]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
LoadTGA is now more compliant with the TGA spec regarding colormaps (they can be...
[xonotic/darkplaces.git] / gl_rsurf.c
index e3429922df8fb731dd812cb674838c570c620009..e62b5689ae810f1bc84ea6402814d9303bc3cd94 100644 (file)
@@ -20,178 +20,126 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // r_surf.c: surface-related refresh code
 
 #include "quakedef.h"
+#include "r_shadow.h"
 
 #define MAX_LIGHTMAP_SIZE 256
 
-static signed int blocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
-
-static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
-
 cvar_t r_ambient = {0, "r_ambient", "0"};
-cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "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_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
+cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"};
+cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
+cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
+cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"};
+cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
+
+// flag arrays used for visibility checking on world model
+// (all other entities have no per-surface/per-leaf visibility checks)
+// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters
+qbyte r_pvsbits[(32768+7)>>3];
+// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs
+qbyte r_worldleafvisible[32768];
+// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_surfaces
+qbyte r_worldsurfacevisible[262144];
 
-static void gl_surf_start(void)
-{
-}
-
-static void gl_surf_shutdown(void)
-{
-}
-
-static void gl_surf_newmap(void)
-{
-}
-
-static int dlightdivtable[32768];
-
-void GL_Surf_Init(void)
-{
-       int i;
-       dlightdivtable[0] = 4194304;
-       for (i = 1;i < 32768;i++)
-               dlightdivtable[i] = 4194304 / (i << 7);
-
-       Cvar_RegisterVariable(&r_ambient);
-       Cvar_RegisterVariable(&r_vertexsurfaces);
-       Cvar_RegisterVariable(&r_dlightmap);
-       Cvar_RegisterVariable(&r_drawportals);
-       Cvar_RegisterVariable(&r_testvis);
-
-       R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
-}
+/*
+===============
+R_BuildLightMap
 
-static int R_AddDynamicLights (msurface_t *surf)
+Combine and scale multiple lightmaps into the 8.8 format in blocklights
+===============
+*/
+static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
 {
-       int         sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract;
-       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;
-#else
-       long long   k;
-#endif
+       int smax, tmax, i, j, size, size3, maps, stride, l;
+       unsigned int *bl, scale;
+       qbyte *lightmap, *out, *stain;
+       static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+       static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
 
-       lit = false;
+       // update cached lighting info
+       surface->cached_dlight = 0;
 
-       smax = (surf->extents[0] >> 4) + 1;
-       tmax = (surf->extents[1] >> 4) + 1;
+       smax = (surface->lightmapinfo->extents[0]>>4)+1;
+       tmax = (surface->lightmapinfo->extents[1]>>4)+1;
+       size = smax*tmax;
+       size3 = size*3;
+       lightmap = surface->lightmapinfo->samples;
 
-       for (lnum = 0; lnum < r_numdlights; lnum++)
+// set to full bright if no light data
+       bl = intblocklights;
+       if (!ent->model->brushq1.lightdata)
        {
-               if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
-                       continue;                                       // not lit by this light
-
-               softwareuntransform(r_dlight[lnum].origin, local);
-               dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
-
-               // for comparisons to minimum acceptable light
-               // compensate for LIGHTOFFSET
-               maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
-
-               dist2 = dist * dist;
-               dist2 += LIGHTOFFSET;
-               if (dist2 >= maxdist)
-                       continue;
+               for (i = 0;i < size3;i++)
+                       bl[i] = 255*256;
+       }
+       else
+       {
+// clear to no light
+               memset(bl, 0, size*3*sizeof(unsigned int));
 
-               if (surf->plane->type < 3)
+// add all the lightmaps
+               if (lightmap)
                {
-                       VectorCopy(local, impact);
-                       impact[surf->plane->type] -= dist;
+                       bl = intblocklights;
+                       for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
+                               for (scale = d_lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
+                                       bl[i] += lightmap[i] * scale;
                }
-               else
+       }
+
+       stain = surface->lightmapinfo->stainsamples;
+       bl = intblocklights;
+       out = templight;
+       // the >> 16 shift adjusts down 8 bits to account for the stainmap
+       // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
+       // be doubled during rendering to achieve 2x overbright
+       // (0 = 0.0, 128 = 1.0, 256 = 2.0)
+       if (ent->model->brushq1.lightmaprgba)
+       {
+               stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 4;
+               for (i = 0;i < tmax;i++, out += stride)
                {
-                       impact[0] = local[0] - surf->plane->normal[0] * dist;
-                       impact[1] = local[1] - surf->plane->normal[1] * dist;
-                       impact[2] = local[2] - surf->plane->normal[2] * dist;
+                       for (j = 0;j < smax;j++)
+                       {
+                               l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                               l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                               l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                               *out++ = 255;
+                       }
                }
-
-               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
-               for (s = 0, i = impacts; s < smax; s++, i -= 16)
-                       sdtable[s] = i * i + dist2;
-
-               maxdist3 = maxdist - dist2;
-
-               // convert to 8.8 blocklights format
-               red = r_dlight[lnum].light[0];
-               green = r_dlight[lnum].light[1];
-               blue = r_dlight[lnum].light[2];
-               subtract = (int) (r_dlight[lnum].lightsubtract * 4194304.0f);
-               bl = blocklights;
-               smax3 = smax * 3;
-
-               i = impactt;
-               for (t = 0;t < tmax;t++, i -= 16)
+       }
+       else
+       {
+               stride = (surface->lightmapinfo->lightmaptexturestride - smax) * 3;
+               for (i = 0;i < tmax;i++, out += stride)
                {
-                       td = i * i;
-                       // make sure some part of it is visible on this line
-                       if (td < maxdist3)
+                       for (j = 0;j < smax;j++)
                        {
-                               maxdist2 = maxdist - td;
-                               for (s = 0;s < smax;s++)
-                               {
-                                       if (sdtable[s] < maxdist2)
-                                       {
-                                               k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
-                                               if (k > 0)
-                                               {
-                                                       bl[0] += (red   * k) >> 8;
-                                                       bl[1] += (green * k) >> 8;
-                                                       bl[2] += (blue  * k) >> 8;
-                                                       lit = true;
-                                               }
-                                       }
-                                       bl += 3;
-                               }
+                               l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                               l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                               l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
                        }
-                       else // skip line
-                               bl += smax3;
                }
        }
-       return lit;
+
+       R_UpdateTexture(surface->lightmaptexture, templight);
 }
 
