba)
-               {
-                       for (i=0 ; i<tmax ; i++, dest += stride)
-                       {
-                               for (j=0 ; j<smax ; j++)
-                               {
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       *dest++ = 255;
-                               }
-                       }
-               }
-               else
-               {
-                       for (i=0 ; i<tmax ; i++, dest += stride)
-                       {
-                               for (j=0 ; j<smax ; j++)
-                               {
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                               }
-                       }
-               }
-       }
-       else
-       {
-               if (lightmaprgba)
-               {
-                       for (i=0 ; i<tmax ; i++, dest += stride)
-                       {
-                               for (j=0 ; j<smax ; j++)
-                               {
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       *dest++ = 255;
-                               }
-                       }
-               }
-               else
-               {
-                       for (i=0 ; i<tmax ; i++, dest += stride)
-                       {
-                               for (j=0 ; j<smax ; j++)
-                               {
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                               }
-                       }
-               }
-       }
-}
-
-byte templight[32*32*4];
-
-void R_UpdateLightmap(msurface_t *s, int lnum)
-{
-       int smax, tmax;
-       // upload the new lightmap texture fragment
-       glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum);
-       if (nosubimagefragments)
-       {
-               smax = (s->extents[0]>>4)+1;
-               tmax = (s->extents[1]>>4)+1;
-               if (lightmaprgba)
-               {
-                       R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 4, BLOCK_WIDTH * 4);
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, s->light_t, BLOCK_WIDTH, tmax, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[s->lightmaptexturenum] + s->light_t * (BLOCK_WIDTH * 4));
-               }
-               else
-               {
-                       R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 3, BLOCK_WIDTH * 3);
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, s->light_t, BLOCK_WIDTH, tmax, GL_RGB , GL_UNSIGNED_BYTE, lightmaps[s->lightmaptexturenum] + s->light_t * (BLOCK_WIDTH * 3));
-               }
-       }
-       else
-       {
-               smax = ((s->extents[0]>>4)+lightmapalign) & lightmapalignmask;
-               tmax = (s->extents[1]>>4)+1;
-               if (lightmaprgba)
-               {
-                       R_BuildLightMap (s, templight, smax * 4);
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
-               }
-               else
-               {
-                       R_BuildLightMap (s, templight, smax * 3);
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
-               }
-       }
-}
-
-
-/*
-===============
-R_TextureAnimation
-
-Returns the proper texture for a given time and base texture
-===============
-*/
-texture_t *R_TextureAnimation (texture_t *base)
-{
-       texture_t *original;
-       int             relative;
-       int             count;
-
-       if (currententity->frame)
-       {
-               if (base->alternate_anims)
-                       base = base->alternate_anims;
-       }
-       
-       if (!base->anim_total)
-               return base;
-
-       original = base;
-
-       relative = (int)(cl.time*10) % base->anim_total;
-
-       count = 0;      
-       while (base->anim_min > relative || base->anim_max <= relative)
-       {
-               base = base->anim_next;
-               if (!base)
-               {
-                       Con_Printf("R_TextureAnimation: broken cycle");
-                       return original;
-               }
-               if (++count > 100)
-               {
-                       Con_Printf("R_TextureAnimation: infinite cycle");
-                       return original;
-               }
-       }
-
-       return base;
-}
-
-
-/*
-=============================================================
-
-       BRUSH MODELS
-
-=============================================================
-*/
-
-
-extern int             solidskytexture;
-extern int             alphaskytexture;
-extern float   speedscale;             // for top sky and bottom sky
-
-qboolean mtexenabled = false;
-
-extern char skyname[];
-
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-//extern cvar_t r_dynamicwater;
-extern int r_dlightframecount;
-float  turbsin[256] =
-{
-       #include "gl_warp_sin.h"
-};
-#define TURBSCALE (256.0 / (2 * M_PI))
-
-
-/*
-================
-DrawTextureChains
-================
-*/
-extern qboolean hlbsp;
-void DrawTextureChains (void)
-{
-       int             i, j, maps;
-       msurface_t      *s;
-       texture_t       *t;
-       glpoly_t        *p;
-       float           *v;
-       float           os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
-
-       for (j = 0;j < cl.worldmodel->numtextures;j++)
-       {
-               if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain))
-                       continue;
-               cl.worldmodel->textures[j]->texturechain = NULL;
-               t = R_TextureAnimation (cl.worldmodel->textures[j]);
-               // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
-               // subdivided water surface warp
-               if (s->flags & SURF_DRAWTURB)
-               {
-                       int light, alpha, r, g, b;
-                       vec3_t nv, shadecolor;
-                       alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
-                       light = false;
-                       if (s->flags & SURF_DRAWFULLBRIGHT)
-                               r = g = b = lighthalf ? 128 : 255;
-                       else if (s->dlightframe == r_dlightframecount/* && r_dynamicwater.value*/)
-                               light = true;
-                       else
-                               r = g = b = lighthalf ? 64 : 128;
-                       if (r_waterripple.value)
-                       {
-                               if (lighthalf)
-                               {
-                                       if (light)
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       nv[0] = v[0];
-                                                                       nv[1] = v[1];
-                                                                       nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
-                                                                       R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
-                                                                       transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) shadecolor[0] >> 1,(int) shadecolor[1] >> 1,(int) shadecolor[2] >> 1,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       nv[0] = v[0];
-                                                                       nv[1] = v[1];
-                                                                       nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                                                       transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                               }
-                               else
-                               {
-                                       if (light)
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       nv[0] = v[0];
-                                                                       nv[1] = v[1];
-                                                                       nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
-                                                                       R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
-                                                                       transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), shadecolor[0],shadecolor[1],shadecolor[2],alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       nv[0] = v[0];
-                                                                       nv[1] = v[1];
-                                                                       nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                                                       transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                               }
-                       }
-                       else
-                       {
-                               if (lighthalf)
-                               {
-                                       if (light)
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
-                                                                       R_DynamicLightPoint(shadecolor, v, s->dlightbits);
-                                                                       transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) shadecolor[0] >> 1,(int) shadecolor[1] >> 1,(int) shadecolor[2] >> 1,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                               }
-                               else
-                               {
-                                       if (light)
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
-                                                                       R_DynamicLightPoint(shadecolor, v, s->dlightbits);
-                                                                       transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), shadecolor[0],shadecolor[1],shadecolor[2],alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                               }
-                       }
-               }
-               else if (s->flags & SURF_DRAWSKY)
-               {
-                       skyisvisible = true;
-                       if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
-                       {
-                               for (;s;s = s->texturechain)
-                               {
-                                       for (p=s->polys ; p ; p=p->next)
-                                       {
-                                               if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS)
-                                               {
-                                                       skypoly[currentskypoly].firstvert = currentskyvert;
-                                                       skypoly[currentskypoly++].verts = p->numverts;
-                                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                       {
-                                                               skyvert[currentskyvert].v[0] = v[0];
-                                                               skyvert[currentskyvert].v[1] = v[1];
-                                                               skyvert[currentskyvert++].v[2] = v[2];
-                                                       }
-                                               }
-                                       }
-                               }
-                       }
-               }
-               else // normal wall
-               {
-                       c_brush_polys++;
-                       for (;s;s = s->texturechain)
-                       {
-                               if (currentwallpoly < MAX_WALLPOLYS && currentwallvert < MAX_WALLVERTS && (currentwallvert + s->polys->numverts) <= MAX_WALLVERTS)
-                               {
-                                       // check for lightmap modification
-//                                     if (r_dynamic.value)
-//                                     {
-                                               if (s->dlightframe == r_framecount || s->cached_dlight || lighthalf != s->cached_lighthalf) // dynamic this frame or previously, or lighthalf changed
-                                                       R_UpdateLightmap(s, s->lightmaptexturenum);
-                                               else
-                                                       for (maps = 0 ; maps < MAXLIGHTMAPS && s->styles[maps] != 255 ; maps++)
-                                                               if (d_lightstylevalue[s->styles[maps]] != s->cached_light[maps])
-                                                               {
-                                                                       R_UpdateLightmap(s, s->lightmaptexturenum);
-                                                                       break;
-                                                               }
-//                                     }
-                                       wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum;
-                                       wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum;
-                                       wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum;
-                                       wallpoly[currentwallpoly].firstvert = currentwallvert;
-                                       wallpoly[currentwallpoly++].verts = s->polys->numverts;
-                                       for (i = 0,v = s->polys->verts[0];i<s->polys->numverts;i++, v += VERTEXSIZE)
-                                       {
-                                               wallvert[currentwallvert].vert[0] = v[0];
-                                               wallvert[currentwallvert].vert[1] = v[1];
-                                               wallvert[currentwallvert].vert[2] = v[2];
-                                               wallvert[currentwallvert].s = v[3];
-                                               wallvert[currentwallvert].t = v[4];
-                                               wallvert[currentwallvert].u = v[5];
-                                               wallvert[currentwallvert++].v = v[6];
-                                       }
-                               }
-                       }
-               }
-       }
-}
-
-// LordHavoc: transparent brush models
-extern int r_dlightframecount;
-extern float modelalpha;
-extern vec3_t shadecolor;
-//qboolean R_CullBox (vec3_t mins, vec3_t maxs);
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
-void EmitWaterPolys (msurface_t *fa);
-void R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node);
-
-/*
-=================
-R_DrawBrushModel
-=================
-*/
-void R_DrawBrushModel (entity_t *e)
