]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
fixed problems with playing on QW server caused by the use of _cl_name and similar...
[xonotic/darkplaces.git] / r_shadow.c
index d9cb63ec5f30e2c167fa9a63e91dc4f3b6a9f7c3..98b21ee63e05edaf51a6576db3054b185099c3b1 100644 (file)
@@ -185,6 +185,11 @@ int r_shadow_buffer_numsurfacepvsbytes;
 unsigned char *r_shadow_buffer_surfacepvs;
 int *r_shadow_buffer_surfacelist;
 
+int r_shadow_buffer_numshadowtrispvsbytes;
+unsigned char *r_shadow_buffer_shadowtrispvs;
+int r_shadow_buffer_numlighttrispvsbytes;
+unsigned char *r_shadow_buffer_lighttrispvs;
+
 // current light's cull box (copied out of an rtlight or calculated by GetLightInfo)
 vec3_t r_shadow_rtlight_cullmins;
 vec3_t r_shadow_rtlight_cullmaxs;
@@ -226,6 +231,7 @@ cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_comp
 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_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_culltriangles = {0, "r_shadow_culltriangles", "1", "performs more expensive tests to remove unnecessary triangles of lit surfaces"};
 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
 cvar_t r_shadow_shadow_polygonoffset = {0, "r_shadow_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)"};
@@ -268,7 +274,6 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void);
 void R_Shadow_EditLights_Reload_f(void);
 void R_Shadow_ValidateCvars(void);
 static void R_Shadow_MakeTextures(void);
-void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, dlight_t *light);
 
 void r_shadow_start(void)
 {
@@ -299,6 +304,10 @@ void r_shadow_start(void)
        r_shadow_buffer_numsurfacepvsbytes = 0;
        r_shadow_buffer_surfacepvs = NULL;
        r_shadow_buffer_surfacelist = NULL;
+       r_shadow_buffer_numshadowtrispvsbytes = 0;
+       r_shadow_buffer_shadowtrispvs = NULL;
+       r_shadow_buffer_numlighttrispvsbytes = 0;
+       r_shadow_buffer_lighttrispvs = NULL;
 }
 
 void r_shadow_shutdown(void)
@@ -347,6 +356,12 @@ void r_shadow_shutdown(void)
        if (r_shadow_buffer_surfacelist)
                Mem_Free(r_shadow_buffer_surfacelist);
        r_shadow_buffer_surfacelist = NULL;
+       r_shadow_buffer_numshadowtrispvsbytes = 0;
+       if (r_shadow_buffer_shadowtrispvs)
+               Mem_Free(r_shadow_buffer_shadowtrispvs);
+       r_shadow_buffer_numlighttrispvsbytes = 0;
+       if (r_shadow_buffer_lighttrispvs)
+               Mem_Free(r_shadow_buffer_lighttrispvs);
 }
 
 void r_shadow_newmap(void)
@@ -418,6 +433,7 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_realtime_world_compilesvbsp);
        Cvar_RegisterVariable(&r_shadow_realtime_world_compileportalculling);
        Cvar_RegisterVariable(&r_shadow_scissor);
+       Cvar_RegisterVariable(&r_shadow_culltriangles);
        Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_texture3d);
@@ -450,6 +466,8 @@ void R_Shadow_Init(void)
        r_shadow_buffer_numsurfacepvsbytes = 0;
        r_shadow_buffer_surfacepvs = NULL;
        r_shadow_buffer_surfacelist = NULL;
+       r_shadow_buffer_shadowtrispvs = NULL;
+       r_shadow_buffer_lighttrispvs = NULL;
        R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
 }
 
@@ -493,10 +511,12 @@ void R_Shadow_ResizeShadowArrays(int numvertices, int numtriangles)
        }
 }
 