-void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, int icolor[8])
+void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
 {
-       float ndist;
-       msurface_t *surf, *endsurf;
-       int sdtable[256], td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, dist2, impacts, impactt, subtract, a, stained, cr, cg, cb, ca, ratio;
+       float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
+       msurface_t *surface, *endsurface;
+       int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
        qbyte *bl;
        vec3_t impact;
-       // LordHavoc: use 64bit integer...  shame it's not very standardized...
-#if _MSC_VER || __BORLANDC__
-       __int64     k;
-#else
-       long long   k;
-#endif
-
 
-       // for comparisons to minimum acceptable light
-       // compensate for 4096 offset
-       maxdist = radius * radius + 4096;
-
-       // clamp radius to avoid exceeding 32768 entry division table
-       if (maxdist > 4194304)
-               maxdist = 4194304;
-
-       subtract = (int) ((1.0f / maxdist) * 4194304.0f);
+       maxdist = radius * radius;
+       invradius = 1.0f / radius;
 
 loc0:
-       if (node->contents < 0)
+       if (!node->plane)
                return;
        ndist = PlaneDiff(origin, node->plane);
        if (ndist > radius)
@@ -206,97 +154,85 @@ loc0:
        }
 
        dist2 = ndist * ndist;
-       dist2 += 4096.0f;
-       if (dist2 < maxdist)
-       {
-               maxdist3 = maxdist - dist2;
+       maxdist3 = maxdist - dist2;
 
-               if (node->plane->type < 3)
-               {
-                       VectorCopy(origin, impact);
-                       impact[node->plane->type] -= ndist;
-               }
-               else
-               {
-                       impact[0] = origin[0] - node->plane->normal[0] * ndist;
-                       impact[1] = origin[1] - node->plane->normal[1] * ndist;
-                       impact[2] = origin[2] - node->plane->normal[2] * ndist;
-               }
+       if (node->plane->type < 3)
+       {
+               VectorCopy(origin, impact);
+               impact[node->plane->type] -= ndist;
+       }
+       else
+       {
+               impact[0] = origin[0] - node->plane->normal[0] * ndist;
+               impact[1] = origin[1] - node->plane->normal[1] * ndist;
+               impact[2] = origin[2] - node->plane->normal[2] * ndist;
+       }
 
-               for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
+       for (surface = model->brush.data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
+       {
+               if (surface->lightmapinfo->stainsamples)
                {
-                       if (surf->stainsamples)
-                       {
-                               smax = (surf->extents[0] >> 4) + 1;
-                               tmax = (surf->extents[1] >> 4) + 1;
+                       smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
+                       tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
 
-                               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];
+                       impacts = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0];
+                       impactt = DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->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;
+                       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
-                               for (s = 0, i = impacts; s < smax; s++, i -= 16)
-                                       sdtable[s] = i * i + dist2;
+                       // reduce calculations
+                       for (s = 0, i = impacts; s < smax; s++, i -= 16)
+                               sdtable[s] = i * i + dist2;
 
-                               // convert to 8.8 blocklights format
-                               bl = surf->stainsamples;
-                               smax3 = smax * 3;
-                               stained = false;
+                       bl = surface->lightmapinfo->stainsamples;
+                       smax3 = smax * 3;
+                       stained = false;
 