-{
-       int                     i, j, k, smax, tmax, size3, maps;
-       vec3_t          mins, maxs, nv;
-       msurface_t      *s;
-       mplane_t        *pplane;
-       model_t         *clmodel;
-       qboolean        rotated, vertexlit = false;
-       float           dot, *v, scale;
-       texture_t       *t;
-       byte            *lm;
-       float           os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
-
-       currententity = e;
-
-       clmodel = e->model;
-
-       if (e->angles[0] || e->angles[1] || e->angles[2])
-       {
-               rotated = true;
-               for (i=0 ; i<3 ; i++)
-               {
-                       mins[i] = e->origin[i] - clmodel->radius;
-                       maxs[i] = e->origin[i] + clmodel->radius;
-               }
-       }
-       else
-       {
-               rotated = false;
-               VectorAdd (e->origin, clmodel->mins, mins);
-               VectorAdd (e->origin, clmodel->maxs, maxs);
-       }
-
-       if (R_CullBox (mins, maxs))
-               return;
-
-       VectorSubtract (r_refdef.vieworg, e->origin, modelorg);
-       if (rotated)
-       {
-               vec3_t  temp;
-               vec3_t  forward, right, up;
-
-               VectorCopy (modelorg, temp);
-               AngleVectors (e->angles, forward, right, up);
-               modelorg[0] = DotProduct (temp, forward);
-               modelorg[1] = -DotProduct (temp, right);
-               modelorg[2] = DotProduct (temp, up);
-       }
-
-       s = &clmodel->surfaces[clmodel->firstmodelsurface];
-
-// calculate dynamic lighting for bmodel if it's not an
-// instanced model
-       if (modelalpha == 1 && clmodel->firstmodelsurface != 0 && !(currententity->effects & EF_FULLBRIGHT) && currententity->colormod[0] == 1 && currententity->colormod[2] == 1 && currententity->colormod[2] == 1)
-       {
-//             if (!gl_flashblend.value)
-//             {
-                       vec3_t org;
-                       for (k=0 ; k<MAX_DLIGHTS ; k++)
-                       {
-                               if ((cl_dlights[k].die < cl.time) || (!cl_dlights[k].radius))
-                                       continue;
-
-                               VectorSubtract(cl_dlights[k].origin, currententity->origin, org);
-                               R_MarkLights (org, &cl_dlights[k], 1<<(k&31), k >> 5, clmodel->nodes + clmodel->hulls[0].firstclipnode);
-                       }
-//             }
-       }
-       else
-               vertexlit = true;
-
-e->angles[0] = -e->angles[0];  // stupid quake bug
-       softwaretransformforentity (e);
-e->angles[0] = -e->angles[0];  // stupid quake bug
-
-       // draw texture
-       for (j = 0;j < clmodel->nummodelsurfaces;j++, s++)
-       {
-       // find which side of the node we are on
-               pplane = s->plane;
-
-               dot = DotProduct (modelorg, pplane->normal) - pplane->dist;
-
-       // draw the polygon
-               if (((s->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
-                       (!(s->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON)))
-               {
-                       if (s->flags & SURF_DRAWSKY)
-                               continue;
-                       if (s->flags & SURF_DRAWTURB)
-                       {
-                               glpoly_t        *p;
-                               int                     light, alpha, r, g, b;
-                               vec3_t          shadecolor;
-
-                               if (s->flags & SURF_DRAWNOALPHA)
-                                       alpha = modelalpha*255.0f;
-                               else
-                                       alpha = r_wateralpha.value*modelalpha*255.0f;
-                               light = false;
-                               if (s->flags & SURF_DRAWFULLBRIGHT || currententity->effects & EF_FULLBRIGHT)
-                               {
-                                       if (lighthalf)
-                                       {
-                                               r = 128.0f * currententity->colormod[0];
-                                               g = 128.0f * currententity->colormod[1];
-                                               b = 128.0f * currententity->colormod[2];
-                                       }
-                                       else
-                                       {
-                                               r = 255.0f * currententity->colormod[0];
-                                               g = 255.0f * currententity->colormod[1];
-                                               b = 255.0f * currententity->colormod[2];
-                                       }
-                               }
-                               else if (s->dlightframe == r_dlightframecount/* && r_dynamicwater.value*/)
-                                       light = true;
-                               else
-                               {
-                                       if (lighthalf)
-                                       {
-                                               r = 64.0f * currententity->colormod[0];
-                                               g = 64.0f * currententity->colormod[1];
-                                               b = 64.0f * currententity->colormod[2];
-                                       }
-                                       else
-                                       {
-                                               r = 128.0f * currententity->colormod[0];
-                                               g = 128.0f * currententity->colormod[1];
-                                               b = 128.0f * currententity->colormod[2];
-                                       }
-                               }
-                               for (p=s->polys ; p ; p=p->next)
-                               {
-                                       // FIXME: could be a transparent water texture
-                                       transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                       {
-                                               softwaretransform(v, nv);
-                                               if (r_waterripple.value)
-                                                       nv[2] += r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                               if (light)
-                                               {
-                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
-                                                       R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
-                                                       if (lighthalf)
-                                                       {
-                                                               r = (int) ((float) (shadecolor[0] * currententity->colormod[0])) >> 1;
-                                                               g = (int) ((float) (shadecolor[1] * currententity->colormod[1])) >> 1;
-                                                               b = (int) ((float) (shadecolor[2] * currententity->colormod[2])) >> 1;
-                                                       }
-                                                       else
-                                                       {
-                                                               r = (int) ((float) (shadecolor[0] * currententity->colormod[0]));
-                                                               g = (int) ((float) (shadecolor[1] * currententity->colormod[1]));
-                                                               b = (int) ((float) (shadecolor[2] * currententity->colormod[2]));
-                                                       }
-                                               }
-                                               transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
-                                       }
-                                       transpolyend();
-                               }
-                               continue;
-                       }
-                       c_brush_polys++;
-                       t = R_TextureAnimation (s->texinfo->texture);
-                       v = s->polys->verts[0];
-                       if (vertexlit || s->texinfo->texture->transparent)
-                       {
-                               // FIXME: could be a transparent water texture
-                               transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-                               if ((currententity->effects & EF_FULLBRIGHT) || !s->samples)
-                               {
-                                       for (i = 0;i < s->polys->numverts;i++, v += VERTEXSIZE)
-                                       {
-                                               softwaretransform(v, nv);
-                                               transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], 255,255,255,modelalpha*255.0f);
-                                       }
-                               }
-                               else
-                               {
-                                       smax = (s->extents[0]>>4)+1;
-                                       tmax = (s->extents[1]>>4)+1;
-                                       size3 = smax*tmax*3; // *3 for colored lighting
-                                       for (i = 0;i < s->polys->numverts;i++, v += VERTEXSIZE)
-                                       {
-                                               shadecolor[0] = shadecolor[1] = shadecolor[2] = 0;
-                                               lm = (byte *)((long) s->samples + ((int) v[8] * smax + (int) v[7]) * 3); // LordHavoc: *3 for colored lighting
-                                               for (maps = 0;maps < MAXLIGHTMAPS && s->styles[maps] != 255;maps++)
-                                               {
-                                                       scale = d_lightstylevalue[s->styles[maps]] * (1.0 / 128.0);
-                                                       shadecolor[0] += lm[0] * scale;
-                                                       shadecolor[1] += lm[1] * scale;
-                                                       shadecolor[2] += lm[2] * scale;
-                                                       lm += size3; // LordHavoc: *3 for colored lighting
-                                               }
-                                               softwaretransform(v, nv);
-                                               R_DynamicLightPointNoMask(shadecolor, nv); // LordHavoc: dynamic lighting
-                                               if (lighthalf)
-                                               {
-                                                       transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], (int) shadecolor[0] >> 1, (int) shadecolor[1] >> 1, (int) shadecolor[2] >> 1, modelalpha*255.0f);
-                                               }
-                                               else
-                                               {
-                                                       transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], shadecolor[0], shadecolor[1], shadecolor[2], modelalpha*255.0f);
-                                               }
-                                       }
-                               }
-                               transpolyend();
-                       }
-                       else
-                       {
-                               // check for lightmap modification
-//                             if (r_dynamic.value)
-//                             {
-                                       if (s->dlightframe == r_framecount || s->cached_dlight || lighthalf != s->cached_lighthalf) // dynamic this frame or previously, or lighthalf changed
-                                               R_UpdateLightmap(s, s->lightmaptexturenum);
-                                       else
-                                               for (maps = 0 ; maps < MAXLIGHTMAPS && s->styles[maps] != 255 ; maps++)
-                                                       if (d_lightstylevalue[s->styles[maps]] != s->cached_light[maps])
-                                                       {
-                                                               R_UpdateLightmap(s, s->lightmaptexturenum);
-                                                               break;
-                                                       }
-//                             }
-                               if (currentwallpoly < MAX_WALLPOLYS && (currentwallvert + s->polys->numverts) <= MAX_WALLVERTS)
-                               {
-                                       wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum;
-                                       wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum;
-                                       wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum;
-                                       wallpoly[currentwallpoly].firstvert = currentwallvert;
-                                       wallpoly[currentwallpoly++].verts = s->polys->numverts;
-                                       for (i = 0;i<s->polys->numverts;i++, v += VERTEXSIZE)
-                                       {
-                                               softwaretransform(v, wallvert[currentwallvert].vert);
-                                               wallvert[currentwallvert].s = v[3];
-                                               wallvert[currentwallvert].t = v[4];
-                                               wallvert[currentwallvert].u = v[5];
-                                               wallvert[currentwallvert++].v = v[6];
-                                       }
-                               }
-                       }
-               }
-       }
-}
-
-/*
-=============================================================
-
-       WORLD MODEL
-
-=============================================================
+Combine and scale multiple lightmaps into the 8.8 format in blocklights
+===============
 */
+void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
+{
+       int smax, tmax, i, j, size, size3, maps, stride, l;
+       unsigned int *bl, scale;
+       qbyte *lightmap, *out, *stain;
+       static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+       static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
 
