]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
add a debug print about font map use
[xonotic/darkplaces.git] / r_shadow.c
index b0467c282f7f3935d9bb1e17b0b0c6fd97ef0b5a..5b2a8190b38327019a438c751ec629f850caaca0 100644 (file)
@@ -139,8 +139,12 @@ demonstrated by the game Doom3.
 #include "cl_collision.h"
 #include "portals.h"
 #include "image.h"
+#include "dpsoftrast.h"
 
-#define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
+#ifdef SUPPORTD3D
+#include <d3d9.h>
+extern LPDIRECT3DDEVICE9 vid_d3d9dev;
+#endif
 
 extern void R_Shadow_EditLights_Init(void);
 
@@ -154,22 +158,20 @@ typedef enum r_shadow_rendermode_e
        R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL,
        R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE,
        R_SHADOW_RENDERMODE_LIGHT_VERTEX,
-       R_SHADOW_RENDERMODE_LIGHT_DOT3,
+       R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN,
+       R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN,
+       R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN,
        R_SHADOW_RENDERMODE_LIGHT_GLSL,
        R_SHADOW_RENDERMODE_VISIBLEVOLUMES,
        R_SHADOW_RENDERMODE_VISIBLELIGHTING,
-       R_SHADOW_RENDERMODE_SHADOWMAP2D,
-       R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE,
-       R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE,
+       R_SHADOW_RENDERMODE_SHADOWMAP2D
 }
 r_shadow_rendermode_t;
 
 typedef enum r_shadow_shadowmode_e
 {
     R_SHADOW_SHADOWMODE_STENCIL,
-    R_SHADOW_SHADOWMODE_SHADOWMAP2D,
-    R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE,
-    R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE
+    R_SHADOW_SHADOWMODE_SHADOWMAP2D
 }
 r_shadow_shadowmode_t;
 
@@ -177,9 +179,8 @@ r_shadow_rendermode_t r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_NONE;
 r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_NONE;
-qboolean r_shadow_usingshadowmaprect;
 qboolean r_shadow_usingshadowmap2d;
-qboolean r_shadow_usingshadowmapcube;
+qboolean r_shadow_usingshadowmaportho;
 int r_shadow_shadowmapside;
 float r_shadow_shadowmap_texturescale[2];
 float r_shadow_shadowmap_parameters[4];
@@ -188,19 +189,18 @@ int r_shadow_drawbuffer;
 int r_shadow_readbuffer;
 #endif
 int r_shadow_cullface_front, r_shadow_cullface_back;
-GLuint r_shadow_fborectangle;
-GLuint r_shadow_fbocubeside[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
 GLuint r_shadow_fbo2d;
 r_shadow_shadowmode_t r_shadow_shadowmode;
 int r_shadow_shadowmapfilterquality;
-int r_shadow_shadowmaptexturetype;
-int r_shadow_shadowmapprecision;
+int r_shadow_shadowmapdepthbits;
 int r_shadow_shadowmapmaxsize;
 qboolean r_shadow_shadowmapvsdct;
 qboolean r_shadow_shadowmapsampler;
 int r_shadow_shadowmappcf;
 int r_shadow_shadowmapborder;
+matrix4x4_t r_shadow_shadowmapmatrix;
 int r_shadow_lightscissor[4];
+qboolean r_shadow_usingdeferredprepass;
 
 int maxshadowtriangles;
 int *shadowelements;
@@ -243,23 +243,39 @@ rtexturepool_t *r_shadow_texturepool;
 rtexture_t *r_shadow_attenuationgradienttexture;
 rtexture_t *r_shadow_attenuation2dtexture;
 rtexture_t *r_shadow_attenuation3dtexture;
-rtexture_t *r_shadow_lightcorona;
-rtexture_t *r_shadow_shadowmaprectangletexture;
+skinframe_t *r_shadow_lightcorona;
 rtexture_t *r_shadow_shadowmap2dtexture;
-rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
+rtexture_t *r_shadow_shadowmap2dcolortexture;
 rtexture_t *r_shadow_shadowmapvsdcttexture;
 int r_shadow_shadowmapsize; // changes for each light based on distance
 int r_shadow_shadowmaplod; // changes for each light based on distance
 
+GLuint r_shadow_prepassgeometryfbo;
+GLuint r_shadow_prepasslightingdiffusespecularfbo;
+GLuint r_shadow_prepasslightingdiffusefbo;
+int r_shadow_prepass_width;
+int r_shadow_prepass_height;
+rtexture_t *r_shadow_prepassgeometrydepthtexture;
+rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
+rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
+rtexture_t *r_shadow_prepasslightingdiffusetexture;
+rtexture_t *r_shadow_prepasslightingspeculartexture;
+
 // lights are reloaded when this changes
 char r_shadow_mapname[MAX_QPATH];
 
 // used only for light filters (cubemaps)
 rtexturepool_t *r_shadow_filters_texturepool;
 
+static const GLenum r_shadow_prepasslightingdrawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
+
 cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
 cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
+cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
+cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "4", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
+//cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
+cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
 cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
 cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
 cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
@@ -271,8 +287,7 @@ cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdivid
 cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
 cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
-cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"};
-cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "1000000", "how far to cast shadows"};
+cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"};
 cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
 cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
 cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
@@ -283,30 +298,54 @@ cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_
 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
-cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation"};
-cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation"};
+cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
+cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
-cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
-cvar_t r_shadow_shadowmapping_texturetype = {CVAR_SAVE, "r_shadow_shadowmapping_texturetype", "-1", "shadowmap texture types: -1 = auto-select, 0 = 2D, 1 = rectangle, 2 = cubemap"};
+cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
 cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
-cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "24", "requested minimum shadowmap texture precision"};
+cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
 cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
 cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"};
 cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "shadowmap size limit"};
-cvar_t r_shadow_shadowmapping_quality = {CVAR_SAVE, "r_shadow_shadowmapping_quality", "0", "Makes shadowmaps to have initial resolution of this number of pixels per light source radius unit. Like, light with radius 200 will have initial shadowmaps with resolution 200. This overrides default LOD-based shadowmaps resolution formula. Might be good in some situations but futher testing is required."};
-cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
-cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
+cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
+//cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
+//cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
 cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "4", "shadowmap size bias for filtering"};
 cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
 cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
 cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
 cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
-cvar_t r_shadow_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
+cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
-cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)"};
+cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
+cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
+cvar_t r_shadow_bouncegrid_airstepmax = {CVAR_SAVE, "r_shadow_bouncegrid_airstepmax", "1024", "maximum number of photon accumulation contributions for one photon"};
+cvar_t r_shadow_bouncegrid_airstepsize = {CVAR_SAVE, "r_shadow_bouncegrid_airstepsize", "64", "maximum spacing of photon accumulation through the air"};
+cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
+cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
+cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
+cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
+cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
+cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1)"};
+cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "5", "maximum number of bounces for a particle (minimum is 1)"};
+cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
+cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
+cvar_t r_shadow_bouncegrid_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"};
+cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"};
+cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"};
+cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
+cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
+cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
+cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
+cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
+cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
+cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
+cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "1", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
-cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksm the proportion of hidden pixels controls corona intensity"};
+cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "1", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility)"};
 cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
 cvar_t gl_ext_separatestencil = {0, "gl_ext_separatestencil", "1", "make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension"};
@@ -318,6 +357,37 @@ cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how
 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
 
+typedef struct r_shadow_bouncegrid_settings_s
+{
+       qboolean staticmode;
+       qboolean bounceanglediffuse;
+       qboolean directionalshading;
+       qboolean includedirectlighting;
+       float dlightparticlemultiplier;
+       qboolean hitmodels;
+       float lightradiusscale;
+       int maxbounce;
+       float particlebounceintensity;
+       float particleintensity;
+       int photons;
+       float spacing[3];
+       int stablerandom;
+       float airstepmax;
+       float airstepsize;
+}
+r_shadow_bouncegrid_settings_t;
+
+r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
+rtexture_t *r_shadow_bouncegridtexture;
+matrix4x4_t r_shadow_bouncegridmatrix;
+vec_t r_shadow_bouncegridintensity;
+qboolean r_shadow_bouncegriddirectional;
+static double r_shadow_bouncegridtime;
+static int r_shadow_bouncegridresolution[3];
+static int r_shadow_bouncegridnumpixels;
+static unsigned char *r_shadow_bouncegridpixels;
+static float *r_shadow_bouncegridhighpixels;
+
 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
 #define ATTENTABLESIZE 256
 // 1D gradient, 2D circle and 3D sphere attenuation textures
@@ -334,20 +404,10 @@ static memexpandablearray_t r_shadow_worldlightsarray;
 dlight_t *r_shadow_selectedlight;
 dlight_t r_shadow_bufferlight;
 vec3_t r_editlights_cursorlocation;
+qboolean r_editlights_lockcursor;
 
 extern int con_vislines;
 
-typedef struct cubemapinfo_s
-{
-       char basename[64];
-       rtexture_t *texture;
-}
-cubemapinfo_t;
-
-#define MAX_CUBEMAPS 256
-static int numcubemaps;
-static cubemapinfo_t cubemaps[MAX_CUBEMAPS];
-
 void R_Shadow_UncompileWorldLights(void);
 void R_Shadow_ClearWorldLights(void);
 void R_Shadow_SaveWorldLights(void);
@@ -358,151 +418,139 @@ void R_Shadow_EditLights_Reload_f(void);
 void R_Shadow_ValidateCvars(void);
 static void R_Shadow_MakeTextures(void);
 
-// VorteX: custom editor light sprites
 #define EDLIGHTSPRSIZE                 8
-cachepic_t *r_editlights_sprcursor;
-cachepic_t *r_editlights_sprlight;
-cachepic_t *r_editlights_sprnoshadowlight;
-cachepic_t *r_editlights_sprcubemaplight;
-cachepic_t *r_editlights_sprcubemapnoshadowlight;
-cachepic_t *r_editlights_sprselection;
+skinframe_t *r_editlights_sprcursor;
+skinframe_t *r_editlights_sprlight;
+skinframe_t *r_editlights_sprnoshadowlight;
+skinframe_t *r_editlights_sprcubemaplight;
+skinframe_t *r_editlights_sprcubemapnoshadowlight;
+skinframe_t *r_editlights_sprselection;
 
 void R_Shadow_SetShadowMode(void)
 {
-       r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, 2048);
-       r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0;
+       r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4);
+       r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
        r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
-       r_shadow_shadowmaptexturetype = r_shadow_shadowmapping_texturetype.integer;
-       r_shadow_shadowmapprecision = r_shadow_shadowmapping_precision.integer;
+       r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
        r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
        r_shadow_shadowmaplod = -1;
        r_shadow_shadowmapsize = 0;
        r_shadow_shadowmapsampler = false;
        r_shadow_shadowmappcf = 0;
        r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
-       if(r_shadow_shadowmapping.integer && r_glsl.integer && gl_support_fragment_shader && gl_support_ext_framebuffer_object)
+       if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
        {
-               if(r_shadow_shadowmapfilterquality < 0)
+               switch(vid.renderpath)
                {
-                       if(strstr(gl_vendor, "NVIDIA")) 
+               case RENDERPATH_GL20:
+                       if(r_shadow_shadowmapfilterquality < 0)
                        {
-                               r_shadow_shadowmapsampler = gl_support_arb_shadow;
-                               r_shadow_shadowmappcf = 1;
+                               if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
+                                       r_shadow_shadowmappcf = 1;
+                               else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) 
+                               {
+                                       r_shadow_shadowmapsampler = vid.support.arb_shadow;
+                                       r_shadow_shadowmappcf = 1;
+                               }
+                               else if(strstr(gl_vendor, "ATI")) 
+                                       r_shadow_shadowmappcf = 1;
+                               else 
+                                       r_shadow_shadowmapsampler = vid.support.arb_shadow;
                        }
-                       else if(gl_support_amd_texture_texture4 || gl_support_arb_texture_gather) 
-                               r_shadow_shadowmappcf = 1;
-                       else if(strstr(gl_vendor, "ATI")) 
-                               r_shadow_shadowmappcf = 1;
                        else 
-                               r_shadow_shadowmapsampler = gl_support_arb_shadow;
-               }
-               else 
-               {
-                       switch (r_shadow_shadowmapfilterquality)
                        {
-                       case 1:
-                               r_shadow_shadowmapsampler = gl_support_arb_shadow;
-                               break;
-                       case 2:
-                               r_shadow_shadowmapsampler = gl_support_arb_shadow;
-                               r_shadow_shadowmappcf = 1;
-                               break;
-                       case 3:
-                               r_shadow_shadowmappcf = 1;
-                               break;
-                       case 4:
-                               r_shadow_shadowmappcf = 2;
-                               break;
+                               switch (r_shadow_shadowmapfilterquality)
+                               {
+                               case 1:
+                                       r_shadow_shadowmapsampler = vid.support.arb_shadow;
+                                       break;
+                               case 2:
+                                       r_shadow_shadowmapsampler = vid.support.arb_shadow;
+                                       r_shadow_shadowmappcf = 1;
+                                       break;
+                               case 3:
+                                       r_shadow_shadowmappcf = 1;
+                                       break;
+                               case 4:
+                                       r_shadow_shadowmappcf = 2;
+                                       break;
+                               }
                        }
-               }
-        switch (r_shadow_shadowmaptexturetype)
-        {
-        case 0:
-            r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
-            break;
-        case 1:
-            r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
-            break;
-        case 2:
-            r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE;
-            break;
-        default:
-                       if((gl_support_amd_texture_texture4 || gl_support_arb_texture_gather) && r_shadow_shadowmappcf && !r_shadow_shadowmapsampler)
-                               r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
-                       else if(gl_texturerectangle) 
-                               r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE;
-                       else
-                               r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
-            break;
+                       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+                       break;
+               case RENDERPATH_D3D9:
+               case RENDERPATH_D3D10:
+               case RENDERPATH_D3D11:
+               case RENDERPATH_SOFT:
+                       r_shadow_shadowmapsampler = false;
+                       r_shadow_shadowmappcf = 1;
+                       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
+                       break;
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
+                       break;
                }
        }
 }
 
-void R_Shadow_FreeShadowMaps(void)
+qboolean R_Shadow_ShadowMappingEnabled(void)
 {
-       int i;
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               return true;
+       default:
+               return false;
+       }
+}
 
+void R_Shadow_FreeShadowMaps(void)
+{
        R_Shadow_SetShadowMode();
 
-       if (r_shadow_fborectangle)
-               qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);
-       r_shadow_fborectangle = 0;
-       CHECKGLERROR
+       R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
 
-       if (r_shadow_fbo2d)
-               qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);
        r_shadow_fbo2d = 0;
-       CHECKGLERROR
-       for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
-               if (r_shadow_fbocubeside[i])
-                       qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);
-       memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
-       CHECKGLERROR
-
-       if (r_shadow_shadowmaprectangletexture)
-               R_FreeTexture(r_shadow_shadowmaprectangletexture);
-       r_shadow_shadowmaprectangletexture = NULL;
 
        if (r_shadow_shadowmap2dtexture)
                R_FreeTexture(r_shadow_shadowmap2dtexture);
        r_shadow_shadowmap2dtexture = NULL;
 
-       for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
-               if (r_shadow_shadowmapcubetexture[i])
-                       R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
-       memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
+       if (r_shadow_shadowmap2dcolortexture)
+               R_FreeTexture(r_shadow_shadowmap2dcolortexture);
+       r_shadow_shadowmap2dcolortexture = NULL;
 
        if (r_shadow_shadowmapvsdcttexture)
                R_FreeTexture(r_shadow_shadowmapvsdcttexture);
        r_shadow_shadowmapvsdcttexture = NULL;
-
-       CHECKGLERROR
 }
 
 void r_shadow_start(void)
 {
        // allocate vertex processing arrays
-       numcubemaps = 0;
+       r_shadow_bouncegridpixels = NULL;
+       r_shadow_bouncegridhighpixels = NULL;
+       r_shadow_bouncegridnumpixels = 0;
+       r_shadow_bouncegridtexture = NULL;
+       r_shadow_bouncegriddirectional = false;
        r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
        r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
-       r_shadow_shadowmaprectangletexture = NULL;
        r_shadow_shadowmap2dtexture = NULL;
-       memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
+       r_shadow_shadowmap2dcolortexture = NULL;
        r_shadow_shadowmapvsdcttexture = NULL;
        r_shadow_shadowmapmaxsize = 0;
        r_shadow_shadowmapsize = 0;
        r_shadow_shadowmaplod = 0;
        r_shadow_shadowmapfilterquality = -1;
-       r_shadow_shadowmaptexturetype = -1;
-       r_shadow_shadowmapprecision = 0;
+       r_shadow_shadowmapdepthbits = 0;
        r_shadow_shadowmapvsdct = false;
        r_shadow_shadowmapsampler = false;
        r_shadow_shadowmappcf = 0;
-       r_shadow_fborectangle = 0;
        r_shadow_fbo2d = 0;
-       memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
 
        R_Shadow_FreeShadowMaps();
 
@@ -539,8 +587,12 @@ void r_shadow_start(void)
        r_shadow_buffer_shadowtrispvs = NULL;
        r_shadow_buffer_numlighttrispvsbytes = 0;
        r_shadow_buffer_lighttrispvs = NULL;
+
+       r_shadow_usingdeferredprepass = false;
+       r_shadow_prepass_width = r_shadow_prepass_height = 0;
 }
 
+static void R_Shadow_FreeDeferred(void);
 void r_shadow_shutdown(void)
 {
        CHECKGLERROR
@@ -548,8 +600,17 @@ void r_shadow_shutdown(void)
 
        R_Shadow_FreeShadowMaps();
 
+       r_shadow_usingdeferredprepass = false;
+       if (r_shadow_prepass_width)
+               R_Shadow_FreeDeferred();
+       r_shadow_prepass_width = r_shadow_prepass_height = 0;
+
        CHECKGLERROR
-       numcubemaps = 0;
+       r_shadow_bouncegridtexture = NULL;
+       r_shadow_bouncegridpixels = NULL;
+       r_shadow_bouncegridhighpixels = NULL;
+       r_shadow_bouncegridnumpixels = 0;
+       r_shadow_bouncegriddirectional = false;
        r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
@@ -617,51 +678,28 @@ void r_shadow_shutdown(void)
 
 void r_shadow_newmap(void)
 {
-       if (cl.worldmodel && strncmp(cl.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
+       if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
+       if (r_shadow_lightcorona)                 R_SkinFrame_MarkUsed(r_shadow_lightcorona);
+       if (r_editlights_sprcursor)               R_SkinFrame_MarkUsed(r_editlights_sprcursor);
+       if (r_editlights_sprlight)                R_SkinFrame_MarkUsed(r_editlights_sprlight);
+       if (r_editlights_sprnoshadowlight)        R_SkinFrame_MarkUsed(r_editlights_sprnoshadowlight);
+       if (r_editlights_sprcubemaplight)         R_SkinFrame_MarkUsed(r_editlights_sprcubemaplight);
+       if (r_editlights_sprcubemapnoshadowlight) R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight);
+       if (r_editlights_sprselection)            R_SkinFrame_MarkUsed(r_editlights_sprselection);
+       if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
                R_Shadow_EditLights_Reload_f();
 }
 
-void R_Shadow_Help_f(void)
-{
-       Con_Printf(
-"Documentation on r_shadow system:\n"
-"Settings:\n"
-"r_shadow_bumpscale_basetexture : base texture as bumpmap with this scale\n"
-"r_shadow_bumpscale_bumpmap : depth scale for bumpmap conversion\n"
-"r_shadow_debuglight : render only this light number (-1 = all)\n"
-"r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n"
-"r_shadow_gloss2intensity : brightness of forced gloss\n"
-"r_shadow_glossintensity : brightness of textured gloss\n"
-"r_shadow_lightattenuationlinearscale : used to generate attenuation texture\n"
-"r_shadow_lightattenuationdividebias : used to generate attenuation texture\n"
-"r_shadow_lightintensityscale : scale rendering brightness of all lights\n"
-"r_shadow_lightradiusscale : scale rendering radius of all lights\n"
-"r_shadow_portallight : use portal visibility for static light precomputation\n"
-"r_shadow_projectdistance : shadow volume projection distance\n"
-"r_shadow_realtime_dlight : use high quality dynamic lights in normal mode\n"
-"r_shadow_realtime_dlight_shadows : cast shadows from dlights\n"
-"r_shadow_realtime_world : use high quality world lighting mode\n"
-"r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
-"r_shadow_realtime_world_shadows : cast shadows from world lights\n"
-"r_shadow_realtime_world_compile : compile surface/visibility information\n"
-"r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
-"r_shadow_scissor : use scissor optimization\n"
-"r_shadow_polygonfactor : nudge shadow volumes closer/further\n"
-"r_shadow_polygonoffset : nudge shadow volumes closer/further\n"
-"r_shadow_texture3d : use 3d attenuation texture (if hardware supports)\n"
-"r_showlighting : useful for performance testing; bright = slow!\n"
-"r_showshadowvolumes : useful for performance testing; bright = slow!\n"
-"Commands:\n"
-"r_shadow_help : this help\n"
-       );
-}
-
 void R_Shadow_Init(void)
 {
        Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture);
        Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap);
+       Cvar_RegisterVariable(&r_shadow_usebihculling);
        Cvar_RegisterVariable(&r_shadow_usenormalmap);
        Cvar_RegisterVariable(&r_shadow_debuglight);
+       Cvar_RegisterVariable(&r_shadow_deferred);
+       Cvar_RegisterVariable(&r_shadow_deferred_8bitrange);
+//     Cvar_RegisterVariable(&r_shadow_deferred_fp);
        Cvar_RegisterVariable(&r_shadow_gloss);
        Cvar_RegisterVariable(&r_shadow_gloss2intensity);
        Cvar_RegisterVariable(&r_shadow_glossintensity);
@@ -672,7 +710,6 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale);
        Cvar_RegisterVariable(&r_shadow_lightintensityscale);
        Cvar_RegisterVariable(&r_shadow_lightradiusscale);
-       Cvar_RegisterVariable(&r_shadow_portallight);
        Cvar_RegisterVariable(&r_shadow_projectdistance);
        Cvar_RegisterVariable(&r_shadow_frontsidecasting);
        Cvar_RegisterVariable(&r_shadow_realtime_dlight);
@@ -689,35 +726,53 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_scissor);
        Cvar_RegisterVariable(&r_shadow_shadowmapping);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct);
-       Cvar_RegisterVariable(&r_shadow_shadowmapping_texturetype);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality);
+       Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_precision);
-       Cvar_RegisterVariable(&r_shadow_shadowmapping_quality);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_minsize);
-       Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
-       Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
+//     Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_bias);
+//     Cvar_RegisterVariable(&r_shadow_shadowmapping_lod_scale);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_bordersize);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_nearclip);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_bias);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_shadowmapping_polygonoffset);
-       Cvar_RegisterVariable(&r_shadow_culltriangles);
+       Cvar_RegisterVariable(&r_shadow_sortsurfaces);
        Cvar_RegisterVariable(&r_shadow_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_texture3d);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_airstepmax);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_airstepsize);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
        Cvar_RegisterVariable(&r_coronas);
        Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
        Cvar_RegisterVariable(&r_coronas_occlusionquery);
        Cvar_RegisterVariable(&gl_flashblend);
        Cvar_RegisterVariable(&gl_ext_separatestencil);
        Cvar_RegisterVariable(&gl_ext_stenciltwoside);
-       if (gamemode == GAME_TENEBRAE)
-       {
-               Cvar_SetValue("r_shadow_gloss", 2);
-               Cvar_SetValue("r_shadow_bumpscale_basetexture", 4);
-       }
-       Cmd_AddCommand("r_shadow_help", R_Shadow_Help_f, "prints documentation on console commands and variables used by realtime lighting and shadowing system");
        R_Shadow_EditLights_Init();
        Mem_ExpandableArray_NewArray(&r_shadow_worldlightsarray, r_main_mempool, sizeof(dlight_t), 128);
        maxshadowtriangles = 0;
@@ -747,7 +802,7 @@ void R_Shadow_Init(void)
        r_shadow_buffer_surfacesides = NULL;
        r_shadow_buffer_shadowtrispvs = NULL;
        r_shadow_buffer_lighttrispvs = NULL;
-       R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
+       R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap, NULL, NULL);
 }
 
 matrix4x4_t matrix_attenuationxyz =
@@ -1307,6 +1362,12 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
                tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
                Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, NULL, NULL, NULL, shadowvertex3f, NULL, NULL, NULL, NULL, tris, shadowelements);
        }
+       else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
+       {
+               tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
+               R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
+               R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
+       }
        else
        {
                // decide which type of shadow to generate and set stencil mode
@@ -1318,32 +1379,28 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
                        tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
                r_refdef.stats.lights_dynamicshadowtriangles += tris;
                r_refdef.stats.lights_shadowtriangles += tris;
-               CHECKGLERROR
-               R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
-               GL_LockArrays(0, outverts);
                if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
                {
                        // increment stencil if frontface is infront of depthbuffer
                        GL_CullFace(r_refdef.view.cullface_front);
-                       qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
-                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
+                       R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
+                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
                        // decrement stencil if backface is infront of depthbuffer
                        GL_CullFace(r_refdef.view.cullface_back);
-                       qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+                       R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
                }
                else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
                {
                        // decrement stencil if backface is behind depthbuffer
                        GL_CullFace(r_refdef.view.cullface_front);
-                       qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
-                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
+                       R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
+                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
                        // increment stencil if frontface is behind depthbuffer
                        GL_CullFace(r_refdef.view.cullface_back);
-                       qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+                       R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
                }
-               R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
-               GL_LockArrays(0, 0);
-               CHECKGLERROR
+               R_Mesh_PrepareVertices_Vertex3f(outverts, shadowvertex3f, NULL);
+               R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
        }
 }
 
