]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
shut up a (in this case wrong) warning about possibly uninitialized variable
[xonotic/darkplaces.git] / gl_rmain.c
index c2f1a1cf07dfd179fc0e2af1e3a5f1186da87f7b..b1df2d9d673f214d59f81aa3d8a91426d68865a9 100644 (file)
@@ -1162,8 +1162,28 @@ static const char *builtinshaderstring =
 "#      else\n"
 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
 "#      endif\n"
-"      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
-"      center *= ShadowMap_TextureScale;\n"
+"      vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
+"#      if USESHADOWMAPPCF > 1\n"
+"   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
+"   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
+"   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
+"   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
+"   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
+"   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
+"   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
+"   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
+"   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
+"      vec4 locols = vec4(group1.ab, group3.ab);\n"
+"      vec4 hicols = vec4(group7.rg, group9.rg);\n"
+"      locols.yz += group2.ab;\n"
+"      hicols.yz += group8.rg;\n"
+"      vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
+"                              vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
+"                              mix(locols, hicols, offset.y);\n"
+"      vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
+"      cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
+"      f = dot(cols, vec4(1.0/25.0));\n"
+"#      else\n"
 "      vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
 "      vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
 "      vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
@@ -1171,6 +1191,7 @@ static const char *builtinshaderstring =
 "      vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
 "                              mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
 "      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
+"#      endif\n"
 "#     else\n"
 "#      ifdef GL_EXT_gpu_shader4\n"
 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
@@ -2189,8 +2210,8 @@ const char *builtincgshaderstring =
 "{\n"
 "      float3 adir = abs(dir);\n"
 "      float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
-"      float4 proj = texCUBEe(Texture_CubeProjection, dir);\n"
-"      return float3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
+"      float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
+"      return float3(lerp(dir.xy, proj.xy, dir.zz) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
 "}\n"
 "#  else\n"
 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
@@ -2297,19 +2318,40 @@ const char *builtincgshaderstring =
 "#    ifdef USESHADOWMAPPCF\n"
 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
 "#      ifdef GL_ARB_texture_gather\n"
-"#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
+"#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
 "#      else\n"
-"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
+"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
+"#      endif\n"
+"      float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
+"#      if USESHADOWMAPPCF > 1\n"
+"      float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
+"      float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
+"      float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
+"      float4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
+"      float4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
+"      float4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
+"      float4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
+"      float4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
+"      float4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
+"      float4 locols = float4(group1.ab, group3.ab);\n"
+"      float4 hicols = float4(group7.rg, group9.rg);\n"
+"      locols.yz += group2.ab;\n"
+"      hicols.yz += group8.rg;\n"
+"      float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
+"                  float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
+"                  lerp(locols, hicols, offset.y);\n"
+"      float4 cols = group5 + float4(group2.rg, group8.ab);\n"
+"      cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
+"      f = dot(cols, float4(1.0/25.0));\n"
+"#      else\n"
+"      float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
+"      float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
+"      float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
+"      float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
+"      float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
+"                              lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
+"      f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
 "#      endif\n"
-"    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
-"    center *= ShadowMap_TextureScale;\n"
-"    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
-"    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
-"    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
-"    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
-"    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
-"                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
-"    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
 "#     else\n"
 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
 "#      if USESHADOWMAPPCF > 1\n"
@@ -2669,7 +2711,7 @@ const char *builtincgshaderstring =
 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
 "#endif\n"
 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
-"out float3 LightVector : TEXCOORD5,\n"
+"out float3 LightVector : TEXCOORD1,\n"
 "#endif\n"
 "#ifdef MODE_LIGHTSOURCE\n"
 "out float3 CubeVector : TEXCOORD3,\n"
@@ -2775,7 +2817,7 @@ const char *builtincgshaderstring =
 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
 "#endif\n"
 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
-"float3 LightVector : TEXCOORD5,\n"
+"float3 LightVector : TEXCOORD1,\n"
 "#endif\n"
 "#ifdef MODE_LIGHTSOURCE\n"
 "float3 CubeVector : TEXCOORD3,\n"
@@ -2789,7 +2831,7 @@ const char *builtincgshaderstring =
 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
 "#endif\n"
 "#ifdef USESHADOWMAPORTHO\n"
-"float3 ShadowMapTC : TEXCOORD8\n"
+"float3 ShadowMapTC : TEXCOORD8,\n"
 "#endif\n"
 "\n"
 "uniform sampler2D Texture_Normal,\n"
@@ -2973,9 +3015,9 @@ const char *builtincgshaderstring =
 "#endif\n"
 "\n"
 "#ifdef USEREFLECTCUBE\n"
-"      vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
-"      vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
-"      vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
+"      float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
+"      float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
+"      float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
 "      diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
 "#endif\n"
 "\n"
@@ -4454,9 +4496,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       if (r_glsl_offsetmapping_reliefmapping.integer)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       {
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                               if (r_glsl_offsetmapping_reliefmapping.integer)
+                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
@@ -4482,9 +4531,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       if (r_glsl_offsetmapping_reliefmapping.integer)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       {
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                               if (r_glsl_offsetmapping_reliefmapping.integer)
+                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
@@ -4551,9 +4607,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       if (r_glsl_offsetmapping_reliefmapping.integer)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       {
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                               if (r_glsl_offsetmapping_reliefmapping.integer)
+                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
@@ -4610,9 +4673,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       if (r_glsl_offsetmapping_reliefmapping.integer)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       {
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                               if (r_glsl_offsetmapping_reliefmapping.integer)
+                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
@@ -4674,9 +4744,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       if (r_glsl_offsetmapping_reliefmapping.integer)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       {
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                               if (r_glsl_offsetmapping_reliefmapping.integer)
+                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
@@ -4731,9 +4808,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       if (r_glsl_offsetmapping_reliefmapping.integer)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       {
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                               if (r_glsl_offsetmapping_reliefmapping.integer)
+                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
@@ -4922,7 +5006,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
                if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
                if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
-               if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
+               if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
                if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
 