-void R_StoreEfrags (efrag_t **ppefrag);
+       // update cached lighting info
+       surface->cached_dlight = 0;
 
-/*
-================
-R_RecursiveWorldNode
-================
-*/
-//extern qboolean R_CullBox (vec3_t mins, vec3_t maxs);
-/*
-void R_RecursiveWorldNode (mnode_t *node)
-{
-       int                     c, side;
-       double          dot;
+       smax = (surface->lightmapinfo->extents[0]>>4)+1;
+       tmax = (surface->lightmapinfo->extents[1]>>4)+1;
+       size = smax*tmax;
+       size3 = size*3;
+       lightmap = surface->lightmapinfo->samples;
 
-loc0:
-// if a leaf node, draw stuff
-       if (node->contents < 0)
+// set to full bright if no light data
+       bl = intblocklights;
+       if (!ent->model->brushq1.lightdata)
+       {
+               for (i = 0;i < size3;i++)
+                       bl[i] = 255*256;
+       }
+       else
        {
-               mleaf_t         *pleaf;
-               pleaf = (mleaf_t *)node;
+// clear to no light
+               memset(bl, 0, size*3*sizeof(unsigned int));
 
-               if (c = pleaf->nummarksurfaces)
+// add all the lightmaps
+               if (lightmap)
                {
-                       msurface_t      **mark;
-                       mark = pleaf->firstmarksurface;
-                       do
-                       {
-                               (*mark)->visframe = r_framecount;
-                               mark++;
-                       } while (--c);
+                       bl = intblocklights;
+                       for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
+                               for (scale = d_lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
+                                       bl[i] += lightmap[i] * scale;
                }
-
-       // deal with model fragments in this leaf
-               if (pleaf->efrags)
-                       R_StoreEfrags (&pleaf->efrags);
-
-               return;
        }
 