@@ -1496,19 +1553,48 @@ int R_Shadow_CullFrustumSides(rtlight_t *rtlight, float size, float border)
        }
        // this next test usually clips off more sides than the former, but occasionally clips fewer/different ones, so do both and combine results
        // check if frustum corners/origin cross plane sides
+#if 1
+    // infinite version, assumes frustum corners merely give direction and extend to infinite distance
+    Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.origin, p);
+    dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
+    masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
+    masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
+    dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
+    masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
+    masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
+    dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
+    masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
+    masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
+    for (i = 0;i < 4;i++)
+    {
+        Matrix4x4_Transform(&rtlight->matrix_worldtolight, r_refdef.view.frustumcorner[i], n);
+        VectorSubtract(n, p, n);
+        dp = n[0] + n[1], dn = n[0] - n[1], ap = fabs(dp), an = fabs(dn);
+        if(ap > 0) masks[0] |= dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2);
+        if(an > 0) masks[1] |= dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2);
+        dp = n[1] + n[2], dn = n[1] - n[2], ap = fabs(dp), an = fabs(dn);
+        if(ap > 0) masks[2] |= dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4);
+        if(an > 0) masks[3] |= dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4);
+        dp = n[2] + n[0], dn = n[2] - n[0], ap = fabs(dp), an = fabs(dn);
+        if(ap > 0) masks[4] |= dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0);
+        if(an > 0) masks[5] |= dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0);
+    }
+#else
+    // finite version, assumes corners are a finite distance from origin dependent on far plane
        for (i = 0;i < 5;i++)
        {
                Matrix4x4_Transform(&rtlight->matrix_worldtolight, !i ? r_refdef.view.origin : r_refdef.view.frustumcorner[i-1], p);
-               dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn),
+               dp = p[0] + p[1], dn = p[0] - p[1], ap = fabs(dp), an = fabs(dn);
                masks[0] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<0)|(1<<2) : (2<<0)|(2<<2));
                masks[1] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<0)|(2<<2) : (2<<0)|(1<<2));
-               dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn),
+               dp = p[1] + p[2], dn = p[1] - p[2], ap = fabs(dp), an = fabs(dn);
                masks[2] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<2)|(1<<4) : (2<<2)|(2<<4));
                masks[3] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<2)|(2<<4) : (2<<2)|(1<<4));
-               dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn),
+               dp = p[2] + p[0], dn = p[2] - p[0], ap = fabs(dp), an = fabs(dn);
                masks[4] |= ap <= bias*an ? 0x3F : (dp >= 0 ? (1<<4)|(1<<0) : (2<<4)|(2<<0));
                masks[5] |= an <= bias*ap ? 0x3F : (dn >= 0 ? (1<<4)|(2<<0) : (2<<4)|(1<<0));
        }
+#endif
        return sides & masks[0] & masks[1] & masks[2] & masks[3] & masks[4] & masks[5];
 }
 
@@ -1675,7 +1761,7 @@ static void R_Shadow_MakeTextures_MakeCorona(void)
                        pixels[y][x][3] = 255;
                }
        }
-       r_shadow_lightcorona = R_LoadTexture2D(r_shadow_texturepool, "lightcorona", 32, 32, &pixels[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR, NULL);
+       r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32, false);
 }
 
 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
@@ -1691,6 +1777,7 @@ static void R_Shadow_MakeTextures(void)
        int x, y, z;
        float intensity, dist;
        unsigned int *data;
+       R_Shadow_FreeShadowMaps();
        R_FreeTexturePool(&r_shadow_texturepool);
        r_shadow_texturepool = R_AllocTexturePool();
        r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value;
@@ -1706,20 +1793,20 @@ static void R_Shadow_MakeTextures(void)
        // 1D gradient texture
        for (x = 0;x < ATTEN1DSIZE;x++)
                data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
-       r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
+       r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
        // 2D circle texture
        for (y = 0;y < ATTEN2DSIZE;y++)
                for (x = 0;x < ATTEN2DSIZE;x++)
                        data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
-       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
+       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
        // 3D sphere texture
-       if (r_shadow_texture3d.integer && gl_texture3d)
+       if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
        {
                for (z = 0;z < ATTEN3DSIZE;z++)
                        for (y = 0;y < ATTEN3DSIZE;y++)
                                for (x = 0;x < ATTEN3DSIZE;x++)
                                        data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
-               r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
+               r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
        }
        else
                r_shadow_attenuation3dtexture = NULL;
@@ -1728,21 +1815,123 @@ static void R_Shadow_MakeTextures(void)
        R_Shadow_MakeTextures_MakeCorona();
 
        // Editor light sprites
-       r_editlights_sprcursor = Draw_CachePic ("gfx/editlights/cursor");
-       r_editlights_sprlight = Draw_CachePic ("gfx/editlights/light");
-       r_editlights_sprnoshadowlight = Draw_CachePic ("gfx/editlights/noshadow");
-       r_editlights_sprcubemaplight = Draw_CachePic ("gfx/editlights/cubemaplight");
-       r_editlights_sprcubemapnoshadowlight = Draw_CachePic ("gfx/editlights/cubemapnoshadowlight");
-       r_editlights_sprselection = Draw_CachePic ("gfx/editlights/selection");
+       r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+       "................"
+       ".3............3."
+       "..5...2332...5.."
+       "...7.3....3.7..."
+       "....7......7...."
+       "...3.7....7.3..."
+       "..2...7..7...2.."
+       "..3..........3.."
+       "..3..........3.."
+       "..2...7..7...2.."
+       "...3.7....7.3..."
+       "....7......7...."
+       "...7.3....3.7..."
+       "..5...2332...5.."
+       ".3............3."
+       "................"
+       , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
+       r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+       "................"
+       "................"
+       "......1111......"
+       "....11233211...."
+       "...1234554321..."
+       "...1356776531..."
+       "..124677776421.."
+       "..135777777531.."
+       "..135777777531.."
+       "..124677776421.."
+       "...1356776531..."
+       "...1234554321..."
+       "....11233211...."
+       "......1111......"
+       "................"
+       "................"
+       , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
+       r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+       "................"
+       "................"
+       "......1111......"
+       "....11233211...."
+       "...1234554321..."
+       "...1356226531..."
+       "..12462..26421.."
+       "..1352....2531.."
+       "..1352....2531.."
+       "..12462..26421.."
+       "...1356226531..."
+       "...1234554321..."
+       "....11233211...."
+       "......1111......"
+       "................"
+       "................"
+       , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
+       r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+       "................"
+       "................"
+       "......2772......"
+       "....27755772...."
+       "..277533335772.."
+       "..753333333357.."
+       "..777533335777.."
+       "..735775577537.."
+       "..733357753337.."
+       "..733337733337.."
+       "..753337733357.."
+       "..277537735772.."
+       "....27777772...."
+       "......2772......"
+       "................"
+       "................"
+       , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
+       r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+       "................"
+       "................"
+       "......2772......"
+       "....27722772...."
+       "..2772....2772.."
+       "..72........27.."
+       "..7772....2777.."
+       "..7.27722772.7.."
+       "..7...2772...7.."
+       "..7....77....7.."
+       "..72...77...27.."
+       "..2772.77.2772.."
+       "....27777772...."
+       "......2772......"
+       "................"
+       "................"
+       , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
+       r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
+       "................"
+       ".777752..257777."
+       ".742........247."
+       ".72..........27."
+       ".7............7."
+       ".5............5."
+       ".2............2."
+       "................"
+       "................"
+       ".2............2."
+       ".5............5."
+       ".7............7."
+       ".72..........27."
+       ".742........247."
+       ".777752..257777."
+       "................"
+       , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
 }
 
 void R_Shadow_ValidateCvars(void)
 {
-       if (r_shadow_texture3d.integer && !gl_texture3d)
+       if (r_shadow_texture3d.integer && !vid.support.ext_texture_3d)
                Cvar_SetValueQuick(&r_shadow_texture3d, 0);
-       if (gl_ext_separatestencil.integer && !gl_support_separatestencil)
+       if (gl_ext_separatestencil.integer && !vid.support.ati_separate_stencil)
                Cvar_SetValueQuick(&gl_ext_separatestencil, 0);
-       if (gl_ext_stenciltwoside.integer && !gl_support_stenciltwoside)
+       if (gl_ext_stenciltwoside.integer && !vid.support.ext_stencil_two_side)
                Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
 }
 
@@ -1761,7 +1950,6 @@ void R_Shadow_RenderMode_Begin(void)
                R_Shadow_MakeTextures();
 
        CHECKGLERROR
-       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthRange(0, 1);
@@ -1773,12 +1961,12 @@ void R_Shadow_RenderMode_Begin(void)
 
        r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 
-       if (gl_ext_separatestencil.integer)
+       if (gl_ext_separatestencil.integer && vid.support.ati_separate_stencil)
        {
                r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
                r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
        }
-       else if (gl_ext_stenciltwoside.integer)
+       else if (gl_ext_stenciltwoside.integer && vid.support.ext_stencil_two_side)
        {
                r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
                r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
@@ -1789,12 +1977,29 @@ void R_Shadow_RenderMode_Begin(void)
                r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
        }
 
-       if (r_glsl.integer && gl_support_fragment_shader)
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
-       else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
-               r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_DOT3;
-       else
-               r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
+               break;
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
+               if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
+                       r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
+               else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
+                       r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN;
+               else if (r_textureunits.integer >= 2 && vid.texunits >= 2)
+                       r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN;
+               else
+                       r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX;
+               break;
+       }
 
        CHECKGLERROR
 #if 0
@@ -1814,49 +2019,30 @@ void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
 
 void R_Shadow_RenderMode_Reset(void)
 {
-       CHECKGLERROR
-       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
-       {
-               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
-       }
-       if (gl_support_ext_framebuffer_object)
-       {
-               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
-       }
-#if 0
-       qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
-       qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
-#endif
+       R_Mesh_SetMainRenderTargets();
        R_SetViewport(&r_refdef.view.viewport);
        GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
-       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
        GL_DepthRange(0, 1);
        GL_DepthTest(true);
        GL_DepthMask(false);
-       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+       GL_DepthFunc(GL_LEQUAL);
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
-       qglDisable(GL_STENCIL_TEST);CHECKGLERROR
-       qglStencilMask(~0);CHECKGLERROR
-       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
-       qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
        r_refdef.view.cullface_front = r_shadow_cullface_front;
        r_refdef.view.cullface_back = r_shadow_cullface_back;
        GL_CullFace(r_refdef.view.cullface_back);
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
-       R_SetupGenericShader(false);
-       r_shadow_usingshadowmaprect = false;
-       r_shadow_usingshadowmapcube = false;
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
        r_shadow_usingshadowmap2d = false;
-       CHECKGLERROR
+       r_shadow_usingshadowmaportho = false;
+       R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
 }
 
 void R_Shadow_ClearStencil(void)
 {
-       CHECKGLERROR
-       GL_Clear(GL_STENCIL_BUFFER_BIT);
+       GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
        r_refdef.stats.lights_clears++;
 }
 
@@ -1865,47 +2051,24 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
        r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
        if (r_shadow_rendermode == mode)
                return;
-       CHECKGLERROR
        R_Shadow_RenderMode_Reset();
+       GL_DepthFunc(GL_LESS);
        GL_ColorMask(0, 0, 0, 0);
        GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
-       R_SetupDepthOrShadowShader();
-       qglDepthFunc(GL_LESS);CHECKGLERROR
-       qglEnable(GL_STENCIL_TEST);CHECKGLERROR
+       GL_CullFace(GL_NONE);
+       R_SetupShader_DepthOrShadow();
        r_shadow_rendermode = mode;
        switch(mode)
        {
        default:
                break;
-       case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
-               GL_CullFace(GL_NONE);
-               qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
-               qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
-               break;
-       case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
-               GL_CullFace(GL_NONE);
-               qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
-               qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
-               break;
        case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
-               GL_CullFace(GL_NONE);
-               qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
-               qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
-               qglStencilMask(~0);CHECKGLERROR
-               qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
-               qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
-               qglStencilMask(~0);CHECKGLERROR
-               qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+       case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
+               R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
                break;
        case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
-               GL_CullFace(GL_NONE);
-               qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
-               qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
-               qglStencilMask(~0);CHECKGLERROR
-               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
-               qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
-               qglStencilMask(~0);CHECKGLERROR
-               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
+       case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
+               R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
                break;
        }
 }
@@ -1927,257 +2090,856 @@ static void R_Shadow_MakeVSDCT(void)
                0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
                0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
        };
-       r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_ALWAYSPRECACHE | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL); 
+       r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
 }
 
-void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
+static void R_Shadow_MakeShadowMap(int side, int size)
 {
-       int status;
-       int maxsize;
-       float nearclip, farclip, bias;
-       r_viewport_t viewport;
-       GLuint fbo = 0;
-       CHECKGLERROR
-       maxsize = r_shadow_shadowmapmaxsize;
-       nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
-       farclip = 1.0f;
-       bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
-       r_shadow_shadowmap_parameters[2] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
-       r_shadow_shadowmap_parameters[3] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
-       r_shadow_shadowmapside = side;
-       r_shadow_shadowmapsize = size;
-       if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
+       switch (r_shadow_shadowmode)
        {
-               r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
-               r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
-               R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
-               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
-
-               // complex unrolled cube approach (more flexible)
-               if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
-                       R_Shadow_MakeVSDCT();
-               if (!r_shadow_shadowmap2dtexture)
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               if (r_shadow_shadowmap2dtexture) return;
+               r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
+               r_shadow_shadowmap2dcolortexture = NULL;
+               switch(vid.renderpath)
                {
-#if 1
-                       int w = maxsize*2, h = gl_support_arb_texture_non_power_of_two ? maxsize*3 : maxsize*4;
-                       r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", w, h, r_shadow_shadowmapprecision, r_shadow_shadowmapsampler);
-                       qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
-            // render depth into the fbo, do not render color at all
-                       qglDrawBuffer(GL_NONE);CHECKGLERROR
-                       qglReadBuffer(GL_NONE);CHECKGLERROR
-                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer)
-                       {
-                               Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
-                               Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
-                       }
+#ifdef SUPPORTD3D
+               case RENDERPATH_D3D9:
+                       r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
+                       r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
+                       break;
 #endif
+               default:
+                       r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
+                       break;
                }
-               CHECKGLERROR
-               if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
-               r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
-               r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
-               r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
+               break;
+       default:
+               return;
        }
-       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
-       {
-               r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
-               r_shadow_shadowmap_parameters[1] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
-               R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
-               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE) goto init_done;
 
-               // complex unrolled cube approach (more flexible)
-               if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
-                       R_Shadow_MakeVSDCT();
-               if (!r_shadow_shadowmaprectangletexture)
-               {
-#if 1
-                       r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", maxsize*2, maxsize*3, r_shadow_shadowmapprecision, r_shadow_shadowmapsampler);
-                       qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
-                       // render depth into the fbo, do not render color at all
-                       qglDrawBuffer(GL_NONE);CHECKGLERROR
-                       qglReadBuffer(GL_NONE);CHECKGLERROR
-                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer)
-                       {
-                               Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
-                               Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
-                       }
-#endif
-               }
-               CHECKGLERROR
-               if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
-               r_shadow_shadowmap_texturescale[0] = 1.0f;
-               r_shadow_shadowmap_texturescale[1] = 1.0f;
-               r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE;
-       }
-       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
+       // render depth into the fbo, do not render color at all
+       // validate the fbo now
+       if (qglDrawBuffer)
        {
-               r_shadow_shadowmap_parameters[0] = 1.0f;
-               r_shadow_shadowmap_parameters[1] = 1.0f;
-               R_Viewport_InitCubeSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, nearclip, farclip, NULL);
-               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE) goto init_done;
-
-               // simple cube approach
-               if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
+               int status;
+               qglDrawBuffer(GL_NONE);CHECKGLERROR
+               qglReadBuffer(GL_NONE);CHECKGLERROR
+               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+               if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
                {
- #if 1
-                       r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapprecision, r_shadow_shadowmapsampler);
-                       qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
-                       // render depth into the fbo, do not render color at all
-                       qglDrawBuffer(GL_NONE);CHECKGLERROR
-                       qglReadBuffer(GL_NONE);CHECKGLERROR
-                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && r_shadow_shadowmapping.integer)
-                       {
-                               Con_Printf("R_Shadow_RenderMode_ShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
-                               Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
-                       }
- #endif
+                       Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
+                       Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
+                       Cvar_SetValueQuick(&r_shadow_deferred, 0);
                }
-               CHECKGLERROR
-               if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
-               r_shadow_shadowmap_texturescale[0] = 0.0f;
-               r_shadow_shadowmap_texturescale[1] = 0.0f;
-               r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
        }
+}
+
+void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
+{
+       float nearclip, farclip, bias;
+       r_viewport_t viewport;
+       int flipped;
+       GLuint fbo = 0;
+       float clearcolor[4];
+       nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
+       farclip = 1.0f;
+       bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
+       r_shadow_shadowmap_parameters[1] = -nearclip * farclip / (farclip - nearclip) - 0.5f * bias;
+       r_shadow_shadowmap_parameters[3] = 0.5f + 0.5f * (farclip + nearclip) / (farclip - nearclip);
+       r_shadow_shadowmapside = side;
+       r_shadow_shadowmapsize = size;
+
+       r_shadow_shadowmap_parameters[0] = 0.5f * (size - r_shadow_shadowmapborder);
+       r_shadow_shadowmap_parameters[2] = r_shadow_shadowmapvsdct ? 2.5f*size : size;
+       R_Viewport_InitRectSideView(&viewport, &rsurface.rtlight->matrix_lighttoworld, side, size, r_shadow_shadowmapborder, nearclip, farclip, NULL);
+       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D) goto init_done;
+
+       // complex unrolled cube approach (more flexible)
+       if (r_shadow_shadowmapvsdct && !r_shadow_shadowmapvsdcttexture)
+               R_Shadow_MakeVSDCT();
+       if (!r_shadow_shadowmap2dtexture)
+               R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
+       if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
+       r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
+       r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
+       r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
 
+       R_Mesh_ResetTextureState();
        R_Shadow_RenderMode_Reset();
-       if (fbo)
-       {
-               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
-               R_SetupDepthOrShadowShader();
-       }
-       else
-       {
-               R_SetupShowDepthShader();
-               qglClearColor(1,1,1,1);CHECKGLERROR
-       }
-       CHECKGLERROR
+       R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
+       R_SetupShader_DepthOrShadow();
        GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
        GL_DepthMask(true);
        GL_DepthTest(true);
-       qglClearDepth(1);
-       CHECKGLERROR
 
 init_done:
        R_SetViewport(&viewport);
-       GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
-       if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE)
-       {
-               int flipped = (side&1)^(side>>2);
-               r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
-               r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
+       flipped = (side & 1) ^ (side >> 2);
+       r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
+       r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                GL_CullFace(r_refdef.view.cullface_back);
+               // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
+               if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
+               {
+                       // get tightest scissor rectangle that encloses all viewports in the clear mask
+                       int x1 = clear & 0x15 ? 0 : size;
+                       int x2 = clear & 0x2A ? 2 * size : size;
+                       int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
+                       int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
+                       GL_Scissor(x1, y1, x2 - x1, y2 - y1);
+                       GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
+               }
+               GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+               break;
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+               Vector4Set(clearcolor, 1,1,1,1);
+               // completely different meaning than in OpenGL path
+               r_shadow_shadowmap_parameters[1] = 0;
+               r_shadow_shadowmap_parameters[3] = -bias;
+               // we invert the cull mode because we flip the projection matrix
+               // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
+               GL_CullFace(r_refdef.view.cullface_front);
+               // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
+               GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
+               if (r_shadow_shadowmapsampler)
+               {
+                       GL_ColorMask(0,0,0,0);
+                       if (clear)
+                               GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+               }
+               else
+               {
+                       GL_ColorMask(1,1,1,1);
+                       if (clear)
+                               GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
+               }
+               break;
        }
-       else if(r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE)
-       {
-               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
-       }
-       if (clear)
-               qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT |  GL_STENCIL_BUFFER_BIT);
-       CHECKGLERROR
 }
 
 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
 {
-       CHECKGLERROR
+       R_Mesh_ResetTextureState();
+       R_Mesh_SetMainRenderTargets();
+       if (transparent)
+       {
+               r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
+               r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
+               r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
+               r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
+       }
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        if (!transparent)
-       {
-               qglDepthFunc(GL_EQUAL);CHECKGLERROR
-       }
-       if (stenciltest)
-       {
-               qglEnable(GL_STENCIL_TEST);CHECKGLERROR
-               // only draw light where this geometry was already rendered AND the
-               // stencil is 128 (values other than this mean shadow)
-               qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
-       }
-       r_shadow_rendermode = r_shadow_lightingrendermode;
+               GL_DepthFunc(GL_EQUAL);
        // do global setup needed for the chosen lighting mode
        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
-       {
-               R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter
                GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
-               CHECKGLERROR
-               if (shadowmapping)
-               {
-                       if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
-                       {
-                               r_shadow_usingshadowmap2d = true;
-                               R_Mesh_TexBind(GL20TU_SHADOWMAP2D, R_GetTexture(r_shadow_shadowmap2dtexture));
-                               CHECKGLERROR
-                       }
-                       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
-                       {
-                               r_shadow_usingshadowmaprect = true;
-                               R_Mesh_TexBindRectangle(GL20TU_SHADOWMAPRECT, R_GetTexture(r_shadow_shadowmaprectangletexture));
-                               CHECKGLERROR
-                       }
-                       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
-                       {
-                               r_shadow_usingshadowmapcube = true;
-                               R_Mesh_TexBindCubeMap(GL20TU_SHADOWMAPCUBE, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]));
-                               CHECKGLERROR
-                       }
-
-                       if (r_shadow_shadowmapvsdct && (r_shadow_usingshadowmap2d || r_shadow_usingshadowmaprect))
-                       {
-                               R_Mesh_TexBindCubeMap(GL20TU_CUBEPROJECTION, R_GetTexture(r_shadow_shadowmapvsdcttexture));
-                               CHECKGLERROR
-                       }
-               }
-       }
-       else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_VERTEX)
-               R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       CHECKGLERROR
+       r_shadow_usingshadowmap2d = shadowmapping;
+       r_shadow_rendermode = r_shadow_lightingrendermode;
+       // only draw light where this geometry was already rendered AND the
+       // stencil is 128 (values other than this mean shadow)
+       if (stenciltest)
+               R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
+       else
+               R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
 }
 
-void R_Shadow_RenderMode_VisibleShadowVolumes(void)
+static const unsigned short bboxelements[36] =
 {
-       CHECKGLERROR
+       5, 1, 3, 5, 3, 7,
+       6, 2, 0, 6, 0, 4,
+       7, 3, 2, 7, 2, 6,
+       4, 0, 1, 4, 1, 5,
+       4, 5, 7, 4, 7, 6,
+       1, 0, 2, 1, 2, 3,
+};
+
+static const float bboxpoints[8][3] =
+{
+       {-1,-1,-1},
+       { 1,-1,-1},
+       {-1, 1,-1},
+       { 1, 1,-1},
+       {-1,-1, 1},
+       { 1,-1, 1},
+       {-1, 1, 1},
+       { 1, 1, 1},
+};
+
+void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadowmapping)
+{
+       int i;
+       float vertex3f[8*3];
+       const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
+// do global setup needed for the chosen lighting mode
        R_Shadow_RenderMode_Reset();
-       GL_BlendFunc(GL_ONE, GL_ONE);
+       r_shadow_rendermode = r_shadow_lightingrendermode;
+       R_EntityMatrix(&identitymatrix);
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       // only draw light where this geometry was already rendered AND the
+       // stencil is 128 (values other than this mean shadow)
+       R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
+       if (rsurface.rtlight->specularscale > 0 && r_shadow_gloss.integer > 0)
+               R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+       else
+               R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
+
+       r_shadow_usingshadowmap2d = shadowmapping;
+
+       // render the lighting
+       R_SetupShader_DeferredLight(rsurface.rtlight);
+       for (i = 0;i < 8;i++)
+               Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
+       GL_ColorMask(1,1,1,1);
+       GL_DepthMask(false);
        GL_DepthRange(0, 1);
-       GL_DepthTest(r_showshadowvolumes.integer < 2);
-       GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
-       GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
-       GL_CullFace(GL_NONE);
-       r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
+       GL_PolygonOffset(0, 0);
+       GL_DepthTest(true);
+       GL_DepthFunc(GL_GREATER);
+       GL_CullFace(r_refdef.view.cullface_back);
+       R_Mesh_PrepareVertices_Vertex3f(8, vertex3f, NULL);
+       R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
 }
 