-                               i = impactt;
-                               for (t = 0;t < tmax;t++, i -= 16)
+                       i = impactt;
+                       for (t = 0;t < tmax;t++, i -= 16)
+                       {
+                               td = i * i;
+                               // make sure some part of it is visible on this line
+                               if (td < maxdist3)
                                {
-                                       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++)
                                        {
-                                               maxdist2 = maxdist - td;
-                                               for (s = 0;s < smax;s++)
+                                               if (sdtable[s] < maxdist2)
                                                {
-                                                       if (sdtable[s] < maxdist2)
+                                                       ratio = lhrandom(0.0f, 1.0f);
+                                                       a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
+                                                       if (a >= (1.0f / 64.0f))
                                                        {
-                                                               k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
-                                                               if (k > 0)
-                                                               {
-                                                                       ratio = rand() & 255;
-                                                                       ca = (((icolor[7] - icolor[3]) * ratio) >> 8) + icolor[3];
-                                                                       a = (ca * k) >> 8;
-                                                                       if (a > 0)
-                                                                       {
-                                                                               a = bound(0, a, 256);
-                                                                               cr = (((icolor[4] - icolor[0]) * ratio) >> 8) + icolor[0];
-                                                                               cg = (((icolor[5] - icolor[1]) * ratio) >> 8) + icolor[1];
-                                                                               cb = (((icolor[6] - icolor[2]) * ratio) >> 8) + icolor[2];
-                                                                               bl[0] = (qbyte) ((((cr - (int) bl[0]) * a) >> 8) + (int) bl[0]);
-                                                                               bl[1] = (qbyte) ((((cg - (int) bl[1]) * a) >> 8) + (int) bl[1]);
-                                                                               bl[2] = (qbyte) ((((cb - (int) bl[2]) * a) >> 8) + (int) bl[2]);
-                                                                               stained = true;
-                                                                       }
-                                                               }
+                                                               if (a > 1)
+                                                                       a = 1;
+                                                               bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
+                                                               bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
+                                                               bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
+                                                               stained = true;
                                                        }
-                                                       bl += 3;
                                                }
+                                               bl += 3;
                                        }
-                                       else // skip line
-                                               bl += smax3;
                                }
-                               // force lightmap upload
-                               if (stained)
-                                       surf->cached_dlight = true;
+                               else // skip line
+                                       bl += smax3;
                        }
+                       // force lightmap upload
+                       if (stained)
+                               surface->cached_dlight = true;
                }
        }
 
-       if (node->children[0]->contents >= 0)
+       if (node->children[0]->plane)
        {
-               if (node->children[1]->contents >= 0)
+               if (node->children[1]->plane)
                {
-                       R_StainNode(node->children[0], model, origin, radius, icolor);
+                       R_StainNode(node->children[0], model, origin, radius, fcolor);
                        node = node->children[1];
                        goto loc0;
                }
@@ -306,1863 +242,1644 @@ loc0:
                        goto loc0;
                }
        }
-       else if (node->children[1]->contents >= 0)
+       else if (node->children[1]->plane)
        {
                node = node->children[1];
                goto loc0;
        }
 }
 
-void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
+void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
 {
-       int n, icolor[8];
+       int n;
+       float fcolor[8];
        entity_render_t *ent;
        model_t *model;
        vec3_t org;
-       icolor[0] = cr1;
-       icolor[1] = cg1;
-       icolor[2] = cb1;
-       icolor[3] = ca1;
-       icolor[4] = cr2;
-       icolor[5] = cg2;
-       icolor[6] = cb2;
-       icolor[7] = ca2;
-
-       model = cl.worldmodel;
-       softwaretransformidentity();
-       R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor);
+       if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata)
+               return;
+       fcolor[0] = cr1;
+       fcolor[1] = cg1;
+       fcolor[2] = cb1;
+       fcolor[3] = ca1 * (1.0f / 64.0f);
+       fcolor[4] = cr2 - cr1;
+       fcolor[5] = cg2 - cg1;
+       fcolor[6] = cb2 - cb1;
+       fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
+
+       R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
 
        // look for embedded bmodels
-       for (n = 1;n < MAX_EDICTS;n++)
+       for (n = 0;n < cl_num_brushmodel_entities;n++)
        {
-               ent = &cl_entities[n].render;
+               ent = &cl_entities[cl_brushmodel_entities[n]].render;
                model = ent->model;
                if (model && model->name[0] == '*')
                {
                        Mod_CheckLoaded(model);
-                       if (model->type == mod_brush)
+                       if (model->brush.data_nodes)
                        {
-                               softwaretransformforentity(ent);
-                               softwareuntransform(origin, org);
-                               R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, icolor);
+                               Matrix4x4_Transform(&ent->inversematrix, origin, org);
+                               R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
                        }
                }
        }
 }
 
+
 /*
-===============
-R_BuildLightMap
+=============================================================
 
-Combine and scale multiple lightmaps into the 8.8 format in blocklights
-===============
-*/
-static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
-{
-       int smax, tmax, i, j, size, size3, shift, scale, maps, *bl, stride, l;
-       qbyte *lightmap, *out, *stain;
+       BRUSH MODELS
 