-// node is just a decision point, so go down the apropriate sides
-
-// find which side of the node we are on
-       dot = (node->plane->type < 3 ? modelorg[node->plane->type] : DotProduct (modelorg, node->plane->normal)) - node->plane->dist;
-
-// recurse down the children, front side first
-       side = dot < 0;
-       // LordHavoc: save a stack frame by avoiding a call
-//     if (node->children[side]->contents != CONTENTS_SOLID && node->children[side]->visframe == r_visframecount && !R_CullBox (node->children[side]->minmaxs, node->children[side]->minmaxs+3))
-       // LordHavoc: inlined further to reduce conditions
-       if (node->children[side]->contents != CONTENTS_SOLID
-        && node->children[side]->visframe == r_visframecount
-        && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2
-        && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2
-        && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2
-        && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2)
-               R_RecursiveWorldNode (node->children[side]);
-
-       // backside
-       side = dot >= 0;
-// draw stuff
-       if (c = node->numsurfaces)
+       stain = surface->lightmapinfo->stainsamples;
+       bl = intblocklights;
+       out = templight;
+       // the >> 16 shift adjusts down 8 bits to account for the stainmap
+       // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
+       // be doubled during rendering to achieve 2x overbright
+       // (0 = 0.0, 128 = 1.0, 256 = 2.0)
+       if (ent->model->brushq1.lightmaprgba)
        {
-               msurface_t      *surf;
-               surf = cl.worldmodel->surfaces + node->firstsurface;
-
-               // LordHavoc: caused a crash due to texsort (it could render twice...)
-               // back side
-               //side = dot >= -BACKFACE_EPSILON;
-               if (dot < 0)
+               stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 4;
+               for (i = 0;i < tmax;i++, out += stride)
                {
-                       for (;c;c--, surf++)
+                       for (j = 0;j < smax;j++)
                        {
-                               if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
-                               {
-                                       surf->texturechain = surf->texinfo->texture->texturechain;
-                                       surf->texinfo->texture->texturechain = surf;
-                               }
+                               l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                               l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                               l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                               *out++ = 255;
                        }
                }
-               else
+       }
+       else
+       {
+               stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 3;
+               for (i = 0;i < tmax;i++, out += stride)
                {
-                       for (;c;c--, surf++)
+                       for (j = 0;j < smax;j++)
                        {
-                               if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
-                               {
-                                       surf->texturechain = surf->texinfo->texture->texturechain;
-                                       surf->texinfo->texture->texturechain = surf;
-                               }
+                               l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                               l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                               l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
                        }
                }
        }
 
-// recurse down the back side
-       // LordHavoc: save a stack frame by avoiding a call
-//     if (node->children[side]->contents != CONTENTS_SOLID && node->children[side]->visframe == r_visframecount && !R_CullBox (node->children[side]->minmaxs, node->children[side]->minmaxs+3))
-       // LordHavoc: inlined further to reduce conditions
-       if (node->children[side]->contents != CONTENTS_SOLID
-        && node->children[side]->visframe == r_visframecount
-        && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2
-        && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2
-        && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2
-        && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2)
-       {
-               node = node->children[side];
-               goto loc0;
-       }
-//             R_RecursiveWorldNode (node->children[side]);
+       R_UpdateTexture(surface->lightmaptexture, templight);
 }
-*/
 
-extern int c_nodes;
-void R_WorldNode ()
+void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
 {
-       int             c, side;
-       double  dot;
-       struct
-       {
-               double dot;
-               mnode_t *node;
-       } nodestack[1024];
-       int             s = 0;
-       mnode_t *node;
+       float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
+       msurface_t *surface, *endsurface;
+       int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
+       qbyte *bl;
+       vec3_t impact;
 
-       if (!(node = cl.worldmodel->nodes))
-               return;
+       maxdist = radius * radius;
+       invradius = 1.0f / radius;
 
-       while(1)
+loc0:
+       if (!node->plane)
+               return;
+       ndist = PlaneDiff(origin, node->plane);
+       if (ndist > radius)
        {
-       // if a leaf node, draw stuff
-               c_nodes++;
-               if (node->contents < 0)
-               {
-                       if (node->contents != CONTENTS_SOLID)
-                       {
-                               mleaf_t         *pleaf;
-                               pleaf = (mleaf_t *)node;
+               node = node->children[0];
+               goto loc0;
+       }
+       if (ndist < -radius)
+       {
+               node = node->children[1];
+               goto loc0;
+       }
 
-                               if (c = pleaf->nummarksurfaces)
-                               {
-                                       msurface_t      **mark;
-                                       mark = pleaf->firstmarksurface;
-                                       do
-                                       {
-                                               (*mark)->visframe = r_framecount;
-                                               mark++;
-                                       } while (--c);
-                               }
+       dist2 = ndist * ndist;
+       maxdist3 = maxdist - dist2;
 
-                               // deal with model fragments in this leaf
-                               if (pleaf->efrags)
-                                       R_StoreEfrags (&pleaf->efrags);
-                       }
+       if (node->plane->type < 3)
+       {
+               VectorCopy(origin, impact);
+               impact[node->plane->type] -= ndist;
+       }
+       else
+       {
+               impact[0] = origin[0] - node->plane->normal[0] * ndist;
+               impact[1] = origin[1] - node->plane->normal[1] * ndist;
+               impact[2] = origin[2] - node->plane->normal[2] * ndist;
+       }
 
-                       if (!s)
-                               break;
-                       node = nodestack[--s].node;
-                       dot = nodestack[s].dot;
-                       goto loc0;
-               }
+       for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
+       {
+               if (surface->lightmapinfo->stainsamples)
+               {
+                       smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
+                       tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
 
-       // node is just a decision point, so go down the apropriate sides
+                       impacts = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0];
+                       impactt = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1];
 
-       // find which side of the node we are on
-               dot = (node->plane->type < 3 ? modelorg[node->plane->type] : DotProduct (modelorg, node->plane->normal)) - node->plane->dist;
+                       s = bound(0, impacts, smax * 16) - impacts;
+                       t = bound(0, impactt, tmax * 16) - impactt;
+                       i = s * s + t * t + dist2;
+                       if (i > maxdist)
+                               continue;
 
-       // recurse down the children, front side first
-               side = dot < 0;
-               if (node->children[side]->visframe == r_visframecount
-                && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2
-                && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2
-                && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2
-                && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2)
-               {
-                       nodestack[s].node = node;
-                       nodestack[s++].dot = dot;
-                       node = node->children[side];
-                       continue;
-               }
-loc0:
+                       // reduce calculations
+                       for (s = 0, i = impacts; s < smax; s++, i -= 16)
+                               sdtable[s] = i * i + dist2;
 
-               // backside
-               side = dot >= 0;
-       // draw stuff
-               if (c = node->numsurfaces)
-               {
-                       msurface_t      *surf;
-                       surf = cl.worldmodel->surfaces + node->firstsurface;
+                       bl = surface->lightmapinfo->stainsamples;
+                       smax3 = smax * 3;
+                       stained = false;
 
-                       if (side)
-                       {
-                               for (;c;c--, surf++)
-                               {
-                                       if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
-                                       {
-                                               surf->texturechain = surf->texinfo->texture->texturechain;
-                                               surf->texinfo->texture->texturechain = surf;
-                                       }
-                               }
-                       }
-                       else
+                       i = impactt;
+                       for (t = 0;t < tmax;t++, i -= 16)
                        {
-                               for (;c;c--, surf++)
+                               td = i * i;
+                               // make sure some part of it is visible on this line
+                               if (td < maxdist3)
                                {
-                                       if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+                                       maxdist2 = maxdist - td;
+                                       for (s = 0;s < smax;s++)
                                        {
-                                               surf->texturechain = surf->texinfo->texture->texturechain;
-                                               surf->texinfo->texture->texturechain = surf;
+                                               if (sdtable[s] < maxdist2)
+                                               {
+                                                       ratio = lhrandom(0.0f, 1.0f);
+                                                       a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
+                                                       if (a >= (1.0f / 64.0f))
+                                                       {
+                                                               if (a > 1)
+                                                                       a = 1;
+                                                               bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
+                                                               bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
+                                                               bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
+                                                               stained = true;
+                                                       }
+                                               }
+                                               bl += 3;
                                        }
                                }
+                               else // skip line
+                                       bl += smax3;
                        }
+                       // force lightmap upload
+                       if (stained)
+                               surface->cached_dlight = true;
                }
+       }
 