-void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
+static void R_Shadow_UpdateBounceGridTexture(void)
 {
-       CHECKGLERROR
-       R_Shadow_RenderMode_Reset();
-       GL_BlendFunc(GL_ONE, GL_ONE);
-       GL_DepthRange(0, 1);
-       GL_DepthTest(r_showlighting.integer < 2);
-       GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
-       if (!transparent)
+#define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
+       dlight_t *light;
+       int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+       int bouncecount;
+       int hitsupercontentsmask;
+       int maxbounce;
+       int numpixels;
+       int resolution[3];
+       int shootparticles;
+       int shotparticles;
+       int photoncount;
+       int tex[3];
+       trace_t cliptrace;
+       //trace_t cliptrace2;
+       //trace_t cliptrace3;
+       unsigned char *pixel;
+       unsigned char *pixels;
+       float *highpixel;
+       float *highpixels;
+       unsigned int lightindex;
+       unsigned int range;
+       unsigned int range1;
+       unsigned int range2;
+       unsigned int seed = (unsigned int)(realtime * 1000.0f);
+       vec3_t shotcolor;
+       vec3_t baseshotcolor;
+       vec3_t surfcolor;
+       vec3_t clipend;
+       vec3_t clipstart;
+       vec3_t clipdiff;
+       vec3_t ispacing;
+       vec3_t maxs;
+       vec3_t mins;
+       vec3_t size;
+       vec3_t spacing;
+       vec3_t lightcolor;
+       vec3_t steppos;
+       vec3_t stepdelta;
+       vec_t radius;
+       vec_t s;
+       vec_t lightintensity;
+       vec_t photonscaling;
+       vec_t photonresidual;
+       float m[16];
+       float texlerp[2][3];
+       float splatcolor[32];
+       float pixelweight[8];
+       float w;
+       int c[4];
+       int pixelindex[8];
+       int corner;
+       int pixelsperband;
+       int pixelband;
+       int pixelbands;
+       int numsteps;
+       int step;
+       int x, y, z;
+       rtlight_t *rtlight;
+       r_shadow_bouncegrid_settings_t settings;
+       qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
+       qboolean allowdirectionalshading = false;
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+               allowdirectionalshading = true;
+               if (!vid.support.ext_texture_3d)
+                       return;
+               break;
+       case RENDERPATH_GLES2:
+               // for performance reasons, do not use directional shading on GLES devices
+               if (!vid.support.ext_texture_3d)
+                       return;
+               break;
+               // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+               return;
+       }
+
+       r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
+
+       // see if there are really any lights to render...
+       if (enable && r_shadow_bouncegrid_static.integer)
        {
-               qglDepthFunc(GL_EQUAL);CHECKGLERROR
+               enable = false;
+               range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+               for (lightindex = 0;lightindex < range;lightindex++)
+               {
+                       light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                       if (!light || !(light->flags & flag))
+                               continue;
+                       rtlight = &light->rtlight;
+                       // when static, we skip styled lights because they tend to change...
+                       if (rtlight->style > 0)
+                               continue;
+                       VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale), lightcolor);
+                       if (!VectorLength2(lightcolor))
+                               continue;
+                       enable = true;
+                       break;
+               }
        }
-       if (stenciltest)
+
+       if (!enable)
        {
-               qglEnable(GL_STENCIL_TEST);CHECKGLERROR
-               qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
+               if (r_shadow_bouncegridtexture)
+               {
+                       R_FreeTexture(r_shadow_bouncegridtexture);
+                       r_shadow_bouncegridtexture = NULL;
+               }
+               if (r_shadow_bouncegridpixels)
+                       Mem_Free(r_shadow_bouncegridpixels);
+               r_shadow_bouncegridpixels = NULL;
+               if (r_shadow_bouncegridhighpixels)
+                       Mem_Free(r_shadow_bouncegridhighpixels);
+               r_shadow_bouncegridhighpixels = NULL;
+               r_shadow_bouncegridnumpixels = 0;
+               r_shadow_bouncegriddirectional = false;
+               return;
        }
-       r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
-}
 
-void R_Shadow_RenderMode_End(void)
+       // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
+       memset(&settings, 0, sizeof(settings));
+       settings.staticmode                    = r_shadow_bouncegrid_static.integer != 0;
+       settings.airstepmax                    = bound(1, r_shadow_bouncegrid_airstepmax.integer, 1048576);
+       settings.airstepsize                   = bound(1.0f, r_shadow_bouncegrid_airstepsize.value, 1024.0f);
+       settings.bounceanglediffuse            = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
+       settings.directionalshading            = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading;
+       settings.dlightparticlemultiplier      = r_shadow_bouncegrid_dlightparticlemultiplier.value;
+       settings.hitmodels                     = r_shadow_bouncegrid_hitmodels.integer != 0;
+       settings.includedirectlighting         = r_shadow_bouncegrid_includedirectlighting.integer != 0;
+       settings.lightradiusscale              = r_shadow_bouncegrid_lightradiusscale.value;
+       settings.maxbounce                     = r_shadow_bouncegrid_maxbounce.integer;
+       settings.particlebounceintensity       = r_shadow_bouncegrid_particlebounceintensity.value;
+       settings.particleintensity             = r_shadow_bouncegrid_particleintensity.value;
+       settings.photons                       = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
+       settings.spacing[0]                    = r_shadow_bouncegrid_spacingx.value;
+       settings.spacing[1]                    = r_shadow_bouncegrid_spacingy.value;
+       settings.spacing[2]                    = r_shadow_bouncegrid_spacingz.value;
+       settings.stablerandom                  = r_shadow_bouncegrid_stablerandom.integer;
+
+       // bound the values for sanity
+       settings.photons = bound(1, settings.photons, 1048576);
+       settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
+       settings.maxbounce = bound(0, settings.maxbounce, 16);
+       settings.spacing[0] = bound(1, settings.spacing[0], 512);
+       settings.spacing[1] = bound(1, settings.spacing[1], 512);
+       settings.spacing[2] = bound(1, settings.spacing[2], 512);
+
+       // get the spacing values
+       spacing[0] = settings.spacing[0];
+       spacing[1] = settings.spacing[1];
+       spacing[2] = settings.spacing[2];
+       ispacing[0] = 1.0f / spacing[0];
+       ispacing[1] = 1.0f / spacing[1];
+       ispacing[2] = 1.0f / spacing[2];
+
+       // calculate texture size enclosing entire world bounds at the spacing
+       VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
+       VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
+       VectorSubtract(maxs, mins, size);
+       // now we can calculate the resolution we want
+       c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
+       c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
+       c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
+       // figure out the exact texture size (honoring power of 2 if required)
+       c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
+       c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
+       c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
+       if (vid.support.arb_texture_non_power_of_two)
+       {
+               resolution[0] = c[0];
+               resolution[1] = c[1];
+               resolution[2] = c[2];
+       }
+       else
+       {
+               for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
+               for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
+               for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
+       }
+       size[0] = spacing[0] * resolution[0];
+       size[1] = spacing[1] * resolution[1];
+       size[2] = spacing[2] * resolution[2];
+
+       // if dynamic we may or may not want to use the world bounds
+       // if the dynamic size is smaller than the world bounds, use it instead
+       if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
+       {
+               // we know the resolution we want
+               c[0] = r_shadow_bouncegrid_x.integer;
+               c[1] = r_shadow_bouncegrid_y.integer;
+               c[2] = r_shadow_bouncegrid_z.integer;
+               // now we can calculate the texture size (power of 2 if required)
+               c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
+               c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
+               c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
+               if (vid.support.arb_texture_non_power_of_two)
+               {
+                       resolution[0] = c[0];
+                       resolution[1] = c[1];
+                       resolution[2] = c[2];
+               }
+               else
+               {
+                       for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
+                       for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
+                       for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
+               }
+               size[0] = spacing[0] * resolution[0];
+               size[1] = spacing[1] * resolution[1];
+               size[2] = spacing[2] * resolution[2];
+               // center the rendering on the view
+               mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
+               mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
+               mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
+       }
+
+       // recalculate the maxs in case the resolution was not satisfactory
+       VectorAdd(mins, size, maxs);
+
+       // if all the settings seem identical to the previous update, return
+       if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
+               return;
+
+       // store the new settings
+       r_shadow_bouncegridsettings = settings;
+
+       pixelbands = settings.directionalshading ? 8 : 1;
+       pixelsperband = resolution[0]*resolution[1]*resolution[2];
+       numpixels = pixelsperband*pixelbands;
+
+       // we're going to update the bouncegrid, update the matrix...
+       memset(m, 0, sizeof(m));
+       m[0] = 1.0f / size[0];
+       m[3] = -mins[0] * m[0];
+       m[5] = 1.0f / size[1];
+       m[7] = -mins[1] * m[5];
+       m[10] = 1.0f / size[2];
+       m[11] = -mins[2] * m[10];
+       m[15] = 1.0f;
+       Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
+       // reallocate pixels for this update if needed...
+       if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
+       {
+               if (r_shadow_bouncegridtexture)
+               {
+                       R_FreeTexture(r_shadow_bouncegridtexture);
+                       r_shadow_bouncegridtexture = NULL;
+               }
+               r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
+               r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
+       }
+       r_shadow_bouncegridnumpixels = numpixels;
+       pixels = r_shadow_bouncegridpixels;
+       highpixels = r_shadow_bouncegridhighpixels;
+       x = pixelsperband*4;
+       for (pixelband = 0;pixelband < pixelbands;pixelband++)
+       {
+               if (pixelband == 1)
+                       memset(pixels + pixelband * x, 128, x);
+               else
+                       memset(pixels + pixelband * x, 0, x);
+       }
+       memset(highpixels, 0, numpixels * sizeof(float[4]));
+       // figure out what we want to interact with
+       if (settings.hitmodels)
+               hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
+       else
+               hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
+       maxbounce = settings.maxbounce;
+       // clear variables that produce warnings otherwise
+       memset(splatcolor, 0, sizeof(splatcolor));
+       // iterate world rtlights
+       range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+       range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
+       range2 = range + range1;
+       photoncount = 0;
+       for (lightindex = 0;lightindex < range2;lightindex++)
+       {
+               if (settings.staticmode)
+               {
+                       light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                       if (!light || !(light->flags & flag))
+                               continue;
+                       rtlight = &light->rtlight;
+                       // when static, we skip styled lights because they tend to change...
+                       if (rtlight->style > 0)
+                               continue;
+                       VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
+               }
+               else
+               {
+                       if (lightindex < range)
+                       {
+                               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                               rtlight = &light->rtlight;
+                       }
+                       else
+                               rtlight = r_refdef.scene.lights[lightindex - range];
+                       // draw only visible lights (major speedup)
+                       if (!rtlight->draw)
+                               continue;
+                       VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
+               }
+               if (!VectorLength2(lightcolor))
+                       continue;
+               // shoot particles from this light
+               // use a calculation for the number of particles that will not
+               // vary with lightstyle, otherwise we get randomized particle
+               // distribution, the seeded random is only consistent for a
+               // consistent number of particles on this light...
+               radius = rtlight->radius * settings.lightradiusscale;
+               s = rtlight->radius;
+               lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
+               if (lightindex >= range)
+                       lightintensity *= settings.dlightparticlemultiplier;
+               photoncount += max(0.0f, lightintensity * s * s);
+       }
+       photonscaling = (float)settings.photons / max(1, photoncount);
+       photonresidual = 0.0f;
+       for (lightindex = 0;lightindex < range2;lightindex++)
+       {
+               if (settings.staticmode)
+               {
+                       light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                       if (!light || !(light->flags & flag))
+                               continue;
+                       rtlight = &light->rtlight;
+                       // when static, we skip styled lights because they tend to change...
+                       if (rtlight->style > 0)
+                               continue;
+                       VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
+               }
+               else
+               {
+                       if (lightindex < range)
+                       {
+                               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                               rtlight = &light->rtlight;
+                       }
+                       else
+                               rtlight = r_refdef.scene.lights[lightindex - range];
+                       // draw only visible lights (major speedup)
+                       if (!rtlight->draw)
+                               continue;
+                       VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
+               }
+               if (!VectorLength2(lightcolor))
+                       continue;
+               // shoot particles from this light
+               // use a calculation for the number of particles that will not
+               // vary with lightstyle, otherwise we get randomized particle
+               // distribution, the seeded random is only consistent for a
+               // consistent number of particles on this light...
+               radius = rtlight->radius * settings.lightradiusscale;
+               s = rtlight->radius;
+               lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
+               if (lightindex >= range)
+                       lightintensity *= settings.dlightparticlemultiplier;
+               photonresidual += lightintensity * s * s * photonscaling;
+               shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
+               if (!shootparticles)
+                       continue;
+               photonresidual -= shootparticles;
+               s = settings.particleintensity / shootparticles;
+               VectorScale(lightcolor, s, baseshotcolor);
+               if (VectorLength2(baseshotcolor) == 0.0f)
+                       break;
+               r_refdef.stats.bouncegrid_lights++;
+               r_refdef.stats.bouncegrid_particles += shootparticles;
+               for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
+               {
+                       if (settings.stablerandom > 0)
+                               seed = lightindex * 11937 + shotparticles;
+                       VectorCopy(baseshotcolor, shotcolor);
+                       VectorCopy(rtlight->shadoworigin, clipstart);
+                       if (settings.stablerandom < 0)
+                               VectorRandom(clipend);
+                       else
+                               VectorCheeseRandom(clipend);
+                       VectorMA(clipstart, radius, clipend, clipend);
+                       for (bouncecount = 0;;bouncecount++)
+                       {
+                               r_refdef.stats.bouncegrid_traces++;
+                               //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
+                               //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
+                               if (settings.staticmode)
+                                       Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
+                               else
+                                       cliptrace = CL_TraceLine(clipstart, clipend, settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
+                               if (bouncecount > 0 || settings.includedirectlighting)
+                               {
+                                       // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
+                                       // accumulate average shotcolor
+                                       w = VectorLength(shotcolor);
+                                       splatcolor[ 0] = shotcolor[0];
+                                       splatcolor[ 1] = shotcolor[1];
+                                       splatcolor[ 2] = shotcolor[2];
+                                       splatcolor[ 3] = 0.0f;
+                                       if (pixelbands > 1)
+                                       {
+                                               VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
+                                               VectorNormalize(clipdiff);
+                                               // store bentnormal in case the shader has a use for it
+                                               splatcolor[ 4] = clipdiff[0] * w;
+                                               splatcolor[ 5] = clipdiff[1] * w;
+                                               splatcolor[ 6] = clipdiff[2] * w;
+                                               splatcolor[ 7] = w;
+                                               // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
+                                               splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
+                                               splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
+                                               splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
+                                               splatcolor[11] = 0.0f;
+                                               splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
+                                               splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
+                                               splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
+                                               splatcolor[15] = 0.0f;
+                                               splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
+                                               splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
+                                               splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
+                                               splatcolor[19] = 0.0f;
+                                               splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
+                                               splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
+                                               splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
+                                               splatcolor[23] = 0.0f;
+                                               splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
+                                               splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
+                                               splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
+                                               splatcolor[27] = 0.0f;
+                                               splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
+                                               splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
+                                               splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
+                                               splatcolor[31] = 0.0f;
+                                       }
+                                       // calculate the number of steps we need to traverse this distance
+                                       VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
+                                       numsteps = (int)(VectorLength(stepdelta) / settings.airstepsize);
+                                       numsteps = bound(1, numsteps, settings.airstepmax);
+                                       w = 1.0f / numsteps;
+                                       VectorScale(stepdelta, w, stepdelta);
+                                       VectorMA(clipstart, 0.5f, stepdelta, steppos);
+                                       if (settings.airstepmax == 1)
+                                               VectorCopy(cliptrace.endpos, steppos);
+                                       for (step = 0;step < numsteps;step++)
+                                       {
+                                               r_refdef.stats.bouncegrid_splats++;
+                                               // figure out which texture pixel this is in
+                                               texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]);
+                                               texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]);
+                                               texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]);
+                                               tex[0] = (int)floor(texlerp[1][0]);
+                                               tex[1] = (int)floor(texlerp[1][1]);
+                                               tex[2] = (int)floor(texlerp[1][2]);
+                                               if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2)
+                                               {
+                                                       // it is within bounds...  do the real work now
+                                                       // calculate the lerp factors
+                                                       texlerp[1][0] -= tex[0];
+                                                       texlerp[1][1] -= tex[1];
+                                                       texlerp[1][2] -= tex[2];
+                                                       texlerp[0][0] = 1.0f - texlerp[1][0];
+                                                       texlerp[0][1] = 1.0f - texlerp[1][1];
+                                                       texlerp[0][2] = 1.0f - texlerp[1][2];
+                                                       // calculate individual pixel indexes and weights
+                                                       pixelindex[0] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
+                                                       pixelindex[1] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
+                                                       pixelindex[2] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
+                                                       pixelindex[3] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]);
+                                                       pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
+                                                       pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]);
+                                                       pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]);
+                                                       pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]);
+                                                       // update the 8 pixels...
+                                                       for (pixelband = 0;pixelband < pixelbands;pixelband++)
+                                                       {
+                                                               for (corner = 0;corner < 8;corner++)
+                                                               {
+                                                                       // calculate address for pixel
+                                                                       w = pixelweight[corner];
+                                                                       pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
+                                                                       highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
+                                                                       // add to the high precision pixel color
+                                                                       highpixel[0] += (splatcolor[pixelband*4+0]*w);
+                                                                       highpixel[1] += (splatcolor[pixelband*4+1]*w);
+                                                                       highpixel[2] += (splatcolor[pixelband*4+2]*w);
+                                                                       highpixel[3] += (splatcolor[pixelband*4+3]*w);
+                                                                       // flag the low precision pixel as needing to be updated
+                                                                       pixel[3] = 255;
+                                                                       // advance to next band of coefficients
+                                                                       //pixel += pixelsperband*4;
+                                                                       //highpixel += pixelsperband*4;
+                                                               }
+                                                       }
+                                               }
+                                               VectorAdd(steppos, stepdelta, steppos);
+                                       }
+                               }
+                               if (cliptrace.fraction >= 1.0f)
+                                       break;
+                               r_refdef.stats.bouncegrid_hits++;
+                               if (bouncecount >= maxbounce)
+                                       break;
+                               // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
+                               // also clamp the resulting color to never add energy, even if the user requests extreme values
+                               if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
+                                       VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
+                               else
+                                       VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
+                               VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
+                               surfcolor[0] = min(surfcolor[0], 1.0f);
+                               surfcolor[1] = min(surfcolor[1], 1.0f);
+                               surfcolor[2] = min(surfcolor[2], 1.0f);
+                               VectorMultiply(shotcolor, surfcolor, shotcolor);
+                               if (VectorLength2(baseshotcolor) == 0.0f)
+                                       break;
+                               r_refdef.stats.bouncegrid_bounces++;
+                               if (settings.bounceanglediffuse)
+                               {
+                                       // random direction, primarily along plane normal
+                                       s = VectorDistance(cliptrace.endpos, clipend);
+                                       if (settings.stablerandom < 0)
+                                               VectorRandom(clipend);
+                                       else
+                                               VectorCheeseRandom(clipend);
+                                       VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
+                                       VectorNormalize(clipend);
+                                       VectorScale(clipend, s, clipend);
+                               }
+                               else
+                               {
+                                       // reflect the remaining portion of the line across plane normal
+                                       VectorSubtract(clipend, cliptrace.endpos, clipdiff);
+                                       VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
+                               }
+                               // calculate the new line start and end
+                               VectorCopy(cliptrace.endpos, clipstart);
+                               VectorAdd(clipstart, clipend, clipend);
+                       }
+               }
+       }
+       // generate pixels array from highpixels array
+       // skip first and last columns, rows, and layers as these are blank
+       // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
+       for (pixelband = 0;pixelband < pixelbands;pixelband++)
+       {
+               for (z = 1;z < resolution[2]-1;z++)
+               {
+                       for (y = 1;y < resolution[1]-1;y++)
+                       {
+                               for (x = 1, pixelindex[0] = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4)
+                               {
+                                       // only convert pixels that were hit by photons
+                                       if (pixel[3] == 255)
+                                       {
+                                               // normalize the bentnormal...
+                                               if (pixelband == 1)
+                                               {
+                                                       VectorNormalize(highpixel);
+                                                       c[0] = (int)(highpixel[0]*128.0f+128.0f);
+                                                       c[1] = (int)(highpixel[1]*128.0f+128.0f);
+                                                       c[2] = (int)(highpixel[2]*128.0f+128.0f);
+                                                       c[3] = (int)(highpixel[3]*128.0f+128.0f);
+                                               }
+                                               else
+                                               {
+                                                       c[0] = (int)(highpixel[0]*256.0f);
+                                                       c[1] = (int)(highpixel[1]*256.0f);
+                                                       c[2] = (int)(highpixel[2]*256.0f);
+                                                       c[3] = (int)(highpixel[3]*256.0f);
+                                               }
+                                               pixel[2] = (unsigned char)bound(0, c[0], 255);
+                                               pixel[1] = (unsigned char)bound(0, c[1], 255);
+                                               pixel[0] = (unsigned char)bound(0, c[2], 255);
+                                               pixel[3] = (unsigned char)bound(0, c[3], 255);
+                                       }
+                               }
+                       }
+               }
+       }
+       if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2] && r_shadow_bouncegriddirectional == settings.directionalshading)
+               R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
+       else
+       {
+               VectorCopy(resolution, r_shadow_bouncegridresolution);
+               r_shadow_bouncegriddirectional = settings.directionalshading;
+               if (r_shadow_bouncegridtexture)
+                       R_FreeTexture(r_shadow_bouncegridtexture);
+               r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
+       }
+       r_shadow_bouncegridtime = realtime;
+}
+
+void R_Shadow_RenderMode_VisibleShadowVolumes(void)
+{
+       R_Shadow_RenderMode_Reset();
+       GL_BlendFunc(GL_ONE, GL_ONE);
+       GL_DepthRange(0, 1);
+       GL_DepthTest(r_showshadowvolumes.integer < 2);
+       GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1);
+       GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
+       GL_CullFace(GL_NONE);
+       r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES;
+}
+
+void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
+{
+       R_Shadow_RenderMode_Reset();
+       GL_BlendFunc(GL_ONE, GL_ONE);
+       GL_DepthRange(0, 1);
+       GL_DepthTest(r_showlighting.integer < 2);
+       GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
+       if (!transparent)
+               GL_DepthFunc(GL_EQUAL);
+       R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
+       r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
+}
+
+void R_Shadow_RenderMode_End(void)
 {
-       CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        R_Shadow_RenderMode_ActiveLight(NULL);
        GL_DepthMask(true);
@@ -2206,130 +2968,38 @@ int bboxedges[12][2] =
 
 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
 {
-       int i, ix1, iy1, ix2, iy2;
-       float x1, y1, x2, y2;
-       vec4_t v, v2;
-       float vertex[20][3];
-       int j, k;
-       vec4_t plane4f;
-       int numvertices;
-       float corner[8][4];
-       float dist[8];
-       int sign[8];
-       float f;
-
-       r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
-       r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
-       r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
-       r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
-
-       if (!r_shadow_scissor.integer)
-               return false;
-
-       // if view is inside the light box, just say yes it's visible
-       if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
-               return false;
-
-       x1 = y1 = x2 = y2 = 0;
-
-       // transform all corners that are infront of the nearclip plane
-       VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
-       plane4f[3] = r_refdef.view.frustum[4].dist;
-       numvertices = 0;
-       for (i = 0;i < 8;i++)
-       {
-               Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
-               dist[i] = DotProduct4(corner[i], plane4f);
-               sign[i] = dist[i] > 0;
-               if (!sign[i])
-               {
-                       VectorCopy(corner[i], vertex[numvertices]);
-                       numvertices++;
-               }
-       }
-       // if some points are behind the nearclip, add clipped edge points to make
-       // sure that the scissor boundary is complete
-       if (numvertices > 0 && numvertices < 8)
-       {
-               // add clipped edge points
-               for (i = 0;i < 12;i++)
-               {
-                       j = bboxedges[i][0];
-                       k = bboxedges[i][1];
-                       if (sign[j] != sign[k])
-                       {
-                               f = dist[j] / (dist[j] - dist[k]);
-                               VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
-                               numvertices++;
-                       }
-               }
-       }
-
-       // if we have no points to check, the light is behind the view plane
-       if (!numvertices)
-               return true;
-
-       // if we have some points to transform, check what screen area is covered
-       x1 = y1 = x2 = y2 = 0;
-       v[3] = 1.0f;
-       //Con_Printf("%i vertices to transform...\n", numvertices);
-       for (i = 0;i < numvertices;i++)
+       if (!r_shadow_scissor.integer || r_shadow_usingdeferredprepass)
        {
-               VectorCopy(vertex[i], v);
-               R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
-               //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
-               if (i)
-               {
-                       if (x1 > v2[0]) x1 = v2[0];
-                       if (x2 < v2[0]) x2 = v2[0];
-                       if (y1 > v2[1]) y1 = v2[1];
-                       if (y2 < v2[1]) y2 = v2[1];
-               }
-               else
-               {
-                       x1 = x2 = v2[0];
-                       y1 = y2 = v2[1];
-               }
+               r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
+               r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
+               r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
+               r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
+               return false;
        }
-
-       // now convert the scissor rectangle to integer screen coordinates
-       ix1 = (int)(x1 - 1.0f);
-       iy1 = vid.height - (int)(y2 - 1.0f);
-       ix2 = (int)(x2 + 1.0f);
-       iy2 = vid.height - (int)(y1 + 1.0f);
-       //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
-
-       // clamp it to the screen
-       if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
-       if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
-       if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
-       if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
-
-       // if it is inside out, it's not visible
-       if (ix2 <= ix1 || iy2 <= iy1)
-               return true;
-
-       // the light area is visible, set up the scissor rectangle
-       r_shadow_lightscissor[0] = ix1;
-       r_shadow_lightscissor[1] = iy1;
-       r_shadow_lightscissor[2] = ix2 - ix1;
-       r_shadow_lightscissor[3] = iy2 - iy1;
-
-       r_refdef.stats.lights_scissored++;
+       if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
+               return true; // invisible
+       if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
+       || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
+       || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
+       || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
+               r_refdef.stats.lights_scissored++;
        return false;
 }
 
