]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
made the Sorted Edge Rasterizer (hidden surface removal) optional as the r_ser cvar...
[xonotic/darkplaces.git] / gl_rsurf.c
index 9d85c898ec1e38684778cfb3b6fb48f406c1ac10..5105a699ac34d8ff931d5ce56aba5788d3f3bde5 100644 (file)
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -21,18 +21,13 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 
-extern int                     skytexturenum;
-
 int            lightmap_textures;
 
-signed blocklights[18*18*3]; // LordHavoc: *3 for colored lighting
-
-// LordHavoc: skinny but tall lightmaps for quicker subimage uploads
-#define        BLOCK_WIDTH             128
-#define        BLOCK_HEIGHT    128
+#define        BLOCK_WIDTH             256
+#define        BLOCK_HEIGHT    256
 // LordHavoc: increased lightmap limit from 64 to 1024
 #define        MAX_LIGHTMAPS   1024
-#define LIGHTMAPSIZE   (BLOCK_WIDTH*BLOCK_HEIGHT*3)
+#define LIGHTMAPSIZE   (BLOCK_WIDTH*BLOCK_HEIGHT*4)
 
 int                    active_lightmaps;
 
@@ -41,19 +36,39 @@ short allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
 byte *lightmaps[MAX_LIGHTMAPS];
 short lightmapupdate[MAX_LIGHTMAPS][2];
 
+signed int blocklights[BLOCK_WIDTH*BLOCK_HEIGHT*3]; // LordHavoc: *3 for colored lighting
+
 int lightmapalign, lightmapalignmask; // LordHavoc: NVIDIA's broken subimage fix, see BuildLightmaps for notes
-cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"};
-cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "1"};
-cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"};
-cvar_t gl_nosubimage = {"gl_nosubimage", "0"};
+cvar_t gl_lightmapalign = {0, "gl_lightmapalign", "4"};
+cvar_t gl_lightmaprgba = {0, "gl_lightmaprgba", "1"};
+cvar_t gl_nosubimagefragments = {0, "gl_nosubimagefragments", "0"};
+cvar_t gl_nosubimage = {0, "gl_nosubimage", "0"};
+cvar_t r_ambient = {0, "r_ambient", "0"};
+cvar_t gl_vertex = {0, "gl_vertex", "0"};
+cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"};
+cvar_t r_drawportals = {0, "r_drawportals", "0"};
+cvar_t r_testvis = {0, "r_testvis", "0"};
+cvar_t r_solidworldnode = {0, "r_solidworldnode", "3"};
+cvar_t r_pvsworldnode = {0, "r_pvsworldnode", "1"};
 
 qboolean lightmaprgba, nosubimagefragments, nosubimage;
 int lightmapbytes;
 
-qboolean skyisvisible;
-extern qboolean gl_arrays;
+int wateralpha;
+
+void gl_surf_start(void)
+{
+}
+
+void gl_surf_shutdown(void)
+{
+}
+
+void gl_surf_newmap(void)
+{
+}
 
-void glrsurf_init()
+void GL_Surf_Init(void)
 {
        int i;
        for (i = 0;i < MAX_LIGHTMAPS;i++)
@@ -62,113 +77,185 @@ void glrsurf_init()
        Cvar_RegisterVariable(&gl_lightmaprgba);
        Cvar_RegisterVariable(&gl_nosubimagefragments);
        Cvar_RegisterVariable(&gl_nosubimage);
-       // check if it's the glquake minigl driver
-       if (strncasecmp(gl_vendor,"3Dfx",4)==0)
-       if (!gl_arrays)
-       {
-               Cvar_SetValue("gl_nosubimagefragments", 1);
-//             Cvar_SetValue("gl_nosubimage", 1);
-               Cvar_SetValue("gl_lightmode", 0);
-       }
+       Cvar_RegisterVariable(&r_ambient);
+       Cvar_RegisterVariable(&gl_vertex);
+       Cvar_RegisterVariable(&r_dlightmap);
+       Cvar_RegisterVariable(&r_drawportals);
+       Cvar_RegisterVariable(&r_testvis);
+       Cvar_RegisterVariable(&r_solidworldnode);
+       Cvar_RegisterVariable(&r_pvsworldnode);
+
+       R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
 }
 
-int dlightdivtable[8192];
-int dlightdivtableinitialized = 0;
+int dlightdivtable[32768];
 
 /*
-===============
-R_AddDynamicLights
-===============
+       R_AddDynamicLights
 */
-void R_AddDynamicLights (msurface_t *surf)
+int R_AddDynamicLights (msurface_t *surf)
 {
-       int                     sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, red, green, blue, j;
-       unsigned        *bl;
-       float           dist, f;
-       vec3_t          impact, local;
-       // use 64bit integer...  shame it's not very standardized...
+       int         sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, red, green, blue, lit, dist2, impacts, impactt;
+       unsigned int *bl;
+       float       dist;
+       vec3_t      impact, local;
+
+       // LordHavoc: use 64bit integer...  shame it's not very standardized...
 #if _MSC_VER || __BORLANDC__
-       __int64         k; // MSVC
+       __int64     k;
 #else
-       long long       k; // GCC
+       long long   k;
 #endif
 
-       if (!dlightdivtableinitialized)
+       lit = false;
+
+       if (!dlightdivtable[1])
        {
-               dlightdivtable[0] = 1048576 >> 7;
-               for (s = 1;s < 8192;s++)
-                       dlightdivtable[s] = 1048576 / (s << 7);
-               dlightdivtableinitialized = 1;
+               dlightdivtable[0] = 4194304;
+               for (s = 1; s < 32768; s++)
+                       dlightdivtable[s] = 4194304 / (s << 7);
        }
 
-       smax = (surf->extents[0]>>4)+1;
-       tmax = (surf->extents[1]>>4)+1;
+       smax = (surf->extents[0] >> 4) + 1;
+       tmax = (surf->extents[1] >> 4) + 1;
 
-       for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
+       for (lnum = 0; lnum < MAX_DLIGHTS; lnum++)
        {
-               if ( !(surf->dlightbits[lnum >> 5] & (1<<(lnum&31)) ) )
-                       continue;               // not lit by this light
+               if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+                       continue;                                       // not lit by this light
 
-               VectorSubtract(cl_dlights[lnum].origin, currententity->origin, local);
+               VectorSubtract (cl_dlights[lnum].origin, currententity->render.origin, local);
                dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
-               for (i=0 ; i<3 ; i++)
-                       impact[i] = cl_dlights[lnum].origin[i] - surf->plane->normal[i]*dist;
 
-               f = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
-               i = f;
+               // for comparisons to minimum acceptable light
+               maxdist = (int) ((cl_dlights[lnum].radius * cl_dlights[lnum].radius));
+
+               // clamp radius to avoid exceeding 32768 entry division table
+               if (maxdist > 4194304)
+                       maxdist = 4194304;
+
+               dist2 = dist * dist;
+               if (dist2 >= maxdist)
+                       continue;
+
+               impact[0] = cl_dlights[lnum].origin[0] - surf->plane->normal[0] * dist;
+               impact[1] = cl_dlights[lnum].origin[1] - surf->plane->normal[1] * dist;
+               impact[2] = cl_dlights[lnum].origin[2] - surf->plane->normal[2] * dist;
+
+               impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+               impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+               s = bound(0, impacts, smax * 16) - impacts;
+               t = bound(0, impactt, tmax * 16) - impactt;
+               i = s * s + t * t + dist2;
+               if (i > maxdist)
+                       continue;
 
                // reduce calculations
-               t = dist*dist;
-               for (s = 0;s < smax;s++, i -= 16)
-                       sdtable[s] = i*i + t;
-
-               f = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
-               i = f;
-
-               maxdist = (int) (cl_dlights[lnum].radius*cl_dlights[lnum].radius); // for comparisons to minimum acceptable light
-               // clamp radius to avoid exceeding 8192 entry division table
-               if (maxdist > 1048576)
-                       maxdist = 1048576;
-               maxdist3 = maxdist - (int) (dist*dist);
-               // convert to 8.8 blocklights format
-               if (!cl_dlights[lnum].dark)
-               {
-                       f = cl_dlights[lnum].color[0] * maxdist;red = f;
-                       f = cl_dlights[lnum].color[1] * maxdist;green = f;
-                       f = cl_dlights[lnum].color[2] * maxdist;blue = f;
-               }
-               else // negate for darklight
-               {
-                       f = cl_dlights[lnum].color[0] * -maxdist;red = f;
-                       f = cl_dlights[lnum].color[1] * -maxdist;green = f;
-                       f = cl_dlights[lnum].color[2] * -maxdist;blue = f;
-               }
+               for (s = 0, i = impacts; s < smax; s++, i -= 16)
+                       sdtable[s] = i * i + dist2 + LIGHTOFFSET;
+
+               maxdist3 = maxdist - (int) (dist * dist);
+
+               // convert to 8.8 blocklights format and scale up by radius
+               red = cl_dlights[lnum].color[0] * maxdist;
+               green = cl_dlights[lnum].color[1] * maxdist;
+               blue = cl_dlights[lnum].color[2] * maxdist;
                bl = blocklights;
-               for (t = 0;t < tmax;t++,i -= 16)
+
+               i = impactt;
+               for (t = 0; t < tmax; t++, i -= 16)
                {
-                       td = i*i;
-                       if (td < maxdist3) // make sure some part of it is visible on this line
+                       td = i * i;
+                       // make sure some part of it is visible on this line
+                       if (td < maxdist3)
                        {
                                maxdist2 = maxdist - td;
-                               for (s = 0;s < smax;s++)
+                               for (s = 0; s < smax; s++)
                                {
                                        if (sdtable[s] < maxdist2)
                                        {
-                                               j = dlightdivtable[(sdtable[s]+td) >> 7];
-                                               k = (red   * j) >> 8;bl[0] += k;
-                                               k = (green * j) >> 8;bl[1] += k;
-                                               k = (blue  * j) >> 8;bl[2] += k;
+                                               k = dlightdivtable[(sdtable[s] + td) >> 7];
+                                               bl[0] += (red   * k) >> 9;
+                                               bl[1] += (green * k) >> 9;
+                                               bl[2] += (blue  * k) >> 9;
+                                               lit = true;
                                        }
                                        bl += 3;
                                }
                        }
-                       else
-                               bl+=smax*3; // skip line
+                       else // skip line
+                               bl += smax * 3;
+               }
+       }
+       return lit;
+}
+
+
+void R_ConvertLightmap (int *in, byte *out, int width, int height, int stride)
+{
+       int i, j;
+       stride -= (width*lightmapbytes);
+       if (lighthalf)
+       {
+               // LordHavoc: I shift down by 8 unlike GLQuake's 7,
+               // the image is brightened as a processing pass
+               if (lightmaprgba)
+               {
+                       for (i = 0;i < height;i++, out += stride)
+                       {
+                               for (j = 0;j < width;j++, in += 3, out += 4)
+                               {
+                                       out[0] = min(in[0] >> 8, 255);
+                                       out[1] = min(in[1] >> 8, 255);
+                                       out[2] = min(in[2] >> 8, 255);
+                                       out[3] = 255;
+                               }
+                       }
+               }
+               else
+               {
+                       for (i = 0;i < height;i++, out += stride)
+                       {
+                               for (j = 0;j < width;j++, in += 3, out += 3)
+                               {
+                                       out[0] = min(in[0] >> 8, 255);
+                                       out[1] = min(in[1] >> 8, 255);
+                                       out[2] = min(in[2] >> 8, 255);
+                               }
+                       }
+               }
+       }
+       else
+       {
+               if (lightmaprgba)
+               {
+                       for (i = 0;i < height;i++, out += stride)
+                       {
+                               for (j = 0;j < width;j++, in += 3, out += 4)
+                               {
+                                       out[0] = min(in[0] >> 7, 255);
+                                       out[1] = min(in[1] >> 7, 255);
+                                       out[2] = min(in[2] >> 7, 255);
+                                       out[3] = 255;
+                               }
+                       }
+               }
+               else
+               {
+                       for (i = 0;i < height;i++, out += stride)
+                       {
+                               for (j = 0;j < width;j++, in += 3, out += 3)
+                               {
+                                       out[0] = min(in[0] >> 7, 255);
+                                       out[1] = min(in[1] >> 7, 255);
+                                       out[2] = min(in[2] >> 7, 255);
+                               }
+                       }
                }
        }
 }
 
-extern qboolean lighthalf;
 /*
 ===============
 R_BuildLightMap
@@ -178,24 +265,25 @@ Combine and scale multiple lightmaps into the 8.8 format in blocklights
 */
 void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
 {
-       int                     smax, tmax;
-       int                     t;
-       int                     i, j, size;
-       byte            *lightmap;
-       int                     scale;
-       int                     maps;
-       int                     *bl;
-
-       surf->cached_dlight = (surf->dlightframe == r_framecount);
+       int             smax, tmax;
+       int             i, j, size, size3;
+       byte    *lightmap;
+       int             scale;
+       int             maps;
+       int             *bl;
+
+       surf->cached_dlight = 0;
        surf->cached_lighthalf = lighthalf;
+       surf->cached_ambient = r_ambient.value;
 
        smax = (surf->extents[0]>>4)+1;
        tmax = (surf->extents[1]>>4)+1;
        size = smax*tmax;
+       size3 = size*3;
        lightmap = surf->samples;
 
