]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
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[xonotic/darkplaces.git] / gl_rmain.c
index 65f9a840b952b9cec8775e251280b6167e1251d3..2166f06c85ed966d0c15f7a62c3f17fea9c20482 100644 (file)
@@ -77,6 +77,8 @@ cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip pla
 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
+cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
+cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
@@ -147,7 +149,7 @@ cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to
 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
 
-cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "0", "use depth texture instead of depth renderbuffer where possible, may not be slower on some hardware"};
+cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
@@ -643,9 +645,6 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USEOFFSETMAPPING\n", " offsetmapping"},
        {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
        {"#define USESHADOWMAP2D\n", " shadowmap2d"},
-       {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"}, // TODO make this a static parm
-       {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"}, // TODO make this a static parm
-       {"#define USESHADOWSAMPLER\n", " shadowsampler"}, // TODO make this a static parm
        {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
        {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
        {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
@@ -656,6 +655,7 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
        {"#define USETRIPPY\n", " trippy"},
        {"#define USEDEPTHRGB\n", " depthrgb"},
+       {"#define USEALPHAGENVERTEX\n", "alphagenvertex"}
 };
 
 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
@@ -850,15 +850,21 @@ enum
        SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
        SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
        SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
+       SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
+       SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
+       SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
 };
-#define SHADERSTATICPARMS_COUNT 8
+#define SHADERSTATICPARMS_COUNT 11
 
 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
 static int shaderstaticparms_count = 0;
 
 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
-static qboolean R_CompileShader_CheckStaticParms(void)
+
+extern qboolean r_shadow_shadowmapsampler;
+extern int r_shadow_shadowmappcf;
+qboolean R_CompileShader_CheckStaticParms(void)
 {
        static int r_compileshader_staticparms_save[1];
        memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
@@ -884,6 +890,14 @@ static qboolean R_CompileShader_CheckStaticParms(void)
        }
        if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
                R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
+
+       if (r_shadow_shadowmapsampler)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
+       if (r_shadow_shadowmappcf > 1)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
+       else if (r_shadow_shadowmappcf)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
+
        return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
 }
 
@@ -905,6 +919,9 @@ static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permu
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
 }
 
 /// information about each possible shader permutation
@@ -1784,7 +1801,7 @@ static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int per
        DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
 }
 
-static void R_GLSL_Restart_f(void)
+void R_GLSL_Restart_f(void)
 {
        unsigned int i, limit;
        if (glslshaderstring && glslshaderstring != builtinshaderstring)
@@ -2045,8 +2062,6 @@ extern qboolean r_shadow_usingshadowmaportho;
 extern float r_shadow_shadowmap_texturescale[2];
 extern float r_shadow_shadowmap_parameters[4];
 extern qboolean r_shadow_shadowmapvsdct;
-extern qboolean r_shadow_shadowmapsampler;
-extern int r_shadow_shadowmappcf;
 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
@@ -2131,6 +2146,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
                {
                        mode = SHADERMODE_WATER;
+                       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                               permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                        if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
                        {
                                // this is the right thing to do for wateralpha
@@ -2147,6 +2164,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
                {
                        mode = SHADERMODE_REFRACTION;
+                       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                               permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                        blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                }
@@ -2195,6 +2214,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                       permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                // light source
                mode = SHADERMODE_LIGHTSOURCE;
                if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
@@ -2213,12 +2234,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        if(r_shadow_shadowmapvsdct)
                                permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
 