-static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
+static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
 {
-       float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
-       float *normal3f = rsurface.normal3f + 3 * firstvertex;
-       float *color4f = rsurface.array_color4f + 4 * firstvertex;
+       int i;
+       const float *vertex3f;
+       const float *normal3f;
+       float *color4f;
        float dist, dot, distintensity, shadeintensity, v[3], n[3];
-       if (r_textureunits.integer >= 3)
+       switch (r_shadow_rendermode)
        {
+       case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
+       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
                if (VectorLength2(diffusecolor) > 0)
                {
-                       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
@@ -2343,7 +3013,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                if (r_refdef.fogenabled)
                                {
                                        float f;
-                                       f = FogPoint_Model(vertex3f);
+                                       f = RSurf_FogVertex(vertex3f);
                                        VectorScale(color4f, f, color4f);
                                }
                                color4f[3] = 1;
@@ -2351,25 +3021,24 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                }
                else
                {
-                       for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
                        {
                                VectorCopy(ambientcolor, color4f);
                                if (r_refdef.fogenabled)
                                {
                                        float f;
                                        Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
-                                       f = FogPoint_Model(vertex3f);
-                                       VectorScale(color4f, f, color4f);
+                                       f = RSurf_FogVertex(vertex3f);
+                                       VectorScale(color4f + 4*i, f, color4f);
                                }
                                color4f[3] = 1;
                        }
                }
-       }
-       else if (r_textureunits.integer >= 2)
-       {
+               break;
+       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
                if (VectorLength2(diffusecolor) > 0)
                {
-                       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
@@ -2391,7 +3060,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        if (r_refdef.fogenabled)
                                        {
                                                float f;
-                                               f = FogPoint_Model(vertex3f);
+                                               f = RSurf_FogVertex(vertex3f);
                                                VectorScale(color4f, f, color4f);
                                        }
                                }
@@ -2402,7 +3071,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                }
                else
                {
-                       for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
@@ -2413,7 +3082,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        if (r_refdef.fogenabled)
                                        {
                                                float f;
-                                               f = FogPoint_Model(vertex3f);
+                                               f = RSurf_FogVertex(vertex3f);
                                                VectorScale(color4f, f, color4f);
                                        }
                                }
@@ -2422,12 +3091,11 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                color4f[3] = 1;
                        }
                }
-       }
-       else
-       {
+               break;
+       case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
                if (VectorLength2(diffusecolor) > 0)
                {
-                       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
@@ -2450,7 +3118,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        if (r_refdef.fogenabled)
                                        {
                                                float f;
-                                               f = FogPoint_Model(vertex3f);
+                                               f = RSurf_FogVertex(vertex3f);
                                                VectorScale(color4f, f, color4f);
                                        }
                                }
@@ -2461,7 +3129,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                }
                else
                {
-                       for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
+                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
@@ -2473,7 +3141,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        if (r_refdef.fogenabled)
                                        {
                                                float f;
-                                               f = FogPoint_Model(vertex3f);
+                                               f = RSurf_FogVertex(vertex3f);
                                                VectorScale(color4f, f, color4f);
                                        }
                                }
@@ -2482,695 +3150,29 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                color4f[3] = 1;
                        }
                }
+               break;
+       default:
+               break;
        }
 }
 
-// TODO: use glTexGen instead of feeding vertices to texcoordpointer?
-
-static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
-{
-       int i;
-       float       *out3f     = rsurface.array_texcoord3f + 3 * firstvertex;
-       const float *vertex3f  = rsurface.vertex3f         + 3 * firstvertex;
-       const float *svector3f = rsurface.svector3f        + 3 * firstvertex;
-       const float *tvector3f = rsurface.tvector3f        + 3 * firstvertex;
-       const float *normal3f  = rsurface.normal3f         + 3 * firstvertex;
-       float lightdir[3];
-       for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
-       {
-               VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
-               // the cubemap normalizes this for us
-               out3f[0] = DotProduct(svector3f, lightdir);
-               out3f[1] = DotProduct(tvector3f, lightdir);
-               out3f[2] = DotProduct(normal3f, lightdir);
-       }
-}
-
-static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
-{
-       int i;
-       float       *out3f     = rsurface.array_texcoord3f + 3 * firstvertex;
-       const float *vertex3f  = rsurface.vertex3f         + 3 * firstvertex;
-       const float *svector3f = rsurface.svector3f        + 3 * firstvertex;
-       const float *tvector3f = rsurface.tvector3f        + 3 * firstvertex;
-       const float *normal3f  = rsurface.normal3f         + 3 * firstvertex;
-       float lightdir[3], eyedir[3], halfdir[3];
-       for (i = 0;i < numvertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
-       {
-               VectorSubtract(rsurface.entitylightorigin, vertex3f, lightdir);
-               VectorNormalize(lightdir);
-               VectorSubtract(rsurface.modelorg, vertex3f, eyedir);
-               VectorNormalize(eyedir);
-               VectorAdd(lightdir, eyedir, halfdir);
-               // the cubemap normalizes this for us
-               out3f[0] = DotProduct(svector3f, halfdir);
-               out3f[1] = DotProduct(tvector3f, halfdir);
-               out3f[2] = DotProduct(normal3f, halfdir);
-       }
-}
-
-static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
        // used to display how many times a surface is lit for level design purposes
-       R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
+       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+       R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
+       RSurf_DrawBatch();
 }
 
-static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
-       R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
-       if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
-               R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
-       else
-               R_Mesh_ColorPointer(NULL, 0, 0);
-       R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
-       R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
-       R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
-       R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
-       R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
-       if (rsurface.texture->backgroundcurrentskinframe)
-       {
-               R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
-               R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
-               R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
-               R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
-       }
-       //R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap));
-       R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
-       if(rsurface.texture->colormapping)
-       {
-               R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
-               R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
-       }
-       R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
-       R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
-       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
-       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
-       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+       R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
-       {
-               qglDepthFunc(GL_EQUAL);CHECKGLERROR
-       }
-       R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
+               GL_DepthFunc(GL_EQUAL);
+       RSurf_DrawBatch();
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
-       {
-               qglDepthFunc(GL_LEQUAL);CHECKGLERROR
-       }
-}
-
-static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, float r, float g, float b)
-{
-       // shared final code for all the dot3 layers
-       int renders;
-       GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
-       for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
-       {
-               GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
-               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-       }
-}
-
-static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
-{
-       rmeshstate_t m;
-       // colorscale accounts for how much we multiply the brightness
-       // during combine.
-       //
-       // mult is how many times the final pass of the lighting will be
-       // performed to get more brightness than otherwise possible.
-       //
-       // Limit mult to 64 for sanity sake.
-       GL_Color(1,1,1,1);
-       if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
-       {
-               // 3 3D combine path (Geforce3, Radeon 8500)
-               memset(&m, 0, sizeof(m));
-               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[0] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
-               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
-               m.tex[1] = R_GetTexture(basetexture);
-               m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
-               m.texmatrix[1] = rsurface.texture->currenttexmatrix;
-               m.texcubemap[2] = R_GetTexture(rsurface.rtlight->currentcubemap);
-               m.pointer_texcoord3f[2] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
-               m.texmatrix[2] = rsurface.entitytolight;
-               GL_BlendFunc(GL_ONE, GL_ONE);
-       }
-       else if (r_shadow_texture3d.integer && rsurface.rtlight->currentcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
-       {
-               // 2 3D combine path (Geforce3, original Radeon)
-               memset(&m, 0, sizeof(m));
-               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[0] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
-               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
-               m.tex[1] = R_GetTexture(basetexture);
-               m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
-               m.texmatrix[1] = rsurface.texture->currenttexmatrix;
-               GL_BlendFunc(GL_ONE, GL_ONE);
-       }
-       else if (r_textureunits.integer >= 4 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
-       {
-               // 4 2D combine path (Geforce3, Radeon 8500)
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[0] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
-               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
-               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[1] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
-               m.texmatrix[1] = rsurface.entitytoattenuationz;
-               m.tex[2] = R_GetTexture(basetexture);
-               m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
-               m.texmatrix[2] = rsurface.texture->currenttexmatrix;
-               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
-               {
-                       m.texcubemap[3] = R_GetTexture(rsurface.rtlight->currentcubemap);
-                       m.pointer_texcoord3f[3] = rsurface.vertex3f;
-                       m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
-                       m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
-                       m.texmatrix[3] = rsurface.entitytolight;
-               }
-               GL_BlendFunc(GL_ONE, GL_ONE);
-       }
-       else if (r_textureunits.integer >= 3 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
-       {
-               // 3 2D combine path (Geforce3, original Radeon)
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[0] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
-               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
-               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[1] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
-               m.texmatrix[1] = rsurface.entitytoattenuationz;
-               m.tex[2] = R_GetTexture(basetexture);
-               m.pointer_texcoord[2] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[2] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[2] = rsurface.texcoordtexture2f_bufferoffset;
-               m.texmatrix[2] = rsurface.texture->currenttexmatrix;
-               GL_BlendFunc(GL_ONE, GL_ONE);
-       }
-       else
-       {
-               // 2/2/2 2D combine path (any dot3 card)
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[0] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
-               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
-               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[1] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
-               m.texmatrix[1] = rsurface.entitytoattenuationz;
-               R_Mesh_TextureState(&m);
-               GL_ColorMask(0,0,0,1);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
-               // second pass
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
-               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
-               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
-               {
-                       m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
-                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
-                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
-                       m.texmatrix[1] = rsurface.entitytolight;
-               }
-               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-       }
-       // this final code is shared
-       R_Mesh_TextureState(&m);
-       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
-}
-
-static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
-{
-       rmeshstate_t m;
-       // colorscale accounts for how much we multiply the brightness
-       // during combine.
-       //
-       // mult is how many times the final pass of the lighting will be
-       // performed to get more brightness than otherwise possible.
-       //
-       // Limit mult to 64 for sanity sake.
-       GL_Color(1,1,1,1);
-       // generate normalization cubemap texcoords
-       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
-       if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
-       {
-               // 3/2 3D combine path (Geforce3, Radeon 8500)
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(normalmaptexture);
-               m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
-               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
-               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
-               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
-               m.pointer_texcoord_bufferobject[1] = 0;
-               m.pointer_texcoord_bufferoffset[1] = 0;
-               m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[2] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
-               m.texmatrix[2] = rsurface.entitytoattenuationxyz;
-               R_Mesh_TextureState(&m);
-               GL_ColorMask(0,0,0,1);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
-               // second pass
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
-               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
-               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
-               {
-                       m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
-                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
-                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
-                       m.texmatrix[1] = rsurface.entitytolight;
-               }
-               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-       }
-       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
-       {
-               // 1/2/2 3D combine path (original Radeon)
-               memset(&m, 0, sizeof(m));
-               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[0] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
-               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
-               R_Mesh_TextureState(&m);
-               GL_ColorMask(0,0,0,1);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
-               // second pass
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(normalmaptexture);
-               m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
-               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
-               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
-               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
-               m.pointer_texcoord_bufferobject[1] = 0;
-               m.pointer_texcoord_bufferoffset[1] = 0;
-               R_Mesh_TextureState(&m);
-               GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
-               // second pass
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
-               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
-               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
-               {
-                       m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
-                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
-                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
-                       m.texmatrix[1] = rsurface.entitytolight;
-               }
-               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-       }
-       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube)
-       {
-               // 2/2 3D combine path (original Radeon)
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(normalmaptexture);
-               m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
-               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
-               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
-               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
-               m.pointer_texcoord_bufferobject[1] = 0;
-               m.pointer_texcoord_bufferoffset[1] = 0;
-               R_Mesh_TextureState(&m);
-               GL_ColorMask(0,0,0,1);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
-               // second pass
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
-               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
-               m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[1] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
-               m.texmatrix[1] = rsurface.entitytoattenuationxyz;
-               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-       }
-       else if (r_textureunits.integer >= 4)
-       {
-               // 4/2 2D combine path (Geforce3, Radeon 8500)
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(normalmaptexture);
-               m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
-               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
-               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
-               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
-               m.pointer_texcoord_bufferobject[1] = 0;
-               m.pointer_texcoord_bufferoffset[1] = 0;
-               m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[2] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
-               m.texmatrix[2] = rsurface.entitytoattenuationxyz;
-               m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[3] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[3] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[3] = rsurface.vertex3f_bufferoffset;
-               m.texmatrix[3] = rsurface.entitytoattenuationz;
-               R_Mesh_TextureState(&m);
-               GL_ColorMask(0,0,0,1);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
-               // second pass
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
-               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
-               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
-               {
-                       m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
-                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
-                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
-                       m.texmatrix[1] = rsurface.entitytolight;
-               }
-               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-       }
-       else
-       {
-               // 2/2/2 2D combine path (any dot3 card)
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[0] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
-               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
-               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[1] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
-               m.texmatrix[1] = rsurface.entitytoattenuationz;
-               R_Mesh_TextureState(&m);
-               GL_ColorMask(0,0,0,1);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
-               // second pass
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(normalmaptexture);
-               m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
-               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
-               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
-               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
-               m.pointer_texcoord_bufferobject[1] = 0;
-               m.pointer_texcoord_bufferoffset[1] = 0;
-               R_Mesh_TextureState(&m);
-               GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
-               // second pass
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
-               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
-               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
-               {
-                       m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
-                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
-                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
-                       m.texmatrix[1] = rsurface.entitytolight;
-               }
-               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-       }
-       // this final code is shared
-       R_Mesh_TextureState(&m);
-       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
-}
-
-static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
-{
-       float glossexponent;
-       rmeshstate_t m;
-       // FIXME: detect blendsquare!
-       //if (!gl_support_blendsquare)
-       //      return;
-       GL_Color(1,1,1,1);
-       // generate normalization cubemap texcoords
-       R_Shadow_GenTexCoords_Specular_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
-       if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap != r_texture_whitecube)
-       {
-               // 2/0/0/1/2 3D combine blendsquare path
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(normalmaptexture);
-               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
-               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
-               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
-               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
-               m.pointer_texcoord_bufferobject[1] = 0;
-               m.pointer_texcoord_bufferoffset[1] = 0;
-               R_Mesh_TextureState(&m);
-               GL_ColorMask(0,0,0,1);
-               // this squares the result
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
-               // second and third pass
-               R_Mesh_ResetTextureState();
-               // square alpha in framebuffer a few times to make it shiny
-               GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
-               for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
-                       R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
-               // fourth pass
-               memset(&m, 0, sizeof(m));
-               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[0] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
-               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
-               R_Mesh_TextureState(&m);
-               GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
-               // fifth pass
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(glosstexture);
-               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
-               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
-               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
-               {
-                       m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
-                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
-                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
-                       m.texmatrix[1] = rsurface.entitytolight;
-               }
-               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-       }
-       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && rsurface.rtlight->currentcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
-       {
-               // 2/0/0/2 3D combine blendsquare path
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(normalmaptexture);
-               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
-               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
-               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
-               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
-               m.pointer_texcoord_bufferobject[1] = 0;
-               m.pointer_texcoord_bufferoffset[1] = 0;
-               R_Mesh_TextureState(&m);
-               GL_ColorMask(0,0,0,1);
-               // this squares the result
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
-               // second and third pass
-               R_Mesh_ResetTextureState();
-               // square alpha in framebuffer a few times to make it shiny
-               GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
-               for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
-                       R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
-               // fourth pass
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(glosstexture);
-               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
-               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
-               m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.pointer_texcoord3f[1] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
-               m.texmatrix[1] = rsurface.entitytoattenuationxyz;
-               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-       }
-       else
-       {
-               // 2/0/0/2/2 2D combine blendsquare path
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(normalmaptexture);
-               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
-               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
-               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
-               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-               m.pointer_texcoord3f[1] = rsurface.array_texcoord3f;
-               m.pointer_texcoord_bufferobject[1] = 0;
-               m.pointer_texcoord_bufferoffset[1] = 0;
-               R_Mesh_TextureState(&m);
-               GL_ColorMask(0,0,0,1);
-               // this squares the result
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
-               // second and third pass
-               R_Mesh_ResetTextureState();
-               // square alpha in framebuffer a few times to make it shiny
-               GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
-               for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2)
-                       R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
-               // fourth pass
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[0] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.vertex3f_bufferoffset;
-               m.texmatrix[0] = rsurface.entitytoattenuationxyz;
-               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.pointer_texcoord3f[1] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
-               m.texmatrix[1] = rsurface.entitytoattenuationz;
-               R_Mesh_TextureState(&m);
-               GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
-
-               // fifth pass
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(glosstexture);
-               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
-               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
-               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
-               {
-                       m.texcubemap[1] = R_GetTexture(rsurface.rtlight->currentcubemap);
-                       m.pointer_texcoord3f[1] = rsurface.vertex3f;
-                       m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
-                       m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
-                       m.texmatrix[1] = rsurface.entitytolight;
-               }
-               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-       }
-       // this final code is shared
-       R_Mesh_TextureState(&m);
-       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
-}
-
-static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
-{
-       // ARB path (any Geforce, any Radeon)
-       qboolean doambient = ambientscale > 0;
-       qboolean dodiffuse = diffusescale > 0;
-       qboolean dospecular = specularscale > 0;
-       if (!doambient && !dodiffuse && !dospecular)
-               return;
-       R_Mesh_ColorPointer(NULL, 0, 0);
-       if (doambient)
-               R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, ambientscale * r_refdef.view.colorscale);
-       if (dodiffuse)
-               R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
-       if (dopants)
-       {
-               if (doambient)
-                       R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, ambientscale * r_refdef.view.colorscale);
-               if (dodiffuse)
-                       R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
-       }
-       if (doshirt)
-       {
-               if (doambient)
-                       R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, ambientscale * r_refdef.view.colorscale);
-               if (dodiffuse)
-                       R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_refdef.view.colorscale);
-       }
-       if (dospecular)
-               R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_refdef.view.colorscale);
+               GL_DepthFunc(GL_LEQUAL);
 }
 
 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
@@ -3185,9 +3187,9 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
        const int *e;
        float *c;
        int maxtriangles = 4096;
-       int newelements[4096*3];
-       R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
-       for (renders = 0;renders < 64;renders++)
+       static int newelements[4096*3];
+       R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
+       for (renders = 0;renders < 4;renders++)
        {
                stop = true;
                newfirstvertex = 0;
@@ -3201,7 +3203,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
                // renders them at once
                for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
                {
-                       if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
+                       if (VectorLength2(rsurface.passcolor4f + e[0] * 4) + VectorLength2(rsurface.passcolor4f + e[1] * 4) + VectorLength2(rsurface.passcolor4f + e[2] * 4) >= 0.01)
                        {
                                if (newnumtriangles)
                                {
@@ -3224,7 +3226,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
                                newe += 3;
                                if (newnumtriangles >= maxtriangles)
                                {
-                                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
+                                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
                                        newnumtriangles = 0;
                                        newe = newelements;
                                        stop = false;
@@ -3233,7 +3235,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
                }
                if (newnumtriangles >= 1)
                {
-                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
+                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
                        stop = false;
                }
                // if we couldn't find any lit triangles, exit early
@@ -3244,7 +3246,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
                // handling of negative colors
                // (some old drivers even have improper handling of >1 color)
                stop = true;
-               for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
+               for (i = 0, c = rsurface.passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
                {
                        if (c[0] > 1 || c[1] > 1 || c[2] > 1)
                        {
@@ -3262,68 +3264,82 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
        }
 }
 
-static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
 {
        // OpenGL 1.1 path (anything)
        float ambientcolorbase[3], diffusecolorbase[3];
        float ambientcolorpants[3], diffusecolorpants[3];
        float ambientcolorshirt[3], diffusecolorshirt[3];
-       rmeshstate_t m;
-       VectorScale(lightcolorbase, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorbase);
-       VectorScale(lightcolorbase, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorbase);
-       VectorScale(lightcolorpants, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorpants);
-       VectorScale(lightcolorpants, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorpants);
-       VectorScale(lightcolorshirt, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorshirt);
-       VectorScale(lightcolorshirt, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorshirt);
-       memset(&m, 0, sizeof(m));
-       m.tex[0] = R_GetTexture(basetexture);
-       m.texmatrix[0] = rsurface.texture->currenttexmatrix;
-       m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
-       m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
-       m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
-       if (r_textureunits.integer >= 2)
-       {
-               // voodoo2 or TNT
-               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.texmatrix[1] = rsurface.entitytoattenuationxyz;
-               m.pointer_texcoord3f[1] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
-               if (r_textureunits.integer >= 3)
-               {
-                       // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off)
-                       m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
-                       m.texmatrix[2] = rsurface.entitytoattenuationz;
-                       m.pointer_texcoord3f[2] = rsurface.vertex3f;
-                       m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
-                       m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
-               }
+       const float *surfacecolor = rsurface.texture->dlightcolor;
+       const float *surfacepants = rsurface.colormap_pantscolor;
+       const float *surfaceshirt = rsurface.colormap_shirtcolor;
+       rtexture_t *basetexture = rsurface.texture->basetexture;
+       rtexture_t *pantstexture = rsurface.texture->pantstexture;
+       rtexture_t *shirttexture = rsurface.texture->shirttexture;
+       qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
+       qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
+       ambientscale *= 2 * r_refdef.view.colorscale;
+       diffusescale *= 2 * r_refdef.view.colorscale;
+       ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
+       diffusecolorbase[0] = lightcolor[0] * diffusescale * surfacecolor[0];diffusecolorbase[1] = lightcolor[1] * diffusescale * surfacecolor[1];diffusecolorbase[2] = lightcolor[2] * diffusescale * surfacecolor[2];
+       ambientcolorpants[0] = ambientcolorbase[0] * surfacepants[0];ambientcolorpants[1] = ambientcolorbase[1] * surfacepants[1];ambientcolorpants[2] = ambientcolorbase[2] * surfacepants[2];
+       diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
+       ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
+       diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
+       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc((rsurface.batchfirstvertex + rsurface.batchnumvertices) * sizeof(float[4]));
+       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
+       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
+       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
+       R_Mesh_TexBind(0, basetexture);
+       R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
+       R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
+       switch(r_shadow_rendermode)
+       {
+       case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
+               R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
+               R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
+               R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
+               R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
+               break;
+       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
+               R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
+               R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
+               R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
+               R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
+               // fall through
+       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
+               R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
+               R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
+               R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
+               R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
+               break;
+       case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
+               break;
+       default:
+               break;
        }
-       R_Mesh_TextureState(&m);
-       //R_Mesh_TexBind(0, R_GetTexture(basetexture));
-       R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
+       //R_Mesh_TexBind(0, basetexture);
+       R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
        if (dopants)
        {
-               R_Mesh_TexBind(0, R_GetTexture(pantstexture));
-               R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
+               R_Mesh_TexBind(0, pantstexture);
+               R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
        }
        if (doshirt)
        {
-               R_Mesh_TexBind(0, R_GetTexture(shirttexture));
-               R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
+               R_Mesh_TexBind(0, shirttexture);
+               R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
        }
 }
 