 // set to full bright if no light data
-       if (currententity->effects & EF_FULLBRIGHT || !cl.worldmodel->lightdata)
+       if ((currententity && (currententity->render.effects & EF_FULLBRIGHT)) || !cl.worldmodel->lightdata)
        {
                bl = blocklights;
                for (i=0 ; i<size ; i++)
@@ -208,102 +296,43 @@ void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
        else
        {
 // clear to no light
-               bl = blocklights;
-               for (i=0 ; i<size ; i++)
+               j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style
+               if (j)
                {
-                       *bl++ = 0;
-                       *bl++ = 0;
-                       *bl++ = 0;
+                       bl = blocklights;
+                       for (i = 0;i < size3;i++)
+                               *bl++ = j;
                }
+               else
+                       memset(&blocklights[0], 0, size*3*sizeof(int));
 
 // add all the lightmaps
                if (lightmap)
+               {
                        for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
                        {
                                scale = d_lightstylevalue[surf->styles[maps]];
                                surf->cached_light[maps] = scale;       // 8.8 fraction
                                bl = blocklights;
-                               for (i=0 ; i<size ; i++)
-                               {
-                                       *bl++ += *lightmap++ * scale;
+                               for (i = 0;i < size3;i++)
                                        *bl++ += *lightmap++ * scale;
-                                       *bl++ += *lightmap++ * scale;
-                               }
-                       }
-
-// add all the dynamic lights
-               if (surf->dlightframe == r_framecount)
-                       R_AddDynamicLights (surf);
-       }
-       stride -= (smax*lightmapbytes);
-       bl = blocklights;
-       if (lighthalf)
-       {
-               // LordHavoc: I shift down by 8 unlike GLQuake's 7,
-               // the image is brightened as a processing pass
-               if (lightmaprgba)
-               {
-                       for (i=0 ; i<tmax ; i++, dest += stride)
-                       {
-                               for (j=0 ; j<smax ; j++)
-                               {
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       *dest++ = 255;
-                               }
-                       }
-               }
-               else
-               {
-                       for (i=0 ; i<tmax ; i++, dest += stride)
-                       {
-                               for (j=0 ; j<smax ; j++)
-                               {
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                               }
-                       }
-               }
-       }
-       else
-       {
-               if (lightmaprgba)
-               {
-                       for (i=0 ; i<tmax ; i++, dest += stride)
-                       {
-                               for (j=0 ; j<smax ; j++)
-                               {
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       *dest++ = 255;
-                               }
-                       }
-               }
-               else
-               {
-                       for (i=0 ; i<tmax ; i++, dest += stride)
-                       {
-                               for (j=0 ; j<smax ; j++)
-                               {
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                               }
                        }
                }
+               if (r_dlightmap.value && surf->dlightframe == r_framecount)
+                       if ((surf->cached_dlight = R_AddDynamicLights(surf)))
+                               c_light_polys++;
        }
+       R_ConvertLightmap(blocklights, dest, smax, tmax, stride);
 }
 
-byte templight[32*32*4];
+byte templight[BLOCK_WIDTH*BLOCK_HEIGHT*4];
 
 void R_UpdateLightmap(msurface_t *s, int lnum)
 {
        int smax, tmax;
        // upload the new lightmap texture fragment
-       glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum);
+       if(r_upload.value)
+               glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum);
        if (nosubimage || nosubimagefragments)
        {
                if (lightmapupdate[lnum][0] > s->light_t)
@@ -322,12 +351,14 @@ void R_UpdateLightmap(msurface_t *s, int lnum)
                if (lightmaprgba)
                {
                        R_BuildLightMap (s, templight, smax * 4);
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
+                       if(r_upload.value)
+                               glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
                }
                else
                {
                        R_BuildLightMap (s, templight, smax * 3);
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
+                       if(r_upload.value)
+                               glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
                }
        }
 }
@@ -342,11 +373,11 @@ Returns the proper texture for a given time and base texture
 */
 texture_t *R_TextureAnimation (texture_t *base)
 {
-       texture_t *original;
-       int             relative;
-       int             count;
+//     texture_t *original;
+//     int             relative;
+//     int             count;
 
-       if (currententity->frame)
+       if (currententity->render.frame)
        {
                if (base->alternate_anims)
                        base = base->alternate_anims;
@@ -355,9 +386,12 @@ texture_t *R_TextureAnimation (texture_t *base)
        if (!base->anim_total)
                return base;
 
+       return base->anim_frames[(int)(cl.time*5) % base->anim_total];
+
+       /*
        original = base;
 
-       relative = (int)(cl.time*10) % base->anim_total;
+       relative = (int)(cl.time*5) % base->anim_total;
 
        count = 0;      
        while (base->anim_min > relative || base->anim_max <= relative)
@@ -376,6 +410,7 @@ texture_t *R_TextureAnimation (texture_t *base)
        }
 
        return base;
+       */
 }
 
 
@@ -388,17 +423,6 @@ texture_t *R_TextureAnimation (texture_t *base)
 */
 
 
-extern int             solidskytexture;
-extern int             alphaskytexture;
-extern float   speedscale;             // for top sky and bottom sky
-
-qboolean mtexenabled = false;
-
-extern char skyname[];
-
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-//extern cvar_t r_dynamicwater;
-extern int r_dlightframecount;
 float  turbsin[256] =
 {
        #include "gl_warp_sin.h"
@@ -406,7 +430,7 @@ float       turbsin[256] =
 #define TURBSCALE (256.0 / (2 * M_PI))
 
 
-void UploadLightmaps()
+void UploadLightmaps(void)
 {
        int i;
        if (nosubimage || nosubimagefragments)
@@ -415,20 +439,23 @@ void UploadLightmaps()
                {
                        if (lightmapupdate[i][0] < lightmapupdate[i][1])
                        {
-                               glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
-                               if (nosubimage)
-                               {
-                                       if (lightmaprgba)
-                                               glTexImage2D(GL_TEXTURE_2D, 0, 4, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
-                                       else
-                                               glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
-                               }
-                               else
+                               if(r_upload.value)
                                {
-                                       if (lightmaprgba)
-                                               glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 4 * lightmapupdate[i][0]));
+                                       glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
+                                       if (nosubimage)
+                                       {
+                                               if (lightmaprgba)
+                                                       glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
+                                               else
+                                                       glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
+                                       }
                                        else
-                                               glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 3 * lightmapupdate[i][0]));
+                                       {
+                                               if (lightmaprgba)
+                                                       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 4 * lightmapupdate[i][0]));
+                                               else
+                                                       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 3 * lightmapupdate[i][0]));
+                                       }
                                }
                        }
                        lightmapupdate[i][0] = BLOCK_HEIGHT;
@@ -437,312 +464,451 @@ void UploadLightmaps()
        }
 }
 
-/*
-================
-DrawTextureChains
-================
-*/
-extern qboolean hlbsp;
-extern void R_Sky();
-extern char skyname[];
-void DrawTextureChains (void)
+float  wvert[1024*6]; // used by the following functions
+
+void RSurf_DrawSky(msurface_t *s, int transform)
 {
-       int             i, j, maps;
-       msurface_t      *s;
-       texture_t       *t;
-       glpoly_t        *p;
-       float           *v;
-       float           os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
+       glpoly_t *p;
+       int i;
+       float *v;
+
+       // LordHavoc: HalfLife maps have freaky skypolys...
+       if (hlbsp)
+               return;
 
-       // first the sky
-       skypolyclear();
-       for (j = 0;j < cl.worldmodel->numtextures;j++)
+       for (p=s->polys ; p ; p=p->next)
        {
-               if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain))
-                       continue;
-               // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
-               // subdivided water surface warp
-               if (s->flags & SURF_DRAWSKY)
+               if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS)
+               {
+                       skypoly[currentskypoly].firstvert = currentskyvert;
+                       skypoly[currentskypoly++].verts = p->numverts;
+                       if (transform)
+                       {
+                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                               {
+                                       softwaretransform(v, skyvert[currentskyvert].v);
+                                       currentskyvert++;
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                               {
+                                       VectorCopy(v, skyvert[currentskyvert].v);
+                                       currentskyvert++;
+                               }
+                       }
+               }
+       }
+}
+
+int RSurf_Light(int *dlightbits, glpoly_t *polys)
+{
+       float           cr, cg, cb, radius, radius2, f, *v, *wv;
+       int                     i, a, b, lit = false;
+       unsigned int c, d;
+       dlight_t        *light;
+       vec_t           *lightorigin;
+       glpoly_t        *p;
+       for (a = 0;a < 8;a++)
+       {
+               if ((c = dlightbits[a]))
                {
-                       cl.worldmodel->textures[j]->texturechain = NULL;
-                       t = R_TextureAnimation (cl.worldmodel->textures[j]);
-                       skyisvisible = true;
-                       if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
+                       for (b = 0, d = 1;c;b++, d <<= 1)
                        {
-                               for (;s;s = s->texturechain)
+                               if (c & d)
                                {
-                                       for (p=s->polys ; p ; p=p->next)
+                                       c -= d;
+                                       light = &cl_dlights[a * 32 + b];
+                                       lightorigin = light->origin;
+                                       cr = light->color[0];
+                                       cg = light->color[1];
+                                       cb = light->color[2];
+                                       radius = light->radius*light->radius;
+                                       radius2 = radius * 256.0f;
+                                       wv = wvert;
+                                       for (p = polys;p;p = p->next)
                                        {
-                                               if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS)
+                                               for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
                                                {
-                                                       skypoly[currentskypoly].firstvert = currentskyvert;
-                                                       skypoly[currentskypoly++].verts = p->numverts;
-                                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                                                       f = VectorDistance2(wv, lightorigin);
+                                                       if (f < radius)
                                                        {
-                                                               skyvert[currentskyvert].v[0] = v[0];
-                                                               skyvert[currentskyvert].v[1] = v[1];
-                                                               skyvert[currentskyvert++].v[2] = v[2];
+                                                               f = radius2 / (f + LIGHTOFFSET);
+                                                               wv[3] += cr * f;
+                                                               wv[4] += cg * f;
+                                                               wv[5] += cb * f;
+                                                               lit = true;
                                                        }
+                                                       wv += 6;
                                                }
                                        }
                                }
                        }
                }
        }
-       skypolyrender(); // fogged sky polys, affects depth
+       return lit;
+}
 
-       if (skyname[0] && skyisvisible && !fogenabled)
-               R_Sky(); // does not affect depth, draws over the sky polys
+void RSurf_DrawWater(msurface_t *s, texture_t *t, int transform, int alpha)
+{
+       int             i;
+       float   os = turbsin[(int)(cl.time * TURBSCALE) & 255], ot = turbsin[(int)(cl.time * TURBSCALE + 96.0) & 255];
+       glpoly_t *p;
+       float   *v;
+       // FIXME: make fog texture if water texture is transparent?
 