-       // recurse down the back side
-               if (node->children[side]->visframe == r_visframecount
-                && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2
-                && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2
-                && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2
-                && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2)
+       if (node->children[0]->plane)
+       {
+               if (node->children[1]->plane)
                {
-                       node = node->children[side];
-                       continue;
+                       R_StainNode(node->children[0], model, origin, radius, fcolor);
+                       node = node->children[1];
+                       goto loc0;
                }
-
-               if (!s)
-                       break;
-               node = nodestack[--s].node;
-               dot = nodestack[s].dot;
+               else
+               {
+                       node = node->children[0];
+                       goto loc0;
+               }
+       }
+       else if (node->children[1]->plane)
+       {
+               node = node->children[1];
                goto loc0;
        }
 }
 
-
-/*
-=============
-R_DrawWorld
-=============
-*/
-extern void R_Sky();
-void R_DrawWorld (void)
+void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
 {
-       entity_t        ent;
-
-       memset (&ent, 0, sizeof(ent));
-       ent.model = cl.worldmodel;
-       ent.colormod[0] = ent.colormod[1] = ent.colormod[2] = 1;
-       modelalpha = ent.alpha = 1;
-       ent.scale = 1;
-
-       VectorCopy (r_refdef.vieworg, modelorg);
-
-       currententity = &ent;
-
-       softwaretransformidentity(); // LordHavoc: clear transform
-       skypolyclear();
-       skyisvisible = false;
-
-       if (cl.worldmodel)
-               R_WorldNode ();
+       int n;
+       float fcolor[8];
+       entity_render_t *ent;
+       model_t *model;
+       vec3_t org;
+       if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata)
+               return;
+       fcolor[0] = cr1;
+       fcolor[1] = cg1;
+       fcolor[2] = cb1;
+       fcolor[3] = ca1 * (1.0f / 64.0f);
+       fcolor[4] = cr2 - cr1;
+       fcolor[5] = cg2 - cg1;
+       fcolor[6] = cb2 - cb1;
+       fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
+
+       R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
+
+       // look for embedded bmodels
+       for (n = 0;n < cl_num_brushmodel_entities;n++)
+       {
+               ent = &cl_entities[cl_brushmodel_entities[n]].render;
+               model = ent->model;
+               if (model && model->name[0] == '*')
+               {
+                       Mod_CheckLoaded(model);
+                       if (model->brush.data_nodes)
+                       {
+                               Matrix4x4_Transform(&ent->inversematrix, origin, org);
+                               R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
+                       }
+               }
+       }
+}
 
-       DrawTextureChains ();
 
-       glClear (GL_DEPTH_BUFFER_BIT);
+/*
+=============================================================
 
-       skypolyrender(); // fogged sky polys, affects depth
+       BRUSH MODELS
 
-       if (skyisvisible && !fogenabled)
-               R_Sky(); // does not affect depth, draws over the sky polys
+=============================================================
+*/
 
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
+{
+       int i;
+       float *v;
+       rmeshstate_t m;
+       const mportal_t *portal = calldata1;
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       R_Mesh_Matrix(&r_identitymatrix);
+
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = varray_vertex3f;
+       R_Mesh_State(&m);
+
+       i = calldata2;
+       GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
+                        ((i & 0x0038) >> 3) * (1.0f / 7.0f),
+                        ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
+                        0.125f);
+       if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
+       {
+               for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
+                       VectorCopy(portal->points[i].position, v);
+       }
+       else
+               for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
+                       VectorCopy(portal->points[i].position, v);
+       GL_LockArrays(0, portal->numpoints);
+       R_Mesh_Draw(0, portal->numpoints, portal->numpoints - 2, polygonelements);
+       GL_LockArrays(0, 0);
 }
 
-
-/*
-===============
-R_MarkLeaves
-===============
-*/
-void R_MarkLeaves (void)
+// LordHavoc: this is just a nice debugging tool, very slow
+static void R_DrawPortals(void)
 {
-       byte    *vis;
-       mnode_t *node;
-       int             i;
-
-       if (r_oldviewleaf == r_viewleaf && !r_novis.value)
+       int i, leafnum;//, portalnum;
+       mportal_t *portal;
+       float center[3], f;
+       model_t *model = r_refdef.worldmodel;
+       if (model == NULL)
                return;
-       
-       r_visframecount++;
-       r_oldviewleaf = r_viewleaf;
-
-       if (r_novis.value)
-       {
-               for (i=0 ; i<cl.worldmodel->numleafs ; i++)
-               {
-                       node = (mnode_t *)&cl.worldmodel->leafs[i+1];
-                       do
-                       {
-                               if (node->visframe == r_visframecount)
-                                       break;
-                               node->visframe = r_visframecount;
-                               node = node->parent;
-                       } while (node);
-               }
-       }
-       else
+       for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++)
        {
-               vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
-               
-               for (i=0 ; i<cl.worldmodel->numleafs ; i++)
+               if (r_worldleafvisible[leafnum])
                {
-                       if (vis[i>>3] & (1<<(i&7)))
+                       //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
+                       for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
                        {
-                               node = (mnode_t *)&cl.worldmodel->leafs[i+1];
-                               do
+                               if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
+                               if (!R_CullBox(portal->mins, portal->maxs))
                                {
-                                       if (node->visframe == r_visframecount)
-                                               break;
-                                       node->visframe = r_visframecount;
-                                       node = node->parent;
-                               } while (node);
+                                       VectorClear(center);
+                                       for (i = 0;i < portal->numpoints;i++)
+                                               VectorAdd(center, portal->points[i].position, center);
+                                       f = ixtable[portal->numpoints];
+                                       VectorScale(center, f, center);
+                                       //R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum);
+                                       R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, leafnum);
+                               }
                        }
                }
        }
 }
 
+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(0, 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->num_collisiontriangles)
+               return;
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = surface->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->num_collisionvertices);
+       R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
+       GL_LockArrays(0, 0);
+}
 
-/*
-=============================================================================
+void R_WorldVisibility(void)
+{
+       int i, j, *mark;
+       mleaf_t *leaf;
+       mleaf_t *viewleaf;
+       model_t *model = r_refdef.worldmodel;
 
-  LIGHTMAP ALLOCATION
+       if (!model)
+               return;
 
-=============================================================================
-*/
+       // if possible find the leaf the view origin is in
+       viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL;
+       // if possible fetch the visible cluster bits
+       if (model->brush.FatPVS)
+               model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
 
-// returns a texture number and the position inside it
-int AllocBlock (int w, int h, int *x, int *y)
-{
-       int             i, j;
-       int             best, best2;
-       int             texnum;
+       // clear the visible surface and leaf flags arrays
+       memset(r_worldsurfacevisible, 0, model->num_surfaces);
+       memset(r_worldleafvisible, 0, model->brush.num_leafs);
 