 extern cvar_t gl_lightmaps;
-void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
+void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
        float ambientscale, diffusescale, specularscale;
-       vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
-       rtexture_t *nmap;
-       // calculate colors to render this texture with
-       lightcolorbase[0] = rsurface.rtlight->currentcolor[0] * rsurface.texture->dlightcolor[0];
-       lightcolorbase[1] = rsurface.rtlight->currentcolor[1] * rsurface.texture->dlightcolor[1];
-       lightcolorbase[2] = rsurface.rtlight->currentcolor[2] * rsurface.texture->dlightcolor[2];
+       qboolean negated;
+       float lightcolor[3];
+       VectorCopy(rsurface.rtlight->currentcolor, lightcolor);
        ambientscale = rsurface.rtlight->ambientscale;
        diffusescale = rsurface.rtlight->diffusescale;
        specularscale = rsurface.rtlight->specularscale * rsurface.texture->specularscale;
@@ -3333,71 +3349,81 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle
                diffusescale = 0;
                specularscale = 0;
        }
-       if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
+       if ((ambientscale + diffusescale) * VectorLength2(lightcolor) + specularscale * VectorLength2(lightcolor) < (1.0f / 1048576.0f))
                return;
-       RSurf_SetupDepthAndCulling();
-       nmap = rsurface.texture->currentskinframe->nmap;
-       if (gl_lightmaps.integer)
-               nmap = r_texture_blanknormalmap;
-       if (rsurface.texture->colormapping && !gl_lightmaps.integer)
-       {
-               qboolean dopants = rsurface.texture->currentskinframe->pants != NULL && VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f);
-               qboolean doshirt = rsurface.texture->currentskinframe->shirt != NULL && VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
-               if (dopants)
-               {
-                       lightcolorpants[0] = lightcolorbase[0] * rsurface.colormap_pantscolor[0];
-                       lightcolorpants[1] = lightcolorbase[1] * rsurface.colormap_pantscolor[1];
-                       lightcolorpants[2] = lightcolorbase[2] * rsurface.colormap_pantscolor[2];
-               }
-               else
-                       VectorClear(lightcolorpants);
-               if (doshirt)
-               {
-                       lightcolorshirt[0] = lightcolorbase[0] * rsurface.colormap_shirtcolor[0];
-                       lightcolorshirt[1] = lightcolorbase[1] * rsurface.colormap_shirtcolor[1];
-                       lightcolorshirt[2] = lightcolorbase[2] * rsurface.colormap_shirtcolor[2];
-               }
-               else
-                       VectorClear(lightcolorshirt);
-               switch (r_shadow_rendermode)
+       negated = (lightcolor[0] + lightcolor[1] + lightcolor[2] < 0) && vid.support.ext_blend_subtract;
+       if(negated)
+       {
+               VectorNegate(lightcolor, lightcolor);
+               switch(vid.renderpath)
                {
-               case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
-                       GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
-                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
+                       qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
                        break;
-               case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-                       R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+               case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
+#endif
                        break;
-               case R_SHADOW_RENDERMODE_LIGHT_DOT3:
-                       R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+               case RENDERPATH_D3D10:
+                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
-               case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-                       R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface.texture->basetexture, rsurface.texture->currentskinframe->pants, rsurface.texture->currentskinframe->shirt, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt);
+               case RENDERPATH_D3D11:
+                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
-               default:
-                       Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_BlendSubtract(true);
                        break;
                }
        }
-       else
+       RSurf_SetupDepthAndCulling();
+       switch (r_shadow_rendermode)
        {
-               switch (r_shadow_rendermode)
+       case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
+               GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
+               R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
+               break;
+       case R_SHADOW_RENDERMODE_LIGHT_GLSL:
+               R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
+               break;
+       case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
+       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
+       case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
+       case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
+               R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
+               break;
+       default:
+               Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
+               break;
+       }
+       if(negated)
+       {
+               switch(vid.renderpath)
                {
-               case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
-                       GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
-                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
+                       qglBlendEquationEXT(GL_FUNC_ADD_EXT);
                        break;
-               case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-                       R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+               case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
+#endif
                        break;
-               case R_SHADOW_RENDERMODE_LIGHT_DOT3:
-                       R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+               case RENDERPATH_D3D10:
+                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
-               case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-                       R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolorbase, vec3_origin, vec3_origin, rsurface.texture->basetexture, r_texture_black, r_texture_black, nmap, rsurface.texture->glosstexture, ambientscale, diffusescale, specularscale, false, false);
+               case RENDERPATH_D3D11:
+                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
-               default:
-                       Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_BlendSubtract(false);
                        break;
                }
        }
@@ -3478,8 +3504,9 @@ void R_RTLight_Compile(rtlight_t *rtlight)
        {
                // this variable must be set for the CompileShadowVolume/CompileShadowMap code
                r_shadow_compilingrtlight = rtlight;
-               R_Shadow_EnlargeLeafSurfaceTrisBuffer(model->brush.num_leafs, model->num_surfaces, model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles, model->surfmesh.num_triangles);
-               model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs);
+               R_FrameData_SetMark();
+               model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, 0, NULL);
+               R_FrameData_ReturnToMark();
                numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
                numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
                numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
@@ -3504,11 +3531,10 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                        memcpy(rtlight->static_shadowtrispvs, r_shadow_buffer_shadowtrispvs, rtlight->static_numshadowtrispvsbytes);
                if (rtlight->static_numlighttrispvsbytes)
                        memcpy(rtlight->static_lighttrispvs, r_shadow_buffer_lighttrispvs, rtlight->static_numlighttrispvsbytes);
+               R_FrameData_SetMark();
                switch (rtlight->shadowmode)
                {
                case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
-               case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
-               case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
                        if (model->CompileShadowMap && rtlight->shadow)
                                model->CompileShadowMap(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
                        break;
@@ -3517,6 +3543,7 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                                model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
                        break;
                }
+               R_FrameData_ReturnToMark();
                // now we're done compiling the rtlight
                r_shadow_compilingrtlight = NULL;
        }
@@ -3548,8 +3575,8 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                        if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
                                shadowtris++;
 
-       if (developer.integer >= 10)
-               Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
+       if (developer_extra.integer)
+               Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i zpass/%i zfail compiled shadow volume triangles\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowzpasstris, shadowzfailtris);
 }
 
 void R_RTLight_Uncompile(rtlight_t *rtlight)
@@ -3601,9 +3628,9 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
        int i, j;
        mplane_t plane;
        // reset the count of frustum planes
-       // see rsurface.rtlight_frustumplanes definition for how much this array
+       // see rtlight->cached_frustumplanes definition for how much this array
        // can hold
-       rsurface.rtlight_numfrustumplanes = 0;
+       rtlight->cached_numfrustumplanes = 0;
 
        // haven't implemented a culling path for ortho rendering
        if (!r_refdef.view.useperspective)
@@ -3614,7 +3641,7 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
                                break;
                if (i == 4)
                        for (i = 0;i < 4;i++)
-                               rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
+                               rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
                return;
        }
 
@@ -3636,11 +3663,11 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
                if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125)
                        continue;
                // copy the plane
-               rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i];
+               rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = r_refdef.view.frustum[i];
        }
        // if all the standard frustum planes were accepted, the light is onscreen
        // otherwise we need to generate some more planes below...
-       if (rsurface.rtlight_numfrustumplanes < 4)
+       if (rtlight->cached_numfrustumplanes < 4)
        {
                // at least one of the stock frustum planes failed, so we need to
                // create one or two custom planes to enclose the light origin
@@ -3671,12 +3698,12 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
                        // we have created a valid plane, compute extra info
                        PlaneClassify(&plane);
                        // copy the plane
-                       rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
+                       rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
 #if 1
                        // if we've found 5 frustum planes then we have constructed a
                        // proper split-side case and do not need to keep searching for
                        // planes to enclose the light origin
-                       if (rsurface.rtlight_numfrustumplanes == 5)
+                       if (rtlight->cached_numfrustumplanes == 5)
                                break;
 #endif
                }
@@ -3684,9 +3711,9 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
 #endif
 
 #if 0
-       for (i = 0;i < rsurface.rtlight_numfrustumplanes;i++)
+       for (i = 0;i < rtlight->cached_numfrustumplanes;i++)
        {
-               plane = rsurface.rtlight_frustumplanes[i];
+               plane = rtlight->cached_frustumplanes[i];
                Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane));
        }
 #endif
@@ -3706,7 +3733,7 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
                        VectorSubtract(plane.normal, rtlight->shadoworigin, plane.normal);
                        plane.dist = VectorNormalizeLength(plane.normal);
                        plane.dist += DotProduct(plane.normal, rtlight->shadoworigin);
-                       rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
+                       rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
                }
        }
 #endif
@@ -3717,8 +3744,8 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
        {
                VectorClear(plane.normal);
                plane.normal[i >> 1] = (i & 1) ? -1 : 1;
-               plane.dist = (i & 1) ? -rsurface.rtlight_cullmaxs[i >> 1] : rsurface.rtlight_cullmins[i >> 1];
-               rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = plane;
+               plane.dist = (i & 1) ? -rtlight->cached_cullmaxs[i >> 1] : rtlight->cached_cullmins[i >> 1];
+               rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = plane;
        }
 #endif
 
@@ -3729,33 +3756,33 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight)
        vec_t bestdist;
        // reduce all plane distances to tightly fit the rtlight cull box, which
        // is in worldspace
-       VectorSet(points[0], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
-       VectorSet(points[1], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmins[2]);
-       VectorSet(points[2], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
-       VectorSet(points[3], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmins[2]);
-       VectorSet(points[4], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
-       VectorSet(points[5], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmins[1], rsurface.rtlight_cullmaxs[2]);
-       VectorSet(points[6], rsurface.rtlight_cullmins[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
-       VectorSet(points[7], rsurface.rtlight_cullmaxs[0], rsurface.rtlight_cullmaxs[1], rsurface.rtlight_cullmaxs[2]);
-       oldnum = rsurface.rtlight_numfrustumplanes;
-       rsurface.rtlight_numfrustumplanes = 0;
+       VectorSet(points[0], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
+       VectorSet(points[1], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmins[2]);
+       VectorSet(points[2], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
+       VectorSet(points[3], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmins[2]);
+       VectorSet(points[4], rtlight->cached_cullmins[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
+       VectorSet(points[5], rtlight->cached_cullmaxs[0], rtlight->cached_cullmins[1], rtlight->cached_cullmaxs[2]);
+       VectorSet(points[6], rtlight->cached_cullmins[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
+       VectorSet(points[7], rtlight->cached_cullmaxs[0], rtlight->cached_cullmaxs[1], rtlight->cached_cullmaxs[2]);
+       oldnum = rtlight->cached_numfrustumplanes;
+       rtlight->cached_numfrustumplanes = 0;
        for (j = 0;j < oldnum;j++)
        {
                // find the nearest point on the box to this plane
-               bestdist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[0]);
+               bestdist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[0]);
                for (i = 1;i < 8;i++)
                {
-                       dist = DotProduct(rsurface.rtlight_frustumplanes[j].normal, points[i]);
+                       dist = DotProduct(rtlight->cached_frustumplanes[j].normal, points[i]);
                        if (bestdist > dist)
                                bestdist = dist;
                }
-               Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rsurface.rtlight_frustumplanes[j].normal[0], rsurface.rtlight_frustumplanes[j].normal[1], rsurface.rtlight_frustumplanes[j].normal[2], rsurface.rtlight_frustumplanes[j].dist, bestdist);
+               Con_Printf("light %p %splane #%i %f %f %f : %f < %f\n", rtlight, rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125 ? "^2" : "^1", j, rtlight->cached_frustumplanes[j].normal[0], rtlight->cached_frustumplanes[j].normal[1], rtlight->cached_frustumplanes[j].normal[2], rtlight->cached_frustumplanes[j].dist, bestdist);
                // if the nearest point is near or behind the plane, we want this
                // plane, otherwise the plane is useless as it won't cull anything
-               if (rsurface.rtlight_frustumplanes[j].dist < bestdist + 0.03125)
+               if (rtlight->cached_frustumplanes[j].dist < bestdist + 0.03125)
                {
-                       PlaneClassify(&rsurface.rtlight_frustumplanes[j]);
-                       rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = rsurface.rtlight_frustumplanes[j];
+                       PlaneClassify(&rtlight->cached_frustumplanes[j]);
+                       rtlight->cached_frustumplanes[rtlight->cached_numfrustumplanes++] = rtlight->cached_frustumplanes[j];
                }
        }
        }
@@ -3772,71 +3799,83 @@ void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const
        {
                CHECKGLERROR
                GL_CullFace(GL_NONE);
-        mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
-        for (;mesh;mesh = mesh->next)
-        {
+               mesh = rsurface.rtlight->static_meshchain_shadow_shadowmap;
+               for (;mesh;mesh = mesh->next)
+               {
                        if (!mesh->sidetotals[r_shadow_shadowmapside])
                                continue;
-            r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
-            R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
-            R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
-        }
-        CHECKGLERROR
-    }
+                       r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
+                       if (mesh->vertex3fbuffer)
+                               R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
+                       else
+                               R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
+                       R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
+               }
+               CHECKGLERROR
+       }
        else if (r_refdef.scene.worldentity->model)
-               r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
+               r_refdef.scene.worldmodel->DrawShadowMap(r_shadow_shadowmapside, r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, surfacesides, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
 
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
 void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
 {
-       qboolean zpass;
+       qboolean zpass = false;
        shadowmesh_t *mesh;
        int t, tend;
        int surfacelistindex;
        msurface_t *surface;
 
+       // if triangle neighbors are disabled, shadowvolumes are disabled
+       if (r_refdef.scene.worldmodel->brush.shadowmesh ? !r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i : !r_refdef.scene.worldmodel->surfmesh.data_neighbor3i)
+               return;
+
        RSurf_ActiveWorldEntity();
 
        if (rsurface.rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
        {
                CHECKGLERROR
-               zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
-               R_Shadow_RenderMode_StencilShadowVolumes(zpass);
+               if (r_shadow_rendermode != R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
+               {
+                       zpass = R_Shadow_UseZPass(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
+                       R_Shadow_RenderMode_StencilShadowVolumes(zpass);
+               }
                mesh = zpass ? rsurface.rtlight->static_meshchain_shadow_zpass : rsurface.rtlight->static_meshchain_shadow_zfail;
                for (;mesh;mesh = mesh->next)
                {
                        r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
-                       R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
-                       GL_LockArrays(0, mesh->numverts);
+                       if (mesh->vertex3fbuffer)
+                               R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vertex3fbuffer);
+                       else
+                               R_Mesh_PrepareVertices_Vertex3f(mesh->numverts, mesh->vertex3f, mesh->vbo_vertexbuffer);
                        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
                        {
                                // increment stencil if frontface is infront of depthbuffer
                                GL_CullFace(r_refdef.view.cullface_back);
-                               qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
-                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
+                               R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
+                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
                                // decrement stencil if backface is infront of depthbuffer
                                GL_CullFace(r_refdef.view.cullface_front);
-                               qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+                               R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
                        }
                        else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
                        {
                                // decrement stencil if backface is behind depthbuffer
                                GL_CullFace(r_refdef.view.cullface_front);
-                               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
-                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
+                               R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
+                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
                                // increment stencil if frontface is behind depthbuffer
                                GL_CullFace(r_refdef.view.cullface_back);
-                               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+                               R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
                        }
-                       R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
-                       GL_LockArrays(0, 0);
+                       R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
                }
                CHECKGLERROR
        }
-       else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
+       else if (numsurfaces && r_refdef.scene.worldmodel->brush.shadowmesh)
        {
+               // use the shadow trispvs calculated earlier by GetLightInfo to cull world triangles on this dynamic light
                R_Shadow_PrepareShadowMark(r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles);
                for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
@@ -3848,7 +3887,9 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co
                R_Shadow_VolumeFromList(r_refdef.scene.worldmodel->brush.shadowmesh->numverts, r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles, r_refdef.scene.worldmodel->brush.shadowmesh->vertex3f, r_refdef.scene.worldmodel->brush.shadowmesh->element3i, r_refdef.scene.worldmodel->brush.shadowmesh->neighbor3i, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius + r_refdef.scene.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist, r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
        }
        else if (numsurfaces)
-               r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs);
+       {
+               r_refdef.scene.worldmodel->DrawShadowVolume(r_refdef.scene.worldentity, rsurface.rtlight->shadoworigin, NULL, rsurface.rtlight->radius, numsurfaces, surfacelist, rsurface.rtlight->cached_cullmins, rsurface.rtlight->cached_cullmaxs);
+       }
 
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
@@ -3857,8 +3898,9 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent)
 {
        vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
        vec_t relativeshadowradius;
-       RSurf_ActiveModelEntity(ent, false, false);
+       RSurf_ActiveModelEntity(ent, false, false, false);
        Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
+       // we need to re-init the shader for each entity because the matrix changed
        relativeshadowradius = rsurface.rtlight->radius / ent->scale;
        relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
        relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
@@ -3866,44 +3908,41 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent)
        relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
        relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
        relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
-       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPRECTANGLE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_SHADOWMAP2D)
+       switch (r_shadow_rendermode)
        {
+       case R_SHADOW_RENDERMODE_SHADOWMAP2D:
                ent->model->DrawShadowMap(r_shadow_shadowmapside, ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
-       }
-       else
+               break;
+       default:
                ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
+               break;
+       }
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
 {
        // set up properties for rendering light onto this entity
-       RSurf_ActiveModelEntity(ent, true, true);
-       GL_AlphaTest(false);
+       RSurf_ActiveModelEntity(ent, true, true, false);
        Matrix4x4_Concat(&rsurface.entitytolight, &rsurface.rtlight->matrix_worldtolight, &ent->matrix);
        Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
        Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
        Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
-       if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
-               R_Mesh_TexMatrix(3, &rsurface.entitytolight);
 }
 
-void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
+void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *lighttrispvs)
 {
        if (!r_refdef.scene.worldmodel->DrawLight)
                return;
 
        // set up properties for rendering light onto this entity
        RSurf_ActiveWorldEntity();
-       GL_AlphaTest(false);
        rsurface.entitytolight = rsurface.rtlight->matrix_worldtolight;
        Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
        Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
        VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
-       if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
-               R_Mesh_TexMatrix(3, &rsurface.entitytolight);
 
-       r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs);
+       r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, lighttrispvs);
 
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
@@ -3921,37 +3960,37 @@ void R_Shadow_DrawEntityLight(entity_render_t *ent)
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
-void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
+void R_Shadow_PrepareLight(rtlight_t *rtlight)
 {
        int i;
        float f;
        int numleafs, numsurfaces;
        int *leaflist, *surfacelist;
-       unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs, *surfacesides;
+       unsigned char *leafpvs;
+       unsigned char *shadowtrispvs;
+       unsigned char *lighttrispvs;
+       //unsigned char *surfacesides;
        int numlightentities;
        int numlightentities_noselfshadow;
        int numshadowentities;
        int numshadowentities_noselfshadow;
        static entity_render_t *lightentities[MAX_EDICTS];
+       static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
        static entity_render_t *shadowentities[MAX_EDICTS];
-       static unsigned char entitysides[MAX_EDICTS];
-       int lightentities_noselfshadow;
-       int shadowentities_noselfshadow;
-       vec3_t nearestpoint;
-       vec_t distance;
-       qboolean castshadows;
-       int lodlinear;
+       static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
+       qboolean nolight;
+
+       rtlight->draw = false;
 
        // skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
        // skip lights that are basically invisible (color 0 0 0)
-       if (VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f))
-               return;
+       nolight = VectorLength2(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) < (1.0f / 1048576.0f);
 
        // loading is done before visibility checks because loading should happen
        // all at once at the start of a level, not when it stalls gameplay.
        // (especially important to benchmarks)
        // compile light
-       if (rtlight->isstatic && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
+       if (rtlight->isstatic && !nolight && (!rtlight->compiled || (rtlight->shadow && rtlight->shadowmode != (int)r_shadow_shadowmode)) && r_shadow_realtime_world_compile.integer)
        {
                if (rtlight->compiled)
                        R_RTLight_Uncompile(rtlight);
@@ -3959,7 +3998,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        }
 
        // load cubemap
-       rtlight->currentcubemap = rtlight->cubemapname[0] ? R_Shadow_Cubemap(rtlight->cubemapname) : r_texture_whitecube;
+       rtlight->currentcubemap = rtlight->cubemapname[0] ? R_GetCubemap(rtlight->cubemapname) : r_texture_whitecube;
 
        // look up the light style value at this time
        f = (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
@@ -3976,12 +4015,18 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        if (VectorLength2(rtlight->currentcolor) < (1.0f / 1048576.0f))
                return;
 
+       // skip processing on corona-only lights
+       if (nolight)
+               return;
+
        // if the light box is offscreen, skip it
        if (R_CullBox(rtlight->cullmins, rtlight->cullmaxs))
                return;
 
-       VectorCopy(rtlight->cullmins, rsurface.rtlight_cullmins);
-       VectorCopy(rtlight->cullmaxs, rsurface.rtlight_cullmaxs);
+       VectorCopy(rtlight->cullmins, rtlight->cached_cullmins);
+       VectorCopy(rtlight->cullmaxs, rtlight->cached_cullmaxs);
+
+       R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
 
        if (rtlight->compiled && r_shadow_realtime_world_compile.integer)
        {
@@ -3992,7 +4037,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                leafpvs = rtlight->static_leafpvs;
                numsurfaces = rtlight->static_numsurfaces;
                surfacelist = rtlight->static_surfacelist;
-               surfacesides = NULL;
+               //surfacesides = NULL;
                shadowtrispvs = rtlight->static_shadowtrispvs;
                lighttrispvs = rtlight->static_lighttrispvs;
        }
@@ -4000,16 +4045,16 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        {
                // dynamic light, world available and can receive realtime lighting
                // calculate lit surfaces and leafs
-               R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
-               r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs);
+               r_refdef.scene.worldmodel->GetLightInfo(r_refdef.scene.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cached_cullmins, rtlight->cached_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces, r_shadow_buffer_shadowtrispvs, r_shadow_buffer_lighttrispvs, r_shadow_buffer_visitingleafpvs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes);
+               R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
                leaflist = r_shadow_buffer_leaflist;
                leafpvs = r_shadow_buffer_leafpvs;
                surfacelist = r_shadow_buffer_surfacelist;
-               surfacesides = r_shadow_buffer_surfacesides;
+               //surfacesides = r_shadow_buffer_surfacesides;
                shadowtrispvs = r_shadow_buffer_shadowtrispvs;
                lighttrispvs = r_shadow_buffer_lighttrispvs;
                // if the reduced leaf bounds are offscreen, skip it
-               if (R_CullBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
+               if (R_CullBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
                        return;
        }
        else
@@ -4020,7 +4065,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                leafpvs = NULL;
                numsurfaces = 0;
                surfacelist = NULL;
-               surfacesides = NULL;
+               //surfacesides = NULL;
                shadowtrispvs = NULL;
                lighttrispvs = NULL;
        }
@@ -4033,88 +4078,162 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                if (i == numleafs)
                        return;
        }
-       // set up a scissor rectangle for this light
-       if (R_Shadow_ScissorForBBox(rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
-               return;
-
-       R_Shadow_ComputeShadowCasterCullingPlanes(rtlight);
 
        // make a list of lit entities and shadow casting entities
        numlightentities = 0;
        numlightentities_noselfshadow = 0;
-       lightentities_noselfshadow = sizeof(lightentities)/sizeof(lightentities[0]) - 1;
        numshadowentities = 0;
        numshadowentities_noselfshadow = 0;
-       shadowentities_noselfshadow = sizeof(shadowentities)/sizeof(shadowentities[0]) - 1;
 
        // add dynamic entities that are lit by the light
-       if (r_drawentities.integer)
+       for (i = 0;i < r_refdef.scene.numentities;i++)
        {
-               for (i = 0;i < r_refdef.scene.numentities;i++)
+               dp_model_t *model;
+               entity_render_t *ent = r_refdef.scene.entities[i];
+               vec3_t org;
+               if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))
+                       continue;
+               // skip the object entirely if it is not within the valid
+               // shadow-casting region (which includes the lit region)
+               if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
+                       continue;
+               if (!(model = ent->model))
+                       continue;
+               if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
                {
-                       dp_model_t *model;
-                       entity_render_t *ent = r_refdef.scene.entities[i];
-                       vec3_t org;
-                       if (!BoxesOverlap(ent->mins, ent->maxs, rsurface.rtlight_cullmins, rsurface.rtlight_cullmaxs))
-                               continue;
-                       // skip the object entirely if it is not within the valid
-                       // shadow-casting region (which includes the lit region)
-                       if (R_CullBoxCustomPlanes(ent->mins, ent->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
-                               continue;
-                       if (!(model = ent->model))
+                       // this entity wants to receive light, is visible, and is
+                       // inside the light box
+                       // TODO: check if the surfaces in the model can receive light
+                       // so now check if it's in a leaf seen by the light
+                       if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
                                continue;
-                       if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT))
+                       if (ent->flags & RENDER_NOSELFSHADOW)
+                               lightentities_noselfshadow[numlightentities_noselfshadow++] = ent;
+                       else
+                               lightentities[numlightentities++] = ent;
+                       // since it is lit, it probably also casts a shadow...
+                       // about the VectorDistance2 - light emitting entities should not cast their own shadow
+                       Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+                       if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
                        {
-                               // this entity wants to receive light, is visible, and is
-                               // inside the light box
-                               // TODO: check if the surfaces in the model can receive light
-                               // so now check if it's in a leaf seen by the light
-                               if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
-                                       continue;
-                               if (ent->flags & RENDER_NOSELFSHADOW)
-                                       lightentities[lightentities_noselfshadow - numlightentities_noselfshadow++] = ent;
+                               // note: exterior models without the RENDER_NOSELFSHADOW
+                               // flag still create a RENDER_NOSELFSHADOW shadow but
+                               // are lit normally, this means that they are
+                               // self-shadowing but do not shadow other
+                               // RENDER_NOSELFSHADOW entities such as the gun
+                               // (very weird, but keeps the player shadow off the gun)
+                               if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
+                                       shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
                                else
-                                       lightentities[numlightentities++] = ent;
-                               // since it is lit, it probably also casts a shadow...
-                               // about the VectorDistance2 - light emitting entities should not cast their own shadow
-                               Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-                               if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
-                               {
-                                       // note: exterior models without the RENDER_NOSELFSHADOW
-                                       // flag still create a RENDER_NOSELFSHADOW shadow but
-                                       // are lit normally, this means that they are
-                                       // self-shadowing but do not shadow other
-                                       // RENDER_NOSELFSHADOW entities such as the gun
-                                       // (very weird, but keeps the player shadow off the gun)
-                                       if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
-                                               shadowentities[shadowentities_noselfshadow - numshadowentities_noselfshadow++] = ent;
-                                       else
-                                               shadowentities[numshadowentities++] = ent;
-                               }
+                                       shadowentities[numshadowentities++] = ent;
                        }
-                       else if (ent->flags & RENDER_SHADOW)
+               }
+               else if (ent->flags & RENDER_SHADOW)
+               {
+                       // this entity is not receiving light, but may still need to
+                       // cast a shadow...
+                       // TODO: check if the surfaces in the model can cast shadow
+                       // now check if it is in a leaf seen by the light
+                       if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
+                               continue;
+                       // about the VectorDistance2 - light emitting entities should not cast their own shadow
+                       Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+                       if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
                        {
-                               // this entity is not receiving light, but may still need to
-                               // cast a shadow...
-                               // TODO: check if the surfaces in the model can cast shadow
-                               // now check if it is in a leaf seen by the light
-                               if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS && !r_refdef.scene.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.scene.worldmodel, leafpvs, ent->mins, ent->maxs))
-                                       continue;
-                               // about the VectorDistance2 - light emitting entities should not cast their own shadow
-                               Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-                               if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(org, rtlight->shadoworigin) > 0.1)
-                               {
-                                       if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
-                                               shadowentities[shadowentities_noselfshadow - numshadowentities_noselfshadow++] = ent;
-                                       else
-                                               shadowentities[numshadowentities++] = ent;
-                               }
+                               if (ent->flags & (RENDER_NOSELFSHADOW | RENDER_EXTERIORMODEL))
+                                       shadowentities_noselfshadow[numshadowentities_noselfshadow++] = ent;
+                               else
+                                       shadowentities[numshadowentities++] = ent;
                        }
                }
        }
 