-       // then walls
-       wallpolyclear();
-       for (j = 0;j < cl.worldmodel->numtextures;j++)
+       if (s->dlightframe != r_framecount)
        {
-               if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain))
-                       continue;
-               if (!(s->flags & SURF_DRAWTURB))
+               vec3_t temp;
+               // LordHavoc: fast path for no vertex lighting cases
+               if (transform)
                {
-                       cl.worldmodel->textures[j]->texturechain = NULL;
-                       t = R_TextureAnimation (cl.worldmodel->textures[j]);
-                       for (;s;s = s->texturechain)
+                       if (r_waterripple.value)
                        {
-                               if (currentwallpoly < MAX_WALLPOLYS && currentwallvert < MAX_WALLVERTS && (currentwallvert + s->polys->numverts) <= MAX_WALLVERTS)
+                               for (p=s->polys ; p ; p=p->next)
                                {
-                                       // check for lightmap modification
-                                       if (r_dynamic.value)
+                                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
+                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
                                        {
-                                               if (s->dlightframe == r_framecount || s->cached_dlight || lighthalf != s->cached_lighthalf) // dynamic this frame or previously, or lighthalf changed
-                                                       R_UpdateLightmap(s, s->lightmaptexturenum);
-                                               else
-                                                       for (maps = 0 ; maps < MAXLIGHTMAPS && s->styles[maps] != 255 ; maps++)
-                                                               if (d_lightstylevalue[s->styles[maps]] != s->cached_light[maps])
-                                                               {
-                                                                       R_UpdateLightmap(s, s->lightmaptexturenum);
-                                                                       break;
-                                                               }
+                                               softwaretransform(v, temp);
+                                               transpolyvert(temp[0], temp[1], temp[2] + r_waterripple.value * turbsin[(int)((temp[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((temp[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
                                        }
-                                       wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum;
-                                       wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum;
-                                       wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum;
-                                       wallpoly[currentwallpoly].firstvert = currentwallvert;
-                                       wallpoly[currentwallpoly++].verts = s->polys->numverts;
-                                       for (i = 0,v = s->polys->verts[0];i<s->polys->numverts;i++, v += VERTEXSIZE)
+                                       transpolyend();
+                               }
+                       }
+                       else
+                       {
+                               for (p=s->polys ; p ; p=p->next)
+                               {
+                                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
+                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
                                        {
-                                               wallvert[currentwallvert].vert[0] = v[0];
-                                               wallvert[currentwallvert].vert[1] = v[1];
-                                               wallvert[currentwallvert].vert[2] = v[2];
-                                               wallvert[currentwallvert].s = v[3];
-                                               wallvert[currentwallvert].t = v[4];
-                                               wallvert[currentwallvert].u = v[5];
-                                               wallvert[currentwallvert++].v = v[6];
+                                               softwaretransform(v, temp);
+                                               transpolyvert(temp[0], temp[1], temp[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
                                        }
+                                       transpolyend();
+                               }
+                       }
+               }
+               else
+               {
+                       if (r_waterripple.value)
+                       {
+                               for (p=s->polys ; p ; p=p->next)
+                               {
+                                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
+                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                                               transpolyvert(v[0], v[1], v[2] + r_waterripple.value * turbsin[(int)((v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
+                                       transpolyend();
+                               }
+                       }
+                       else
+                       {
+                               for (p=s->polys ; p ; p=p->next)
+                               {
+                                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
+                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                                               transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
+                                       transpolyend();
                                }
                        }
                }
        }
-       UploadLightmaps();
-       wallpolyrender();
+       else
+       {
+               float *wv;
+               wv = wvert;
+               for (p = s->polys;p;p = p->next)
+               {
+                       for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                       {
+                               if (transform)
+                                       softwaretransform(v, wv);
+                               else
+                                       VectorCopy(v, wv);
+                               if (r_waterripple.value)
+                                       wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * (1.0f / 64.0f);
+                               wv[3] = wv[4] = wv[5] = 128.0f;
+                               wv += 6;
+                       }
+               }
+               if (s->dlightframe == r_framecount)
+                       RSurf_Light(s->dlightbits, s->polys);
+               wv = wvert;
+               for (p=s->polys ; p ; p=p->next)
+               {
+                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
+                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+                               transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), wv[3], wv[4], wv[5], alpha);
+                       transpolyend();
+               }
+       }
+}
 
-       // then water (water gets diverted to transpoly list)
-       for (j = 0;j < cl.worldmodel->numtextures;j++)
+void RSurf_DrawWall(msurface_t *s, texture_t *t, int transform)
+{
+       int             i, lit = false, polys = 0, verts = 0;
+       float   *v;
+       glpoly_t *p;
+       wallpoly_t *wp;
+       wallvert_t *out;
+       wallvertcolor_t *outcolor;
+       // check for lightmap modification
+       if (s->cached_dlight
+        || (r_dynamic.value && r_dlightmap.value && s->dlightframe == r_framecount)
+        || r_ambient.value != s->cached_ambient
+        || lighthalf != s->cached_lighthalf
+        || (r_dynamic.value
+        && ((s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
+        || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
+        || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
+        || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))))
+               R_UpdateLightmap(s, s->lightmaptexturenum);
+       if (s->dlightframe != r_framecount || r_dlightmap.value)
        {
-               if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain))
-                       continue;
-               cl.worldmodel->textures[j]->texturechain = NULL;
-               t = R_TextureAnimation (cl.worldmodel->textures[j]);
-               // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
-               // subdivided water surface warp
-               if (s->flags & SURF_DRAWTURB)
+               // LordHavoc: fast path version for no vertex lighting cases
+               wp = &wallpoly[currentwallpoly];
+               out = &wallvert[currentwallvert];
+               for (p = s->polys;p;p = p->next)
                {
-                       int light, alpha, r = 0, g = 0, b = 0;
-                       vec3_t nv, shadecolor;
-                       alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
-                       light = false;
-                       if (s->flags & SURF_DRAWFULLBRIGHT)
-                               r = g = b = lighthalf ? 128 : 255;
-                       else if (s->dlightframe == r_dlightframecount && r_dynamic.value)
-                               light = true;
+                       if ((currentwallpoly >= MAX_WALLPOLYS) || (currentwallvert+p->numverts > MAX_WALLVERTS))
+                               return;
+                       wp->texnum = (unsigned short) R_GetTexture(t->texture);
+                       wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum);
+                       wp->glowtexnum = (unsigned short) R_GetTexture(t->glowtexture);
+                       wp->firstvert = currentwallvert;
+                       wp->numverts = p->numverts;
+                       wp->lit = false;
+                       wp++;
+                       currentwallpoly++;
+                       currentwallvert += p->numverts;
+                       v = p->verts[0];
+                       if (transform)
+                       {
+                               for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, out++)
+                               {
+                                       softwaretransform(v, out->vert);
+                                       out->vert[3] = v[3];
+                                       out->vert[4] = v[4];
+                                       out->vert[5] = v[5];
+                                       out->vert[6] = v[6];
+                               }
+                       }
                        else
-                               r = g = b = lighthalf ? 64 : 128;
-                       if (r_waterripple.value)
                        {
-                               if (lighthalf)
+                               /*
+                               for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, out++)
                                {
-                                       if (light)
+                                       VectorCopy(v, out->vert);
+                                       out->vert[3] = v[3];
+                                       out->vert[4] = v[4];
+                                       out->vert[5] = v[5];
+                                       out->vert[6] = v[6];
+                               }
+                               */
+                               memcpy(out, v, sizeof(vec_t) * VERTEXSIZE * p->numverts);
+                               out += p->numverts;
+                       }
+               }
+       }
+       else
+       {
+               float *wv;
+               wv = wvert;
+               for (p = s->polys;p;p = p->next)
+               {
+                       for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                       {
+                               if (transform)
+                                       softwaretransform(v, wv);
+                               else
+                                       VectorCopy(v, wv);
+                               wv[3] = wv[4] = wv[5] = 0.0f;
+                               wv += 6;
+                       }
+                       verts += p->numverts;
+                       polys++;
+               }
+               if ((currentwallpoly + polys > MAX_WALLPOLYS) || (currentwallvert+verts > MAX_WALLVERTS))
+                       return;
+               if ((!r_dlightmap.value) && s->dlightframe == r_framecount)
+                       lit = RSurf_Light(s->dlightbits, s->polys);
+               wv = wvert;
+               wp = &wallpoly[currentwallpoly];
+               out = &wallvert[currentwallvert];
+               outcolor = &wallvertcolor[currentwallvert];
+               currentwallpoly += polys;
+               for (p = s->polys;p;p = p->next)
+               {
+                       v = p->verts[0];
+                       wp->texnum = (unsigned short) R_GetTexture(t->texture);
+                       wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum);
+                       wp->glowtexnum = (unsigned short) R_GetTexture(t->glowtexture);
+                       wp->firstvert = currentwallvert;
+                       wp->numverts = p->numverts;
+                       wp->lit = lit;
+                       wp++;
+                       currentwallvert += p->numverts;
+                       for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, wv += 6, out++, outcolor++)
+                       {
+                               if (lit)
+                               {
+                                       if (lighthalf)
                                        {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       nv[0] = v[0];
-                                                                       nv[1] = v[1];
-                                                                       nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
-                                                                       R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
-                                                                       transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) shadecolor[0] >> 1,(int) shadecolor[1] >> 1,(int) shadecolor[2] >> 1,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
+                                               outcolor->r = (byte) (bound(0, (int) wv[3] >> 1, 255));
+                                               outcolor->g = (byte) (bound(0, (int) wv[4] >> 1, 255));
+                                               outcolor->b = (byte) (bound(0, (int) wv[5] >> 1, 255));
+                                               outcolor->a = 255;
                                        }
                                        else
                                        {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       nv[0] = v[0];
-                                                                       nv[1] = v[1];
-                                                                       nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                                                       transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                               }
-                               else
-                               {
-                                       if (light)
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       nv[0] = v[0];
-                                                                       nv[1] = v[1];
-                                                                       nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
-                                                                       R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
-                                                                       transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), shadecolor[0],shadecolor[1],shadecolor[2],alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       nv[0] = v[0];
-                                                                       nv[1] = v[1];
-                                                                       nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                                                       transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
+                                               outcolor->r = (byte) (bound(0, (int) wv[3], 255));
+                                               outcolor->g = (byte) (bound(0, (int) wv[4], 255));
+                                               outcolor->b = (byte) (bound(0, (int) wv[5], 255));
+                                               outcolor->a = 255;
                                        }
                                }
+                               out->vert[0] = wv[0];
+                               out->vert[1] = wv[1];
+                               out->vert[2] = wv[2];
+                               out->vert[3] = v[3];
+                               out->vert[4] = v[4];
+                               out->vert[5] = v[5];
+                               out->vert[6] = v[6];
                        }
+               }
+       }
+}
+
+// LordHavoc: transparent brush models
+void RSurf_DrawWallVertex(msurface_t *s, texture_t *t, int transform, int isbmodel)
+{
+       int i, alpha, size3;
+       float *v, *wv, scale;
+       glpoly_t *p;
+       byte *lm;
+       alpha = (int) (modelalpha * 255.0f);
+       size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3; // *3 for colored lighting
+       wv = wvert;
+       for (p = s->polys;p;p = p->next)
+       {
+               for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+               {
+                       if (transform)
+                               softwaretransform(v, wv);
                        else
+                               VectorCopy(v, wv);
+                       wv[3] = wv[4] = wv[5] = r_ambient.value * 2.0f;
+                       if (s->styles[0] != 255)
                        {
-                               if (lighthalf)
-                               {
-                                       if (light)
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
-                                                                       R_DynamicLightPoint(shadecolor, v, s->dlightbits);
-                                                                       transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) shadecolor[0] >> 1,(int) shadecolor[1] >> 1,(int) shadecolor[2] >> 1,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                               }
-                               else
+                               lm = (byte *)((long) s->samples + (int) v[7]);
+                               scale = d_lightstylevalue[s->styles[0]] * (1.0f / 128.0f);wv[3] += lm[size3*0+0] * scale;wv[4] += lm[size3*0+1] * scale;wv[5] += lm[size3*0+2] * scale;
+                               if (s->styles[1] != 255)
                                {
-                                       if (light)
+                                       scale = d_lightstylevalue[s->styles[1]] * (1.0f / 128.0f);wv[3] += lm[size3*1+0] * scale;wv[4] += lm[size3*1+1] * scale;wv[5] += lm[size3*1+2] * scale;
+                                       if (s->styles[2] != 255)
                                        {
-                                               for (;s;s = s->texturechain)
+                                               scale = d_lightstylevalue[s->styles[2]] * (1.0f / 128.0f);wv[3] += lm[size3*2+0] * scale;wv[4] += lm[size3*2+1] * scale;wv[5] += lm[size3*2+2] * scale;
+                                               if (s->styles[3] != 255)
                                                {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
-                                                                       R_DynamicLightPoint(shadecolor, v, s->dlightbits);
-                                                                       transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), shadecolor[0],shadecolor[1],shadecolor[2],alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
+                                                       scale = d_lightstylevalue[s->styles[3]] * (1.0f / 128.0f);wv[3] += lm[size3*3+0] * scale;wv[4] += lm[size3*3+1] * scale;wv[5] += lm[size3*3+2] * scale;
                                                }
                                        }
                                }
                        }
+                       wv += 6;
+               }
+       }
+       if (s->dlightframe == r_framecount)
+               RSurf_Light(s->dlightbits, s->polys);
+       wv = wvert;
+       if (isbmodel && (currententity->render.colormod[0] != 1 || currententity->render.colormod[1] != 1 || currententity->render.colormod[2] != 1))
+       {
+               for (p = s->polys;p;p = p->next)
+               {
+                       v = p->verts[0];
+                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, currententity->render.effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+                               transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3] * currententity->render.colormod[0], wv[4] * currententity->render.colormod[1], wv[5] * currententity->render.colormod[2], alpha);
+                       transpolyend();
+               }
+       }
+       else
+       {
+               for (p = s->polys;p;p = p->next)
+               {
+                       v = p->verts[0];
+                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, currententity->render.effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
+                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
+                               transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3], wv[4], wv[5], alpha);
+                       transpolyend();
                }
        }
 }
 