-static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
+static void R_Shadow_EnlargeLeafSurfaceTrisBuffer(int numleafs, int numsurfaces, int numshadowtriangles, int numlighttriangles)
 {
        int numleafpvsbytes = (((numleafs + 7) >> 3) + 255) & ~255;
        int numsurfacepvsbytes = (((numsurfaces + 7) >> 3) + 255) & ~255;
+       int numshadowtrispvsbytes = (((numshadowtriangles + 7) >> 3) + 255) & ~255;
+       int numlighttrispvsbytes = (((numlighttriangles + 7) >> 3) + 255) & ~255;
        if (r_shadow_buffer_numleafpvsbytes < numleafpvsbytes)
        {
                if (r_shadow_buffer_leafpvs)
@@ -517,6 +537,20 @@ static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
                r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes);
                r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
        }
+       if (r_shadow_buffer_numshadowtrispvsbytes < numshadowtrispvsbytes)
+       {
+               if (r_shadow_buffer_shadowtrispvs)
+                       Mem_Free(r_shadow_buffer_shadowtrispvs);
+               r_shadow_buffer_numshadowtrispvsbytes = numshadowtrispvsbytes;
+               r_shadow_buffer_shadowtrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numshadowtrispvsbytes);
+       }
+       if (r_shadow_buffer_numlighttrispvsbytes < numlighttrispvsbytes)
+       {
+               if (r_shadow_buffer_lighttrispvs)
+                       Mem_Free(r_shadow_buffer_lighttrispvs);
+               r_shadow_buffer_numlighttrispvsbytes = numlighttrispvsbytes;
+               r_shadow_buffer_lighttrispvs = (unsigned char *)Mem_Alloc(r_main_mempool, r_shadow_buffer_numlighttrispvsbytes);
+       }
 }
 
 void R_Shadow_PrepareShadowMark(int numtris)
@@ -789,9 +823,7 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv
        if (!BoxesOverlap(lightmins, lightmaxs, surfacemins, surfacemaxs))
                return;
        tend = firsttriangle + numtris;
-       if (surfacemins[0] >= lightmins[0] && surfacemaxs[0] <= lightmaxs[0]
-        && surfacemins[1] >= lightmins[1] && surfacemaxs[1] <= lightmaxs[1]
-        && surfacemins[2] >= lightmins[2] && surfacemaxs[2] <= lightmaxs[2])
+       if (BoxInsideBox(surfacemins, surfacemaxs, lightmins, lightmaxs))
        {
                // surface box entirely inside light box, no box cull
                if (projectdirection)
@@ -822,12 +854,7 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv
                                v[2] = invertex3f + e[2] * 3;
                                TriangleNormal(v[0], v[1], v[2], normal);
                                if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
-                                && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
-                                && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
-                                && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
-                                && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
-                                && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
-                                && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
                                        shadowmarklist[numshadowmark++] = t;
                        }
                }
@@ -839,12 +866,7 @@ void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *inv
                                v[1] = invertex3f + e[1] * 3;
                                v[2] = invertex3f + e[2] * 3;
                                if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
-                                && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
-                                && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
-                                && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
-                                && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
-                                && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
-                                && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
                                        shadowmarklist[numshadowmark++] = t;
                        }
                }
@@ -1226,12 +1248,11 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        return false;
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
+static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
 {
-       int numverts = surface->num_vertices;
-       float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
-       float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
-       float *color4f = rsurface_array_color4f + 4 * surface->num_firstvertex;
+       float *vertex3f = rsurface_vertex3f + 3 * firstvertex;
+       float *normal3f = rsurface_normal3f + 3 * firstvertex;
+       float *color4f = rsurface_array_color4f + 4 * firstvertex;
        float dist, dot, distintensity, shadeintensity, v[3], n[3];
        if (r_textureunits.integer >= 3)
        {
@@ -1327,73 +1348,60 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_
 
 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
 
-static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
+static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
 {
-       int surfacelistindex;
-       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       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)
        {
-               const msurface_t *surface = surfacelist[surfacelistindex];
-               int i;
-               float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
-               const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
-               const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
-               const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
-               const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
-               float lightdir[3];
-               for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
-               {
-                       VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
-                       // the cubemap normalizes this for us
-                       out3f[0] = DotProduct(svector3f, lightdir);
-                       out3f[1] = DotProduct(tvector3f, lightdir);
-                       out3f[2] = DotProduct(normal3f, lightdir);
-               }
+               VectorSubtract(r_shadow_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 numsurfaces, msurface_t **surfacelist)
+static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int numvertices, int numtriangles, const int *element3i)
 {
-       int surfacelistindex;
-       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       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)
        {
-               const msurface_t *surface = surfacelist[surfacelistindex];
-               int i;
-               float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
-               const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
-               const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
-               const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
-               const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
-               float lightdir[3], eyedir[3], halfdir[3];
-               for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
-               {
-                       VectorSubtract(r_shadow_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);
-               }
+               VectorSubtract(r_shadow_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_RenderSurfacesLighting_VisibleLighting(int numsurfaces, msurface_t **surfacelist, 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 specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_VisibleLighting(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 specularscale, qboolean dopants, qboolean doshirt)
 {
        // used to display how many times a surface is lit for level design purposes
        GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1);
        R_Mesh_ColorPointer(NULL);
        R_Mesh_ResetTextureState();
-       RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist);
-       RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-       GL_LockArrays(0, 0);
+       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface_t **surfacelist, 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 specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_GLSL(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 specularscale, qboolean dopants, qboolean doshirt)
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
-       RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
        R_SetupSurfaceShader(lightcolorbase, false);
        R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
        R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
@@ -1403,15 +1411,14 @@ static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface
        {
                qglDepthFunc(GL_EQUAL);CHECKGLERROR
        }
-       RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-       GL_LockArrays(0, 0);
+       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
        if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
        {
                qglDepthFunc(GL_LEQUAL);CHECKGLERROR
        }
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(int numsurfaces, msurface_t **surfacelist, float r, float g, float b)
+static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int numtriangles, const int *element3i, float r, float g, float b)
 {
        // shared final code for all the dot3 layers
        int renders;
@@ -1419,12 +1426,11 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(int numsurfaces,
        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);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
        }
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
 {
        rmeshstate_t m;
        // colorscale accounts for how much we multiply the brightness
@@ -1511,8 +1517,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfac
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
 