        // return if there's nothing at all to light
-       if (!numlightentities && !numsurfaces)
+       if (numsurfaces + numlightentities + numlightentities_noselfshadow == 0)
+               return;
+
+       // count this light in the r_speeds
+       r_refdef.stats.lights++;
+
+       // flag it as worth drawing later
+       rtlight->draw = true;
+
+       // cache all the animated entities that cast a shadow but are not visible
+       for (i = 0;i < numshadowentities;i++)
+               if (!shadowentities[i]->animcache_vertex3f)
+                       R_AnimCache_GetEntity(shadowentities[i], false, false);
+       for (i = 0;i < numshadowentities_noselfshadow;i++)
+               if (!shadowentities_noselfshadow[i]->animcache_vertex3f)
+                       R_AnimCache_GetEntity(shadowentities_noselfshadow[i], false, false);
+
+       // allocate some temporary memory for rendering this light later in the frame
+       // reusable buffers need to be copied, static data can be used as-is
+       rtlight->cached_numlightentities               = numlightentities;
+       rtlight->cached_numlightentities_noselfshadow  = numlightentities_noselfshadow;
+       rtlight->cached_numshadowentities              = numshadowentities;
+       rtlight->cached_numshadowentities_noselfshadow = numshadowentities_noselfshadow;
+       rtlight->cached_numsurfaces                    = numsurfaces;
+       rtlight->cached_lightentities                  = (entity_render_t**)R_FrameData_Store(numlightentities*sizeof(entity_render_t*), (void*)lightentities);
+       rtlight->cached_lightentities_noselfshadow     = (entity_render_t**)R_FrameData_Store(numlightentities_noselfshadow*sizeof(entity_render_t*), (void*)lightentities_noselfshadow);
+       rtlight->cached_shadowentities                 = (entity_render_t**)R_FrameData_Store(numshadowentities*sizeof(entity_render_t*), (void*)shadowentities);
+       rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
+       if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
+       {
+               int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
+               int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
+               rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
+               rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
+               rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
+       }
+       else
+       {
+               // compiled light data
+               rtlight->cached_shadowtrispvs = shadowtrispvs;
+               rtlight->cached_lighttrispvs = lighttrispvs;
+               rtlight->cached_surfacelist = surfacelist;
+       }
+}
+
+void R_Shadow_DrawLight(rtlight_t *rtlight)
+{
+       int i;
+       int numsurfaces;
+       unsigned char *shadowtrispvs, *lighttrispvs, *surfacesides;
+       int numlightentities;
+       int numlightentities_noselfshadow;
+       int numshadowentities;
+       int numshadowentities_noselfshadow;
+       entity_render_t **lightentities;
+       entity_render_t **lightentities_noselfshadow;
+       entity_render_t **shadowentities;
+       entity_render_t **shadowentities_noselfshadow;
+       int *surfacelist;
+       static unsigned char entitysides[MAX_EDICTS];
+       static unsigned char entitysides_noselfshadow[MAX_EDICTS];
+       vec3_t nearestpoint;
+       vec_t distance;
+       qboolean castshadows;
+       int lodlinear;
+
+       // check if we cached this light this frame (meaning it is worth drawing)
+       if (!rtlight->draw)
+               return;
+
+       numlightentities = rtlight->cached_numlightentities;
+       numlightentities_noselfshadow = rtlight->cached_numlightentities_noselfshadow;
+       numshadowentities = rtlight->cached_numshadowentities;
+       numshadowentities_noselfshadow = rtlight->cached_numshadowentities_noselfshadow;
+       numsurfaces = rtlight->cached_numsurfaces;
+       lightentities = rtlight->cached_lightentities;
+       lightentities_noselfshadow = rtlight->cached_lightentities_noselfshadow;
+       shadowentities = rtlight->cached_shadowentities;
+       shadowentities_noselfshadow = rtlight->cached_shadowentities_noselfshadow;
+       shadowtrispvs = rtlight->cached_shadowtrispvs;
+       lighttrispvs = rtlight->cached_lighttrispvs;
+       surfacelist = rtlight->cached_surfacelist;
+
+       // set up a scissor rectangle for this light
+       if (R_Shadow_ScissorForBBox(rtlight->cached_cullmins, rtlight->cached_cullmaxs))
                return;
 
        // don't let sound skip if going slow
@@ -4123,8 +4242,6 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
 
        // make this the active rtlight for rendering purposes
        R_Shadow_RenderMode_ActiveLight(rtlight);
-       // count this light in the r_speeds
-       r_refdef.stats.lights++;
 
        if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
        {
@@ -4136,7 +4253,8 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                for (i = 0;i < numshadowentities;i++)
                        R_Shadow_DrawEntityShadow(shadowentities[i]);
                for (i = 0;i < numshadowentities_noselfshadow;i++)
-                       R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]);
+                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
+               R_Shadow_RenderMode_VisibleLighting(false, false);
        }
 
        if (r_showlighting.integer && r_refdef.view.showdebug && numsurfaces + numlightentities + numlightentities_noselfshadow)
@@ -4149,7 +4267,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                for (i = 0;i < numlightentities;i++)
                        R_Shadow_DrawEntityLight(lightentities[i]);
                for (i = 0;i < numlightentities_noselfshadow;i++)
-                       R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
+                       R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
        }
 
        castshadows = numsurfaces + numshadowentities + numshadowentities_noselfshadow > 0 && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows);
@@ -4159,14 +4277,11 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        nearestpoint[2] = bound(rtlight->cullmins[2], r_refdef.view.origin[2], rtlight->cullmaxs[2]);
        distance = VectorDistance(nearestpoint, r_refdef.view.origin);
 
-       // VorteX: loosy quality mode, might be good in some situations
-       if (r_shadow_shadowmapping_quality.value)
-               lodlinear = ( rtlight->radius * r_shadow_shadowmapping_quality.value ) / pow ( max(1.0f,(distance/rtlight->radius)), 0.5 );
-       else
-               lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
-       lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapping_maxsize.integer);
+       lodlinear = (rtlight->radius * r_shadow_shadowmapping_precision.value) / sqrt(max(1.0f, distance/rtlight->radius));
+       //lodlinear = (int)(r_shadow_shadowmapping_lod_bias.value + r_shadow_shadowmapping_lod_scale.value * rtlight->radius / max(1.0f, distance));
+       lodlinear = bound(r_shadow_shadowmapping_minsize.integer, lodlinear, r_shadow_shadowmapmaxsize);
 
-       if (castshadows && (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE))
+       if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
        {
                float borderbias;
                int side;
@@ -4178,13 +4293,14 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
 
                r_shadow_shadowmaplod = 0;
                for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
-                       if ((r_shadow_shadowmapping_maxsize.integer >> i) > lodlinear)
+                       if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
                                r_shadow_shadowmaplod = i;
 
-               size = r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE ? r_shadow_shadowmapping_maxsize.integer >> r_shadow_shadowmaplod : lodlinear;
-               size = bound(1, size, 2048);
+               size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
+                       
                borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
 
+               surfacesides = NULL;
                if (numsurfaces)
                {
                        if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
@@ -4194,6 +4310,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                        }
                        else
                        {
+                               surfacesides = r_shadow_buffer_surfacesides;
                                for(i = 0;i < numsurfaces;i++)
                                {
                                        msurface_t *surface = r_refdef.scene.worldmodel->data_surfaces + surfacelist[i];
@@ -4209,7 +4326,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                                receivermask |= R_Shadow_CalcEntitySideMask(lightentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
                        if (receivermask < 0x3F)
                                for(i = 0; i < numlightentities_noselfshadow;i++)
-                                       receivermask |= R_Shadow_CalcEntitySideMask(lightentities[lightentities_noselfshadow - i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
+                                       receivermask |= R_Shadow_CalcEntitySideMask(lightentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias);
                }
 
                receivermask &= R_Shadow_CullFrustumSides(rtlight, size, r_shadow_shadowmapborder);
@@ -4219,7 +4336,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                        for (i = 0;i < numshadowentities;i++)
                                castermask |= (entitysides[i] = R_Shadow_CalcEntitySideMask(shadowentities[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias));
                        for (i = 0;i < numshadowentities_noselfshadow;i++)
-                               castermask |= (entitysides[shadowentities_noselfshadow - i] = R_Shadow_CalcEntitySideMask(shadowentities[shadowentities_noselfshadow - i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
+                               castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
                }
 
                //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
@@ -4227,7 +4344,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                // render shadow casters into 6 sided depth texture
                for (side = 0;side < 6;side++) if (receivermask & (1 << side))
                {
-                       R_Shadow_RenderMode_ShadowMap(side, true, size);
+                       R_Shadow_RenderMode_ShadowMap(side, receivermask, size);
                        if (! (castermask & (1 << side))) continue;
                        if (numsurfaces)
                                R_Shadow_DrawWorldShadow_ShadowMap(numsurfaces, surfacelist, shadowtrispvs, surfacesides);
@@ -4241,17 +4358,17 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                        // draw lighting in the unmasked areas
                        R_Shadow_RenderMode_Lighting(false, false, true);
                        for (i = 0;i < numlightentities_noselfshadow;i++)
-                               R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
+                               R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
                }
 
                // render shadow casters into 6 sided depth texture
-               if (numshadowentities_noselfshadow) 
+               if (numshadowentities_noselfshadow)
                {
                        for (side = 0;side < 6;side++) if ((receivermask & castermask) & (1 << side))
                        {
-                               R_Shadow_RenderMode_ShadowMap(side, false, size);
-                               for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides[shadowentities_noselfshadow - i] & (1 << side))
-                                       R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]);
+                               R_Shadow_RenderMode_ShadowMap(side, 0, size);
+                               for (i = 0;i < numshadowentities_noselfshadow;i++) if (entitysides_noselfshadow[i] & (1 << side))
+                                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
                        }
                }
 
@@ -4264,82 +4381,342 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                for (i = 0;i < numlightentities;i++)
                        R_Shadow_DrawEntityLight(lightentities[i]);
        }
-       else if (castshadows && gl_stencil)
+       else if (castshadows && vid.stencil)
        {
                // draw stencil shadow volumes to mask off pixels that are in shadow
                // so that they won't receive lighting
                GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
                R_Shadow_ClearStencil();
+
                if (numsurfaces)
                        R_Shadow_DrawWorldShadow_ShadowVolume(numsurfaces, surfacelist, shadowtrispvs);
                for (i = 0;i < numshadowentities;i++)
                        R_Shadow_DrawEntityShadow(shadowentities[i]);
-               if (numlightentities_noselfshadow)
-               {
-                       // draw lighting in the unmasked areas
-                       R_Shadow_RenderMode_Lighting(true, false, false);
-                       for (i = 0;i < numlightentities_noselfshadow;i++)
-                               R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
 
-                       // optionally draw the illuminated areas
-                       // for performance analysis by level designers
-                       if (r_showlighting.integer && r_refdef.view.showdebug)
-                       {
-                               R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false);
-                               for (i = 0;i < numlightentities_noselfshadow;i++)
-                                       R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
-                       }
-               }
+               // draw lighting in the unmasked areas
+               R_Shadow_RenderMode_Lighting(true, false, false);
+               for (i = 0;i < numlightentities_noselfshadow;i++)
+                       R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
+
                for (i = 0;i < numshadowentities_noselfshadow;i++)
-                       R_Shadow_DrawEntityShadow(shadowentities[shadowentities_noselfshadow - i]);
+                       R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
 
-               if (numsurfaces + numlightentities)
-               {
-                       // draw lighting in the unmasked areas
-                       R_Shadow_RenderMode_Lighting(true, false, false);
-                       if (numsurfaces)
-                               R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
-                       for (i = 0;i < numlightentities;i++)
-                               R_Shadow_DrawEntityLight(lightentities[i]);
-               }
+               // draw lighting in the unmasked areas
+               R_Shadow_RenderMode_Lighting(true, false, false);
+               if (numsurfaces)
+                       R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+               for (i = 0;i < numlightentities;i++)
+                       R_Shadow_DrawEntityLight(lightentities[i]);
        }
        else
        {
-               if (numsurfaces + numlightentities)
+               // draw lighting in the unmasked areas
+               R_Shadow_RenderMode_Lighting(false, false, false);
+               if (numsurfaces)
+                       R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
+               for (i = 0;i < numlightentities;i++)
+                       R_Shadow_DrawEntityLight(lightentities[i]);
+               for (i = 0;i < numlightentities_noselfshadow;i++)
+                       R_Shadow_DrawEntityLight(lightentities_noselfshadow[i]);
+       }
+
+       if (r_shadow_usingdeferredprepass)
+       {
+               // when rendering deferred lighting, we simply rasterize the box
+               if (castshadows && r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
+                       R_Shadow_RenderMode_DrawDeferredLight(false, true);
+               else if (castshadows && vid.stencil)
+                       R_Shadow_RenderMode_DrawDeferredLight(true, false);
+               else
+                       R_Shadow_RenderMode_DrawDeferredLight(false, false);
+       }
+}
+
+static void R_Shadow_FreeDeferred(void)
+{
+       R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
+       r_shadow_prepassgeometryfbo = 0;
+
+       R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusespecularfbo);
+       r_shadow_prepasslightingdiffusespecularfbo = 0;
+
+       R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingdiffusefbo);
+       r_shadow_prepasslightingdiffusefbo = 0;
+
+       if (r_shadow_prepassgeometrydepthtexture)
+               R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
+       r_shadow_prepassgeometrydepthtexture = NULL;
+
+       if (r_shadow_prepassgeometrydepthcolortexture)
+               R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
+       r_shadow_prepassgeometrydepthcolortexture = NULL;
+
+       if (r_shadow_prepassgeometrynormalmaptexture)
+               R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
+       r_shadow_prepassgeometrynormalmaptexture = NULL;
+
+       if (r_shadow_prepasslightingdiffusetexture)
+               R_FreeTexture(r_shadow_prepasslightingdiffusetexture);
+       r_shadow_prepasslightingdiffusetexture = NULL;
+
+       if (r_shadow_prepasslightingspeculartexture)
+               R_FreeTexture(r_shadow_prepasslightingspeculartexture);
+       r_shadow_prepasslightingspeculartexture = NULL;
+}
+
+void R_Shadow_DrawPrepass(void)
+{
+       int i;
+       int flag;
+       int lnum;
+       size_t lightindex;
+       dlight_t *light;
+       size_t range;
+       entity_render_t *ent;
+       float clearcolor[4];
+
+       R_Mesh_ResetTextureState();
+       GL_DepthMask(true);
+       GL_ColorMask(1,1,1,1);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_Color(1,1,1,1);
+       GL_DepthTest(true);
+       R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
+       Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
+       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+       if (r_timereport_active)
+               R_TimeReport("prepasscleargeom");
+
+       if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
+               r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
+       if (r_timereport_active)
+               R_TimeReport("prepassworld");
+
+       for (i = 0;i < r_refdef.scene.numentities;i++)
+       {
+               if (!r_refdef.viewcache.entityvisible[i])
+                       continue;
+               ent = r_refdef.scene.entities[i];
+               if (ent->model && ent->model->DrawPrepass != NULL)
+                       ent->model->DrawPrepass(ent);
+       }
+
+       if (r_timereport_active)
+               R_TimeReport("prepassmodels");
+
+       GL_DepthMask(false);
+       GL_ColorMask(1,1,1,1);
+       GL_Color(1,1,1,1);
+       GL_DepthTest(true);
+       R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+       Vector4Set(clearcolor, 0, 0, 0, 0);
+       GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
+       if (r_timereport_active)
+               R_TimeReport("prepassclearlit");
+
+       R_Shadow_RenderMode_Begin();
+
+       flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+       if (r_shadow_debuglight.integer >= 0)
+       {
+               lightindex = r_shadow_debuglight.integer;
+               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (light && (light->flags & flag) && light->rtlight.draw)
+                       R_Shadow_DrawLight(&light->rtlight);
+       }
+       else
+       {
+               range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+               for (lightindex = 0;lightindex < range;lightindex++)
                {
-                       // draw lighting in the unmasked areas
-                       R_Shadow_RenderMode_Lighting(false, false, false);
-                       if (numsurfaces)
-                               R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
-                       for (i = 0;i < numlightentities;i++)
-                               R_Shadow_DrawEntityLight(lightentities[i]);
-                       for (i = 0;i < numlightentities_noselfshadow;i++)
-                               R_Shadow_DrawEntityLight(lightentities[lightentities_noselfshadow - i]);
+                       light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                       if (light && (light->flags & flag) && light->rtlight.draw)
+                               R_Shadow_DrawLight(&light->rtlight);
                }
        }
+       if (r_refdef.scene.rtdlight)
+               for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
+                       if (r_refdef.scene.lights[lnum]->draw)
+                               R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
+
+       R_Mesh_SetMainRenderTargets();
+
+       R_Shadow_RenderMode_End();
+
+       if (r_timereport_active)
+               R_TimeReport("prepasslights");
 }
 
 void R_Shadow_DrawLightSprites(void);
-void R_ShadowVolumeLighting(qboolean visible)
+void R_Shadow_PrepareLights(void)
 {
        int flag;
        int lnum;
        size_t lightindex;
        dlight_t *light;
        size_t range;
+       float f;
+       GLenum status;
 
-       if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, 2048) || 
-               (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer && r_glsl.integer && gl_support_fragment_shader && gl_support_ext_framebuffer_object) || 
-               r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0) || 
-               r_shadow_shadowmaptexturetype != r_shadow_shadowmapping_texturetype.integer ||
+       if (r_shadow_shadowmapmaxsize != bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4) ||
+               (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
+               r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || 
                r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || 
-               r_shadow_shadowmapprecision != r_shadow_shadowmapping_precision.integer || 
+               r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || 
                r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16))
                R_Shadow_FreeShadowMaps();
 
+       r_shadow_usingshadowmaportho = false;
+
+       switch (vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
+               if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
+               {
+                       r_shadow_usingdeferredprepass = false;
+                       if (r_shadow_prepass_width)
+                               R_Shadow_FreeDeferred();
+                       r_shadow_prepass_width = r_shadow_prepass_height = 0;
+                       break;
+               }
+
+               if (r_shadow_prepass_width != vid.width || r_shadow_prepass_height != vid.height)
+               {
+                       R_Shadow_FreeDeferred();
+
+                       r_shadow_usingdeferredprepass = true;
+                       r_shadow_prepass_width = vid.width;
+                       r_shadow_prepass_height = vid.height;
+                       r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
+                       switch (vid.renderpath)
+                       {
+                       case RENDERPATH_D3D9:
+                               r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+                               break;
+                       default:
+                               break;
+                       }
+                       r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+                       r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+                       r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+
+                       // set up the geometry pass fbo (depth + normalmap)
+                       r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
+                       R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
+                       // render depth into one texture and normalmap into the other
+                       if (qglDrawBuffersARB)
+                       {
+                               qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
+                               qglReadBuffer(GL_NONE);CHECKGLERROR
+                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+                               if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                               {
+                                       Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
+                                       Cvar_SetValueQuick(&r_shadow_deferred, 0);
+                                       r_shadow_usingdeferredprepass = false;
+                               }
+                       }
+
+                       // set up the lighting pass fbo (diffuse + specular)
+                       r_shadow_prepasslightingdiffusespecularfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+                       R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusespecularfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+                       // render diffuse into one texture and specular into another,
+                       // with depth and normalmap bound as textures,
+                       // with depth bound as attachment as well
+                       if (qglDrawBuffersARB)
+                       {
+                               qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
+                               qglReadBuffer(GL_NONE);CHECKGLERROR
+                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+                               if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                               {
+                                       Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
+                                       Cvar_SetValueQuick(&r_shadow_deferred, 0);
+                                       r_shadow_usingdeferredprepass = false;
+                               }
+                       }
+
+                       // set up the lighting pass fbo (diffuse)
+                       r_shadow_prepasslightingdiffusefbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
+                       R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
+                       // render diffuse into one texture,
+                       // with depth and normalmap bound as textures,
+                       // with depth bound as attachment as well
+                       if (qglDrawBuffersARB)
+                       {
+                               qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
+                               qglReadBuffer(GL_NONE);CHECKGLERROR
+                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+                               if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                               {
+                                       Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
+                                       Cvar_SetValueQuick(&r_shadow_deferred, 0);
+                                       r_shadow_usingdeferredprepass = false;
+                               }
+                       }
+               }
+               break;
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
+               r_shadow_usingdeferredprepass = false;
+               break;
+       }
+
+       R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.scene.worldmodel->brush.num_leafs, r_refdef.scene.worldmodel->num_surfaces, r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, r_refdef.scene.worldmodel->surfmesh.num_triangles);
+
+       flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+       if (r_shadow_debuglight.integer >= 0)
+       {
+               lightindex = r_shadow_debuglight.integer;
+               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+               if (light && (light->flags & flag))
+                       R_Shadow_PrepareLight(&light->rtlight);
+       }
+       else
+       {
+               range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+               for (lightindex = 0;lightindex < range;lightindex++)
+               {
+                       light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                       if (light && (light->flags & flag))
+                               R_Shadow_PrepareLight(&light->rtlight);
+               }
+       }
+       if (r_refdef.scene.rtdlight)
+       {
+               for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
+                       R_Shadow_PrepareLight(r_refdef.scene.lights[lnum]);
+       }
+       else if(gl_flashblend.integer)
+       {
+               for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
+               {
+                       rtlight_t *rtlight = r_refdef.scene.lights[lnum];
+                       f = (rtlight->style >= 0 ? r_refdef.scene.lightstylevalue[rtlight->style] : 1) * r_shadow_lightintensityscale.value;
+                       VectorScale(rtlight->color, f, rtlight->currentcolor);
+               }
+       }
+
        if (r_editlights.integer)
                R_Shadow_DrawLightSprites();
 