-// LordHavoc: transparent brush models
-extern int r_dlightframecount;
-extern float modelalpha;
-extern vec3_t shadecolor;
-//qboolean R_CullBox (vec3_t mins, vec3_t maxs);
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
-void EmitWaterPolys (msurface_t *fa);
-void R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node);
+void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model);
+
+float bmverts[256*3];
+
+int vertexworld;
+
+/*
+void RBrushModelSurf_DoVisible(msurface_t *surf)
+{
+//     float *v, *bmv, *endbmv;
+//     glpoly_t *p;
+//     for (p = surf->polys;p;p = p->next)
+//     {
+//             for (v = p->verts[0], bmv = bmpoints, endbmv = bmv + p->numverts * 3;bmv < endbmv;v += VERTEXSIZE, bmv += 3)
+//                     softwaretransform(v, bmv);
+//             if (R_Clip_Polygon(bmpoints, p->numverts, sizeof(float) * 3, surf->flags & SURF_CLIPSOLID))
+                       surf->visframe = r_framecount;
+//     }
+}
+*/
+
+void RBrushModelSurf_Callback(void *data, void *data2)
+{
+       entity_t *ent = data2;
+       msurface_t *surf = data;
+       texture_t *t;
+
+       /*
+       // FIXME: implement better dupe prevention in AddPolygon callback code
+       if (ent->render.model->firstmodelsurface != 0)
+       {
+               // it's not an instanced model, so we already rely on there being only one of it (usually a valid assumption, but QC can break this)
+               if (surf->visframe == r_framecount)
+                       return;
+       }
+       */
+       surf->visframe = r_framecount;
+
+       c_faces++;
+
+       currententity = ent;
+       modelalpha = ent->render.alpha;
+
+       softwaretransformforbrushentity (ent);
+
+       if (surf->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
+       {
+               // sky and liquid don't need sorting (skypoly/transpoly)
+               if (surf->flags & SURF_DRAWSKY)
+                       RSurf_DrawSky(surf, true);
+               else
+                       RSurf_DrawWater(surf, R_TextureAnimation(surf->texinfo->texture), true, surf->flags & SURF_DRAWNOALPHA ? 255 : wateralpha);
+       }
+       else
+       {
+               t = R_TextureAnimation(surf->texinfo->texture);
+               if (surf->texinfo->texture->transparent || vertexworld || ent->render.alpha != 1 || ent->render.model->firstmodelsurface == 0 || (ent->render.effects & EF_FULLBRIGHT) || ent->render.colormod[0] != 1 || ent->render.colormod[2] != 1 || ent->render.colormod[2] != 1)
+                       RSurf_DrawWallVertex(surf, t, true, true);
+               else
+                       RSurf_DrawWall(surf, t, true);
+       }
+}
 
 /*
 =================
@@ -751,490 +917,1087 @@ R_DrawBrushModel
 */
 void R_DrawBrushModel (entity_t *e)
 {
-       int                     i, j, k, smax, tmax, size3, maps;
-       vec3_t          mins, maxs, nv;
+       int                     i, j, vertexlit;
+       vec3_t          mins, maxs;
        msurface_t      *s;
-       mplane_t        *pplane;
        model_t         *clmodel;
-       qboolean        rotated, vertexlit = false;
-       float           dot, *v, scale;
-       texture_t       *t;
-       byte            *lm;
-       float           os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
+       int                     rotated;
+       vec3_t          org;
+       glpoly_t        *p;
 
        currententity = e;
 
-       clmodel = e->model;
+       clmodel = e->render.model;
 
-       if (e->angles[0] || e->angles[1] || e->angles[2])
+       if (e->render.angles[0] || e->render.angles[1] || e->render.angles[2])
        {
                rotated = true;
                for (i=0 ; i<3 ; i++)
                {
-                       mins[i] = e->origin[i] - clmodel->radius;
-                       maxs[i] = e->origin[i] + clmodel->radius;
+                       mins[i] = e->render.origin[i] - clmodel->radius;
+                       maxs[i] = e->render.origin[i] + clmodel->radius;
                }
        }
        else
        {
                rotated = false;
-               VectorAdd (e->origin, clmodel->mins, mins);
-               VectorAdd (e->origin, clmodel->maxs, maxs);
+               VectorAdd (e->render.origin, clmodel->mins, mins);
+               VectorAdd (e->render.origin, clmodel->maxs, maxs);
        }
 
        if (R_CullBox (mins, maxs))
                return;
 
-       VectorSubtract (r_refdef.vieworg, e->origin, modelorg);
+       c_bmodels++;
+
+       VectorSubtract (r_origin, e->render.origin, modelorg);
        if (rotated)
        {
                vec3_t  temp;
                vec3_t  forward, right, up;
 
                VectorCopy (modelorg, temp);
-               AngleVectors (e->angles, forward, right, up);
+               AngleVectors (e->render.angles, forward, right, up);
                modelorg[0] = DotProduct (temp, forward);
                modelorg[1] = -DotProduct (temp, right);
                modelorg[2] = DotProduct (temp, up);
        }
 
-       s = &clmodel->surfaces[clmodel->firstmodelsurface];
+       softwaretransformforbrushentity (e);
 
-// calculate dynamic lighting for bmodel if it's not an
-// instanced model
-       if (modelalpha == 1 && clmodel->firstmodelsurface != 0 && !(currententity->effects & EF_FULLBRIGHT) && currententity->colormod[0] == 1 && currententity->colormod[2] == 1 && currententity->colormod[2] == 1)
+       for (i = 0, s = &clmodel->surfaces[clmodel->firstmodelsurface];i < clmodel->nummodelsurfaces;i++, s++)
        {
-//             if (!gl_flashblend.value)
-//             {
-                       vec3_t org;
-                       for (k=0 ; k<MAX_DLIGHTS ; k++)
-                       {
-                               if ((cl_dlights[k].die < cl.time) || (!cl_dlights[k].radius))
-                                       continue;
+               s->visframe = -1;
+               if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0))
+                       s->visframe = r_framecount;
+       }
+
+// calculate dynamic lighting for bmodel if it's not an instanced model
+       for (i = 0;i < MAX_DLIGHTS;i++)
+       {
+               if (!cl_dlights[i].radius)
+                       continue;
 
-                               VectorSubtract(cl_dlights[k].origin, currententity->origin, org);
-                               R_MarkLights (org, &cl_dlights[k], 1<<(k&31), k >> 5, clmodel->nodes + clmodel->hulls[0].firstclipnode);
+               VectorSubtract(cl_dlights[i].origin, currententity->render.origin, org);
+               R_NoVisMarkLights (org, &cl_dlights[i], 1<<(i&31), i >> 5, clmodel);
+       }
+       vertexlit = modelalpha != 1 || clmodel->firstmodelsurface == 0 || (currententity->render.effects & EF_FULLBRIGHT) || currententity->render.colormod[0] != 1 || currententity->render.colormod[2] != 1 || currententity->render.colormod[2] != 1;
+
+       // draw texture
+       for (i = 0, s = &clmodel->surfaces[clmodel->firstmodelsurface];i < clmodel->nummodelsurfaces;i++, s++)
+       {
+               if (s->visframe == r_framecount)
+               {
+//                     R_DrawSurf(s, true, vertexlit || s->texinfo->texture->transparent);
+                       if (r_ser.value)
+                       {
+                               for (p = s->polys;p;p = p->next)
+                               {
+                                       for (j = 0;j < p->numverts;j++)
+                                               softwaretransform(&p->verts[j][0], bmverts + j * 3);
+                                       R_Clip_AddPolygon(bmverts, p->numverts, 3 * sizeof(float), (s->flags & SURF_CLIPSOLID) != 0 && modelalpha == 1, RBrushModelSurf_Callback, s, e, NULL);
+                               }
                        }
-//             }
+                       else
+                       {
+                               if (s->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
+                               {
+                                       // sky and liquid don't need sorting (skypoly/transpoly)
+                                       if (s->flags & SURF_DRAWSKY)
+                                               RSurf_DrawSky(s, true);
+                                       else
+                                               RSurf_DrawWater(s, R_TextureAnimation(s->texinfo->texture), true, s->flags & SURF_DRAWNOALPHA ? 255 : wateralpha);
+                               }
+                               else
+                               {
+                                       texture_t *t = R_TextureAnimation(s->texinfo->texture);
+                                       if (vertexlit || s->texinfo->texture->transparent)
+                                               RSurf_DrawWallVertex(s, t, true, true);
+                                       else
+                                               RSurf_DrawWall(s, t, true);
+                               }
+                       }
+               }
+       }
+       UploadLightmaps();
+}
+
+/*
+=============================================================
+
+       WORLD MODEL
+
+=============================================================
+*/
+
+/*
+static byte *worldvis;
+
+void R_MarkLeaves (void)
+{
+       static float noviscache;
+       if (r_oldviewleaf == r_viewleaf && noviscache == r_novis.value)
+               return;
+
+       r_oldviewleaf = r_viewleaf;
+       noviscache = r_novis.value;
+
+       worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
+}
+*/
+
+void RSurf_Callback(void *data, void *junk)
+{
+       ((msurface_t *)data)->visframe = r_framecount;
+}
+
+/*
+void RSurf_Callback(void *data, void *junk)
+{
+       msurface_t *surf = data;
+       texture_t *t;
+
+//     if (surf->visframe == r_framecount)
+//             return;
+
+       surf->visframe = r_framecount;
+
+       c_faces++;
+
+       if (surf->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
+       {
+               // sky and liquid don't need sorting (skypoly/transpoly)
+               if (surf->flags & SURF_DRAWSKY)
+                       RSurf_DrawSky(surf, false);
+               else
+                       RSurf_DrawWater(surf, R_TextureAnimation(surf->texinfo->texture), false, surf->flags & SURF_DRAWNOALPHA ? 255 : wateralpha);
        }
        else
-               vertexlit = true;
+       {
+               t = R_TextureAnimation(surf->texinfo->texture);
+               if (vertexworld)
+                       RSurf_DrawWallVertex(surf, t, false, false);
+               else
+                       RSurf_DrawWall(surf, t, false);
+       }
+}
+*/
 
-e->angles[0] = -e->angles[0];  // stupid quake bug
-       softwaretransformforentity (e);
-e->angles[0] = -e->angles[0];  // stupid quake bug
+/*
+mleaf_t *r_oldviewleaf;
+int r_markvisframecount = 0;
 
-       // draw texture
-       for (j = 0;j < clmodel->nummodelsurfaces;j++, s++)
+void R_MarkLeaves (void)
+{
+       static float noviscache;
+       int i, l, k, c;
+       mleaf_t *leaf;
+       msurface_t *surf, **mark, **endmark;
+       model_t *model = cl.worldmodel;
+//     mportal_t *portal;
+       glpoly_t *p;
+       byte    *in;
+       int             row;
+
+       // ignore testvis if the map just changed
+       if (r_testvis.value && model->nodes->markvisframe == r_markvisframecount)
+               return;
+
+       if (r_oldviewleaf == r_viewleaf && noviscache == r_novis.value)
+               return;
+
+       r_oldviewleaf = r_viewleaf;
+       noviscache = r_novis.value;
+
+       if ((in = r_viewleaf->compressed_vis))
        {
-       // find which side of the node we are on
-               pplane = s->plane;
+               row = (model->numleafs+7)>>3;
+
+               if (!r_testvis.value)
+                       r_markvisframecount++;
 
-               dot = DotProduct (modelorg, pplane->normal) - pplane->dist;
+               // LordHavoc: mark the root node as visible, it will terminate all other ascensions
+               model->nodes->markvisframe = r_markvisframecount;
 
-       // draw the polygon
-               if (((s->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
-                       (!(s->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON)))
+               k = 0;
+               while (k < row)
                {
-                       if (s->flags & SURF_DRAWSKY)
-                               continue;
-                       if (s->flags & SURF_DRAWTURB)
+                       c = *in++;
+                       if (c)
+                       {
+                               l = model->numleafs - (k << 3);
+                               if (l > 8)
+                                       l = 8;
+                               for (i=0 ; i<l ; i++)
+                               {
+                                       if (c & (1<<i))
+                                       {
+                                               leaf = &model->leafs[(k << 3)+i+1];
+                                               node = (mnode_t *)leaf;
+                                               do
+                                               {
+                                                       node->markvisframe = r_markvisframecount;
+                                                       node = node->parent;
+                                               }
+                                               while (node->markvisframecount != r_markvisframecount);
+                                       }
+                               }
+                               k++;
+                       }
+                       else
+                               k += *in++;
+               }
+       }
+       else
+       {
+               // LordHavoc: no vis data, mark everything as visible
+               model->nodes->markvisframe = r_markvisframecount;
+
+               for (i = 1;i < model->numleafs;i++)
+               {
+                       node = (mnode_t *)&model->leafs[i];
+                       do
                        {
-                               glpoly_t        *p;
-                               int                     light, alpha, r = 0, g = 0, b = 0;
-                               vec3_t          shadecolor;
+                               node->markvisframe = r_markvisframecount;
+                               node = node->parent;
+                       }
+                       while (node->markvisframecount != r_markvisframecount);
+               }
+       }
+}
+*/
 