-       // update cached lighting info
-       surf->cached_dlight = 0;
-       surf->cached_lightscalebit = lightscalebit;
-       surf->cached_ambient = r_ambient.value;
-       surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
-       surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
-       surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
-       surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
-
-       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 ((currentrenderentity->effects & EF_FULLBRIGHT) || !cl.worldmodel->lightdata)
-       {
-               bl = blocklights;
-               for (i = 0;i < size3;i++)
-                       bl[i] = 255*256;
-       }
-       else
+static void RSurf_DeformVertices(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg)
+{
+       int i, j;
+       float center[3], forward[3], right[3], up[3], v[4][3];
+       matrix4x4_t matrix1, imatrix1;
+       if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
        {
-// clear to no light
-               j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style
-               if (j)
-               {
-                       bl = blocklights;
-                       for (i = 0;i < size3;i++)
-                               *bl++ = j;
-               }
-               else
-                       memset(&blocklights[0], 0, size*3*sizeof(int));
-
-               if (surf->dlightframe == r_framecount && r_dlightmap.integer)
-               {
-                       surf->cached_dlight = R_AddDynamicLights(surf);
-                       if (surf->cached_dlight)
-                               c_light_polys++;
-                       else if (dlightchanged)
-                               return; // don't upload if only updating dlights and none mattered
-               }
-
-// add all the lightmaps
-               if (lightmap)
+               // a single autosprite surface can contain multiple sprites...
+               VectorClear(forward);
+               VectorClear(right);
+               VectorSet(up, 0, 0, 1);
+               for (j = 0;j < surface->num_vertices - 3;j += 4)
                {
-                       bl = blocklights;
-                       for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
-                               for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
-                                       bl[i] += lightmap[i] * scale;
+                       VectorClear(center);
+                       for (i = 0;i < 4;i++)
+                               VectorAdd(center, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+                       VectorScale(center, 0.25f, center);
+                       // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
+                       Matrix4x4_FromVectors(&matrix1, (surface->groupmesh->data_normal3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_svector3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
+                       Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
+                       for (i = 0;i < 4;i++)
+                               Matrix4x4_Transform(&imatrix1, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
+                       forward[0] = modelorg[0] - center[0];
+                       forward[1] = modelorg[1] - center[1];
+                       VectorNormalize(forward);
+                       right[0] = forward[1];
+                       right[1] = -forward[0];
+                       for (i = 0;i < 4;i++)
+                               VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
                }
        }
-
-       stain = surf->stainsamples;
-       bl = blocklights;
-       out = templight;
-       // deal with lightmap brightness scale
-       shift = 15 + lightscalebit;
-       if (currentrenderentity->model->lightmaprgba)
+       else if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE)
        {
-               stride = (surf->lightmaptexturestride - smax) * 4;
-               for (i = 0;i < tmax;i++, out += stride)
+               Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward);
+               Matrix4x4_Transform(&ent->inversematrix, r_viewright, right);
+               Matrix4x4_Transform(&ent->inversematrix, r_viewup, up);
+               // a single autosprite surface can contain multiple sprites...
+               for (j = 0;j < surface->num_vertices - 3;j += 4)
                {
-                       for (j = 0;j < smax;j++)
-                       {
-                               l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
-                               l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
-                               l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
-                               *out++ = 255;
-                       }
+                       VectorClear(center);
+                       for (i = 0;i < 4;i++)
+                               VectorAdd(center, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+                       VectorScale(center, 0.25f, center);
+                       // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
+                       Matrix4x4_FromVectors(&matrix1, (surface->groupmesh->data_normal3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_svector3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
+                       Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
+                       for (i = 0;i < 4;i++)
+                               Matrix4x4_Transform(&imatrix1, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
+                       for (i = 0;i < 4;i++)
+                               VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
                }
        }
        else
+               memcpy((varray_vertex3f + 3 * surface->num_firstvertex), (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), sizeof(float[3]) * surface->num_vertices);
+}
+
+// any sort of deformvertices call is *VERY* rare, so this must be optimized
+// to skip deformvertices quickly!
+#if 1
+#define RSurf_GetVertexPointer(ent, texture, surface, modelorg) ((texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) ? (RSurf_DeformVertices(ent, texture, surface, modelorg), varray_vertex3f) : surface->groupmesh->data_vertex3f)
+#else
+static float *RSurf_GetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg)
+{
+       if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
        {
-               stride = (surf->lightmaptexturestride - smax) * 3;
-               for (i = 0;i < tmax;i++, out += stride)
-               {
-                       for (j = 0;j < smax;j++)
-                       {
-                               l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
-                               l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
-                               l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
-                       }
-               }
+               RSurf_DeformVertices(ent, texture, surface, modelorg);
+               return varray_vertex3f;
        }
-
-       R_UpdateTexture(surf->lightmaptexture, templight);
+       else
+               return surface->groupmesh->data_vertex3f;
 }
+#endif
 
-
-/*
-=============================================================
-
-       BRUSH MODELS
-
-=============================================================
-*/
-
-
-static float turbsin[256] =
+void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
 {
-       #include "gl_warp_sin.h"
-};
-#define TURBSCALE (256.0 / (2 * M_PI))
+       // we don't need to set currentframe if t->animated is false because
+       // it was already set up by the texture loader for non-animating
+       if (t->animated)
+       {
+               t->currentframe = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
+               t = t->currentframe;
+       }
+       t->currentmaterialflags = t->basematerialflags;
+       t->currentalpha = ent->alpha;
+       if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
+               t->currentalpha *= r_wateralpha.value;
+       if (!(ent->flags & RENDER_LIGHT))
+               t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
+       if (ent->effects & EF_ADDITIVE)
+               t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT;
+       else if (t->currentalpha < 1)
+               t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
+}
 
-// only need to hold as many verts as the mesh splitter will allow in model_brush.c
-#define MAX_SURFVERTS 3072
-typedef struct
+matrix4x4_t r_surf_waterscrollmatrix;
+
+void R_UpdateAllTextureInfo(entity_render_t *ent)
 {
-       float v[4];
-       float st[2];
-       float uv[2];
-       float c[4];
+       int i;
+       Matrix4x4_CreateTranslate(&r_surf_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+       if (ent->model)
+               for (i = 0;i < ent->model->brush.num_textures;i++)
+                       R_UpdateTextureInfo(ent, ent->model->brush.data_textures + i);
 }
-surfvert_t;
-static surfvert_t svert[MAX_SURFVERTS]; // used by the following functions
 