-       for (texnum=0 ; texnum<MAX_LIGHTMAPS ; texnum++)
+       // if the user prefers surfaceworldnode (testing?) or the viewleaf could
+       // not be found, or the viewleaf is not part of the visible world
+       // (floating around in the void), use the pvs method
+       if (r_surfaceworldnode.integer || !viewleaf || viewleaf->clusterindex < 0)
        {
-               best = BLOCK_HEIGHT;
-
-               for (i=0 ; i<BLOCK_WIDTH-w ; i+=lightmapalign) // LordHavoc: NVIDIA has broken subimage, so align the lightmaps
+               // pvs method:
+               // similar to quake's RecursiveWorldNode but without cache misses
+               for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
                {
-                       best2 = 0;
-
-                       for (j=0 ; j<w ; j++)
+                       // if leaf is in current pvs and on the screen, mark its surfaces
+                       if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
                        {
-                               if (allocated[texnum][i+j] >= best)
-                                       break;
-                               if (allocated[texnum][i+j] > best2)
-                                       best2 = allocated[texnum][i+j];
+                               c_leafs++;
+                               r_worldleafvisible[j] = true;
+                               if (leaf->numleafsurfaces)
+                                       for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+                                               r_worldsurfacevisible[*mark] = true;
                        }
-                       if (j == w)
-                       {       // this is a valid spot
-                               *x = i;
-                               *y = best = best2;
-                       }
-               }
-
-               if (best + h > BLOCK_HEIGHT)
-                       continue;
-
-               if (gl_nosubimagefragments.value)
-                       if (!lightmaps[texnum])
-                               lightmaps[texnum] = calloc(BLOCK_WIDTH*BLOCK_HEIGHT*4, 1);
-               // LordHavoc: clear texture to blank image, fragments are uploaded using subimage
-               if (!allocated[texnum][0])
-               {
-                       byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*3];
-                       memset(blank, 0, sizeof(blank));
-                       glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum);
-                       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-                       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-                       if (lightmaprgba)
-                               glTexImage2D (GL_TEXTURE_2D, 0, 4, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank);
-                       else
-                               glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank);
                }
-
-               for (i=0 ; i<w ; i++)
-                       allocated[texnum][*x + i] = best + h;
-
-               return texnum;
        }
-
-       Sys_Error ("AllocBlock: full");
+       else
+       {
+               int leafstackpos;
+               mportal_t *p;
+               mleaf_t *leafstack[8192];
+               // portal method:
+               // follows portals leading outward from viewleaf, does not venture
+               // offscreen or into leafs that are not visible, faster than Quake's
+               // RecursiveWorldNode and vastly better in unvised maps, often culls a
+               // lot of surface that pvs alone would miss
+               leafstack[0] = viewleaf;
+               leafstackpos = 1;
+               while (leafstackpos)
+               {
+                       c_leafs++;
+                       leaf = leafstack[--leafstackpos];
+                       r_worldleafvisible[leaf - model->brush.data_leafs] = true;
+                       // mark any surfaces bounding this leaf
+                       if (leaf->numleafsurfaces)
+                               for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+                                       r_worldsurfacevisible[*mark] = true;
+                       // follow portals into other leafs
+                       // the checks are:
+                       // if viewer is behind portal (portal faces outward into the scene)
+                       // and the portal polygon's bounding box is on the screen
+                       // and the leaf has not been visited yet
+                       // and the leaf is visible in the pvs
+                       // (the first two checks won't cause as many cache misses as the leaf checks)
+                       for (p = leaf->portals;p;p = p->next)
+                               if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex))
+                                       leafstack[leafstackpos++] = p->past;
+               }
+       }
+
+       if (r_drawportals.integer)
+               R_DrawPortals();
 }
 
+void R_Q1BSP_DrawSky(entity_render_t *ent)
+{
+       if (ent->model == NULL)
+               return;
+       if (r_drawcollisionbrushes.integer < 2)
+               R_DrawSurfaces(ent, true);
+}
 
-mvertex_t      *r_pcurrentvertbase;
-model_t                *currentmodel;
+void R_Q1BSP_Draw(entity_render_t *ent)
+{
+       if (ent->model == NULL)
+               return;
+       c_bmodels++;
+       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;
+               R_Mesh_Matrix(&ent->matrix);
+               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->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+                       if (surface->num_collisiontriangles)
+                               R_DrawCollisionSurface(ent, surface);
+               qglPolygonOffset(0, 0);
+       }
+}
 
-int    nColinElim;
+typedef struct r_q1bsp_getlightinfo_s
+{
+       model_t *model;
+       vec3_t relativelightorigin;
+       float lightradius;
+       int *outleaflist;
+       qbyte *outleafpvs;
+       int outnumleafs;
+       int *outsurfacelist;
+       qbyte *outsurfacepvs;
+       int outnumsurfaces;
+       vec3_t outmins;
+       vec3_t outmaxs;
+       vec3_t lightmins;
+       vec3_t lightmaxs;
+       const qbyte *pvs;
+}
+r_q1bsp_getlightinfo_t;
 
-/*
-================
-BuildSurfaceDisplayList
-================
-*/
-void BuildSurfaceDisplayList (msurface_t *fa)
+void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
 {
-       int                     i, lindex, lnumverts;
-       medge_t         *pedges, *r_pedge;
-       int                     vertpage;
-       float           *vec;
-       float           s, t;
-       glpoly_t        *poly;
-
-// reconstruct the polygon
-       pedges = currentmodel->edges;
-       lnumverts = fa->numedges;
-       vertpage = 0;
-
-       //
-       // draw texture
-       //
-       poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
-       poly->next = fa->polys;
-       poly->flags = fa->flags;
-       fa->polys = poly;
-       poly->numverts = lnumverts;
-
-       for (i=0 ; i<lnumverts ; i++)
+       int sides;
+       mleaf_t *leaf;
+       for (;;)
        {
-               lindex = currentmodel->surfedges[fa->firstedge + i];
-
-               if (lindex > 0)
+               if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
+                       return;
+               if (!node->plane)
+                       break;
+               sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, node->plane) - 1;
+               if (sides == 2)
                {
-                       r_pedge = &pedges[lindex];
-                       vec = r_pcurrentvertbase[r_pedge->v[0]].position;
+                       R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
+                       node = node->children[1];
                }
                else
-               {
-                       r_pedge = &pedges[-lindex];
-                       vec = r_pcurrentvertbase[r_pedge->v[1]].position;
-               }
-               s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
-               s /= fa->texinfo->texture->width;
-
-               t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
-               t /= fa->texinfo->texture->height;
-
-               VectorCopy (vec, poly->verts[i]);
-               poly->verts[i][3] = s;
-               poly->verts[i][4] = t;
-
-               //
-               // lightmap texture coordinates
-               //
-               s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
-               s -= fa->texturemins[0];
-               poly->verts[i][7] = bound(0l, ((int)s>>4), (fa->extents[0]>>4)); // LordHavoc: raw lightmap coordinates
-               s += fa->light_s*16;
-               s += 8;
-               s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
-
-               t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
-               t -= fa->texturemins[1];
-               poly->verts[i][8] = bound(0l, ((int)t>>4), (fa->extents[1]>>4)); // LordHavoc: raw lightmap coordinates
-               t += fa->light_t*16;
-               t += 8;
-               t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
-
-               poly->verts[i][5] = s;
-               poly->verts[i][6] = t;
+                       node = node->children[sides];
        }
-
-       //
-       // remove co-linear points - Ed
-       //
-       /*
-       if (!gl_keeptjunctions.value)
+       leaf = (mleaf_t *)node;
+       if (info->pvs == NULL || CHECKPVSBIT(info->pvs, leaf->clusterindex))
        {
-               for (i = 0 ; i < lnumverts ; ++i)
+               info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
+               info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
+               info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
+               info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
+               info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
+               info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
+               if (info->outleafpvs)
+               {
+                       int leafindex = leaf - info->model->brush.data_leafs;
+                       if (!CHECKPVSBIT(info->outleafpvs, leafindex))
+                       {
+                               SETPVSBIT(info->outleafpvs, leafindex);
+                               info->outleaflist[info->outnumleafs++] = leafindex;
+                       }
+               }
+               if (info->outsurfacepvs)
                {
-                       vec3_t v1, v2;
-                       float *prev, *this, *next;
-
-                       prev = poly->verts[(i + lnumverts - 1) % lnumverts];
-                       this = poly->verts[i];
-                       next = poly->verts[(i + 1) % lnumverts];
-
-                       VectorSubtract( this, prev, v1 );
-                       VectorNormalize( v1 );
-                       VectorSubtract( next, prev, v2 );
-                       VectorNormalize( v2 );
-
-                       // skip co-linear points
-                       #define COLINEAR_EPSILON 0.001
-                       if ((fabs( v1[0] - v2[0] ) <= COLINEAR_EPSILON) &&
-                               (fabs( v1[1] - v2[1] ) <= COLINEAR_EPSILON) && 
-                               (fabs( v1[2] - v2[2] ) <= COLINEAR_EPSILON))
+                       int leafsurfaceindex;
+                       for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
                        {
-                               int j;
-                               for (j = i + 1; j < lnumverts; ++j)
+                               int surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
+                               if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
                                {
-                                       int k;
-                                       for (k = 0; k < VERTEXSIZE; ++k)
-                                               poly->verts[j - 1][k] = poly->verts[j][k];
+                                       msurface_t *surface = info->model->data_surfaces + surfaceindex;
+                                       if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+                                       if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
+                                       {
+                                               int triangleindex, t;
+                                               const int *e;
+                                               const vec_t *v[3];
+                                               for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
+                                               {
+                                                       v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                                       v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                                       v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                                       if (PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                                       {
+                                                               SETPVSBIT(info->outsurfacepvs, surfaceindex);
+                                                               info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+                                                               break;
+                                                       }
+                                               }
+                                       }
                                }
-                               --lnumverts;
-                               ++nColinElim;
-                               // retry next vertex next time, which is now current vertex
-                               --i;
                        }
                }
        }
-       */
-       poly->numverts = lnumverts;
-
 }
 