-                               if (s->flags & SURF_DRAWNOALPHA)
-                                       alpha = modelalpha*255.0f;
-                               else
-                                       alpha = r_wateralpha.value*modelalpha*255.0f;
-                               light = false;
-                               if (s->flags & SURF_DRAWFULLBRIGHT || currententity->effects & EF_FULLBRIGHT)
+void R_SolidWorldNode (void)
+{
+       if ((int) r_solidworldnode.value == 3)
+       {
+               int portalstack;
+               mportal_t *p, *pstack[8192];
+               msurface_t *surf, **mark, **endmark;
+               mleaf_t *leaf;
+               glpoly_t *poly;
+               tinyplane_t plane;
+
+               leaf = r_viewleaf;
+               leaf->worldnodeframe = r_framecount;
+               portalstack = 0;
+       loc0:
+               c_leafs++;
+
+               leaf->visframe = r_framecount;
+
+               if (leaf->nummarksurfaces)
+               {
+                       mark = leaf->firstmarksurface;
+                       endmark = mark + leaf->nummarksurfaces;
+                       if (r_ser.value)
+                       {
+                               do
                                {
-                                       if (lighthalf)
+                                       surf = *mark++;
+                                       // make sure surfaces are only processed once
+                                       if (surf->worldnodeframe == r_framecount)
+                                               continue;
+                                       surf->worldnodeframe = r_framecount;
+                                       if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
                                        {
-                                               r = 128.0f * currententity->colormod[0];
-                                               g = 128.0f * currententity->colormod[1];
-                                               b = 128.0f * currententity->colormod[2];
+                                               if (surf->flags & SURF_PLANEBACK)
+                                               {
+                                                       VectorNegate(surf->plane->normal, plane.normal);
+                                                       plane.dist = -surf->plane->dist;
+                                                       for (poly = surf->polys;poly;poly = poly->next)
+                                                               R_Clip_AddPolygon((float *)poly->verts, poly->numverts, VERTEXSIZE * sizeof(float), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane);
+                                               }
                                        }
                                        else
                                        {
-                                               r = 255.0f * currententity->colormod[0];
-                                               g = 255.0f * currententity->colormod[1];
-                                               b = 255.0f * currententity->colormod[2];
+                                               if (!(surf->flags & SURF_PLANEBACK))
+                                                       for (poly = surf->polys;poly;poly = poly->next)
+                                                               R_Clip_AddPolygon((float *)poly->verts, poly->numverts, VERTEXSIZE * sizeof(float), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
                                        }
                                }
-                               else if (s->dlightframe == r_dlightframecount && r_dynamic.value)
-                                       light = true;
-                               else
+                               while (mark < endmark);
+                       }
+                       else
+                       {
+                               do
                                {
-                                       if (lighthalf)
+                                       surf = *mark++;
+                                       // make sure surfaces are only processed once
+                                       if (surf->worldnodeframe == r_framecount)
+                                               continue;
+                                       surf->worldnodeframe = r_framecount;
+                                       if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
                                        {
-                                               r = 64.0f * currententity->colormod[0];
-                                               g = 64.0f * currententity->colormod[1];
-                                               b = 64.0f * currententity->colormod[2];
+                                               if (surf->flags & SURF_PLANEBACK)
+                                                       surf->visframe = r_framecount;
                                        }
                                        else
                                        {
-                                               r = 128.0f * currententity->colormod[0];
-                                               g = 128.0f * currententity->colormod[1];
-                                               b = 128.0f * currententity->colormod[2];
+                                               if (!(surf->flags & SURF_PLANEBACK))
+                                                       surf->visframe = r_framecount;
                                        }
                                }
-                               for (p=s->polys ; p ; p=p->next)
+                               while (mark < endmark);
+                       }
+               }
+
+               // follow portals into other leafs
+               p = leaf->portals;
+               for (;p;p = p->next)
+               {
+                       if (DotProduct(r_origin, p->plane.normal) < p->plane.dist)
+                       {
+                               leaf = p->past;
+                               if (leaf->worldnodeframe != r_framecount)
+                               {
+                                       leaf->worldnodeframe = r_framecount;
+                                       if (leaf->contents != CONTENTS_SOLID)
+                                       {
+                                               if (R_NotCulledBox(leaf->mins, leaf->maxs))
+                                               {
+                                                       pstack[portalstack++] = p;
+                                                       goto loc0;
+
+       loc1:
+                                                       p = pstack[--portalstack];
+                                               }
+                                       }
+                               }
+                       }
+               }
+
+               if (portalstack)
+                       goto loc1;
+       }
+       else if ((int) r_solidworldnode.value == 2)
+       {
+               mnode_t *nodestack[8192], *node = cl.worldmodel->nodes;
+               int nodestackpos = 0;
+               glpoly_t *poly;
+
+loc2:
+               if (R_NotCulledBox(node->mins, node->maxs))
+               {
+                       if (r_ser.value)
+                       {
+                               if (node->numsurfaces)
+                               {
+                                       msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
+                                       tinyplane_t plane;
+                                       if (PlaneDiff (r_origin, node->plane) < 0)
+                                       {
+                                               for (;surf < surfend;surf++)
+                                               {
+                                                       if (surf->flags & SURF_PLANEBACK)
+                                                       {
+                                                               VectorNegate(surf->plane->normal, plane.normal);
+                                                               plane.dist = -surf->plane->dist;
+                                                               for (poly = surf->polys;poly;poly = poly->next)
+                                                                       R_Clip_AddPolygon((float *)poly->verts, poly->numverts, VERTEXSIZE * sizeof(float), surf->flags & SURF_CLIPSOLID, RSurf_Callback, surf, NULL, &plane);
+                                                       }
+                                               }
+                                       }
+                                       else
+                                       {
+                                               for (;surf < surfend;surf++)
+                                               {
+                                                       if (!(surf->flags & SURF_PLANEBACK))
+                                                               for (poly = surf->polys;poly;poly = poly->next)
+                                                                       R_Clip_AddPolygon((float *)poly->verts, poly->numverts, VERTEXSIZE * sizeof(float), surf->flags & SURF_CLIPSOLID, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
+                                               }
+                                       }
+                               }
+                       }
+                       else
+                       {
+                               if (node->numsurfaces)
+                               {
+                                       msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
+                                       if (PlaneDiff (r_origin, node->plane) < 0)
+                                       {
+                                               for (;surf < surfend;surf++)
+                                               {
+                                                       if (surf->flags & SURF_PLANEBACK)
+                                                               surf->visframe = r_framecount;
+                                               }
+                                       }
+                                       else
+                                       {
+                                               for (;surf < surfend;surf++)
+                                               {
+                                                       if (!(surf->flags & SURF_PLANEBACK))
+                                                               surf->visframe = r_framecount;
+                                               }
+                                       }
+                               }
+                       }
+
+                       // recurse down the children
+                       if (node->children[0]->contents >= 0)
+                       {
+                               if (node->children[1]->contents >= 0)
+                               {
+                                       if (nodestackpos < 8192)
+                                               nodestack[nodestackpos++] = node->children[1];
+                                       node = node->children[0];
+                                       goto loc2;
+                               }
+                               else
+                                       ((mleaf_t *)node->children[1])->visframe = r_framecount;
+                               node = node->children[0];
+                               goto loc2;
+                       }
+                       else
+                       {
+                               ((mleaf_t *)node->children[0])->visframe = r_framecount;
+                               if (node->children[1]->contents >= 0)
+                               {
+                                       node = node->children[1];
+                                       goto loc2;
+                               }
+                               else if (nodestackpos > 0)
+                               {
+                                       ((mleaf_t *)node->children[1])->visframe = r_framecount;
+                                       node = nodestack[--nodestackpos];
+                                       goto loc2;
+                               }
+                       }
+               }
+               else if (nodestackpos > 0)
+               {
+                       node = nodestack[--nodestackpos];
+                       goto loc2;
+               }
+       }
+       else if ((int) r_solidworldnode.value == 1 && r_ser.value)
+       {
+               glpoly_t *poly;
+               msurface_t *surf, *endsurf;
+               tinyplane_t plane;
+
+               surf = &cl.worldmodel->surfaces[cl.worldmodel->firstmodelsurface];
+               endsurf = surf + cl.worldmodel->nummodelsurfaces;
+               for (;surf < endsurf;surf++)
+               {
+                       if (PlaneDiff(r_origin, surf->plane) < 0)
+                       {
+                               if (surf->flags & SURF_PLANEBACK)
+                               {
+                                       VectorNegate(surf->plane->normal, plane.normal);
+                                       plane.dist = -surf->plane->dist;
+                                       for (poly = surf->polys;poly;poly = poly->next)
+                                               R_Clip_AddPolygon((float *)poly->verts, poly->numverts, VERTEXSIZE * sizeof(float), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane);
+                               }
+                       }
+                       else
+                       {
+                               if (!(surf->flags & SURF_PLANEBACK))
+                                       for (poly = surf->polys;poly;poly = poly->next)
+                                               R_Clip_AddPolygon((float *)poly->verts, poly->numverts, VERTEXSIZE * sizeof(float), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)&surf->plane);
+                       }
+               }
+       }
+       else
+       {
+               int l;
+               mleaf_t *leaf;
+               msurface_t *surf, **mark, **endmark;
+               glpoly_t *poly;
+               tinyplane_t plane;
+
+               for (l = 0, leaf = cl.worldmodel->leafs;l < cl.worldmodel->numleafs;l++, leaf++)
+               {
+                       if (R_CullBox(leaf->mins, leaf->maxs))
+                               continue;
+                       leaf->visframe = r_framecount;
+                       c_leafs++;
+                       if (leaf->nummarksurfaces)
+                       {
+//                             if (R_CullBox(leaf->mins, leaf->maxs))
+//                                     continue;
+
+                               if (leaf->nummarksurfaces)
                                {
-                                       // FIXME: could be a transparent water texture
-                                       transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                                       mark = leaf->firstmarksurface;
+                                       endmark = mark + leaf->nummarksurfaces;
+                                       if (r_ser.value)
                                        {
-                                               softwaretransform(v, nv);
-                                               if (r_waterripple.value)
-                                                       nv[2] += r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                               if (light)
+                                               do
                                                {
-                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
-                                                       R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
-                                                       if (lighthalf)
+                                                       surf = *mark++;
+                                                       // make sure surfaces are only processed once
+                                                       if (surf->worldnodeframe == r_framecount)
+                                                               continue;
+                                                       surf->worldnodeframe = r_framecount;
+                                                       if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
                                                        {
-                                                               r = (int) ((float) (shadecolor[0] * currententity->colormod[0])) >> 1;
-                                                               g = (int) ((float) (shadecolor[1] * currententity->colormod[1])) >> 1;
-                                                               b = (int) ((float) (shadecolor[2] * currententity->colormod[2])) >> 1;
+                                                               if (surf->flags & SURF_PLANEBACK)
+                                                               {
+                                                                       VectorNegate(surf->plane->normal, plane.normal);
+                                                                       plane.dist = -surf->plane->dist;
+                                                                       for (poly = surf->polys;poly;poly = poly->next)
+                                                                               R_Clip_AddPolygon((float *)poly->verts, poly->numverts, VERTEXSIZE * sizeof(float), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane);
+                                                               }
                                                        }
                                                        else
                                                        {
-                                                               r = (int) ((float) (shadecolor[0] * currententity->colormod[0]));
-                                                               g = (int) ((float) (shadecolor[1] * currententity->colormod[1]));
-                                                               b = (int) ((float) (shadecolor[2] * currententity->colormod[2]));
+                                                               if (!(surf->flags & SURF_PLANEBACK))
+                                                                       for (poly = surf->polys;poly;poly = poly->next)
+                                                                               R_Clip_AddPolygon((float *)poly->verts, poly->numverts, VERTEXSIZE * sizeof(float), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
                                                        }
                                                }
-                                               transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
-                                       }
-                                       transpolyend();
-                               }
-                               continue;
-                       }
-                       t = R_TextureAnimation (s->texinfo->texture);
-                       v = s->polys->verts[0];
-                       if (vertexlit || s->texinfo->texture->transparent)
-                       {
-                               // FIXME: could be a transparent water texture
-                               transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-                               if ((currententity->effects & EF_FULLBRIGHT) || !s->samples)
-                               {
-                                       for (i = 0;i < s->polys->numverts;i++, v += VERTEXSIZE)
-                                       {
-                                               softwaretransform(v, nv);
-                                               transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], 255,255,255,modelalpha*255.0f);
+                                               while (mark < endmark);
                                        }
-                               }
-                               else
-                               {
-                                       smax = (s->extents[0]>>4)+1;
-                                       tmax = (s->extents[1]>>4)+1;
-                                       size3 = smax*tmax*3; // *3 for colored lighting
-                                       for (i = 0;i < s->polys->numverts;i++, v += VERTEXSIZE)
+                                       else
                                        {
-                                               shadecolor[0] = shadecolor[1] = shadecolor[2] = 0;
-                                               lm = (byte *)((long) s->samples + ((int) v[8] * smax + (int) v[7]) * 3); // LordHavoc: *3 for colored lighting
-                                               for (maps = 0;maps < MAXLIGHTMAPS && s->styles[maps] != 255;maps++)
-                                               {
-                                                       scale = d_lightstylevalue[s->styles[maps]] * (1.0 / 128.0);
-                                                       shadecolor[0] += lm[0] * scale;
-                                                       shadecolor[1] += lm[1] * scale;
-                                                       shadecolor[2] += lm[2] * scale;
-                                                       lm += size3; // LordHavoc: *3 for colored lighting
-                                               }
-                                               softwaretransform(v, nv);
-                                               R_DynamicLightPointNoMask(shadecolor, nv); // LordHavoc: dynamic lighting
-                                               if (lighthalf)
+                                               do
                                                {
-                                                       transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], (int) shadecolor[0] >> 1, (int) shadecolor[1] >> 1, (int) shadecolor[2] >> 1, modelalpha*255.0f);
-                                               }
-                                               else
-                                               {
-                                                       transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], shadecolor[0], shadecolor[1], shadecolor[2], modelalpha*255.0f);
-                                               }
-                                       }
-                               }
-                               transpolyend();
-                       }
-                       else
-                       {
-                               // check for lightmap modification
-                               if (r_dynamic.value)
-                               {
-                                       if (s->dlightframe == r_framecount || s->cached_dlight || lighthalf != s->cached_lighthalf) // dynamic this frame or previously, or lighthalf changed
-                                               R_UpdateLightmap(s, s->lightmaptexturenum);
-                                       else
-                                               for (maps = 0 ; maps < MAXLIGHTMAPS && s->styles[maps] != 255 ; maps++)
-                                                       if (d_lightstylevalue[s->styles[maps]] != s->cached_light[maps])
+                                                       surf = *mark++;
+                                                       // make sure surfaces are only processed once
+                                                       if (surf->worldnodeframe == r_framecount)
+                                                               continue;
+                                                       surf->worldnodeframe = r_framecount;
+                                                       if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
                                                        {
-                                                               R_UpdateLightmap(s, s->lightmaptexturenum);
-                                                               break;
+                                                               if (surf->flags & SURF_PLANEBACK)
+                                                                       surf->visframe = r_framecount;
                                                        }
-                               }
-                               if (currentwallpoly < MAX_WALLPOLYS && (currentwallvert + s->polys->numverts) <= MAX_WALLVERTS)
-                               {
-                                       wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum;
-                                       wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum;
-                                       wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum;
-                                       wallpoly[currentwallpoly].firstvert = currentwallvert;
-                                       wallpoly[currentwallpoly++].verts = s->polys->numverts;
-                                       for (i = 0;i<s->polys->numverts;i++, v += VERTEXSIZE)
-                                       {
-                                               softwaretransform(v, wallvert[currentwallvert].vert);
-                                               wallvert[currentwallvert].s = v[3];
-                                               wallvert[currentwallvert].t = v[4];
-                                               wallvert[currentwallvert].u = v[5];
-                                               wallvert[currentwallvert++].v = v[6];
+                                                       else
+                                                       {
+                                                               if (!(surf->flags & SURF_PLANEBACK))
+                                                                       surf->visframe = r_framecount;
+                                                       }
+                                               }
+                                               while (mark < endmark);
                                        }
                                }
                        }
                }
        }
-       UploadLightmaps();
 }
 