-static void RSurfShader_Sky(msurface_t *firstsurf)
+static void R_DrawSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
 {
-       msurface_t *surf;
        int i;
-       float number, length, dir[3], speedscale;
-       surfvertex_t *v;
-       surfvert_t *sv;
-       surfmesh_t *mesh;
-       rmeshinfo_t m;
-
-       // LordHavoc: HalfLife maps have freaky skypolys...
-       if (currentrenderentity->model->ishlbsp)
+       int texturesurfaceindex;
+       const float *v, *vertex3f;
+       float *c;
+       float diff[3];
+       float f, r, g, b, a, base, colorscale;
+       const msurface_t *surface;
+       qboolean dolightmap;
+       qboolean dobase;
+       qboolean doambient;
+       qboolean dodetail;
+       qboolean doglow;
+       qboolean dofogpass;
+       qboolean fogallpasses;
+       qboolean waterscrolling;
+       surfmesh_t *groupmesh;
+       rtexture_t *lightmaptexture;
+       rmeshstate_t m;
+       texture = texture->currentframe;
+       if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
                return;
-
-       if (skyrendermasked)
+       c_faces += texturenumsurfaces;
+       // gl_lightmaps debugging mode skips normal texturing
+       if (gl_lightmaps.integer)
+       {
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
+               GL_DepthTest(true);
+               qglDisable(GL_CULL_FACE);
+               GL_Color(1, 1, 1, 1);
+               memset(&m, 0, sizeof(m));
+               R_Mesh_State(&m);
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               {
+                       surface = texturesurfacelist[texturesurfaceindex];
+                       R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+                       R_Mesh_ColorPointer(surface->lightmaptexture ? NULL : surface->groupmesh->data_lightmapcolor4f);
+                       R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f);
+                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                       GL_LockArrays(0, 0);
+               }
+               qglEnable(GL_CULL_FACE);
+               return;
+       }
+       GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+       GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT));
+       if (texture->currentmaterialflags & MATERIALFLAG_ADD)
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA)
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       else
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+       // water waterscrolling in texture matrix
+       waterscrolling = (texture->currentmaterialflags & MATERIALFLAG_WATER) && r_waterscroll.value != 0;
+       if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+               qglDisable(GL_CULL_FACE);
+       if (texture->currentmaterialflags & MATERIALFLAG_SKY)
        {
                if (skyrendernow)
                {
                        skyrendernow = false;
-                       R_Sky();
+                       if (skyrendermasked)
+                               R_Sky();
                }
-               for (surf = firstsurf;surf;surf = surf->chain)
+               // LordHavoc: HalfLife maps have freaky skypolys...
+               if (!ent->model->brush.ishlbsp)
                {
-                       // draw depth-only polys
+                       R_Mesh_Matrix(&ent->matrix);
+                       GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+                       if (skyrendermasked)
+                       {
+                               // depth-only (masking)
+                               GL_ColorMask(0,0,0,0);
+                               // just to make sure that braindead drivers don't draw anything
+                               // despite that colormask...
+                               GL_BlendFunc(GL_ZERO, GL_ONE);
+                       }
+                       else
+                       {
+                               // fog sky
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                       }
+                       GL_DepthMask(true);
+                       GL_DepthTest(true);
                        memset(&m, 0, sizeof(m));
-                       m.transparent = false;
-                       m.blendfunc1 = GL_ZERO;
-                       m.blendfunc2 = GL_ONE;
-                       m.depthwrite = true;
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+                       R_Mesh_State(&m);
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               m.numtriangles = mesh->numtriangles;
-                               m.numverts = mesh->numverts;
-                               m.index = mesh->index;
-                               if (softwaretransform_complexity)
-                               {
-                                       m.vertex = &svert[0].v[0];
-                                       m.vertexstep = sizeof(surfvert_t);
-                                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-                                               softwaretransform(v->v, sv->v);
-                               }
-                               else
-                               {
-                                       m.vertex = &mesh->vertex[0].v[0];
-                                       m.vertexstep = sizeof(surfvertex_t);
-                               }
-                               R_Mesh_Draw(&m);
+                               surface = texturesurfacelist[texturesurfaceindex];
+                               R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f);
+                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                               GL_LockArrays(0, 0);
                        }
+                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
                }
        }
-       else if (skyrenderglquake)
+       else if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
        {
-               for (surf = firstsurf;surf;surf = surf->chain)
+               // NVIDIA Geforce3 distortion texture shader on water
+               float args[4] = {0.05f,0,0,0.04f};
+               memset(&m, 0, sizeof(m));
+               m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]);
+               m.tex[1] = R_GetTexture(texture->skin.base);
+               m.texcombinergb[0] = GL_REPLACE;
+               m.texcombinergb[1] = GL_REPLACE;
+               Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
+               m.texmatrix[1] = r_surf_waterscrollmatrix;
+               R_Mesh_State(&m);
+
+               GL_Color(1, 1, 1, texture->currentalpha);
+               GL_ActiveTexture(0);
+               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+               GL_ActiveTexture(1);
+               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
+               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
+               qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
+               qglEnable(GL_TEXTURE_SHADER_NV);
+
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       memset(&m, 0, sizeof(m));
-                       m.transparent = false;
-                       m.blendfunc1 = GL_ONE;
-                       m.blendfunc2 = GL_ZERO;
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       m.cr = 1;
-                       m.cg = 1;
-                       m.cb = 1;
-                       m.ca = 1;
-                       m.tex[0] = R_GetTexture(solidskytexture);
-                       m.texcoords[0] = &svert[0].st[0];
-                       m.texcoordstep[0] = sizeof(surfvert_t);
-                       speedscale = cl.time * (8.0/128.0);
-                       speedscale -= (int)speedscale;
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               m.numtriangles = mesh->numtriangles;
-                               m.numverts = mesh->numverts;
-                               m.index = mesh->index;
-                               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-                               {
-                                       softwaretransform(v->v, sv->v);
-                                       VectorSubtract (sv->v, r_origin, dir);
-                                       // flatten the sphere
-                                       dir[2] *= 3;
-