-                       if (r_shadow_shadowmapsampler)
-                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-                       if (r_shadow_shadowmappcf > 1)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-                       else if (r_shadow_shadowmappcf)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
                        if (r_shadow_shadowmap2ddepthbuffer)
                                permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
@@ -2243,6 +2258,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                       permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                // unshaded geometry (fullbright or ambient model lighting)
                mode = SHADERMODE_FLATCOLOR;
                ambientscale = diffusescale = specularscale = 0;
@@ -2257,12 +2274,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
                        permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
-                       if (r_shadow_shadowmapsampler)
-                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-                       if (r_shadow_shadowmappcf > 1)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-                       else if (r_shadow_shadowmappcf)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
                        if (r_shadow_shadowmap2ddepthbuffer)
                                permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
@@ -2298,6 +2309,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                       permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                // directional model lighting
                mode = SHADERMODE_LIGHTDIRECTION;
                if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
@@ -2314,12 +2327,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
                        permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
-                       if (r_shadow_shadowmapsampler)
-                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-                       if (r_shadow_shadowmappcf > 1)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-                       else if (r_shadow_shadowmappcf)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
                        if (r_shadow_shadowmap2ddepthbuffer)
                                permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
@@ -2363,6 +2370,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                       permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                // ambient model lighting
                mode = SHADERMODE_LIGHTDIRECTION;
                if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
@@ -2376,12 +2385,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
                        permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
-                       if (r_shadow_shadowmapsampler)
-                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-                       if (r_shadow_shadowmappcf > 1)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-                       else if (r_shadow_shadowmappcf)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
                        if (r_shadow_shadowmap2ddepthbuffer)
                                permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
@@ -2425,6 +2428,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                       permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                // lightmapped wall
                if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
@@ -2437,12 +2442,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
                        permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
-                       if (r_shadow_shadowmapsampler)
-                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-                       if (r_shadow_shadowmappcf > 1)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-                       else if (r_shadow_shadowmappcf)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
                        if (r_shadow_shadowmap2ddepthbuffer)
                                permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
@@ -2619,7 +2618,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
                                max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
                        );
-               hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
+               hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
                hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
                hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
@@ -2780,7 +2779,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
                                max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
                        );
-               if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
+               if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
                if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
                if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
@@ -2926,7 +2925,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
                                max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
                        );
-               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
                DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
                DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
@@ -3006,12 +3005,6 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_shadow_shadowmapvsdct)
                        permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
 
-               if (r_shadow_shadowmapsampler)
-                       permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-               if (r_shadow_shadowmappcf > 1)
-                       permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-               else if (r_shadow_shadowmappcf)
-                       permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
                if (r_shadow_shadowmap2ddepthbuffer)
                        permutation |= SHADERPERMUTATION_DEPTHRGB;
        }
@@ -4186,6 +4179,8 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_deformvertexes);
        Cvar_RegisterVariable(&r_transparent);
        Cvar_RegisterVariable(&r_transparent_alphatocoverage);
+       Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
+       Cvar_RegisterVariable(&r_transparent_useplanardistance);
        Cvar_RegisterVariable(&r_showoverdraw);
        Cvar_RegisterVariable(&r_showbboxes);
        Cvar_RegisterVariable(&r_showsurfaces);
@@ -4736,12 +4731,12 @@ static void R_View_UpdateEntityLighting (void)
        {
                ent = r_refdef.scene.entities[i];
 
-               // skip unseen models and models that updated by CSQC
-               if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
+               // skip unseen models
+               if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
                        continue;
 
                // skip bsp models
-               if (ent->model && ent->model->brush.num_leafs)
+               if (ent->model && ent->model == cl.worldmodel)
                {
                        // TODO: use modellight for r_ambient settings on world?
                        VectorSet(ent->modellight_ambient, 0, 0, 0);
@@ -4749,74 +4744,83 @@ static void R_View_UpdateEntityLighting (void)
                        VectorSet(ent->modellight_lightdir, 0, 0, 1);
                        continue;
                }
-
-               // fetch the lighting from the worldmodel data
-               VectorClear(ent->modellight_ambient);
-               VectorClear(ent->modellight_diffuse);
-               VectorClear(tempdiffusenormal);
-               if (ent->flags & RENDER_LIGHT)
+               
+               if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
                {
-                       vec3_t org;
-                       Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-
-                       // complete lightning for lit sprites
-                       // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
-                       if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
+                       // aleady updated by CSQC
+                       // TODO: force modellight on BSP models in this case?
+                       VectorCopy(ent->modellight_lightdir, tempdiffusenormal); 
+               }
+               else
+               {
+                       // fetch the lighting from the worldmodel data
+                       VectorClear(ent->modellight_ambient);
+                       VectorClear(ent->modellight_diffuse);
+                       VectorClear(tempdiffusenormal);
+                       if (ent->flags & RENDER_LIGHT)
                        {
-                               if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
-                                       org[2] = org[2] + r_overheadsprites_pushback.value;
-                               R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
-                       }
-                       else
-                               R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
+                               vec3_t org;
+                               Matrix4x4_OriginFromMatrix(&ent->matrix, org);
 