                // second pass
                memset(&m, 0, sizeof(m));
@@ -1529,10 +1534,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfac
        }
        // this final code is shared
        R_Mesh_TextureState(&m);
-       R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
 {
        rmeshstate_t m;
        // colorscale accounts for how much we multiply the brightness
@@ -1544,7 +1549,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac
        // Limit mult to 64 for sanity sake.
        GL_Color(1,1,1,1);
        // generate normalization cubemap texcoords
-       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(numsurfaces, surfacelist);
+       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)
@@ -1562,8 +1567,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
 
                // second pass
                memset(&m, 0, sizeof(m));
@@ -1588,8 +1592,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
 
                // second pass
                memset(&m, 0, sizeof(m));
@@ -1602,8 +1605,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
 
                // second pass
                memset(&m, 0, sizeof(m));
@@ -1632,8 +1634,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
 
                // second pass
                memset(&m, 0, sizeof(m));
@@ -1665,8 +1666,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
 
                // second pass
                memset(&m, 0, sizeof(m));
@@ -1694,8 +1694,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
 
                // second pass
                memset(&m, 0, sizeof(m));
@@ -1708,8 +1707,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
 
                // second pass
                memset(&m, 0, sizeof(m));
@@ -1726,10 +1724,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfac
        }
        // this final code is shared
        R_Mesh_TextureState(&m);
-       R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
 {
        float glossexponent;
        rmeshstate_t m;
@@ -1738,7 +1736,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfa
        //      return;
        GL_Color(1,1,1,1);
        // generate normalization cubemap texcoords
-       R_Shadow_GenTexCoords_Specular_NormalCubeMap(numsurfaces, surfacelist);
+       R_Shadow_GenTexCoords_Specular_NormalCubeMap(firstvertex, numvertices, numtriangles, element3i);
        if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
        {
                // 2/0/0/1/2 3D combine blendsquare path
@@ -1753,16 +1751,14 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfa
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
 
                // 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)
-                       RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
 
                // fourth pass
                memset(&m, 0, sizeof(m));
@@ -1771,8 +1767,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfa
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
 
                // fifth pass
                memset(&m, 0, sizeof(m));
@@ -1801,16 +1796,14 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfa
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
 
                // 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)
-                       RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
 
                // fourth pass
                memset(&m, 0, sizeof(m));
@@ -1836,16 +1829,14 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfa
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
 
                // 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)
-                       RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
 
                // fourth pass
                memset(&m, 0, sizeof(m));
@@ -1857,8 +1848,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfa
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i);
 
                // fifth pass
                memset(&m, 0, sizeof(m));
@@ -1875,10 +1865,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfa
        }
        // this final code is shared
        R_Mesh_TextureState(&m);
-       R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
+       R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface_t **surfacelist, 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 specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderLighting_Light_Dot3(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 specularscale, qboolean dopants, qboolean doshirt)
 {
        // ARB path (any Geforce, any Radeon)
        qboolean doambient = r_shadow_rtlight->ambientscale > 0;
@@ -1886,104 +1876,91 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface
        qboolean dospecular = specularscale > 0;
        if (!doambient && !dodiffuse && !dospecular)
                return;
-       RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
        R_Mesh_ColorPointer(NULL);
        if (doambient)
-               R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
+               R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
        if (dodiffuse)
-               R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
+               R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
        if (dopants)
        {
                if (doambient)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
+                       R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
                if (dodiffuse)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
+                       R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
        }
        if (doshirt)
        {
                if (doambient)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
+                       R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale * r_view.colorscale);
                if (dodiffuse)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
+                       R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale);
        }
        if (dospecular)
-               R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(numsurfaces, surfacelist, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
+               R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale);
 }
 