-                                       number = DotProduct(dir, dir);
-                                       #if SLOWMATH
-                                       length = 3.0f / sqrt(number);
-                                       #else
-                                       *((int *)&length) = 0x5f3759df - ((* (int *) &number) >> 1);
-                                       length = 3.0f * (length * (1.5f - (number * 0.5f * length * length)));
-                                       #endif
-
-                                       sv->st[0] = speedscale + dir[0] * length;
-                                       sv->st[1] = speedscale + dir[1] * length;
-                               }
-                               R_Mesh_Draw(&m);
-                       }
+                       surface = texturesurfacelist[texturesurfaceindex];
+                       R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
+                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                       R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                       GL_LockArrays(0, 0);
                }
+
+               qglDisable(GL_TEXTURE_SHADER_NV);
+               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+               GL_ActiveTexture(0);
        }
-       else
+       else if (texture->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
        {
-               for (surf = firstsurf;surf;surf = surf->chain)
+               // normal surface (wall or water)
+               dobase = true;
+               dolightmap = !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT);
+               doambient = r_ambient.value >= (1/64.0f);
+               dodetail = r_detailtextures.integer && texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
+               doglow = texture->skin.glow != NULL;
+               dofogpass = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD);
+               fogallpasses = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
+               if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
                {
-                       // flat color
-                       memset(&m, 0, sizeof(m));
-                       m.transparent = false;
-                       m.blendfunc1 = GL_ONE;
-                       m.blendfunc2 = GL_ZERO;
-                       m.cr = fogcolor[0];
-                       m.cg = fogcolor[1];
-                       m.cb = fogcolor[2];
-                       m.ca = 1;
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+                       if (dobase && dolightmap && gl_combine.integer)
                        {
-                               m.numtriangles = mesh->numtriangles;
-                               m.numverts = mesh->numverts;
-                               m.index = mesh->index;
-                               if (softwaretransform_complexity)
+                               dobase = false;
+                               memset(&m, 0, sizeof(m));
+                               m.tex[1] = R_GetTexture(texture->skin.base);
+                               if (waterscrolling)
+                                       m.texmatrix[1] = r_surf_waterscrollmatrix;
+                               m.texrgbscale[1] = 2;
+                               m.pointer_color = varray_color4f;
+                               R_Mesh_State(&m);
+                               colorscale = 1;
+                               r = ent->colormod[0] * colorscale;
+                               g = ent->colormod[1] * colorscale;
+                               b = ent->colormod[2] * colorscale;
+                               a = texture->currentalpha;
+                               base = r_ambient.value * (1.0f / 64.0f);
+                               // q3bsp has no lightmap updates, so the lightstylevalue that
+                               // would normally be baked into the lightmaptexture must be
+                               // applied to the color
+                               if (ent->model->brushq1.lightdata)
                                {
-                                       m.vertex = &svert[0].v[0];
-                                       m.vertexstep = sizeof(surfvert_t);
-                                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-                                               softwaretransform(v->v, sv->v);
+                                       float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
+                                       r *= scale;
+                                       g *= scale;
+                                       b *= scale;
                                }
-                               else
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
-                                       m.vertex = &mesh->vertex[0].v[0];
-                                       m.vertexstep = sizeof(surfvertex_t);
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
+                                       R_Mesh_VertexPointer(vertex3f);
+                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+                                       R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+                                       if (surface->lightmaptexture)
+                                       {
+                                               R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+                                               if (fogallpasses)
+                                               {
+                                                       R_Mesh_ColorPointer(varray_color4f);
+                                                       for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
+                                                       {
+                                                               VectorSubtract(v, modelorg, diff);
+                                                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                                               c[0] = f * r;
+                                                               c[1] = f * g;
+                                                               c[2] = f * b;
+                                                               c[3] = a;
+                                                       }
+                                               }
+                                               else
+                                               {
+                                                       R_Mesh_ColorPointer(NULL);
+                                                       GL_Color(r, g, b, a);
+                                               }
+                                       }
+                                       else
+                                       {
+                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+                                               R_Mesh_ColorPointer(varray_color4f);
+                                               if (!surface->lightmaptexture)
+                                               {
+                                                       for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4)
+                                                       {
+                                                               c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r;
+                                                               c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g;
+                                                               c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b;
+                                                               c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
+                                                       }
+                                                       if (fogallpasses)
+                                                       {
+                                                               for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
+                                                               {
+                                                                       VectorSubtract(v, modelorg, diff);