+       R_Shadow_UpdateBounceGridTexture();
+}
+
+void R_Shadow_DrawLights(void)
+{
+       int flag;
+       int lnum;
+       size_t lightindex;
+       dlight_t *light;
+       size_t range;
+
        R_Shadow_RenderMode_Begin();
 
        flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
@@ -4348,35 +4725,302 @@ void R_ShadowVolumeLighting(qboolean visible)
                lightindex = r_shadow_debuglight.integer;
                light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
                if (light && (light->flags & flag))
-                       R_DrawRTLight(&light->rtlight, visible);
+                       R_Shadow_DrawLight(&light->rtlight);
+       }
+       else
+       {
+               range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+               for (lightindex = 0;lightindex < range;lightindex++)
+               {
+                       light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                       if (light && (light->flags & flag))
+                               R_Shadow_DrawLight(&light->rtlight);
+               }
+       }
+       if (r_refdef.scene.rtdlight)
+               for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
+                       R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
+
+       R_Shadow_RenderMode_End();
+}
+
+extern const float r_screenvertex3f[12];
+extern void R_SetupView(qboolean allowwaterclippingplane);
+extern void R_ResetViewRendering3D(void);
+extern void R_ResetViewRendering2D(void);
+extern cvar_t r_shadows;
+extern cvar_t r_shadows_darken;
+extern cvar_t r_shadows_drawafterrtlighting;
+extern cvar_t r_shadows_castfrombmodels;
+extern cvar_t r_shadows_throwdistance;
+extern cvar_t r_shadows_throwdirection;
+extern cvar_t r_shadows_focus;
+extern cvar_t r_shadows_shadowmapscale;
+
+void R_Shadow_PrepareModelShadows(void)
+{
+       int i;
+       float scale, size, radius, dot1, dot2;
+       vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus, shadowmins, shadowmaxs;
+       entity_render_t *ent;
+
+       if (!r_refdef.scene.numentities)
+               return;
+
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               if (r_shadows.integer >= 2) 
+                       break;
+               // fall through
+       case R_SHADOW_SHADOWMODE_STENCIL:
+               for (i = 0;i < r_refdef.scene.numentities;i++)
+               {
+                       ent = r_refdef.scene.entities[i];
+                       if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowVolume != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
+                               R_AnimCache_GetEntity(ent, false, false);
+               }
+               return;
+       default:
+               return;
+       }
+
+       size = 2*r_shadow_shadowmapmaxsize;
+       scale = r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value;
+       radius = 0.5f * size / scale;
+
+       Math_atov(r_shadows_throwdirection.string, shadowdir);
+       VectorNormalize(shadowdir);
+       dot1 = DotProduct(r_refdef.view.forward, shadowdir);
+       dot2 = DotProduct(r_refdef.view.up, shadowdir);
+       if (fabs(dot1) <= fabs(dot2))
+               VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
+       else
+               VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
+       VectorNormalize(shadowforward);
+       CrossProduct(shadowdir, shadowforward, shadowright);
+       Math_atov(r_shadows_focus.string, shadowfocus);
+       VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
+       VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
+       VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
+       VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
+       if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
+               dot1 = 1;
+       VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
+
+       shadowmins[0] = shadoworigin[0] - r_shadows_throwdistance.value * fabs(shadowdir[0]) - radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
+       shadowmins[1] = shadoworigin[1] - r_shadows_throwdistance.value * fabs(shadowdir[1]) - radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
+       shadowmins[2] = shadoworigin[2] - r_shadows_throwdistance.value * fabs(shadowdir[2]) - radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
+       shadowmaxs[0] = shadoworigin[0] + r_shadows_throwdistance.value * fabs(shadowdir[0]) + radius * (fabs(shadowforward[0]) + fabs(shadowright[0]));
+       shadowmaxs[1] = shadoworigin[1] + r_shadows_throwdistance.value * fabs(shadowdir[1]) + radius * (fabs(shadowforward[1]) + fabs(shadowright[1]));
+       shadowmaxs[2] = shadoworigin[2] + r_shadows_throwdistance.value * fabs(shadowdir[2]) + radius * (fabs(shadowforward[2]) + fabs(shadowright[2]));
+
+       for (i = 0;i < r_refdef.scene.numentities;i++)
+       {
+               ent = r_refdef.scene.entities[i];
+               if (!BoxesOverlap(ent->mins, ent->maxs, shadowmins, shadowmaxs))
+                       continue;
+               // cast shadows from anything of the map (submodels are optional)
+               if (!ent->animcache_vertex3f && ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
+                       R_AnimCache_GetEntity(ent, false, false);
+       }
+}
+
+void R_DrawModelShadowMaps(void)
+{
+       int i;
+       float relativethrowdistance, scale, size, radius, nearclip, farclip, bias, dot1, dot2;
+       entity_render_t *ent;
+       vec3_t relativelightorigin;
+       vec3_t relativelightdirection, relativeforward, relativeright;
+       vec3_t relativeshadowmins, relativeshadowmaxs;
+       vec3_t shadowdir, shadowforward, shadowright, shadoworigin, shadowfocus;
+       float m[12];
+       matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
+       r_viewport_t viewport;
+       GLuint fbo = 0;
+       float clearcolor[4];
+
+       if (!r_refdef.scene.numentities)
+               return;
+
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               break;
+       default:
+               return;
+       }
+
+       R_ResetViewRendering3D();
+       R_Shadow_RenderMode_Begin();
+       R_Shadow_RenderMode_ActiveLight(NULL);
+
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               if (!r_shadow_shadowmap2dtexture)
+                       R_Shadow_MakeShadowMap(0, r_shadow_shadowmapmaxsize);
+               fbo = r_shadow_fbo2d;
+               r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
+               r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
+               r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAP2D;
+               break;
+       default:
+               break;
        }
+
+       size = 2*r_shadow_shadowmapmaxsize;
+       scale = (r_shadow_shadowmapping_precision.value * r_shadows_shadowmapscale.value) / size;
+       radius = 0.5f / scale;
+       nearclip = -r_shadows_throwdistance.value;
+       farclip = r_shadows_throwdistance.value;
+       bias = r_shadow_shadowmapping_bias.value * r_shadow_shadowmapping_nearclip.value / (2 * r_shadows_throwdistance.value) * (1024.0f / size);
+
+       r_shadow_shadowmap_parameters[0] = size;
+       r_shadow_shadowmap_parameters[1] = size;
+       r_shadow_shadowmap_parameters[2] = 1.0;
+       r_shadow_shadowmap_parameters[3] = bound(0.0f, 1.0f - r_shadows_darken.value, 1.0f);
+
+       Math_atov(r_shadows_throwdirection.string, shadowdir);
+       VectorNormalize(shadowdir);
+       Math_atov(r_shadows_focus.string, shadowfocus);
+       VectorM(shadowfocus[0], r_refdef.view.right, shadoworigin);
+       VectorMA(shadoworigin, shadowfocus[1], r_refdef.view.up, shadoworigin);
+       VectorMA(shadoworigin, -shadowfocus[2], r_refdef.view.forward, shadoworigin);
+       VectorAdd(shadoworigin, r_refdef.view.origin, shadoworigin);
+       dot1 = DotProduct(r_refdef.view.forward, shadowdir);
+       dot2 = DotProduct(r_refdef.view.up, shadowdir);
+       if (fabs(dot1) <= fabs(dot2)) 
+               VectorMA(r_refdef.view.forward, -dot1, shadowdir, shadowforward);
+       else
+               VectorMA(r_refdef.view.up, -dot2, shadowdir, shadowforward);
+       VectorNormalize(shadowforward);
+       VectorM(scale, shadowforward, &m[0]);
+       if (shadowfocus[0] || shadowfocus[1] || shadowfocus[2])
+               dot1 = 1;
+       m[3] = fabs(dot1) * 0.5f - DotProduct(shadoworigin, &m[0]);
+       CrossProduct(shadowdir, shadowforward, shadowright);
+       VectorM(scale, shadowright, &m[4]);
+       m[7] = 0.5f - DotProduct(shadoworigin, &m[4]);
+       VectorM(1.0f / (farclip - nearclip), shadowdir, &m[8]);
+       m[11] = 0.5f - DotProduct(shadoworigin, &m[8]);
+       Matrix4x4_FromArray12FloatD3D(&shadowmatrix, m);
+       Matrix4x4_Invert_Full(&cameramatrix, &shadowmatrix);
+       R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL); 
+
+       VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
+
+       R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
+       R_SetupShader_DepthOrShadow();
+       GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       R_SetViewport(&viewport);
+       GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
+       Vector4Set(clearcolor, 1,1,1,1);
+       // in D3D9 we have to render to a color texture shadowmap
+       // in GL we render directly to a depth texture only
+       if (r_shadow_shadowmap2dtexture)
+               GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
        else
+               GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+       // render into a slightly restricted region so that the borders of the
+       // shadowmap area fade away, rather than streaking across everything
+       // outside the usable area
+       GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
+
+#if 0
+       // debugging
+       R_Mesh_SetMainRenderTargets();
+       R_SetupShader_ShowDepth();
+       GL_ColorMask(1,1,1,1);
+       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+#endif
+
+       for (i = 0;i < r_refdef.scene.numentities;i++)
        {
-               range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
-               for (lightindex = 0;lightindex < range;lightindex++)
+               ent = r_refdef.scene.entities[i];
+
+               // cast shadows from anything of the map (submodels are optional)
+               if (ent->model && ent->model->DrawShadowMap != NULL && (!ent->model->brush.submodel || r_shadows_castfrombmodels.integer) && (ent->flags & RENDER_SHADOW))
                {
-                       light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
-                       if (light && (light->flags & flag))
-                               R_DrawRTLight(&light->rtlight, visible);
+                       relativethrowdistance = r_shadows_throwdistance.value * Matrix4x4_ScaleFromMatrix(&ent->inversematrix);
+                       Matrix4x4_Transform(&ent->inversematrix, shadoworigin, relativelightorigin);
+                       Matrix4x4_Transform3x3(&ent->inversematrix, shadowdir, relativelightdirection);
+                       Matrix4x4_Transform3x3(&ent->inversematrix, shadowforward, relativeforward);
+                       Matrix4x4_Transform3x3(&ent->inversematrix, shadowright, relativeright);
+                       relativeshadowmins[0] = relativelightorigin[0] - r_shadows_throwdistance.value * fabs(relativelightdirection[0]) - radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
+                       relativeshadowmins[1] = relativelightorigin[1] - r_shadows_throwdistance.value * fabs(relativelightdirection[1]) - radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
+                       relativeshadowmins[2] = relativelightorigin[2] - r_shadows_throwdistance.value * fabs(relativelightdirection[2]) - radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
+                       relativeshadowmaxs[0] = relativelightorigin[0] + r_shadows_throwdistance.value * fabs(relativelightdirection[0]) + radius * (fabs(relativeforward[0]) + fabs(relativeright[0]));
+                       relativeshadowmaxs[1] = relativelightorigin[1] + r_shadows_throwdistance.value * fabs(relativelightdirection[1]) + radius * (fabs(relativeforward[1]) + fabs(relativeright[1]));
+                       relativeshadowmaxs[2] = relativelightorigin[2] + r_shadows_throwdistance.value * fabs(relativelightdirection[2]) + radius * (fabs(relativeforward[2]) + fabs(relativeright[2]));
+                       RSurf_ActiveModelEntity(ent, false, false, false);
+                       ent->model->DrawShadowMap(0, ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, NULL, relativeshadowmins, relativeshadowmaxs);
+                       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
                }
        }
-       if (r_refdef.scene.rtdlight)
-               for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
-                       R_DrawRTLight(r_refdef.scene.lights[lnum], visible);
+
+#if 0
+       if (r_test.integer)
+       {
+               unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
+               CHECKGLERROR
+               qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
+               CHECKGLERROR
+               Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
+               Cvar_SetValueQuick(&r_test, 0);
+               Z_Free(rawpixels);
+       }
+#endif
 
        R_Shadow_RenderMode_End();
+
+       Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
+       Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
+       Matrix4x4_CreateScale3(&scalematrix, size, -size, 1); 
+       Matrix4x4_AdjustOrigin(&scalematrix, 0, size, -0.5f * bias);
+       Matrix4x4_Concat(&texmatrix, &scalematrix, &shadowmatrix);
+       Matrix4x4_Concat(&r_shadow_shadowmapmatrix, &texmatrix, &invmvpmatrix);
+
+       switch (vid.renderpath)
+       {
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+               break;
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+#ifdef OPENGL_ORIENTATION
+               r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
+               r_shadow_shadowmapmatrix.m[0][1]        *= -1.0f;
+               r_shadow_shadowmapmatrix.m[0][2]        *= -1.0f;
+               r_shadow_shadowmapmatrix.m[0][3]        *= -1.0f;
+#else
+               r_shadow_shadowmapmatrix.m[0][0]        *= -1.0f;
+               r_shadow_shadowmapmatrix.m[1][0]        *= -1.0f;
+               r_shadow_shadowmapmatrix.m[2][0]        *= -1.0f;
+               r_shadow_shadowmapmatrix.m[3][0]        *= -1.0f;
+#endif
+               break;
+       }
+
+       r_shadow_usingshadowmaportho = true;
+       switch (r_shadow_shadowmode)
+       {
+       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+               r_shadow_usingshadowmap2d = true;
+               break;
+       default:
+               break;
+       }
 }
 
-extern const float r_screenvertex3f[12];
-extern void R_SetupView(qboolean allowwaterclippingplane);
-extern void R_ResetViewRendering3D(void);
-extern void R_ResetViewRendering2D(void);
-extern cvar_t r_shadows;
-extern cvar_t r_shadows_darken;
-extern cvar_t r_shadows_drawafterrtlighting;
-extern cvar_t r_shadows_castfrombmodels;
-extern cvar_t r_shadows_throwdistance;
-extern cvar_t r_shadows_throwdirection;
 void R_DrawModelShadows(void)
 {
        int i;
@@ -4387,10 +5031,9 @@ void R_DrawModelShadows(void)
        vec3_t relativeshadowmins, relativeshadowmaxs;
        vec3_t tmp, shadowdir;
 
-       if (!r_drawentities.integer || !gl_stencil)
+       if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
                return;
 
-       CHECKGLERROR
        R_ResetViewRendering3D();
        //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
        //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
@@ -4427,33 +5070,41 @@ void R_DrawModelShadows(void)
                        {
                                if(ent->entitynumber != 0)
                                {
-                                       // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
-                                       int entnum, entnum2, recursion;
-                                       entnum = entnum2 = ent->entitynumber;
-                                       for(recursion = 32; recursion > 0; --recursion)
+                                       if(ent->entitynumber >= MAX_EDICTS) // csqc entity
                                        {
-                                               entnum2 = cl.entities[entnum].state_current.tagentity;
-                                               if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
-                                                       entnum = entnum2;
-                                               else
-                                                       break;
+                                               // FIXME handle this
+                                               VectorNegate(ent->modellight_lightdir, relativelightdirection);
                                        }
-                                       if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
+                                       else
                                        {
-                                               VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
-                                               // transform into modelspace of OUR entity
-                                               Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
-                                               Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
+                                               // networked entity - might be attached in some way (then we should use the parent's light direction, to not tear apart attached entities)
+                                               int entnum, entnum2, recursion;
+                                               entnum = entnum2 = ent->entitynumber;
+                                               for(recursion = 32; recursion > 0; --recursion)
+                                               {
+                                                       entnum2 = cl.entities[entnum].state_current.tagentity;
+                                                       if(entnum2 >= 1 && entnum2 < cl.num_entities && cl.entities_active[entnum2])
+                                                               entnum = entnum2;
+                                                       else
+                                                               break;
+                                               }
+                                               if(recursion && recursion != 32) // if we followed a valid non-empty attachment chain
+                                               {
+                                                       VectorNegate(cl.entities[entnum].render.modellight_lightdir, relativelightdirection);
+                                                       // transform into modelspace of OUR entity
+                                                       Matrix4x4_Transform3x3(&cl.entities[entnum].render.matrix, relativelightdirection, tmp);
+                                                       Matrix4x4_Transform3x3(&ent->inversematrix, tmp, relativelightdirection);
+                                               }
+                                               else
+                                                       VectorNegate(ent->modellight_lightdir, relativelightdirection);
                                        }
-                                       else
-                                               VectorNegate(ent->modellight_lightdir, relativelightdirection);
                                }
                                else
                                        VectorNegate(ent->modellight_lightdir, relativelightdirection);
                        }
 
                        VectorScale(relativelightdirection, -relativethrowdistance, relativelightorigin);
-                       RSurf_ActiveModelEntity(ent, false, false);
+                       RSurf_ActiveModelEntity(ent, false, false, false);
                        ent->model->DrawShadowVolume(ent, relativelightorigin, relativelightdirection, relativethrowdistance, ent->model->nummodelsurfaces, ent->model->sortedmodelsurfaces, relativeshadowmins, relativeshadowmaxs);
                        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
                }
@@ -4466,12 +5117,9 @@ void R_DrawModelShadows(void)
        //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
        //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        //GL_ScissorTest(true);
-       //R_Mesh_Matrix(&identitymatrix);
+       //R_EntityMatrix(&identitymatrix);
        //R_Mesh_ResetTextureState();
        R_ResetViewRendering2D();
-       R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
-       R_Mesh_ColorPointer(NULL, 0, 0);
-       R_SetupGenericShader(false);
 
        // set up a darkening blend on shadowed areas
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -4481,14 +5129,13 @@ void R_DrawModelShadows(void)
        //GL_PolygonOffset(0, 0);CHECKGLERROR
        GL_Color(0, 0, 0, r_shadows_darken.value);
        //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
-       //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
-       qglEnable(GL_STENCIL_TEST);CHECKGLERROR
-       qglStencilMask(~0);CHECKGLERROR
-       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
-       qglStencilFunc(GL_NOTEQUAL, 128, ~0);CHECKGLERROR
+       //GL_DepthFunc(GL_ALWAYS);
+       R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
 
        // apply the blend to the shadowed areas
-       R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
+       R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
 
        // restore the viewport
        R_SetViewport(&r_refdef.view.viewport);
@@ -4501,8 +5148,9 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
 {
        float zdist;
        vec3_t centerorigin;
+       float vertex3f[12];
        // if it's too close, skip it
-       if (VectorLength(rtlight->color) < (1.0f / 256.0f))
+       if (VectorLength(rtlight->currentcolor) < (1.0f / 256.0f))
                return;
        zdist = (DotProduct(rtlight->shadoworigin, r_refdef.view.forward) - DotProduct(r_refdef.view.origin, r_refdef.view.forward));
        if (zdist < 32)
@@ -4511,23 +5159,51 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
        {
                rtlight->corona_queryindex_allpixels = r_queries[r_numqueries++];
                rtlight->corona_queryindex_visiblepixels = r_queries[r_numqueries++];
+               // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
                VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
 
-               CHECKGLERROR
-               // NOTE: we can't disable depth testing using R_DrawSprite's depthdisable argument, which calls GL_DepthTest, as that's broken in the ATI drivers
-               qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
-               qglDepthFunc(GL_ALWAYS);
-               R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
-               qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
-               qglDepthFunc(GL_LEQUAL);
-               qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
-               R_DrawSprite(GL_ONE, GL_ZERO, r_shadow_lightcorona, NULL, false, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, 1, 1, 1, 1);
-               qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
-               CHECKGLERROR
+               switch(vid.renderpath)
+               {
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
+                       CHECKGLERROR
+                       // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
+                       qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
+                       GL_DepthFunc(GL_ALWAYS);
+                       R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
+                       R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
+                       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+                       qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+                       GL_DepthFunc(GL_LEQUAL);
+                       qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
+                       R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
+                       R_Mesh_PrepareVertices_Vertex3f(4, vertex3f, NULL);
+                       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+                       qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+                       CHECKGLERROR
+                       break;
+               case RENDERPATH_D3D9:
+                       Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               case RENDERPATH_D3D10:
+                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               case RENDERPATH_D3D11:
+                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               case RENDERPATH_SOFT:
+                       //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               }
        }
        rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
 }
 
+static float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
+
 void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
 {
        vec3_t color;
@@ -4535,10 +5211,31 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
        // now we have to check the query result
        if (rtlight->corona_queryindex_visiblepixels)
        {
-               CHECKGLERROR
-               qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
-               qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
-               CHECKGLERROR
+               switch(vid.renderpath)
+               {
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
+                       CHECKGLERROR
+                       qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
+                       qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
+                       CHECKGLERROR
+                       break;
+               case RENDERPATH_D3D9:
+                       Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               case RENDERPATH_D3D10:
+                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               case RENDERPATH_D3D11:
+                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               case RENDERPATH_SOFT:
+                       //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       break;
+               }
                //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
                if (visiblepixels < 1 || allpixels < 1)
                        return;
@@ -4548,18 +5245,79 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
        else
        {
                // FIXME: these traces should scan all render entities instead of cl.world
-               if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
+               if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
                        return;
        }
-       VectorScale(rtlight->color, cscale, color);
+       VectorScale(rtlight->currentcolor, cscale, color);
        if (VectorLength(color) > (1.0f / 256.0f))
-               R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, color[0], color[1], color[2], 1);
+       {
+               float vertex3f[12];
+               qboolean negated = (color[0] + color[1] + color[2] < 0) && vid.support.ext_blend_subtract;
+               if(negated)
+               {
+                       VectorNegate(color, color);
+                       switch(vid.renderpath)
+                       {
+                       case RENDERPATH_GL11:
+                       case RENDERPATH_GL13:
+                       case RENDERPATH_GL20:
+                       case RENDERPATH_GLES1:
+                       case RENDERPATH_GLES2:
+                               qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
+                               break;
+                       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+                               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
+#endif
+                               break;
+                       case RENDERPATH_D3D10:
+                               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                               break;
+                       case RENDERPATH_D3D11:
+                               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                               break;
+                       case RENDERPATH_SOFT:
+                               DPSOFTRAST_BlendSubtract(true);
+                               break;
+                       }
+               }
+               R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
+               RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
+               R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
+               if(negated)
+               {
+                       switch(vid.renderpath)
+                       {
+                       case RENDERPATH_GL11:
+                       case RENDERPATH_GL13:
+                       case RENDERPATH_GL20:
+                       case RENDERPATH_GLES1:
+                       case RENDERPATH_GLES2:
+                               qglBlendEquationEXT(GL_FUNC_ADD_EXT);
+                               break;
+                       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+                               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
+#endif
+                               break;
+                       case RENDERPATH_D3D10:
+                               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                               break;
+                       case RENDERPATH_D3D11:
+                               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                               break;
+                       case RENDERPATH_SOFT:
+                               DPSOFTRAST_BlendSubtract(false);
+                               break;
+                       }
+               }
+       }
 }
 
-void R_DrawCoronas(void)
+void R_Shadow_DrawCoronas(void)
 {
        int i, flag;
-       qboolean usequery;
+       qboolean usequery = false;
        size_t lightindex;
        dlight_t *light;
        rtlight_t *rtlight;
@@ -4569,7 +5327,7 @@ void R_DrawCoronas(void)
        if (r_waterstate.renderingscene)
                return;
        flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
-       R_Mesh_Matrix(&identitymatrix);
+       R_EntityMatrix(&identitymatrix);
 
        range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
 
@@ -4577,20 +5335,52 @@ void R_DrawCoronas(void)
        // use GL_ARB_occlusion_query if available
        // otherwise use raytraces
        r_numqueries = 0;
-       usequery = gl_support_arb_occlusion_query && r_coronas_occlusionquery.integer;
-       if (usequery)
-       {
-               GL_ColorMask(0,0,0,0);
-               if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
-               if (r_maxqueries < R_MAX_OCCLUSION_QUERIES)
+       switch (vid.renderpath)
+       {
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+               usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
+               if (usequery)
                {
-                       i = r_maxqueries;
-                       r_maxqueries = (range + r_refdef.scene.numlights) * 4;
-                       r_maxqueries = min(r_maxqueries, R_MAX_OCCLUSION_QUERIES);
-                       CHECKGLERROR
-                       qglGenQueriesARB(r_maxqueries - i, r_queries + i);
-                       CHECKGLERROR
+                       GL_ColorMask(0,0,0,0);
+                       if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
+                       if (r_maxqueries < MAX_OCCLUSION_QUERIES)
+                       {
+                               i = r_maxqueries;
+                               r_maxqueries = (range + r_refdef.scene.numlights) * 4;
+                               r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
+                               CHECKGLERROR
+                               qglGenQueriesARB(r_maxqueries - i, r_queries + i);
+                               CHECKGLERROR
+                       }
+                       RSurf_ActiveWorldEntity();
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       GL_CullFace(GL_NONE);
+                       GL_DepthMask(false);
+                       GL_DepthRange(0, 1);
+                       GL_PolygonOffset(0, 0);
+                       GL_DepthTest(true);
+                       R_Mesh_ResetTextureState();
+                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
                }
+               break;
+       case RENDERPATH_D3D9:
+               usequery = false;
+               //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
+       case RENDERPATH_D3D10:
+               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
+       case RENDERPATH_D3D11:
+               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
+       case RENDERPATH_SOFT:
+               usequery = false;
+               //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
        }
        for (lightindex = 0;lightindex < range;lightindex++)
        {
@@ -4649,140 +5439,6 @@ void R_DrawCoronas(void)
 
 
 