-void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int numsurfaces, msurface_t **surfacelist, vec3_t diffusecolor2, vec3_t ambientcolor2)
+void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
 {
-       int surfacelistindex;
        int renders;
-       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
-       {
-               const msurface_t *surface = surfacelist[surfacelistindex];
-               R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
-       }
+       int i;
+       int stop;
+       int newfirstvertex;
+       int newlastvertex;
+       int newnumtriangles;
+       int *newe;
+       const int *e;
+       float *c;
+       int newelements[3072];
+       R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
        for (renders = 0;renders < 64;renders++)
        {
-               const int *e;
-               int stop;
-               int firstvertex;
-               int lastvertex;
-               int newnumtriangles;
-               int *newe;
-               int newelements[3072];
                stop = true;
-               firstvertex = 0;
-               lastvertex = 0;
+               newfirstvertex = 0;
+               newlastvertex = 0;
                newnumtriangles = 0;
                newe = newelements;
-               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
-               {
-                       const msurface_t *surface = surfacelist[surfacelistindex];
-                       const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
-                       int i;
-                       // due to low fillrate on the cards this vertex lighting path is
-                       // designed for, we manually cull all triangles that do not
-                       // contain a lit vertex
-                       // this builds batches of triangles from multiple surfaces and
-                       // renders them at once
-                       for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
+               // due to low fillrate on the cards this vertex lighting path is
+               // designed for, we manually cull all triangles that do not
+               // contain a lit vertex
+               // this builds batches of triangles from multiple surfaces and
+               // 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_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
+                               if (newnumtriangles)
                                {
-                                       if (newnumtriangles)
-                                       {
-                                               firstvertex = min(firstvertex, e[0]);
-                                               lastvertex = max(lastvertex, e[0]);
-                                       }
-                                       else
-                                       {
-                                               firstvertex = e[0];
-                                               lastvertex = e[0];
-                                       }
-                                       firstvertex = min(firstvertex, e[1]);
-                                       lastvertex = max(lastvertex, e[1]);
-                                       firstvertex = min(firstvertex, e[2]);
-                                       lastvertex = max(lastvertex, e[2]);
-                                       newe[0] = e[0];
-                                       newe[1] = e[1];
-                                       newe[2] = e[2];
-                                       newnumtriangles++;
-                                       newe += 3;
-                                       if (newnumtriangles >= 1024)
-                                       {
-                                               GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
-                                               R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
-                                               newnumtriangles = 0;
-                                               newe = newelements;
-                                               stop = false;
-                                       }
+                                       newfirstvertex = min(newfirstvertex, e[0]);
+                                       newlastvertex  = max(newlastvertex, e[0]);
+                               }
+                               else
+                               {
+                                       newfirstvertex = e[0];
+                                       newlastvertex = e[0];
+                               }
+                               newfirstvertex = min(newfirstvertex, e[1]);
+                               newlastvertex  = max(newlastvertex, e[1]);
+                               newfirstvertex = min(newfirstvertex, e[2]);
+                               newlastvertex  = max(newlastvertex, e[2]);
+                               newe[0] = e[0];
+                               newe[1] = e[1];
+                               newe[2] = e[2];
+                               newnumtriangles++;
+                               newe += 3;
+                               if (newnumtriangles >= 1024)
+                               {
+                                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements);
+                                       newnumtriangles = 0;
+                                       newe = newelements;
+                                       stop = false;
                                }
                        }
                }
                if (newnumtriangles >= 1)
                {
-                       GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
-                       R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
+                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements);
                        stop = false;
                }
-               GL_LockArrays(0, 0);
                // if we couldn't find any lit triangles, exit early
                if (stop)
                        break;
@@ -1992,23 +1969,17 @@ void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int
                // handling of negative colors
                // (some old drivers even have improper handling of >1 color)
                stop = true;
-               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               for (i = 0, c = rsurface_array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
                {
-                       int i;
-                       float *c;
-                       const msurface_t *surface = surfacelist[surfacelistindex];
-                       for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+                       if (c[0] > 1 || c[1] > 1 || c[2] > 1)
                        {
-                               if (c[0] > 1 || c[1] > 1 || c[2] > 1)
-                               {
-                                       c[0] = max(0, c[0] - 1);
-                                       c[1] = max(0, c[1] - 1);
-                                       c[2] = max(0, c[2] - 1);
-                                       stop = false;
-                               }
-                               else
-                                       VectorClear(c);
+                               c[0] = max(0, c[0] - 1);
+                               c[1] = max(0, c[1] - 1);
+                               c[2] = max(0, c[2] - 1);
+                               stop = false;
                        }
+                       else
+                               VectorClear(c);
                }
                // another check...
                if (stop)
@@ -2016,7 +1987,7 @@ void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int
        }
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Vertex(int numsurfaces, msurface_t **surfacelist, 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 specularscale, qboolean dopants, qboolean doshirt)
+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 specularscale, qboolean dopants, qboolean doshirt)
 {
        // OpenGL 1.1 path (anything)
        model_t *model = rsurface_entity->model;
@@ -2051,22 +2022,21 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(int numsurfaces, msurfa
                }
        }
        R_Mesh_TextureState(&m);
-       RSurf_PrepareVerticesForBatch(true, false, numsurfaces, surfacelist);
        R_Mesh_TexBind(0, R_GetTexture(basetexture));
-       R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorbase, ambientcolorbase);
+       R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
        if (dopants)
        {
                R_Mesh_TexBind(0, R_GetTexture(pantstexture));
-               R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorpants, ambientcolorpants);
+               R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
        }
        if (doshirt)
        {
                R_Mesh_TexBind(0, R_GetTexture(shirttexture));
-               R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorshirt, ambientcolorshirt);
+               R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
        }
 }
 