-/*
-========================
-GL_CreateSurfaceLightmap
-========================
-*/
-void GL_CreateSurfaceLightmap (msurface_t *surf)
+void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, qbyte *outleafpvs, int *outnumleafspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
 {
-       int             smax, tmax;
-
-       if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
+       r_q1bsp_getlightinfo_t info;
+       VectorCopy(relativelightorigin, info.relativelightorigin);
+       info.lightradius = lightradius;
+       info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
+       info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
+       info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
+       info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
+       info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
+       info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
+       if (ent->model == NULL)
+       {
+               VectorCopy(info.lightmins, outmins);
+               VectorCopy(info.lightmaxs, outmaxs);
+               *outnumleafspointer = 0;
+               *outnumsurfacespointer = 0;
                return;
+       }
+       info.model = ent->model;
+       info.outleaflist = outleaflist;
+       info.outleafpvs = outleafpvs;
+       info.outnumleafs = 0;
+       info.outsurfacelist = outsurfacelist;
+       info.outsurfacepvs = outsurfacepvs;
+       info.outnumsurfaces = 0;
+       VectorCopy(info.relativelightorigin, info.outmins);
+       VectorCopy(info.relativelightorigin, info.outmaxs);
+       memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
+       memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
+       if (info.model->brush.GetPVS)
+               info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
+       else
+               info.pvs = NULL;
+       R_UpdateAllTextureInfo(ent);
+       if (r_shadow_compilingrtlight)
+       {
+               // use portal recursion for exact light volume culling, and exact surface checking
+               Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs);
+       }
+       else if (r_shadow_realtime_dlight_portalculling.integer)
+       {
+               // use portal recursion for exact light volume culling, but not the expensive exact surface checking
+               Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs);
+       }
+       else
+       {
+               // use BSP recursion as lights are often small
+               R_Q1BSP_RecursiveGetLightInfo(&info, info.model->brush.data_nodes);
+       }
+
+       // limit combined leaf box to light boundaries
+       outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
+       outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
+       outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
+       outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
+       outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
+       outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
 
-       smax = (surf->extents[0]>>4)+1;
-       tmax = (surf->extents[1]>>4)+1;
+       *outnumleafspointer = info.outnumleafs;
+       *outnumsurfacespointer = info.outnumsurfaces;
+}
+
+extern float *rsurface_vertex3f;
+extern float *rsurface_svector3f;
+extern float *rsurface_tvector3f;
+extern float *rsurface_normal3f;
+extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
 
-       surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t);
-       glBindTexture(GL_TEXTURE_2D, lightmap_textures + surf->lightmaptexturenum);
-       if (nosubimagefragments)
+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;
+       msurface_t *surface;
+       int surfacelistindex;
+       float projectdistance = lightradius + model->radius + r_shadow_projectdistance.value;
+       vec3_t modelorg;
+       texture_t *texture;
+       // check the box in modelspace, it was already checked in worldspace
+       if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs))
+               return;
+       if (r_drawcollisionbrushes.integer >= 2)
+               return;
+       if (!r_shadow_compilingrtlight)
+               R_UpdateAllTextureInfo(ent);
+       if (model->brush.shadowmesh)
        {
-               if (lightmaprgba)
+               R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+               if (r_shadow_compilingrtlight)
                {
-                       R_BuildLightMap (surf, lightmaps[surf->lightmaptexturenum] + (surf->light_t * BLOCK_WIDTH + surf->light_s) * 4, BLOCK_WIDTH * 4);
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, surf->light_t, BLOCK_WIDTH, tmax, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[surf->lightmaptexturenum] + surf->light_t * (BLOCK_WIDTH * 4));
+                       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+                       {
+                               surface = model->data_surfaces + surfacelist[surfacelistindex];
+                               texture = surface->texture;
+                               if ((texture->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+                                       continue;
+                               if (texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+                                       continue;
+                               R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+                       }
                }
                else
                {
-                       R_BuildLightMap (surf, lightmaps[surf->lightmaptexturenum] + (surf->light_t * BLOCK_WIDTH + surf->light_s) * 3, BLOCK_WIDTH * 3);
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, surf->light_t, BLOCK_WIDTH, tmax, GL_RGB , GL_UNSIGNED_BYTE, lightmaps[surf->lightmaptexturenum] + surf->light_t * (BLOCK_WIDTH * 3));
+                       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+                       {
+                               surface = model->data_surfaces + surfacelist[surfacelistindex];
+                               texture = surface->texture->currentframe;
+                               if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+                                       continue;
+                               if (texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+                                       continue;
+                               R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->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 + projectdistance, numshadowmark, shadowmarklist);
        }
        else
        {
-               smax = ((surf->extents[0]>>4)+lightmapalign) & lightmapalignmask;
-               if (lightmaprgba)
-               {
-                       R_BuildLightMap (surf, templight, smax * 4);
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
-               }
-               else
+               projectdistance = lightradius + ent->model->radius;
+               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
-                       R_BuildLightMap (surf, templight, smax * 3);
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
+                       surface = model->data_surfaces + surfacelist[surfacelistindex];
+                       // FIXME: get current skin
+                       texture = surface->texture;//R_FetchAliasSkin(ent, surface->groupmesh);
+                       if (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT) || !surface->num_triangles)
+                               continue;
+                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+                       // identify lit faces within the bounding box
+                       R_Shadow_PrepareShadowMark(surface->groupmesh->num_triangles);
+                       R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+                       R_Shadow_VolumeFromList(surface->groupmesh->num_vertices, surface->groupmesh->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i, surface->groupmesh->data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
                }
        }
 }
 