-//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
-typedef struct suffixinfo_s
-{
-       char *suffix;
-       qboolean flipx, flipy, flipdiagonal;
-}
-suffixinfo_t;
-static suffixinfo_t suffix[3][6] =
-{
-       {
-               {"px",   false, false, false},
-               {"nx",   false, false, false},
-               {"py",   false, false, false},
-               {"ny",   false, false, false},
-               {"pz",   false, false, false},
-               {"nz",   false, false, false}
-       },
-       {
-               {"posx", false, false, false},
-               {"negx", false, false, false},
-               {"posy", false, false, false},
-               {"negy", false, false, false},
-               {"posz", false, false, false},
-               {"negz", false, false, false}
-       },
-       {
-               {"rt",    true, false,  true},
-               {"lf",   false,  true,  true},
-               {"ft",    true,  true, false},
-               {"bk",   false, false, false},
-               {"up",    true, false,  true},
-               {"dn",    true, false,  true}
-       }
-};
-
-static int componentorder[4] = {0, 1, 2, 3};
-
-rtexture_t *R_Shadow_LoadCubemap(const char *basename)
-{
-       int i, j, cubemapsize;
-       unsigned char *cubemappixels, *image_buffer;
-       rtexture_t *cubemaptexture;
-       char name[256];
-       // must start 0 so the first loadimagepixels has no requested width/height
-       cubemapsize = 0;
-       cubemappixels = NULL;
-       cubemaptexture = NULL;
-       // keep trying different suffix groups (posx, px, rt) until one loads
-       for (j = 0;j < 3 && !cubemappixels;j++)
-       {
-               // load the 6 images in the suffix group
-               for (i = 0;i < 6;i++)
-               {
-                       // generate an image name based on the base and and suffix
-                       dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
-                       // load it
-                       if ((image_buffer = loadimagepixelsbgra(name, false, false)))
-                       {
-                               // an image loaded, make sure width and height are equal
-                               if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
-                               {
-                                       // if this is the first image to load successfully, allocate the cubemap memory
-                                       if (!cubemappixels && image_width >= 1)
-                                       {
-                                               cubemapsize = image_width;
-                                               // note this clears to black, so unavailable sides are black
-                                               cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
-                                       }
-                                       // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
-                                       if (cubemappixels)
-                                               Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
-                               }
-                               else
-                                       Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
-                               // free the image
-                               Mem_Free(image_buffer);
-                       }
-               }
-       }
-       // if a cubemap loaded, upload it
-       if (cubemappixels)
-       {
-               if (developer_loading.integer)
-                       Con_Printf("loading cubemap \"%s\"\n", basename);
-
-               if (!r_shadow_filters_texturepool)
-                       r_shadow_filters_texturepool = R_AllocTexturePool();
-               cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
-               Mem_Free(cubemappixels);
-       }
-       else
-       {
-               Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
-               if (developer_loading.integer)
-               {
-                       Con_Printf("(tried tried images ");
-                       for (j = 0;j < 3;j++)
-                               for (i = 0;i < 6;i++)
-                                       Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
-                       Con_Print(" and was unable to find any of them).\n");
-               }
-       }
-       return cubemaptexture;
-}
-
-rtexture_t *R_Shadow_Cubemap(const char *basename)
-{
-       int i;
-       for (i = 0;i < numcubemaps;i++)
-               if (!strcasecmp(cubemaps[i].basename, basename))
-                       return cubemaps[i].texture ? cubemaps[i].texture : r_texture_whitecube;
-       if (i >= MAX_CUBEMAPS)
-               return r_texture_whitecube;
-       numcubemaps++;
-       strlcpy(cubemaps[i].basename, basename, sizeof(cubemaps[i].basename));
-       cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
-       return cubemaps[i].texture;
-}
-
-void R_Shadow_FreeCubemaps(void)
-{
-       int i;
-       for (i = 0;i < numcubemaps;i++)
-       {
-               if (developer_loading.integer)
-                       Con_Printf("unloading cubemap \"%s\"\n", cubemaps[i].basename);
-               if (cubemaps[i].texture)
-                       R_FreeTexture(cubemaps[i].texture);
-       }
-
-       numcubemaps = 0;
-       R_FreeTexturePool(&r_shadow_filters_texturepool);
-}
-
 dlight_t *R_Shadow_NewWorldLight(void)
 {
        return (dlight_t *)Mem_ExpandableArray_AllocRecord(&r_shadow_worldlightsarray);
@@ -4805,9 +5461,14 @@ void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, ve
        light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
        light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
        light->angles[2] = angles[2] - 360 * floor(angles[2] / 360);
+       /*
        light->color[0] = max(color[0], 0);
        light->color[1] = max(color[1], 0);
        light->color[2] = max(color[2], 0);
+       */
+       light->color[0] = color[0];
+       light->color[1] = color[1];
+       light->color[2] = color[2];
        light->radius = max(radius, 0);
        light->style = style;
        light->shadow = shadowenable;
@@ -4844,7 +5505,6 @@ void R_Shadow_ClearWorldLights(void)
                        R_Shadow_FreeWorldLight(light);
        }
        r_shadow_selectedlight = NULL;
-       R_Shadow_FreeCubemaps();
 }
 
 void R_Shadow_SelectLight(dlight_t *light)
@@ -4859,7 +5519,10 @@ void R_Shadow_SelectLight(dlight_t *light)
 void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
        // this is never batched (there can be only one)
-       R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprcursor->tex, r_editlights_sprcursor->tex, false, false, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE, 1, 1, 1, 1);
+       float vertex3f[12];
+       R_CalcSprite_Vertex3f(vertex3f, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE);
+       RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
+       R_DrawCustomSurface(r_editlights_sprcursor, &identitymatrix, MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
 }
 
 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
@@ -4867,12 +5530,16 @@ void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, co
        float intensity;
        float s;
        vec3_t spritecolor;
-       cachepic_t *pic;
+       skinframe_t *skinframe;
+       float vertex3f[12];
 
        // this is never batched (due to the ent parameter changing every time)
        // so numsurfaces == 1 and surfacelist[0] == lightnumber
        const dlight_t *light = (dlight_t *)ent;
        s = EDLIGHTSPRSIZE;
+
+       R_CalcSprite_Vertex3f(vertex3f, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s);
+
        intensity = 0.5f;
        VectorScale(light->color, intensity, spritecolor);
        if (VectorLength(spritecolor) < 0.1732f)
@@ -4882,18 +5549,24 @@ void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, co
 
        // draw light sprite
        if (light->cubemapname[0] && !light->shadow)
-               pic = r_editlights_sprcubemapnoshadowlight;
+               skinframe = r_editlights_sprcubemapnoshadowlight;
        else if (light->cubemapname[0])
-               pic = r_editlights_sprcubemaplight;
+               skinframe = r_editlights_sprcubemaplight;
        else if (!light->shadow)
-               pic = r_editlights_sprnoshadowlight;
+               skinframe = r_editlights_sprnoshadowlight;
        else
-               pic = r_editlights_sprlight;
-       R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, pic->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, spritecolor[0], spritecolor[1], spritecolor[2], 1);
+               skinframe = r_editlights_sprlight;
+
+       RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, spritecolor[0], spritecolor[1], spritecolor[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
+       R_DrawCustomSurface(skinframe, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
+
        // draw selection sprite if light is selected
        if (light->selected)
-               R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprselection->tex, r_editlights_sprselection->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, 1, 1, 1, 1);
-       // VorteX todo: add normalmode/realtime mode light overlay sprites?
+       {
+               RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, 0, 0, 1, 1, 1, 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
+               R_DrawCustomSurface(r_editlights_sprselection, &identitymatrix, MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
+               // VorteX todo: add normalmode/realtime mode light overlay sprites?
+       }
 }
 
 void R_Shadow_DrawLightSprites(void)
@@ -4907,7 +5580,28 @@ void R_Shadow_DrawLightSprites(void)
                if (light)
                        R_MeshQueue_AddTransparent(light->origin, R_Shadow_DrawLightSprite_TransparentCallback, (entity_render_t *)light, 5, &light->rtlight);
        }
-       R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
+       if (!r_editlights_lockcursor)
+               R_MeshQueue_AddTransparent(r_editlights_cursorlocation, R_Shadow_DrawCursor_TransparentCallback, NULL, 0, NULL);
+}
+
+int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color)
+{
+       unsigned int range;
+       dlight_t *light;
+       rtlight_t *rtlight;
+       range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
+       if (lightindex >= range)
+               return -1;
+       light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+       if (!light)
+               return 0;
+       rtlight = &light->rtlight;
+       //if (!(rtlight->flags & flag))
+       //      return 0;
+       VectorCopy(rtlight->shadoworigin, origin);
+       *radius = rtlight->radius;
+       VectorCopy(rtlight->color, color);
+       return 1;
 }
 
 void R_Shadow_SelectLightInView(void)
@@ -4919,6 +5613,9 @@ void R_Shadow_SelectLightInView(void)
        size_t range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
        best = NULL;
        bestrating = 0;
+
+       if (r_editlights_lockcursor)
+               return;
        for (lightindex = 0;lightindex < range;lightindex++)
        {
                light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
@@ -4929,7 +5626,7 @@ void R_Shadow_SelectLightInView(void)
                if (rating >= 0.95)
                {
                        rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
-                       if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
+                       if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
                        {
                                bestrating = rating;
                                best = light;
@@ -4949,8 +5646,7 @@ void R_Shadow_LoadWorldLights(void)
                Con_Print("No map loaded.\n");
                return;
        }
-       FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
-       strlcat (name, ".rtlights", sizeof (name));
+       dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
        lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
        if (lightsstring)
        {
@@ -5060,8 +5756,7 @@ void R_Shadow_SaveWorldLights(void)
                Con_Print("No map loaded.\n");
                return;
        }
-       FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
-       strlcat (name, ".rtlights", sizeof (name));
+       dpsnprintf(name, sizeof(name), "%s.rtlights", cl.worldnamenoextension);
        bufchars = bufmaxchars = 0;
        buf = NULL;
        for (lightindex = 0;lightindex < range;lightindex++)
@@ -5109,8 +5804,7 @@ void R_Shadow_LoadLightsFile(void)
                Con_Print("No map loaded.\n");
                return;
        }
-       FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
-       strlcat (name, ".lights", sizeof (name));
+       dpsnprintf(name, sizeof(name), "%s.lights", cl.worldnamenoextension);
        lightsstring = (char *)FS_LoadFile(name, tempmempool, false, NULL);
        if (lightsstring)
        {
@@ -5153,7 +5847,14 @@ typedef enum lighttype_e {LIGHTTYPE_MINUSX, LIGHTTYPE_RECIPX, LIGHTTYPE_RECIPXX,
 
 void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
 {
-       int entnum, style, islight, skin, pflags, effects, type, n;
+       int entnum;
+       int style;
+       int islight;
+       int skin;
+       int pflags;
+       //int effects;
+       int type;
+       int n;
        char *entfiledata;
        const char *data;
        float origin[3], angles[3], radius, color[3], light[4], fadescale, lightscale, originhack[3], overridecolor[3], vec[4];
@@ -5165,8 +5866,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                return;
        }
        // try to load a .ent file first
-       FS_StripExtension (cl.worldmodel->name, key, sizeof (key));
-       strlcat (key, ".ent", sizeof (key));
+       dpsnprintf(key, sizeof(key), "%s.ent", cl.worldnamenoextension);
        data = entfiledata = (char *)FS_LoadFile(key, tempmempool, true, NULL);
        // and if that is not found, fall back to the bsp file entity string
        if (!data)
@@ -5187,7 +5887,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                style = 0;
                skin = 0;
                pflags = 0;
-               effects = 0;
+               //effects = 0;
                islight = false;
                while (1)
                {
@@ -5314,8 +6014,8 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                skin = (int)atof(value);
                        else if (!strcmp("pflags", key))
                                pflags = (int)atof(value);
-                       else if (!strcmp("effects", key))
-                               effects = (int)atof(value);
+                       //else if (!strcmp("effects", key))
+                       //      effects = (int)atof(value);
                        else if (cl.worldmodel->type == mod_brushq3)
                        {
                                if (!strcmp("scale", key))
@@ -5375,7 +6075,7 @@ void R_Shadow_SetCursorLocationForView(void)
        vec3_t dest, endpos;
        trace_t trace;
        VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
-       trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
+       trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
        if (trace.fraction < 1)
        {
                dist = trace.fraction * r_editlights_cursordistance.value;
@@ -5415,7 +6115,7 @@ void R_Shadow_EditLights_Reload_f(void)
 {
        if (!cl.worldmodel)
                return;
-       strlcpy(r_shadow_mapname, cl.worldmodel->name, sizeof(r_shadow_mapname));
+       strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
        R_Shadow_ClearWorldLights();
        R_Shadow_LoadWorldLights();
        if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
@@ -5507,6 +6207,17 @@ void R_Shadow_EditLights_Edit_f(void)
                origin[1] = atof(Cmd_Argv(3));
                origin[2] = atof(Cmd_Argv(4));
        }
+       else if (!strcmp(Cmd_Argv(1), "originscale"))
+       {
+               if (Cmd_Argc() != 5)
+               {
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+                       return;
+               }
+               origin[0] *= atof(Cmd_Argv(2));
+               origin[1] *= atof(Cmd_Argv(3));
+               origin[2] *= atof(Cmd_Argv(4));
+       }
        else if (!strcmp(Cmd_Argv(1), "originx"))
        {
                if (Cmd_Argc() != 3)
@@ -5780,7 +6491,7 @@ void R_Shadow_EditLights_Edit_f(void)
 void R_Shadow_EditLights_EditAll_f(void)
 {
        size_t lightindex;
-       dlight_t *light;
+       dlight_t *light, *oldselected;
        size_t range;
 
        if (!r_editlights.integer)
@@ -5789,6 +6500,7 @@ void R_Shadow_EditLights_EditAll_f(void)
                return;
        }
 
+       oldselected = r_shadow_selectedlight;
        // EditLights doesn't seem to have a "remove" command or something so:
        range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
        for (lightindex = 0;lightindex < range;lightindex++)
@@ -5799,6 +6511,8 @@ void R_Shadow_EditLights_EditAll_f(void)
                R_Shadow_SelectLight(light);
                R_Shadow_EditLights_Edit_f();
        }
+       // return to old selected (to not mess editing once selection is locked)
+       R_Shadow_SelectLight(oldselected);
 }
 
 void R_Shadow_EditLights_DrawSelectedLightProperties(void)
@@ -5825,26 +6539,26 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void)
                        lightnumber = lightindex;
                lightcount++;
        }
-       dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
-       dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Cursor origin: %.0f %.0f %.0f", r_editlights_cursorlocation[0], r_editlights_cursorlocation[1], r_editlights_cursorlocation[2]); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Total lights : %i active (%i total)", lightcount, (int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray)); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, false, FONT_DEFAULT);y += 8;
        y += 8;
        if (r_shadow_selectedlight == NULL)
                return;
-       dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       dpsnprintf(temp, sizeof(temp), "Origin       : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       dpsnprintf(temp, sizeof(temp), "Angles       : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       dpsnprintf(temp, sizeof(temp), "Color        : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       dpsnprintf(temp, sizeof(temp), "Radius       : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       dpsnprintf(temp, sizeof(temp), "Corona       : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       dpsnprintf(temp, sizeof(temp), "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       dpsnprintf(temp, sizeof(temp), "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       dpsnprintf(temp, sizeof(temp), "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       dpsnprintf(temp, sizeof(temp), "CoronaSize   : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       dpsnprintf(temp, sizeof(temp), "Ambient      : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       dpsnprintf(temp, sizeof(temp), "Diffuse      : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       dpsnprintf(temp, sizeof(temp), "Specular     : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       dpsnprintf(temp, sizeof(temp), "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
-       dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Light #%i properties:", lightnumber);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Origin       : %.0f %.0f %.0f\n", r_shadow_selectedlight->origin[0], r_shadow_selectedlight->origin[1], r_shadow_selectedlight->origin[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Angles       : %.0f %.0f %.0f\n", r_shadow_selectedlight->angles[0], r_shadow_selectedlight->angles[1], r_shadow_selectedlight->angles[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Color        : %.2f %.2f %.2f\n", r_shadow_selectedlight->color[0], r_shadow_selectedlight->color[1], r_shadow_selectedlight->color[2]);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Radius       : %.0f\n", r_shadow_selectedlight->radius);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Corona       : %.0f\n", r_shadow_selectedlight->corona);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Style        : %i\n", r_shadow_selectedlight->style);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Shadows      : %s\n", r_shadow_selectedlight->shadow ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Cubemap      : %s\n", r_shadow_selectedlight->cubemapname);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "CoronaSize   : %.2f\n", r_shadow_selectedlight->coronasizescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Ambient      : %.2f\n", r_shadow_selectedlight->ambientscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Diffuse      : %.2f\n", r_shadow_selectedlight->diffusescale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "Specular     : %.2f\n", r_shadow_selectedlight->specularscale);DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "NormalMode   : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_NORMALMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
+       dpsnprintf(temp, sizeof(temp), "RealTimeMode : %s\n", (r_shadow_selectedlight->flags & LIGHTFLAG_REALTIMEMODE) ? "yes" : "no");DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT);y += 8;
 }
 
 void R_Shadow_EditLights_ToggleShadow_f(void)
@@ -5908,6 +6622,7 @@ void R_Shadow_EditLights_Help_f(void)
 "r_editlights_help : this help\n"
 "r_editlights_clear : remove all lights\n"
 "r_editlights_reload : reload .rtlights, .lights file, or entities\n"
+"r_editlights_lock : lock selection to current light, if already locked - unlock\n"
 "r_editlights_save : save to .rtlights file\n"
 "r_editlights_spawn : create a light with default settings\n"
 "r_editlights_edit command : edit selected light - more documentation below\n"
@@ -5934,6 +6649,7 @@ void R_Shadow_EditLights_Help_f(void)
 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
+"originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
 "cubemap basename : set filter cubemap of light (not yet supported)\n"
 "shadows 1/0 : turn on/off shadows\n"
@@ -5992,6 +6708,26 @@ void R_Shadow_EditLights_PasteInfo_f(void)
        R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags);
 }
 
+void R_Shadow_EditLights_Lock_f(void)
+{
+       if (!r_editlights.integer)
+       {
+               Con_Print("Cannot lock on light when not in editing mode.  Set r_editlights to 1.\n");
+               return;
+       }
+       if (r_editlights_lockcursor)
+       {
+               r_editlights_lockcursor = false;
+               return;
+       }
+       if (!r_shadow_selectedlight)
+       {
+               Con_Print("No selected light to lock on.\n");
+               return;
+       }
+       r_editlights_lockcursor = true;
+}
+
 void R_Shadow_EditLights_Init(void)
 {
        Cvar_RegisterVariable(&r_editlights);
@@ -6014,6 +6750,7 @@ void R_Shadow_EditLights_Init(void)
        Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
        Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
        Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
+       Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
 }
 
 
@@ -6026,31 +6763,223 @@ LIGHT SAMPLING
 =============================================================================
 */
 
-void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
+void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
 {
-       VectorClear(diffusecolor);
-       VectorClear(diffusenormal);
+       int i, numlights, flag;
+       float f, relativepoint[3], dist, dist2, lightradius2;
+       vec3_t diffuse, n;
+       rtlight_t *light;
+       dlight_t *dlight;
+
+       if (r_fullbright.integer)
+       {
+               VectorSet(color, 1, 1, 1);
+               return;
+       }
+
+       VectorClear(color);
 
-       if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+       if (flags & LP_LIGHTMAP)
        {
-               ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient * (2.0f / 128.0f);
-               r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
+               if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
+               {
+                       VectorClear(diffuse);
+                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
+                       VectorAdd(color, diffuse, color);
+               }
+               else
+                       VectorSet(color, 1, 1, 1);
+               color[0] += r_refdef.scene.ambient;
+               color[1] += r_refdef.scene.ambient;
+               color[2] += r_refdef.scene.ambient;
+       }
+
+       if (flags & LP_RTWORLD)
+       {
+               flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+               numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
+               for (i = 0; i < numlights; i++)
+               {
+                       dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
+                       if (!dlight)
+                               continue;
+                       light = &dlight->rtlight;
+                       if (!(light->flags & flag))
+                               continue;
+                       // sample
+                       lightradius2 = light->radius * light->radius;
+                       VectorSubtract(light->shadoworigin, p, relativepoint);
+                       dist2 = VectorLength2(relativepoint);
+                       if (dist2 >= lightradius2)
+                               continue;
+                       dist = sqrt(dist2) / light->radius;
+                       f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
+                       if (f <= 0)
+                               continue;
+                       // todo: add to both ambient and diffuse
+                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
+                               VectorMA(color, f, light->currentcolor, color);
+               }
+       }
+       if (flags & LP_DYNLIGHT)
+       {
+               // sample dlights
+               for (i = 0;i < r_refdef.scene.numlights;i++)
+               {
+                       light = r_refdef.scene.lights[i];
+                       // sample
+                       lightradius2 = light->radius * light->radius;
+                       VectorSubtract(light->shadoworigin, p, relativepoint);
+                       dist2 = VectorLength2(relativepoint);
+                       if (dist2 >= lightradius2)
+                               continue;
+                       dist = sqrt(dist2) / light->radius;
+                       f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
+                       if (f <= 0)
+                               continue;
+                       // todo: add to both ambient and diffuse
+                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
+                               VectorMA(color, f, light->color, color);
+               }
+       }
+}
+
+void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
+{
+       int i, numlights, flag;
+       rtlight_t *light;
+       dlight_t *dlight;
+       float relativepoint[3];
+       float color[3];
+       float dir[3];
+       float dist;
+       float dist2;
+       float intensity;
+       float sample[5*3];
+       float lightradius2;
+
+       if (r_fullbright.integer)
+       {
+               VectorSet(ambient, 1, 1, 1);
+               VectorClear(diffuse);
+               VectorClear(lightdir);
+               return;
+       }
+
+       if (flags == LP_LIGHTMAP)
+       {
+               VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
+               VectorClear(diffuse);
+               VectorClear(lightdir);
+               if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
+                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambient, diffuse, lightdir);
+               else
+                       VectorSet(ambient, 1, 1, 1);
+               return;
+       }
+
+       memset(sample, 0, sizeof(sample));
+       VectorSet(sample, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
+
+       if ((flags & LP_LIGHTMAP) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
+       {
+               vec3_t tempambient;
+               VectorClear(tempambient);
+               VectorClear(color);
+               VectorClear(relativepoint);
+               r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, tempambient, color, relativepoint);
+               VectorScale(tempambient, r_refdef.lightmapintensity, tempambient);
+               VectorScale(color, r_refdef.lightmapintensity, color);
+               VectorAdd(sample, tempambient, sample);
+               VectorMA(sample    , 0.5f            , color, sample    );
+               VectorMA(sample + 3, relativepoint[0], color, sample + 3);
+               VectorMA(sample + 6, relativepoint[1], color, sample + 6);
+               VectorMA(sample + 9, relativepoint[2], color, sample + 9);
+               // calculate a weighted average light direction as well
+               intensity = VectorLength(color);
+               VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+       }
+
+       if (flags & LP_RTWORLD)
+       {
+               flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+               numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
+               for (i = 0; i < numlights; i++)
+               {
+                       dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
+                       if (!dlight)
+                               continue;
+                       light = &dlight->rtlight;
+                       if (!(light->flags & flag))
+                               continue;
+                       // sample
+                       lightradius2 = light->radius * light->radius;
+                       VectorSubtract(light->shadoworigin, p, relativepoint);
+                       dist2 = VectorLength2(relativepoint);
+                       if (dist2 >= lightradius2)
+                               continue;
+                       dist = sqrt(dist2) / light->radius;
+                       intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
+                       if (intensity <= 0.0f)
+                               continue;
+                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
+                               continue;
+                       // scale down intensity to add to both ambient and diffuse
+                       //intensity *= 0.5f;
+                       VectorNormalize(relativepoint);
+                       VectorScale(light->currentcolor, intensity, color);
+                       VectorMA(sample    , 0.5f            , color, sample    );
+                       VectorMA(sample + 3, relativepoint[0], color, sample + 3);
+                       VectorMA(sample + 6, relativepoint[1], color, sample + 6);
+                       VectorMA(sample + 9, relativepoint[2], color, sample + 9);
+                       // calculate a weighted average light direction as well
+                       intensity *= VectorLength(color);
+                       VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+               }
        }
-       else
-               VectorSet(ambientcolor, 1, 1, 1);
 
-       if (dynamic)
+       if (flags & LP_DYNLIGHT)
        {
-               int i;
-               float f, v[3];
-               rtlight_t *light;
+               // sample dlights
                for (i = 0;i < r_refdef.scene.numlights;i++)
                {
                        light = r_refdef.scene.lights[i];
-                       Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
-                       f = 1 - VectorLength2(v);
-                       if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
-                               VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
+                       // sample
+                       lightradius2 = light->radius * light->radius;
+                       VectorSubtract(light->shadoworigin, p, relativepoint);
+                       dist2 = VectorLength2(relativepoint);
+                       if (dist2 >= lightradius2)
+                               continue;
+                       dist = sqrt(dist2) / light->radius;
+                       intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
+                       if (intensity <= 0.0f)
+                               continue;
+                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
+                               continue;
+                       // scale down intensity to add to both ambient and diffuse
+                       //intensity *= 0.5f;
+                       VectorNormalize(relativepoint);
+                       VectorScale(light->currentcolor, intensity, color);
+                       VectorMA(sample    , 0.5f            , color, sample    );
+                       VectorMA(sample + 3, relativepoint[0], color, sample + 3);
+                       VectorMA(sample + 6, relativepoint[1], color, sample + 6);
+                       VectorMA(sample + 9, relativepoint[2], color, sample + 9);
+                       // calculate a weighted average light direction as well
+                       intensity *= VectorLength(color);
+                       VectorMA(sample + 12, intensity, relativepoint, sample + 12);
                }
        }
+
+       // calculate the direction we'll use to reduce the sample to a directional light source
+       VectorCopy(sample + 12, dir);
+       //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
+       VectorNormalize(dir);
+       // extract the diffuse color along the chosen direction and scale it
+       diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
+       diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
+       diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
+       // subtract some of diffuse from ambient
+       VectorMA(sample, -0.333f, diffuse, ambient);
+       // store the normalized lightdir
+       VectorCopy(dir, lightdir);
 }