 /*
-=============================================================
+void RSurf_Callback(void *data, void *junk)
+{
+       ((msurface_t *)data)->visframe = r_framecount;
+}
 
-       WORLD MODEL
+int R_FrustumTestPolygon(float *points, int numpoints, int stride);
 
-=============================================================
+void RSurf_DoVisible(msurface_t *surf)
+{
+       glpoly_t *p;
+       for (p = surf->polys;p;p = p->next)
+               if (R_FrustumTestPolygon((float *) p->verts, p->numverts, VERTEXSIZE * sizeof(float)) >= 3)
+//             R_Clip_Polygon((float *) p->verts, p->numverts, VERTEXSIZE * sizeof(float), true, RSurf_Callback, surf, 1);
+//             if (R_Clip_Polygon((float *) p->verts, p->numverts, VERTEXSIZE * sizeof(float), surf->flags & SURF_CLIPSOLID))
+                       surf->visframe = r_framecount;
+}
 */
 
-void R_StoreEfrags (efrag_t **ppefrag);
+//mleaf_t *llistbuffer[32768], *l, **llist;
 
 /*
-================
-R_RecursiveWorldNode
-================
-*/
-//extern qboolean R_CullBox (vec3_t mins, vec3_t maxs);
-/*
-void R_RecursiveWorldNode (mnode_t *node)
+void RSurfLeaf_Callback(void *data)
 {
-       int                     c, side;
-       double          dot;
-
-loc0:
-// if a leaf node, draw stuff
-       if (node->contents < 0)
+       int portalstackpos = 0;
+       mleaf_t *leaf;
+       mportal_t *p, *portalstack[32768];
+       msurface_t *surf, **mark, **endmark;
+       do
        {
-               mleaf_t         *pleaf;
-               pleaf = (mleaf_t *)node;
 
-               if (c = pleaf->nummarksurfaces)
+               leaf = data;
+               if (leaf->visframe == r_framecount)
+                       return;
+               leaf->visframe = r_framecount;
+
+               c_leafs++;
+
+               if (leaf->nummarksurfaces)
                {
-                       msurface_t      **mark;
-                       mark = pleaf->firstmarksurface;
+                       mark = leaf->firstmarksurface;
+                       endmark = mark + leaf->nummarksurfaces;
                        do
                        {
-                               (*mark)->visframe = r_framecount;
-                               mark++;
-                       } while (--c);
+                               surf = *mark++;
+                               // make sure surfaces are only processed once
+                               if (surf->worldnodeframe == r_framecount)
+                                       continue;
+                               surf->worldnodeframe = r_framecount;
+                               if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+                               {
+                                       if (surf->flags & SURF_PLANEBACK)
+                                               RSurf_DoVisible(surf);
+                               }
+                               else
+                               {
+                                       if (!(surf->flags & SURF_PLANEBACK))
+                                               RSurf_DoVisible(surf);
+                               }
+                       }
+                       while (mark < endmark);
                }
 
-       // deal with model fragments in this leaf
-               if (pleaf->efrags)
-                       R_StoreEfrags (&pleaf->efrags);
-
-               return;
+               // follow portals into other leafs
+               for (p = leaf->portals;p;p = p->next)
+               {
+                       if (p->past->visframe != r_framecount && DotProduct(r_origin, p->plane.normal) < p->plane.dist)
+                       {
+       //                      R_Clip_Portal((float *) p->points, p->numpoints, sizeof(float) * 3, RSurfLeaf_Callback, p->past, 1);
+                               if (R_Clip_Portal((float *) p->points, p->numpoints, sizeof(float) * 3))
+                                       portalstack[portalstackpos++] = p;
+                       }
+               }
        }
+       while(portalstackpos);
+       RSurfLeaf_Callback(p->past);
+       // upon returning, R_ProcessSpans will notice that the spans have changed and restart the line, this is ok because we're not adding any polygons that aren't already behind the portal
+}
+*/
 
-// node is just a decision point, so go down the apropriate sides
-
-// find which side of the node we are on
-       dot = (node->plane->type < 3 ? modelorg[node->plane->type] : DotProduct (modelorg, node->plane->normal)) - node->plane->dist;
-
-// recurse down the children, front side first
-       side = dot < 0;
-       // LordHavoc: save a stack frame by avoiding a call
-//     if (node->children[side]->contents != CONTENTS_SOLID && node->children[side]->visframe == r_visframecount && !R_CullBox (node->children[side]->minmaxs, node->children[side]->minmaxs+3))
-       // LordHavoc: inlined further to reduce conditions
-       if (node->children[side]->contents != CONTENTS_SOLID
-        && node->children[side]->visframe == r_visframecount
-        && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2
-        && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2
-        && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2
-        && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2)
-               R_RecursiveWorldNode (node->children[side]);
-
-       // backside
-       side = dot >= 0;
-// draw stuff
-       if (c = node->numsurfaces)
+/*
+// experimental and inferior to the other in recursion depth allowances
+void R_PortalWorldNode (void)
+{
+//     int i, j;
+       mportal_t *p;
+       msurface_t *surf, **mark, **endmark;
+       mleaf_t *leaf, *llistbuffer[32768], **l, **llist;
+
+       leaf = r_viewleaf;
+       leaf->visframe = r_framecount;
+       l = llist = &llistbuffer[0];
+       *llist++ = r_viewleaf;
+       while (l < llist)
        {
-               msurface_t      *surf;
-               surf = cl.worldmodel->surfaces + node->firstsurface;
+               leaf = *l++;
+
+               c_leafs++;
 
-               // LordHavoc: caused a crash due to texsort (it could render twice...)
-               // back side
-               //side = dot >= -BACKFACE_EPSILON;
-               if (dot < 0)
+               if (leaf->nummarksurfaces)
                {
-                       for (;c;c--, surf++)
+                       mark = leaf->firstmarksurface;
+                       endmark = mark + leaf->nummarksurfaces;
+                       do
                        {
-                               if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+                               surf = *mark++;
+                               // make sure surfaces are only processed once
+                               if (surf->worldnodeframe == r_framecount)
+                                       continue;
+                               surf->worldnodeframe = r_framecount;
+                               if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+                               {
+                                       if (surf->flags & SURF_PLANEBACK)
+                                               RSurf_DoVisible(surf);
+                               }
+                               else
                                {
-                                       surf->texturechain = surf->texinfo->texture->texturechain;
-                                       surf->texinfo->texture->texturechain = surf;
+                                       if (!(surf->flags & SURF_PLANEBACK))
+                                               RSurf_DoVisible(surf);
                                }
                        }
+                       while (mark < endmark);
                }
-               else
+
+               // follow portals into other leafs
+               for (p = leaf->portals;p;p = p->next)
                {
-                       for (;c;c--, surf++)
+                       if (p->past->visframe != r_framecount)
                        {
-                               if (surf->visframe == r_framecount && (!(surf->flags & SURF_PLANEBACK)))
+                               if (R_Clip_Portal((float *) p->points, p->numpoints, sizeof(float) * 3))
                                {
-                                       surf->texturechain = surf->texinfo->texture->texturechain;
-                                       surf->texinfo->texture->texturechain = surf;
+                                       p->past->visframe = r_framecount;
+                                       *llist++ = p->past;
                                }
                        }
                }
+
+//             for (p = leaf->portals;p;p = p->next)
+//             {
+//                     leaf = p->past;
+//                     if (leaf->worldnodeframe != r_framecount)
+//                     {
+//                             leaf->worldnodeframe = r_framecount;
+//                             i = (leaf - cl.worldmodel->leafs) - 1;
+//                             if ((worldvis[i>>3] & (1<<(i&7))) && R_NotCulledBox(leaf->mins, leaf->maxs))
+//                                     *llist++ = leaf;
+//                     }
+//             }
        }
 
-// recurse down the back side
-       // LordHavoc: save a stack frame by avoiding a call
-//     if (node->children[side]->contents != CONTENTS_SOLID && node->children[side]->visframe == r_visframecount && !R_CullBox (node->children[side]->minmaxs, node->children[side]->minmaxs+3))
-       // LordHavoc: inlined further to reduce conditions
-       if (node->children[side]->contents != CONTENTS_SOLID
-        && node->children[side]->visframe == r_visframecount
-        && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2
-        && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2
-        && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2
-        && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2)
+//     i = 0;
+//     j = 0;
+//     p = r_viewleaf->portals;
+//     for (;p;p = p->next)
+//     {
+//             j++;
+//             if (p->past->worldnodeframe != r_framecount)
+//                     i++;
+//     }
+//     if (i)
+//             Con_Printf("%i portals of viewleaf (%i portals) were not checked\n", i, j);
+}
+*/
+
+
+int r_portalframecount = 0;
+
+/*
+void R_Portal_Callback(void *data, void *data2)
+{
+       mleaf_t *leaf = data;
+       if (!r_testvis.value)
+               ((mportal_t *)data2)->visframe = r_portalframecount;
+       if (leaf->visframe != r_framecount)
        {
-               node = node->children[side];
-               goto loc0;
+               c_leafs++;
+               leaf->visframe = r_framecount;
        }
-//             R_RecursiveWorldNode (node->children[side]);
 }
 */
 
-extern int c_nodes;
-void R_WorldNode ()
+void R_PVSWorldNode()
 {
-       int             c, side;
-       double  dot;
-       struct
+       if (r_pvsworldnode.value == 1)
        {
-               double dot;
-               mnode_t *node;
-       } nodestack[1024];
-       int             s = 0;
-       mnode_t *node;
+               int portalstack, i;
+               mportal_t *p, *pstack[8192];
+               msurface_t *surf, **mark, **endmark;
+               mleaf_t *leaf;
+               tinyplane_t plane;
+               glpoly_t *poly;
+               byte *worldvis;
 
-       if (!(node = cl.worldmodel->nodes))
-               return;
+               worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
 