-void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist)
+void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i)
 {
        // FIXME: support MATERIALFLAG_NODEPTHTEST
        vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
@@ -2077,7 +2047,7 @@ void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist)
        if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
                return;
        GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+       GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
        if (rsurface_texture->colormapping)
        {
                qboolean dopants = rsurface_texture->currentskinframe->pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f);
@@ -2102,19 +2072,19 @@ void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist)
                {
                case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
                        GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
-                       R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
+                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-                       R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
+                       R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_DOT3:
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
+                       R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-                       R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
+                       R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
                        break;
                default:
-                       Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
+                       Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
                        break;
                }
        }
@@ -2124,19 +2094,19 @@ void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist)
                {
                case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
                        GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
-                       R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
+                       R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-                       R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
+                       R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_DOT3:
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
+                       R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-                       R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
+                       R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
                        break;
                default:
-                       Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
+                       Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
                        break;
                }
        }
@@ -2186,7 +2156,9 @@ void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec
 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
 void R_RTLight_Compile(rtlight_t *rtlight)
 {
-       int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
+       int i;
+       int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
+       int lighttris, shadowtris, shadowmeshes, shadowmeshtris;
        entity_render_t *ent = r_refdef.worldentity;
        model_t *model = r_refdef.worldmodel;
        unsigned char *data;
@@ -2210,22 +2182,32 @@ void R_RTLight_Compile(rtlight_t *rtlight)
        {
                // this variable must be set for the CompileShadowVolume code
                r_shadow_compilingrtlight = rtlight;
-               R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
-               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_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);
                numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
-               data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
+               numshadowtrispvsbytes = ((model->brush.shadowmesh ? model->brush.shadowmesh->numtriangles : model->surfmesh.num_triangles) + 7) >> 3;
+               numlighttrispvsbytes = (model->surfmesh.num_triangles + 7) >> 3;
+               data = (unsigned char *)Mem_Alloc(r_main_mempool, sizeof(int) * numsurfaces + sizeof(int) * numleafs + numleafpvsbytes + numshadowtrispvsbytes + numlighttrispvsbytes);
+               rtlight->static_numsurfaces = numsurfaces;
+               rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
                rtlight->static_numleafs = numleafs;
-               rtlight->static_numleafpvsbytes = numleafpvsbytes;
                rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
+               rtlight->static_numleafpvsbytes = numleafpvsbytes;
                rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
-               rtlight->static_numsurfaces = numsurfaces;
-               rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
-               if (numleafs)
+               rtlight->static_numshadowtrispvsbytes = numshadowtrispvsbytes;
+               rtlight->static_shadowtrispvs = (unsigned char *)data;data += numshadowtrispvsbytes;
+               rtlight->static_numlighttrispvsbytes = numlighttrispvsbytes;
+               rtlight->static_lighttrispvs = (unsigned char *)data;data += numlighttrispvsbytes;
+               if (rtlight->static_numsurfaces)
+                       memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
+               if (rtlight->static_numleafs)
                        memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
-               if (numleafpvsbytes)
+               if (rtlight->static_numleafpvsbytes)
                        memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
-               if (numsurfaces)
-                       memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
+               if (rtlight->static_numshadowtrispvsbytes)
+                       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);
                if (model->CompileShadowVolume && rtlight->shadow)
                        model->CompileShadowVolume(ent, rtlight->shadoworigin, NULL, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
                // now we're done compiling the rtlight
@@ -2238,19 +2220,31 @@ void R_RTLight_Compile(rtlight_t *rtlight)
        //rtlight->cullradius = min(rtlight->cullradius, rtlight->radius);
 