+                                                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                                                       VectorScale(c, f, c);
+                                                               }
+                                                       }
+                                               }
+                                               else
+                                               {
+                                                       R_Mesh_ColorPointer(NULL);
+                                                       GL_Color(0, 0, 0, a);
+                                               }
+                                       }
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                       GL_LockArrays(0, 0);
                                }
-                               R_Mesh_Draw(&m);
                        }
-               }
-       }
-       if (skyrenderglquake)
-       {
-               for (surf = firstsurf;surf;surf = surf->chain)
-               {
-                       memset(&m, 0, sizeof(m));
-                       m.transparent = false;
-                       m.blendfunc1 = GL_SRC_ALPHA;
-                       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       m.cr = 1;
-                       m.cg = 1;
-                       m.cb = 1;
-                       m.ca = 1;
-                       m.tex[0] = R_GetTexture(alphaskytexture);
-                       m.texcoords[0] = &svert[0].st[0];
-                       m.texcoordstep[0] = sizeof(surfvert_t);
-                       speedscale = cl.time * (16.0/128.0);
-                       speedscale -= (int)speedscale;
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+                       if (dobase)
                        {
-                               m.numtriangles = mesh->numtriangles;
-                               m.numverts = mesh->numverts;
-                               m.index = mesh->index;
-                               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                               dobase = false;
+                               memset(&m, 0, sizeof(m));
+                               m.tex[0] = R_GetTexture(texture->skin.base);
+                               if (waterscrolling)
+                                       m.texmatrix[0] = r_surf_waterscrollmatrix;
+                               m.pointer_color = varray_color4f;
+                               colorscale = 1;
+                               if (gl_combine.integer)
                                {
-                                       softwaretransform(v->v, sv->v);
-                                       VectorSubtract (sv->v, r_origin, dir);
-                                       // flatten the sphere
-                                       dir[2] *= 3;
-
-                                       number = DotProduct(dir, dir);
-                                       #if SLOWMATH
-                                       length = 3.0f / sqrt(number);
-                                       #else
-                                       *((int *)&length) = 0x5f3759df - ((* (int *) &number) >> 1);
-                                       length = 3.0f * (length * (1.5f - (number * 0.5f * length * length)));
-                                       #endif
-
-                                       sv->st[0] = speedscale + dir[0] * length;
-                                       sv->st[1] = speedscale + dir[1] * length;
+                                       m.texrgbscale[0] = 4;
+                                       colorscale *= 0.25f;
                                }
-                               R_Mesh_Draw(&m);
-                       }
-               }
-       }
-}
-
-static int RSurf_Light(int *dlightbits, int numverts)
-{
-       float           f;
-       int                     i, l, lit = false;
-       rdlight_t       *rd;
-       vec3_t          lightorigin;
-       surfvert_t      *sv;
-       for (l = 0;l < r_numdlights;l++)
-       {
-               if (dlightbits[l >> 5] & (1 << (l & 31)))
-               {
-                       rd = &r_dlight[l];
-                       // FIXME: support softwareuntransform here and make bmodels use hardware transform?
-                       VectorCopy(rd->origin, lightorigin);
-                       for (i = 0, sv = svert;i < numverts;i++, sv++)
-                       {
-                               f = VectorDistance2(sv->v, lightorigin) + LIGHTOFFSET;
-                               if (f < rd->cullradius2)
+                               R_Mesh_State(&m);
+                               r = ent->colormod[0] * colorscale;
+                               g = ent->colormod[1] * colorscale;
+                               b = ent->colormod[2] * colorscale;
+                               a = texture->currentalpha;
+                               if (dolightmap)
                                {
-                                       f = (1.0f / f) - rd->lightsubtract;
-                                       sv->c[0] += rd->light[0] * f;
-                                       sv->c[1] += rd->light[1] * f;
-                                       sv->c[2] += rd->light[2] * f;
-                                       lit = true;
+                                       // q3bsp has no lightmap updates, so the lightstylevalue that
+                                       // would normally be baked into the lightmaptexture must be
+                                       // applied to the color
+                                       if (!ent->model->brushq1.lightdata)
+                                       {
+                                               float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
+                                               r *= scale;
+                                               g *= scale;
+                                               b *= scale;
+                                       }
+                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                       {
+                                               surface = texturesurfacelist[texturesurfaceindex];
+                                               vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
+                                               R_Mesh_VertexPointer(vertex3f);
+                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                                               for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
+                                               {
+                                                       c[0] = 0;
+                                                       c[1] = 0;
+                                                       c[2] = 0;
+                                                       if (!surface->lightmapinfo)
+                                                               VectorCopy((surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex) + i*4, c);
+                                                       else //if (surface->lightmapinfo)
+                                                       {
+                                                               const qbyte *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
+                                                               float scale = d_lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
+                                                               VectorMA(c, scale, lm, c);
+                                                               if (surface->lightmapinfo->styles[1] != 255)
+                                                               {
+                                                                       int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
+                                                                       lm += size3;
+                                                                       scale = d_lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
+                                                                       VectorMA(c, scale, lm, c);
+                                                                       if (surface->lightmapinfo->styles[2] != 255)
+                                                                       {