-       while(1)
-       {
-       // if a leaf node, draw stuff
-               c_nodes++;
-               if (node->contents < 0)
+               leaf = r_viewleaf;
+               leaf->worldnodeframe = r_framecount;
+               portalstack = 0;
+       loc0:
+               c_leafs++;
+
+               leaf->visframe = r_framecount;
+
+               if (leaf->nummarksurfaces)
                {
-                       if (node->contents != CONTENTS_SOLID)
+                       mark = leaf->firstmarksurface;
+                       endmark = mark + leaf->nummarksurfaces;
+                       if (r_ser.value)
                        {
-                               mleaf_t         *pleaf;
-                               pleaf = (mleaf_t *)node;
-
-                               if ((c = pleaf->nummarksurfaces))
+                               do
+                               {
+                                       surf = *mark++;
+                                       // make sure surfaces are only processed once
+                                       if (surf->worldnodeframe == r_framecount)
+                                               continue;
+                                       surf->worldnodeframe = r_framecount;
+                                       if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+                                       {
+                                               if (surf->flags & SURF_PLANEBACK)
+                                               {
+                                                       VectorNegate(surf->plane->normal, plane.normal);
+                                                       plane.dist = -surf->plane->dist;
+                                                       for (poly = surf->polys;poly;poly = poly->next)
+                                                               R_Clip_AddPolygon((float *)poly->verts, poly->numverts, VERTEXSIZE * sizeof(float), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane);
+                                               }
+                                       }
+                                       else
+                                       {
+                                               if (!(surf->flags & SURF_PLANEBACK))
+                                                       for (poly = surf->polys;poly;poly = poly->next)
+                                                               R_Clip_AddPolygon((float *)poly->verts, poly->numverts, VERTEXSIZE * sizeof(float), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
+                                       }
+                               }
+                               while (mark < endmark);
+                       }
+                       else
+                       {
+                               do
                                {
-                                       msurface_t      **mark;
-                                       mark = pleaf->firstmarksurface;
-                                       do
+                                       surf = *mark++;
+                                       // make sure surfaces are only processed once
+                                       if (surf->worldnodeframe == r_framecount)
+                                               continue;
+                                       surf->worldnodeframe = r_framecount;
+                                       if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
                                        {
-                                               (*mark)->visframe = r_framecount;
-                                               mark++;
-                                       } while (--c);
+                                               if (surf->flags & SURF_PLANEBACK)
+                                                       surf->visframe = r_framecount;
+                                       }
+                                       else
+                                       {
+                                               if (!(surf->flags & SURF_PLANEBACK))
+                                                       surf->visframe = r_framecount;
+                                       }
                                }
-
-                               // deal with model fragments in this leaf
-                               if (pleaf->efrags)
-                                       R_StoreEfrags (&pleaf->efrags);
+                               while (mark < endmark);
                        }
-
-                       if (!s)
-                               break;
-                       node = nodestack[--s].node;
-                       dot = nodestack[s].dot;
-                       goto loc0;
                }
 
-       // node is just a decision point, so go down the apropriate sides
+               // follow portals into other leafs
+               p = leaf->portals;
+               for (;p;p = p->next)
+               {
+                       if (DotProduct(r_origin, p->plane.normal) < p->plane.dist)
+                       {
+                               leaf = p->past;
+                               if (leaf->worldnodeframe != r_framecount)
+                               {
+                                       leaf->worldnodeframe = r_framecount;
+                                       if (leaf->contents != CONTENTS_SOLID)
+                                       {
+                                               i = (leaf - cl.worldmodel->leafs) - 1;
+                                               if (worldvis[i>>3] & (1<<(i&7)))
+                                               {
+                                                       if (R_NotCulledBox(leaf->mins, leaf->maxs))
+                                                       {
+                                                               pstack[portalstack++] = p;
+                                                               goto loc0;
+
+               loc1:
+                                                               p = pstack[--portalstack];
+                                                       }
+                                               }
+                                       }
+                               }
+                       }
+               }
 
-       // find which side of the node we are on
-               dot = (node->plane->type < 3 ? modelorg[node->plane->type] : DotProduct (modelorg, node->plane->normal)) - node->plane->dist;
+               if (portalstack)
+                       goto loc1;
 
-       // recurse down the children, front side first
-               side = dot < 0;
-               if (node->children[side]->visframe == r_visframecount
-                && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2
-                && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2
-                && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2
-                && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2)
+               i = 0;
+               portalstack = 0;
+               p = r_viewleaf->portals;
+               for (;p;p = p->next)
                {
-                       nodestack[s].node = node;
-                       nodestack[s++].dot = dot;
-                       node = node->children[side];
-                       continue;
+                       portalstack++;
+                       if (p->past->worldnodeframe != r_framecount)
+                               i++;
                }
-loc0:
-
-               // backside
-               side = dot >= 0;
-       // draw stuff
-               if ((c = node->numsurfaces))
+               if (i)
+                       Con_Printf("%i portals of viewleaf (%i portals) were not checked\n", i, portalstack);
+       }
+       else
+       {
+               int i/*, l*/, k, c, row, numbits, bit, leafnum, numleafs;
+               mleaf_t *leaf;
+               msurface_t *surf, **mark, **endmark;
+               model_t *model = cl.worldmodel;
+               byte *in;
+       //      mportal_t *portal;
+               glpoly_t *poly;
+               tinyplane_t plane;
+
+       //      c_leafs++;
+       //      r_viewleaf->visframe = r_framecount;
+               if (!r_testvis.value)
+                       r_portalframecount++;
+
+               numleafs = model->numleafs;
+               numbits = numleafs;
+               k = 0;
+               in = r_viewleaf->compressed_vis;
+               row = (numbits + 7) >> 3;
+               while (k < row)
                {
-                       msurface_t      *surf;
-                       surf = cl.worldmodel->surfaces + node->firstsurface;
-
-                       if (side)
+                       c = *in++;
+                       if (c)
                        {
-                               for (;c;c--, surf++)
+                               for (i = 0, bit = 1;c;i++, bit <<= 1)
                                {
-                                       if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
+                                       if (c & bit)
                                        {
-                                               surf->texturechain = surf->texinfo->texture->texturechain;
-                                               surf->texinfo->texture->texturechain = surf;
+                                               leafnum = (k << 3)+i+1;
+                                               if (leafnum > numleafs)
+                                                       return;
+                                               c -= bit;
+                                               leaf = &model->leafs[leafnum];
+                                               if (R_NotCulledBox(leaf->mins, leaf->maxs))
+                                               {
+                                                       //for (portal = leaf->portals;portal;portal = portal->next)
+                                                       //      if (DotProduct(r_origin, portal->plane.normal) > portal->plane.dist)
+                                                       //              R_Clip_AddPolygon((float *)portal->points, portal->numpoints, sizeof(mvertex_t), false, R_Portal_Callback, leaf, portal, portal->plane);
+                                                       //leaf->visframe = r_framecount;
+                                                       c_leafs++;
+                                                       if (leaf->nummarksurfaces)
+                                                       {
+                                                               mark = leaf->firstmarksurface;
+                                                               endmark = mark + leaf->nummarksurfaces;
+                                                               if (r_ser.value)
+                                                               {
+                                                                       do
+                                                                       {
+                                                                               surf = *mark++;
+                                                                               // make sure surfaces are only processed once
+                                                                               if (surf->worldnodeframe == r_framecount)
+                                                                                       continue;
+                                                                               surf->worldnodeframe = r_framecount;
+                                                                               if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
+                                                                               {
+                                                                                       if (surf->flags & SURF_PLANEBACK)
+                                                                                       {
+                                                                                               VectorNegate(surf->plane->normal, plane.normal);
+                                                                                               plane.dist = -surf->plane->dist;
+                                                                                               for (poly = surf->polys;poly;poly = poly->next)
+                                                                                                       R_Clip_AddPolygon((float *)poly->verts, poly->numverts, VERTEXSIZE * sizeof(float), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane);
+                                                                                       }
+                                                                               }
+                                                                               else
+                                                                               {
+                                                                                       if (!(surf->flags & SURF_PLANEBACK))
+                                                                                               for (poly = surf->polys;poly;poly = poly->next)
+                                                                                                       R_Clip_AddPolygon((float *)poly->verts, poly->numverts, VERTEXSIZE * sizeof(float), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
+                                                                               }
+                                                                       }
+                                                                       while (mark < endmark);
+                                                               }
+                                                               else
+                                                               {
+                                                                       do
+                                                                       {
+                                                                               surf = *mark++;
+                                                                               // make sure surfaces are only processed once
+                                                                               if (surf->worldnodeframe == r_framecount)
+                                                                                       continue;
+                                                                               surf->worldnodeframe = r_framecount;
+                                                                               if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
+                                                                               {
+                                                                                       if (surf->flags & SURF_PLANEBACK)
+                                                                                               surf->visframe = r_framecount;
+                                                                               }
+                                                                               else
+                                                                               {
+                                                                                       if (!(surf->flags & SURF_PLANEBACK))
+                                                                                               surf->visframe = r_framecount;
+                                                                               }
+                                                                       }
+                                                                       while (mark < endmark);
+                                                               }
+                                                       }
+                                               }
                                        }
                                }
+                               k++;
                        }
                        else
+                               k += *in++;
+               }
+       }
+}
+
+entity_t clworldent;
+
+void R_DrawSurfaces (void)
+{
+       msurface_t      *surf, *endsurf;
+       texture_t       *t, *currentt;
+       int vertex = gl_vertex.value;
+
+       currententity = &clworldent;
+       modelalpha = 1;
+       softwaretransformidentity();
+       surf = &cl.worldmodel->surfaces[cl.worldmodel->firstmodelsurface];
+       endsurf = surf + cl.worldmodel->nummodelsurfaces;
+       t = currentt = NULL;
+       for (;surf < endsurf;surf++)
+       {
+               if (surf->visframe == r_framecount)
+               {
+                       c_faces++;
+                       if (surf->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
                        {
-                               for (;c;c--, surf++)
+                               if (surf->flags & SURF_DRAWSKY)
+                                       RSurf_DrawSky(surf, false);
+                               else
                                {
-                                       if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+                                       if (currentt != surf->texinfo->texture)
                                        {
-                                               surf->texturechain = surf->texinfo->texture->texturechain;
-                                               surf->texinfo->texture->texturechain = surf;
+                                               currentt = surf->texinfo->texture;
+                                               t = R_TextureAnimation(surf->texinfo->texture);
                                        }
+                                       RSurf_DrawWater(surf, t, false, surf->flags & SURF_DRAWNOALPHA ? 255 : wateralpha);
+                               }
+                       }
+                       else
+                       {
+                               if (currentt != surf->texinfo->texture)
+                               {
+                                       currentt = surf->texinfo->texture;
+                                       t = R_TextureAnimation(surf->texinfo->texture);
                                }
+                               if (vertex)
+                                       RSurf_DrawWallVertex(surf, t, false, false);
+                               else
+                                       RSurf_DrawWall(surf, t, false);
                        }
                }
+       }
+}
 
-       // recurse down the back side
-               if (node->children[side]->visframe == r_visframecount
-                && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2
-                && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2
-                && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2
-                && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2)
+void R_DrawPortals(void)
+{
+       int drawportals, i, r, g, b;
+//     mleaf_t *leaf, *endleaf;
+       mportal_t *portal, *endportal;
+       mvertex_t *point/*, *endpoint*/;
+       drawportals = (int)r_drawportals.value;
+       if (drawportals < 1)
+               return;
+       /*
+       leaf = cl.worldmodel->leafs;
+       endleaf = leaf + cl.worldmodel->numleafs;
+       for (;leaf < endleaf;leaf++)
+       {
+               if (leaf->visframe == r_framecount && leaf->portals)
                {
-                       node = node->children[side];
-                       continue;
+                       i = leaf - cl.worldmodel->leafs;
+                       r = (i & 0x0007) << 5;
+                       g = (i & 0x0038) << 2;
+                       b = (i & 0x01C0) >> 1;
+                       portal = leaf->portals;
+                       while (portal)
+                       {
+                               transpolybegin(0, 0, 0, TPOLYTYPE_ALPHA);
+                               point = portal->points + portal->numpoints - 1;
+                               endpoint = portal->points;
+                               for (;point >= endpoint;point--)
+                                       transpolyvertub(point->position[0], point->position[1], point->position[2], 0, 0, r, g, b, 32);
+                               transpolyend();
+                               portal = portal->next;
+                       }
+               }
+       }
+       */
+       portal = cl.worldmodel->portals;
+       endportal = portal + cl.worldmodel->numportals;
+       for (;portal < endportal;portal++)
+       {
+               if (portal->visframe == r_portalframecount)
+               {
+                       i = portal - cl.worldmodel->portals;
+                       r = (i & 0x0007) << 5;
+                       g = (i & 0x0038) << 2;
+                       b = (i & 0x01C0) >> 1;
+                       transpolybegin(0, 0, 0, TPOLYTYPE_ALPHA);
+                       point = portal->points;
+                       if (PlaneDiff(r_origin, (&portal->plane)) > 0)
+                       {
+                               for (i = portal->numpoints - 1;i >= 0;i--)
+                                       transpolyvertub(point[i].position[0], point[i].position[1], point[i].position[2], 0, 0, r, g, b, 32);
+                       }
+                       else
+                       {
+                               for (i = 0;i < portal->numpoints;i++)
+                                       transpolyvertub(point[i].position[0], point[i].position[1], point[i].position[2], 0, 0, r, g, b, 32);
+                       }
+                       transpolyend();
                }
-
-               if (!s)
-                       break;
-               node = nodestack[--s].node;
-               dot = nodestack[s].dot;
-               goto loc0;
        }
 }
 