        shadowmeshes = 0;
-       shadowtris = 0;
+       shadowmeshtris = 0;
        if (rtlight->static_meshchain_shadow)
        {
                shadowmesh_t *mesh;
                for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
                {
                        shadowmeshes++;
-                       shadowtris += mesh->numtriangles;
+                       shadowmeshtris += mesh->numtriangles;
                }
        }
 
+       lighttris = 0;
+       if (rtlight->static_numlighttrispvsbytes)
+               for (i = 0;i < rtlight->static_numlighttrispvsbytes*8;i++)
+                       if (CHECKPVSBIT(rtlight->static_lighttrispvs, i))
+                               lighttris++;
+
+       shadowtris = 0;
+       if (rtlight->static_numlighttrispvsbytes)
+               for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
+                       if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
+                               shadowtris++;
+
        if (developer.integer >= 10)
-               Con_Printf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
+               Con_Printf("static light built: %f %f %f : %f %f %f box, %i light triangles, %i shadow triangles, %i compiled shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], lighttris, shadowtris, shadowmeshtris, shadowmeshes);
 }
 
 void R_RTLight_Uncompile(rtlight_t *rtlight)
@@ -2261,14 +2255,18 @@ void R_RTLight_Uncompile(rtlight_t *rtlight)
                        Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
                rtlight->static_meshchain_shadow = NULL;
                // these allocations are grouped
-               if (rtlight->static_leaflist)
-                       Mem_Free(rtlight->static_leaflist);
+               if (rtlight->static_surfacelist)
+                       Mem_Free(rtlight->static_surfacelist);
                rtlight->static_numleafs = 0;
                rtlight->static_numleafpvsbytes = 0;
                rtlight->static_leaflist = NULL;
                rtlight->static_leafpvs = NULL;
                rtlight->static_numsurfaces = 0;
                rtlight->static_surfacelist = NULL;
+               rtlight->static_numshadowtrispvsbytes = 0;
+               rtlight->static_shadowtrispvs = NULL;
+               rtlight->static_numlighttrispvsbytes = 0;
+               rtlight->static_lighttrispvs = NULL;
                rtlight->compiled = false;
        }
 }
@@ -2280,63 +2278,72 @@ void R_Shadow_UncompileWorldLights(void)
                R_RTLight_Uncompile(&light->rtlight);
 }
 