-
-/*
-==================
-GL_BuildLightmaps
-
-Builds the lightmap texture
-with all the surfaces from all brush models
-==================
-*/
-void GL_BuildLightmaps (void)
+void R_Q1BSP_DrawLight(entity_render_t *ent, float *lightcolor, int numsurfaces, const int *surfacelist)
 {
-       int             i, j;
-       model_t *m;
-
-       memset (allocated, 0, sizeof(allocated));
-
-       r_framecount = 1;               // no dlightcache
-
-       if (gl_nosubimagefragments.value)
-               nosubimagefragments = 1;
-       else
-               nosubimagefragments = 0;
-
-       if (gl_lightmaprgba.value)
+       model_t *model = ent->model;
+       msurface_t *surface;
+       texture_t *texture;
+       int surfacelistindex;
+       vec3_t modelorg;
+       if (r_drawcollisionbrushes.integer >= 2)
+               return;
+       if (r_shadow_compilingrtlight)
        {
-               lightmaprgba = true;
-               lightmapbytes = 4;
+               // if compiling an rtlight, capture the meshes
+               int tri;
+               int *e;
+               float *lightmins, *lightmaxs, *v[3], *vertex3f;
+               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               {
+                       surface = model->data_surfaces + surfacelist[surfacelistindex];
+                       texture = surface->texture;
+                       if ((texture->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL || !surface->num_triangles)
+                               continue;
+                       e = surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle;
+                       vertex3f = surface->groupmesh->data_vertex3f;
+                       lightmins = r_shadow_compilingrtlight->cullmins;
+                       lightmaxs = r_shadow_compilingrtlight->cullmaxs;
+                       for (tri = 0;tri < surface->num_triangles;tri++, e += 3)
+                       {
+                               v[0] = vertex3f + e[0] * 3;
+                               v[1] = vertex3f + e[1] * 3;
+                               v[2] = vertex3f + e[2] * 3;
+                               if (PointInfrontOfTriangle(r_shadow_compilingrtlight->shadoworigin, 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])))
+                                       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->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, 1, e);
+                       }
+               }
        }
        else
        {
-               lightmaprgba = false;
-               lightmapbytes = 3;
-       }
-
-       // LordHavoc: NVIDIA seems to have a broken glTexSubImage2D,
-       //            it needs to be aligned on 4 pixel boundaries...
-       //            so I implemented an adjustable lightmap alignment
-       if (gl_lightmapalign.value < 1)
-               gl_lightmapalign.value = 1;
-       if (gl_lightmapalign.value > 16)
-               gl_lightmapalign.value = 16;
-       lightmapalign = 1;
-       while (lightmapalign < gl_lightmapalign.value)
-               lightmapalign <<= 1;
-       gl_lightmapalign.value = lightmapalign;
-       lightmapalignmask = ~(lightmapalign - 1);
-       if (nosubimagefragments)
-       {
-               lightmapalign = 1;
-               lightmapalignmask = ~0;
-       }
-
-       if (!lightmap_textures)
-       {
-               lightmap_textures = texture_extension_number;
-               texture_extension_number += MAX_LIGHTMAPS;
-       }
-
-       for (j=1 ; j<MAX_MODELS ; j++)
-       {
-               m = cl.model_precache[j];
-               if (!m)
-                       break;
-               if (m->name[0] == '*')
-                       continue;
-               r_pcurrentvertbase = m->vertexes;
-               currentmodel = m;
-               for (i=0 ; i<m->numsurfaces ; i++)
+               R_UpdateAllTextureInfo(ent);
+               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
-                       if ( m->surfaces[i].flags & SURF_DRAWTURB )
+                       if (ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]])
                                continue;
-                       if ( m->surfaces[i].flags & SURF_DRAWSKY )
+                       surface = model->data_surfaces + surfacelist[surfacelistindex];
+                       texture = surface->texture->currentframe;
+                       // FIXME: transparent surfaces need to be lit later
+                       if ((texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL || !surface->num_triangles)
                                continue;
-                       GL_CreateSurfaceLightmap (m->surfaces + i);
-                       BuildSurfaceDisplayList (m->surfaces + i);
+                       if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                               qglDisable(GL_CULL_FACE);
+                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+                       if (!rsurface_svector3f)
+                       {
+                               rsurface_svector3f = varray_svector3f;
+                               rsurface_tvector3f = varray_tvector3f;
+                               rsurface_normal3f = varray_normal3f;
+                               Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f);
+                       }
+                       if (ent->colormap >= 0)
+                       {
+                               vec3_t lightcolorpants, lightcolorshirt;
+                               // 128-224 are backwards ranges
+                               int b = (ent->colormap & 0xF) << 4;b += (b >= 128 && b < 224) ? 4 : 12;
+                               if (texture->skin.pants && b >= 224)
+                               {
+                                       qbyte *bcolor = (qbyte *) (&palette_complete[b]);
+                                       lightcolorpants[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f);
+                                       lightcolorpants[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f);
+                                       lightcolorpants[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f);
+                               }
+                               else
+                                       VectorClear(lightcolorpants);
+                               // 128-224 are backwards ranges
+                               b = (ent->colormap & 0xF0);b += (b >= 128 && b < 224) ? 4 : 12;
+                               if (texture->skin.shirt && b >= 224)
+                               {
+                                       qbyte *bcolor = (qbyte *) (&palette_complete[b]);
+                                       lightcolorshirt[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f);
+                                       lightcolorshirt[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f);
+                                       lightcolorshirt[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f);
+                               }
+                               else
+                                       VectorClear(lightcolorshirt);
+                               R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), rsurface_vertex3f, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, surface->groupmesh->data_texcoordtexture2f, lightcolor, lightcolorpants, lightcolorshirt, texture->skin.base, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->skin.gloss);
+                       }
+                       else
+                               R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), rsurface_vertex3f, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, surface->groupmesh->data_texcoordtexture2f, lightcolor, vec3_origin, vec3_origin, texture->skin.merged ? texture->skin.merged : texture->skin.base, NULL, NULL, texture->skin.nmap, texture->skin.gloss);
+                       if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                               qglEnable(GL_CULL_FACE);
                }
        }
 }
 
+#if 0
+static void gl_surf_start(void)
+{
+}
+
+static void gl_surf_shutdown(void)
+{
+}
+
+static void gl_surf_newmap(void)
+{
+}
+#endif
+
+void GL_Surf_Init(void)
+{
+
+       Cvar_RegisterVariable(&r_ambient);
+       Cvar_RegisterVariable(&r_drawportals);
+       Cvar_RegisterVariable(&r_testvis);
+       Cvar_RegisterVariable(&r_detailtextures);
+       Cvar_RegisterVariable(&r_surfaceworldnode);
+       Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
+       Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
+       Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
+
+       //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
+}
+