-
 /*
 =============
 R_DrawWorld
@@ -1242,87 +2005,33 @@ R_DrawWorld
 */
 void R_DrawWorld (void)
 {
-       entity_t        ent;
+       wateralpha = bound(0, r_wateralpha.value*255.0f, 255);
+       vertexworld = gl_vertex.value;
 
-       memset (&ent, 0, sizeof(ent));
-       ent.model = cl.worldmodel;
-       ent.colormod[0] = ent.colormod[1] = ent.colormod[2] = 1;
-       modelalpha = ent.alpha = 1;
-       ent.scale = 1;
+       memset (&clworldent, 0, sizeof(clworldent));
+       clworldent.render.model = cl.worldmodel;
+       clworldent.render.colormod[0] = clworldent.render.colormod[1] = clworldent.render.colormod[2] = 1;
+       modelalpha = clworldent.render.alpha = 1;
+       clworldent.render.scale = 1;
 
-       VectorCopy (r_refdef.vieworg, modelorg);
+       VectorCopy (r_origin, modelorg);
 
-       currententity = &ent;
+       currententity = &clworldent;
 
        softwaretransformidentity(); // LordHavoc: clear transform
-       skyisvisible = false;
 
        if (cl.worldmodel)
-               R_WorldNode ();
-
-       glClear (GL_DEPTH_BUFFER_BIT);
-
-       DrawTextureChains ();
-
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-}
-
-
-/*
-===============
-R_MarkLeaves
-===============
-*/
-void R_MarkLeaves (void)
-{
-       byte    *vis;
-       mnode_t *node;
-       int             i;
-
-       if (r_oldviewleaf == r_viewleaf && !r_novis.value)
-               return;
-       
-       r_visframecount++;
-       r_oldviewleaf = r_viewleaf;
-
-       if (r_novis.value)
-       {
-               for (i=0 ; i<cl.worldmodel->numleafs ; i++)
-               {
-                       node = (mnode_t *)&cl.worldmodel->leafs[i+1];
-                       do
-                       {
-                               if (node->visframe == r_visframecount)
-                                       break;
-                               node->visframe = r_visframecount;
-                               node = node->parent;
-                       } while (node);
-               }
-       }
-       else
        {
-               vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
-               
-               for (i=0 ; i<cl.worldmodel->numleafs ; i++)
+               if (r_novis.value || r_viewleaf->compressed_vis == NULL)
+                       R_SolidWorldNode ();
+               else
                {
-                       if (vis[i>>3] & (1<<(i&7)))
-                       {
-                               node = (mnode_t *)&cl.worldmodel->leafs[i+1];
-                               do
-                               {
-                                       if (node->visframe == r_visframecount)
-                                               break;
-                                       node->visframe = r_visframecount;
-                                       node = node->parent;
-                               } while (node);
-                       }
+//                     R_MarkLeaves ();
+                       R_PVSWorldNode ();
                }
        }
 }
 
-
-
 /*
 =============================================================================
 
@@ -1332,17 +2041,17 @@ void R_MarkLeaves (void)
 */
 
 // returns a texture number and the position inside it
-int AllocBlock (int w, int h, int *x, int *y)
+int AllocBlock (int w, int h, short *x, short *y)
 {
        int             i, j;
        int             best, best2;
        int             texnum;
 
-       for (texnum=0 ; texnum<MAX_LIGHTMAPS ; texnum++)
+       for (texnum = 0;texnum < MAX_LIGHTMAPS;texnum++)
        {
                best = BLOCK_HEIGHT;
 
-               for (i=0 ; i<BLOCK_WIDTH-w ; i+=lightmapalign) // LordHavoc: NVIDIA has broken subimage, so align the lightmaps
+               for (i = 0;i < BLOCK_WIDTH - w;i += lightmapalign) // LordHavoc: NVIDIA has broken subimage, so align the lightmaps
                {
                        best2 = 0;
 
@@ -1366,105 +2075,97 @@ int AllocBlock (int w, int h, int *x, int *y)
                if (nosubimagefragments || nosubimage)
                {
                        if (!lightmaps[texnum])
-                               lightmaps[texnum] = calloc(BLOCK_WIDTH*BLOCK_HEIGHT*4, 1);
+                       {
+                               lightmaps[texnum] = qmalloc(BLOCK_WIDTH*BLOCK_HEIGHT*4);
+                               memset(lightmaps[texnum], 0, BLOCK_WIDTH*BLOCK_HEIGHT*4);
+                       }
                }
                // LordHavoc: clear texture to blank image, fragments are uploaded using subimage
                else if (!allocated[texnum][0])
                {
-                       byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*3];
+                       byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*4];
                        memset(blank, 0, sizeof(blank));
-                       glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum);
-                       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-                       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-                       if (lightmaprgba)
-                               glTexImage2D (GL_TEXTURE_2D, 0, 4, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank);
-                       else
-                               glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank);
+                       if(r_upload.value)
+                       {
+                               glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum);
+                               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+                               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+                               if (lightmaprgba)
+                                       glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank);
+                               else
+                                       glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank);
+                       }
                }
 
-               for (i=0 ; i<w ; i++)
+               for (i = 0;i < w;i++)
                        allocated[texnum][*x + i] = best + h;
 
                return texnum;
        }
 
-       Sys_Error ("AllocBlock: full");
+       Host_Error ("AllocBlock: full, unable to find room for %i by %i lightmap", w, h);
        return 0;
 }
 
 
-mvertex_t      *r_pcurrentvertbase;
-model_t                *currentmodel;
-
-int    nColinElim;
+//int  nColinElim;
 
 /*
 ================
 BuildSurfaceDisplayList
 ================
 */
-void BuildSurfaceDisplayList (msurface_t *fa)
+void BuildSurfaceDisplayList (model_t *model, mvertex_t *vertices, msurface_t *fa)
 {
-       int                     i, lindex, lnumverts;
-       medge_t         *pedges, *r_pedge;
-       int                     vertpage;
+       int                     i, j, lindex, lnumverts;
+       medge_t         *pedges;
        float           *vec;
        float           s, t;
        glpoly_t        *poly;
 
 // reconstruct the polygon
-       pedges = currentmodel->edges;
+       pedges = model->edges;
        lnumverts = fa->numedges;
-       vertpage = 0;
 
        //
        // draw texture
        //
-       poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
+       poly = Hunk_AllocName (sizeof(glpolysizeof_t) + lnumverts * sizeof(float[VERTEXSIZE]), "surfaces");
        poly->next = fa->polys;
-       poly->flags = fa->flags;
        fa->polys = poly;
+//     poly->flags = fa->flags;
        poly->numverts = lnumverts;
 
        for (i=0 ; i<lnumverts ; i++)
        {
-               lindex = currentmodel->surfedges[fa->firstedge + i];
+               lindex = model->surfedges[fa->firstedge + i];
 
                if (lindex > 0)
-               {
-                       r_pedge = &pedges[lindex];
-                       vec = r_pcurrentvertbase[r_pedge->v[0]].position;
-               }
+                       vec = vertices[pedges[lindex].v[0]].position;
                else
-               {
-                       r_pedge = &pedges[-lindex];
-                       vec = r_pcurrentvertbase[r_pedge->v[1]].position;
-               }
-               s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
-               s /= fa->texinfo->texture->width;
+                       vec = vertices[pedges[-lindex].v[1]].position;
 
+               s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
                t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
-               t /= fa->texinfo->texture->height;
 
                VectorCopy (vec, poly->verts[i]);
-               poly->verts[i][3] = s;
-               poly->verts[i][4] = t;
+               poly->verts[i][3] = s / fa->texinfo->texture->width;
+               poly->verts[i][4] = t / fa->texinfo->texture->height;
 
                //
                // lightmap texture coordinates
                //
-               s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
                s -= fa->texturemins[0];
-               poly->verts[i][7] = bound(0l, ((int)s>>4), (fa->extents[0]>>4)); // LordHavoc: raw lightmap coordinates
-               s += fa->light_s*16;
+               t -= fa->texturemins[1];
                s += 8;
+               t += 8;
+               // LordHavoc: calc lightmap data offset
+               j = (bound(0l, (int)t>>4, fa->extents[1]>>4) * ((fa->extents[0]>>4)+1) + bound(0l, (int)s>>4, fa->extents[0]>>4)) * 3;
+               poly->verts[i][7] = j;
+               s += fa->light_s*16;
                s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
 
-               t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
-               t -= fa->texturemins[1];
-               poly->verts[i][8] = bound(0l, ((int)t>>4), (fa->extents[1]>>4)); // LordHavoc: raw lightmap coordinates
                t += fa->light_t*16;
-               t += 8;
                t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
 
                poly->verts[i][5] = s;
@@ -1494,7 +2195,7 @@ void BuildSurfaceDisplayList (msurface_t *fa)
                        // skip co-linear points
                        #define COLINEAR_EPSILON 0.001
                        if ((fabs( v1[0] - v2[0] ) <= COLINEAR_EPSILON) &&
-                               (fabs( v1[1] - v2[1] ) <= COLINEAR_EPSILON) && 
+                               (fabs( v1[1] - v2[1] ) <= COLINEAR_EPSILON) &&
                                (fabs( v1[2] - v2[2] ) <= COLINEAR_EPSILON))
                        {
                                int j;
@@ -1510,10 +2211,9 @@ void BuildSurfaceDisplayList (msurface_t *fa)
                                --i;
                        }
                }
+               poly->numverts = lnumverts;
        }
        */
-       poly->numverts = lnumverts;
-
 }
 
 /*
@@ -1539,12 +2239,14 @@ void GL_CreateSurfaceLightmap (msurface_t *surf)
        if (lightmaprgba)
        {
                R_BuildLightMap (surf, templight, smax * 4);
-               glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
+               if(r_upload.value)
+                       glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
        }
        else
        {
                R_BuildLightMap (surf, templight, smax * 3);
-               glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
+               if(r_upload.value)
+                       glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
        }
 }
 
@@ -1606,10 +2308,7 @@ void GL_BuildLightmaps (void)
        }
 
        if (!lightmap_textures)
-       {
-               lightmap_textures = texture_extension_number;
-               texture_extension_number += MAX_LIGHTMAPS;
-       }
+               lightmap_textures = R_GetTextureSlots(MAX_LIGHTMAPS);
 
        for (j=1 ; j<MAX_MODELS ; j++)
        {
@@ -1618,8 +2317,6 @@ void GL_BuildLightmaps (void)
                        break;
                if (m->name[0] == '*')
                        continue;
-               r_pcurrentvertbase = m->vertexes;
-               currentmodel = m;
                for (i=0 ; i<m->numsurfaces ; i++)
                {
                        if ( m->surfaces[i].flags & SURF_DRAWTURB )
@@ -1627,30 +2324,35 @@ void GL_BuildLightmaps (void)
                        if ( m->surfaces[i].flags & SURF_DRAWSKY )
                                continue;
                        GL_CreateSurfaceLightmap (m->surfaces + i);
-                       BuildSurfaceDisplayList (m->surfaces + i);
+                       BuildSurfaceDisplayList (m, m->vertexes, m->surfaces + i);
                }
        }
 
        if (nosubimage || nosubimagefragments)
        {
-               if (gl_mtexable)
-                       qglSelectTexture(gl_mtex_enum+1);
+               if(r_upload.value)
+                       if (gl_mtexable)
+                               qglSelectTexture(gl_mtex_enum+1);
                for (i = 0;i < MAX_LIGHTMAPS;i++)
                {
                        if (!allocated[i][0])
                                break;
                        lightmapupdate[i][0] = BLOCK_HEIGHT;
                        lightmapupdate[i][1] = 0;
-                       glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
-                       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-                       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-                       if (lightmaprgba)
-                               glTexImage2D(GL_TEXTURE_2D, 0, 4, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
-                       else
-                               glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
+                       if(r_upload.value)
+                       {
+                               glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
+                               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+                               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+                               if (lightmaprgba)
+                                       glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
+                               else
+                                       glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
+                       }
                }
-               if (gl_mtexable)
-                       qglSelectTexture(gl_mtex_enum+0);
+               if(r_upload.value)
+                       if (gl_mtexable)
+                               qglSelectTexture(gl_mtex_enum+0);
        }
 }