@@ -6103,10 +6187,12 @@ void gl_main_start(void)
        //r_texture_fogintensity = NULL;
        memset(&r_bloomstate, 0, sizeof(r_bloomstate));
        memset(&r_waterstate, 0, sizeof(r_waterstate));
+       r_glsl_permutation = NULL;
        memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
        Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
        glslshaderstring = NULL;
 #ifdef SUPPORTCG
+       r_cg_permutation = NULL;
        memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
        Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
        cgshaderstring = NULL;
@@ -6154,6 +6240,14 @@ void gl_main_shutdown(void)
        //r_texture_fogintensity = NULL;
        memset(&r_bloomstate, 0, sizeof(r_bloomstate));
        memset(&r_waterstate, 0, sizeof(r_waterstate));
+       r_glsl_permutation = NULL;
+       memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
+       glslshaderstring = NULL;
+#ifdef SUPPORTCG
+       r_cg_permutation = NULL;
+       memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
+       cgshaderstring = NULL;
+#endif
        R_GLSL_Restart_f();
 }
 
@@ -12109,11 +12203,11 @@ static void R_DrawModelDecals(void)
        }
 }
 
+extern cvar_t mod_collision_bih;
 void R_DrawDebugModel(void)
 {
        entity_render_t *ent = rsurface.entity;
        int i, j, k, l, flagsmask;
-       q3mbrush_t *brush;
        const msurface_t *surface;
        dp_model_t *model = ent->model;
        vec3_t v;
@@ -12128,25 +12222,50 @@ void R_DrawDebugModel(void)
        GL_DepthMask(false);
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 
-       if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
+       if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
        {
+               int triangleindex;
+               int bihleafindex;
+               qboolean cullbox = ent == r_refdef.scene.worldentity;
+               const q3mbrush_t *brush;
+               const bih_t *bih = &model->collision_bih;
+               const bih_leaf_t *bihleaf;
+               float vertex3f[3][3];
                GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
-               for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
+               cullbox = false;
+               for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
                {
-                       if (brush->colbrushf && brush->colbrushf->numtriangles)
-                       {
-                               R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
-                               GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
-                               R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
-                       }
-               }
-               for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
-               {
-                       if (surface->num_collisiontriangles)
+                       if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
+                               continue;
+                       switch (bihleaf->type)
                        {
-                               R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
-                               GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
-                               R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
+                       case BIH_BRUSH:
+                               brush = model->brush.data_brushes + bihleaf->itemindex;
+                               if (brush->colbrushf && brush->colbrushf->numtriangles)
+                               {
+                                       R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
+                                       GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
+                                       R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
+                               }
+                               break;
+                       case BIH_COLLISIONTRIANGLE:
+                               triangleindex = bihleaf->itemindex;
+                               VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
+                               VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
+                               VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
+                               R_Mesh_VertexPointer(vertex3f[0], 0, 0);
+                               GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
+                               R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
+                               break;
+                       case BIH_RENDERTRIANGLE:
+                               triangleindex = bihleaf->itemindex;
+                               VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
+                               VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
+                               VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
+                               R_Mesh_VertexPointer(vertex3f[0], 0, 0);
+                               GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
+                               R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
+                               break;
                        }
                }
        }
@@ -12487,6 +12606,8 @@ void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, i
        texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
        texture.currentskinframe = skinframe;
        texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
+       texture.offsetmapping = OFFSETMAPPING_OFF;
+       texture.offsetscale = 1;
        texture.specularscalemod = 1;
        texture.specularpowermod = 1;