-void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
+void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
 {
-       model_t *model = ent->model;
-       vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
-       vec_t relativeshadowradius;
-       if (ent == r_refdef.worldentity)
+       RSurf_ActiveWorldEntity();
+       if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
        {
-               RSurf_ActiveWorldEntity();
-               if (r_shadow_rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compileshadow.integer)
+               shadowmesh_t *mesh;
+               CHECKGLERROR
+               for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
                {
-                       shadowmesh_t *mesh;
-                       CHECKGLERROR
-                       for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
+                       r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
+                       R_Mesh_VertexPointer(mesh->vertex3f);
+                       GL_LockArrays(0, mesh->numverts);
+                       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
                        {
-                               r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
-                               R_Mesh_VertexPointer(mesh->vertex3f);
-                               GL_LockArrays(0, mesh->numverts);
-                               if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
-                               {
-                                       // decrement stencil if backface is behind depthbuffer
-                                       GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
-                                       qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
-                                       R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
-                                       // increment stencil if frontface is behind depthbuffer
-                                       GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
-                                       qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
-                               }
+                               // decrement stencil if backface is behind depthbuffer
+                               GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
+                               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
                                R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
-                               GL_LockArrays(0, 0);
+                               // increment stencil if frontface is behind depthbuffer
+                               GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+                               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
                        }
-                       CHECKGLERROR
+                       R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
+                       GL_LockArrays(0, 0);
                }
-               else if (numsurfaces)
-                       model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, NULL, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs);
+               CHECKGLERROR
        }
-       else
+       else if (numsurfaces && r_refdef.worldmodel->brush.shadowmesh && r_shadow_culltriangles.integer)
        {
-               RSurf_ActiveModelEntity(ent, false, false);
-               Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
-               relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
-               relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
-               relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
-               relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
-               relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
-               relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
-               relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
-               model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, model->nummodelsurfaces, model->surfacelist, relativeshadowmins, relativeshadowmaxs);
+               int t, tend;
+               int surfacelistindex;
+               msurface_t *surface;
+               R_Shadow_PrepareShadowMark(r_refdef.worldmodel->brush.shadowmesh->numtriangles);
+               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               {
+                       surface = r_refdef.worldmodel->data_surfaces + surfacelist[surfacelistindex];
+                       for (t = surface->num_firstshadowmeshtriangle, tend = t + surface->num_triangles;t < tend;t++)
+                               if (CHECKPVSBIT(trispvs, t))
+                                       shadowmarklist[numshadowmark++] = t;
+               }
+               R_Shadow_VolumeFromList(r_refdef.worldmodel->brush.shadowmesh->numverts, r_refdef.worldmodel->brush.shadowmesh->numtriangles, r_refdef.worldmodel->brush.shadowmesh->vertex3f, r_refdef.worldmodel->brush.shadowmesh->element3i, r_refdef.worldmodel->brush.shadowmesh->neighbor3i, r_shadow_rtlight->shadoworigin, NULL, r_shadow_rtlight->radius + r_refdef.worldmodel->radius*2 + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
        }
+       else if (numsurfaces)
+               r_refdef.worldmodel->DrawShadowVolume(r_refdef.worldentity, r_shadow_rtlight->shadoworigin, NULL, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs);
+}
+
+void R_Shadow_DrawEntityShadow(entity_render_t *ent)
+{
+       vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
+       vec_t relativeshadowradius;
+       RSurf_ActiveModelEntity(ent, false, false);
+       Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, relativeshadoworigin);
+       relativeshadowradius = r_shadow_rtlight->radius / ent->scale;
+       relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
+       relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
+       relativeshadowmins[2] = relativeshadoworigin[2] - relativeshadowradius;
+       relativeshadowmaxs[0] = relativeshadoworigin[0] + relativeshadowradius;
+       relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
+       relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
+       ent->model->DrawShadowVolume(ent, relativeshadoworigin, NULL, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
 }
 
 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
 {
        // set up properties for rendering light onto this entity
-       if (ent == r_refdef.worldentity)
-               RSurf_ActiveWorldEntity();
-       else
-               RSurf_ActiveModelEntity(ent, true, true);
+       RSurf_ActiveModelEntity(ent, true, true);
        Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
        Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
        Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
@@ -2345,16 +2352,32 @@ void R_Shadow_SetupEntityLight(const entity_render_t *ent)
                R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
 }
 
+void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
+{
+       if (!r_refdef.worldmodel->DrawLight)
+               return;
+
+       // set up properties for rendering light onto this entity
+       RSurf_ActiveWorldEntity();
+       r_shadow_entitytolight = r_shadow_rtlight->matrix_worldtolight;
+       Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
+       Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
+       VectorCopy(r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
+       if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
+               R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
+
+       r_refdef.worldmodel->DrawLight(r_refdef.worldentity, numsurfaces, surfacelist, trispvs);
+}
+
 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
 {
        model_t *model = ent->model;
        if (!model->DrawLight)
                return;
+
        R_Shadow_SetupEntityLight(ent);
-       if (ent == r_refdef.worldentity)
-               model->DrawLight(ent, numsurfaces, surfacelist);
-       else
-               model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist);
+
+       model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist, NULL);
 }
 