-                       if(ent->flags & RENDER_EQUALIZE)
-                       {
-                               // first fix up ambient lighting...
-                               if(r_equalize_entities_minambient.value > 0)
+                               // complete lightning for lit sprites
+                               // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
+                               if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
                                {
-                                       fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
-                                       if(fd > 0)
+                                       if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
+                                               org[2] = org[2] + r_overheadsprites_pushback.value;
+                                       R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
+                               }
+                               else
+                                       R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
+
+                               if(ent->flags & RENDER_EQUALIZE)
+                               {
+                                       // first fix up ambient lighting...
+                                       if(r_equalize_entities_minambient.value > 0)
                                        {
-                                               fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
-                                               if(fa < r_equalize_entities_minambient.value * fd)
+                                               fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
+                                               if(fd > 0)
                                                {
-                                                       // solve:
-                                                       //   fa'/fd' = minambient
-                                                       //   fa'+0.25*fd' = fa+0.25*fd
-                                                       //   ...
-                                                       //   fa' = fd' * minambient
-                                                       //   fd'*(0.25+minambient) = fa+0.25*fd
-                                                       //   ...
-                                                       //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
-                                                       //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
-                                                       //   ...
-                                                       fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
-                                                       f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
-                                                       VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
-                                                       VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
+                                                       fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
+                                                       if(fa < r_equalize_entities_minambient.value * fd)
+                                                       {
+                                                               // solve:
+                                                               //   fa'/fd' = minambient
+                                                               //   fa'+0.25*fd' = fa+0.25*fd
+                                                               //   ...
+                                                               //   fa' = fd' * minambient
+                                                               //   fd'*(0.25+minambient) = fa+0.25*fd
+                                                               //   ...
+                                                               //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
+                                                               //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
+                                                               //   ...
+                                                               fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
+                                                               f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
+                                                               VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
+                                                               VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
+                                                       }
                                                }
                                        }
-                               }
 
-                               if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
-                               {
-                                       fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
-                                       fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
-                                       f = fa + 0.25 * fd;
-                                       if(f > 0)
+                                       if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
                                        {
-                                               // adjust brightness and saturation to target
-                                               avg[0] = avg[1] = avg[2] = fa / f;
-                                               VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
-                                               avg[0] = avg[1] = avg[2] = fd / f;
-                                               VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
+                                               fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
+                                               fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
+                                               f = fa + 0.25 * fd;
+                                               if(f > 0)
+                                               {
+                                                       // adjust brightness and saturation to target
+                                                       avg[0] = avg[1] = avg[2] = fa / f;
+                                                       VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
+                                                       avg[0] = avg[1] = avg[2] = fd / f;
+                                                       VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
+                                               }
                                        }
                                }
                        }
+                       else // highly rare
+                               VectorSet(ent->modellight_ambient, 1, 1, 1);
                }
-               else // highly rare
-                       VectorSet(ent->modellight_ambient, 1, 1, 1);
 
                // move the light direction into modelspace coordinates for lighting code
                Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
@@ -5386,13 +5390,14 @@ void R_EntityMatrix(const matrix4x4_t *matrix)
        }
 }
 
-void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
+void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
 {
        r_viewport_t viewport;
-       DrawQ_Finish();
+
+       CHECKGLERROR
 
        // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
-       R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
+       R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
        R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
        R_SetViewport(&viewport);
        GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
@@ -5424,6 +5429,15 @@ void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *color
                break;
        }
        GL_CullFace(GL_NONE);
+
+       CHECKGLERROR
+}
+
+void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
+{
+       DrawQ_Finish();
+
+       R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
 }
 
 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
@@ -5467,7 +5481,7 @@ void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *color
 R_RenderView_UpdateViewVectors
 ================
 */
-static void R_RenderView_UpdateViewVectors(void)
+void R_RenderView_UpdateViewVectors(void)
 {
        // break apart the view matrix into vectors for various purposes
        // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
@@ -6255,9 +6269,19 @@ static void R_Bloom_MakeTexture(void)
                r_fb.bloomindex ^= 1;
                R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
                x *= 2;
-               r = bound(0, r_bloom_colorexponent.value / x, 1);
-               GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
-               GL_Color(r,r,r,1);
+               r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
+               if (!r_fb.bloomfbo[r_fb.bloomindex])
+               {
+                       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
+                       GL_Color(r,r,r,1); // apply fix factor
+               }
+               else
+               {
+                       if(x <= 2)
+                               GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
+                       GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
+                       GL_Color(1,1,1,1); // no fix factor supported here
+               }
                R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
                R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
@@ -6668,6 +6692,10 @@ void R_UpdateVariables(void)
        {
                r_refdef.lightmapintensity *= r_fakelight_intensity.value;
        }
+       else if (r_refdef.scene.worldmodel)
+       {
+               r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
+       }
        if (r_showsurfaces.integer)
        {
                r_refdef.scene.rtworld = false;
@@ -6857,6 +6885,11 @@ void R_RenderView(void)
 