 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
@@ -2363,7 +2386,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        float f;
        int numleafs, numsurfaces;
        int *leaflist, *surfacelist;
-       unsigned char *leafpvs;
+       unsigned char *leafpvs, *shadowtrispvs, *lighttrispvs;
        int numlightentities;
        int numshadowentities;
        entity_render_t *lightentities[MAX_EDICTS];
@@ -2414,16 +2437,20 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                leafpvs = rtlight->static_leafpvs;
                numsurfaces = rtlight->static_numsurfaces;
                surfacelist = rtlight->static_surfacelist;
+               shadowtrispvs = rtlight->static_shadowtrispvs;
+               lighttrispvs = rtlight->static_lighttrispvs;
        }
        else if (r_refdef.worldmodel && r_refdef.worldmodel->GetLightInfo)
        {
                // dynamic light, world available and can receive realtime lighting
                // calculate lit surfaces and leafs
-               R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
-               r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
+               R_Shadow_EnlargeLeafSurfaceTrisBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces, r_refdef.worldmodel->brush.shadowmesh ? r_refdef.worldmodel->brush.shadowmesh->numtriangles : r_refdef.worldmodel->surfmesh.num_triangles, r_refdef.worldmodel->surfmesh.num_triangles);
+               r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, r_shadow_rtlight_cullmins, r_shadow_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);
                leaflist = r_shadow_buffer_leaflist;
                leafpvs = r_shadow_buffer_leafpvs;
                surfacelist = r_shadow_buffer_surfacelist;
+               shadowtrispvs = r_shadow_buffer_shadowtrispvs;
+               lighttrispvs = r_shadow_buffer_lighttrispvs;
                // if the reduced leaf bounds are offscreen, skip it
                if (R_CullBox(r_shadow_rtlight_cullmins, r_shadow_rtlight_cullmaxs))
                        return;
@@ -2436,6 +2463,8 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                leafpvs = NULL;
                numsurfaces = 0;
                surfacelist = NULL;
+               shadowtrispvs = NULL;
+               lighttrispvs = NULL;
        }
        // check if light is illuminating any visible leafs
        if (numleafs)
@@ -2453,12 +2482,6 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        // make a list of lit entities and shadow casting entities
        numlightentities = 0;
        numshadowentities = 0;
-       // don't count the world unless some surfaces are actually lit
-       if (numsurfaces)
-       {
-               lightentities[numlightentities++] = r_refdef.worldentity;
-               shadowentities[numshadowentities++] = r_refdef.worldentity;
-       }
        // add dynamic entities that are lit by the light
        if (r_drawentities.integer)
        {
@@ -2503,7 +2526,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        }
 
        // return if there's nothing at all to light
-       if (!numlightentities)
+       if (!numlightentities && !numsurfaces)
                return;
 
        // don't let sound skip if going slow
@@ -2516,7 +2539,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        r_refdef.stats.lights++;
 
        usestencil = false;
-       if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
+       if (numsurfaces + numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
        {
                // draw stencil shadow volumes to mask off pixels that are in shadow
                // so that they won't receive lighting
@@ -2524,8 +2547,10 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                {
                        usestencil = true;
                        R_Shadow_RenderMode_StencilShadowVolumes();
+                       if (numsurfaces)
+                               R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
                        for (i = 0;i < numshadowentities;i++)
-                               R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
+                               R_Shadow_DrawEntityShadow(shadowentities[i]);
                }
 
                // optionally draw visible shape of the shadow volumes
@@ -2533,15 +2558,19 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                if (r_showshadowvolumes.integer)
                {
                        R_Shadow_RenderMode_VisibleShadowVolumes();
+                       if (numsurfaces)
+                               R_Shadow_DrawWorldShadow(numsurfaces, surfacelist, shadowtrispvs);
                        for (i = 0;i < numshadowentities;i++)
-                               R_Shadow_DrawEntityShadow(shadowentities[i], numsurfaces, surfacelist);
+                               R_Shadow_DrawEntityShadow(shadowentities[i]);
                }
        }
 
-       if (numlightentities)
+       if (numsurfaces + numlightentities)
        {
                // draw lighting in the unmasked areas
                R_Shadow_RenderMode_Lighting(usestencil, false);
+               if (numsurfaces)
+                       R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
                for (i = 0;i < numlightentities;i++)
                        R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
 
@@ -2550,12 +2579,15 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                if (r_showlighting.integer)
                {
                        R_Shadow_RenderMode_VisibleLighting(usestencil && !r_showdisabledepthtest.integer, false);
+                       if (numsurfaces)
+                               R_Shadow_DrawWorldLight(numsurfaces, surfacelist, lighttrispvs);
                        for (i = 0;i < numlightentities;i++)
                                R_Shadow_DrawEntityLight(lightentities[i], numsurfaces, surfacelist);
                }
        }
 }
 
+void R_Shadow_DrawLightSprites(void);
 void R_ShadowVolumeLighting(qboolean visible)
 {
        int lnum, flag;
@@ -2564,6 +2596,9 @@ void R_ShadowVolumeLighting(qboolean visible)
        if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
                R_Shadow_EditLights_Reload_f();
 
+       if (r_editlights.integer)
+               R_Shadow_DrawLightSprites();
+
        R_Shadow_RenderMode_Begin();
 
        flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
@@ -3364,7 +3399,6 @@ void R_Shadow_UpdateWorldLightSelection(void)
        {
                R_Shadow_SetCursorLocationForView();
                R_Shadow_SelectLightInView();
-               R_Shadow_DrawLightSprites();
        }
        else
                R_Shadow_SelectLight(NULL);