        r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
 
+       if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
+               // in sRGB fallback, behave similar to true sRGB: convert this
+               // value from linear to sRGB
+               r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
+
        R_RenderView_UpdateViewVectors();
 
        R_Shadow_UpdateWorldLightSelection();
@@ -7257,6 +7290,7 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh
                        case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
                        case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
                        case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
+                       case SOLID_CORPSE:   Vector4Set(color, 1, 0.5, 0, 0.05);break;
                        default:             Vector4Set(color, 0, 0, 0, 0.50);break;
                }
                color[3] *= r_showbboxes.value;
@@ -7289,7 +7323,7 @@ static void R_DrawEntityBBoxes(void)
                if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
                        continue;
                VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
-               R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
+               R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
        }
 }
 
@@ -7397,7 +7431,7 @@ void R_DrawNoModel(entity_render_t *ent)
        vec3_t org;
        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
        if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
-               R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
+               R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : MESHQUEUE_SORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
        else
                R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
 }
@@ -7781,7 +7815,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        {
                // no modellight if using fakelight for the map
        }
-       else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+       else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
        {
                // pick a model lighting mode
                if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
@@ -10395,7 +10429,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
-static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
+static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
        // transparent surfaces get pushed off into the transparent queue
        int surfacelistindex;
@@ -10404,17 +10438,26 @@ static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const
        for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
        {
                surface = texturesurfacelist[surfacelistindex];
-               tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
-               tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
-               tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+               if (r_transparent_sortsurfacesbynearest.integer)
+               {
+                       tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
+                       tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
+                       tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
+               }
+               else
+               {
+                       tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+                       tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+                       tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+               }
                Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
-               if (queueentity->transparent_offset) // transparent offset
+               if (rsurface.entity->transparent_offset) // transparent offset
                {
-                       center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
-                       center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
-                       center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
+                       center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
+                       center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
+                       center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
                }
-               R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
+               R_MeshQueue_AddTransparent((rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : ((rsurface.entity->flags & RENDER_WORLDOBJECT) ? MESHQUEUE_SORT_SKY : MESHQUEUE_SORT_DISTANCE), center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
        }
 }
 
@@ -10435,7 +10478,6 @@ static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msu
 
 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
 {
-       const entity_render_t *queueentity = r_refdef.scene.worldentity;
        CHECKGLERROR
        if (depthonly)
                R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
@@ -10444,7 +10486,7 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf
                if (!rsurface.texture->currentnumlayers)
                        return;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
-                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
+                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
                else
                        R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
        }
@@ -10452,11 +10494,11 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf
                R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
        else if (!rsurface.texture->currentnumlayers)
                return;
-       else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
+       else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
        {
                // in the deferred case, transparent surfaces were queued during prepass
                if (!r_shadow_usingdeferredprepass)
-                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
+                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
        }
        else
        {
@@ -10512,7 +10554,7 @@ static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacel
        R_FrameData_ReturnToMark();
 }
 
-static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
+static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
 {
        CHECKGLERROR
        if (depthonly)
@@ -10522,7 +10564,7 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf
                if (!rsurface.texture->currentnumlayers)
                        return;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
-                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
+                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
                else
                        R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
        }
@@ -10530,11 +10572,11 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf
                R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
        else if (!rsurface.texture->currentnumlayers)
                return;
-       else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
+       else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
        {
                // in the deferred case, transparent surfaces were queued during prepass
                if (!r_shadow_usingdeferredprepass)
-                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
+                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
        }
        else
        {
@@ -10585,7 +10627,7 @@ static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const
                                ;
                }
                // render the range of surfaces
-               R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
+               R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
        }
        R_FrameData_ReturnToMark();
 }
@@ -10662,7 +10704,7 @@ void R_DrawLocs(void)
        for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
        {
                VectorLerp(loc->mins, 0.5f, loc->maxs, center);
-               R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
+               R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
        }
 }