+                                                                               lm += size3;
+                                                                               scale = d_lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
+                                                                               VectorMA(c, scale, lm, c);
+                                                                               if (surface->lightmapinfo->styles[3] != 255)
+                                                                               {
+                                                                                       lm += size3;
+                                                                                       scale = d_lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
+                                                                                       VectorMA(c, scale, lm, c);
+                                                                               }
+                                                                       }
+                                                               }
+                                                       }
+                                                       c[0] *= r;
+                                                       c[1] *= g;
+                                                       c[2] *= b;
+                                                       if (fogallpasses)
+                                                       {
+                                                               VectorSubtract(v, modelorg, diff);
+                                                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                                               VectorScale(c, f, c);
+                                                       }
+                                                       if (!surface->lightmapinfo && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                                                               c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
+                                                       else
+                                                               c[3] = a;
+                                               }
+                                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                               GL_LockArrays(0, 0);
+                                       }
                                }
-                       }
-               }
-       }
-       return lit;
-}
-
-static void RSurfShader_Water_Pass_Base(msurface_t *surf)
-{
-       int i;
-       float diff[3], alpha, ifog;
-       surfvertex_t *v;
-       surfvert_t *sv;
-       surfmesh_t *mesh;
-       rmeshinfo_t m;
-       alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
-
-       memset(&m, 0, sizeof(m));
-       if (alpha != 1 || surf->currenttexture->fogtexture != NULL)
-       {
-               m.transparent = true;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       }
-       else
-       {
-               m.transparent = false;
-               m.blendfunc1 = GL_ONE;
-               m.blendfunc2 = GL_ZERO;
-       }
-       m.vertex = &svert[0].v[0];
-       m.vertexstep = sizeof(surfvert_t);
-       m.color = &svert[0].c[0];
-       m.colorstep = sizeof(surfvert_t);
-       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-       m.texcoords[0] = &svert[0].st[0];
-       m.texcoordstep[0] = sizeof(surfvert_t);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-       {
-               m.numtriangles = mesh->numtriangles;
-               m.numverts = mesh->numverts;
-               m.index = mesh->index;
-               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-               {
-                       softwaretransform(v->v, sv->v);
-                       if (r_waterripple.value)
-                               sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
-                       if (surf->flags & SURF_DRAWFULLBRIGHT)
-                       {
-                               sv->c[0] = 1;
-                               sv->c[1] = 1;
-                               sv->c[2] = 1;
-                               sv->c[3] = alpha;
-                       }
-                       else
-                       {
-                               sv->c[0] = 0.5f;
-                               sv->c[1] = 0.5f;
-                               sv->c[2] = 0.5f;
-                               sv->c[3] = alpha;
-                       }
-                       sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                       sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-               }
-               if (surf->dlightframe == r_framecount && !(surf->flags & SURF_DRAWFULLBRIGHT))
-                       RSurf_Light(surf->dlightbits, m.numverts);
-               if (fogenabled && (surf->flags & SURF_DRAWNOALPHA))
-               {
-                       for (i = 0, sv = svert;i < m.numverts;i++, sv++)
-                       {
-                               VectorSubtract(sv->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] *= ifog;
-                               sv->c[1] *= ifog;
-                               sv->c[2] *= ifog;
-                       }
-               }
-               R_Mesh_Draw(&m);
-       }
-}
-
-static void RSurfShader_Water_Pass_Glow(msurface_t *surf)
-{
-       int i;
-       float diff[3], alpha, ifog;
-       surfvertex_t *v;
-       surfvert_t *sv;
-       surfmesh_t *mesh;
-       rmeshinfo_t m;
-       alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
-
-       memset(&m, 0, sizeof(m));
-       m.transparent = alpha != 1 || surf->currenttexture->fogtexture != NULL;
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.vertex = &svert[0].v[0];
-       m.vertexstep = sizeof(surfvert_t);
-       m.cr = 1;
-       m.cg = 1;
-       m.cb = 1;
-       m.ca = alpha;
-       m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
-       m.texcoords[0] = &svert[0].st[0];
-       m.texcoordstep[0] = sizeof(surfvert_t);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-       {
-               m.numtriangles = mesh->numtriangles;
-               m.numverts = mesh->numverts;
-               m.index = mesh->index;
-               if (fogenabled)
-               {
-                       m.color = &svert[0].c[0];
-                       m.colorstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-                       {
-                               softwaretransform(v->v, sv->v);
-                               if (r_waterripple.value)
-                                       sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
-                               sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                               sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                               VectorSubtract(sv->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] = m.cr * ifog;
-                               sv->c[1] = m.cg * ifog;
-                               sv->c[2] = m.cb * ifog;
-                               sv->c[3] = m.ca;
-                       }
-               }
-               else
-               {
-                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-                       {
-                               softwaretransform(v->v, sv->v);
-                               if (r_waterripple.value)
-                                       sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
-                               sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                               sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                       }
-               }
-               R_Mesh_Draw(&m);
-       }
-}
-
-static void RSurfShader_Water_Pass_Fog(msurface_t *surf)
-{
-       int i;
-       float alpha;
-       surfvertex_t *v;
-       surfvert_t *sv;
-       surfmesh_t *mesh;
-       rmeshinfo_t m;
-       vec3_t diff;
-       alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
-
-       memset(&m, 0, sizeof(m));
-       m.transparent = alpha != 1 || surf->currenttexture->fogtexture != NULL;
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.vertex = &svert[0].v[0];
-       m.vertexstep = sizeof(surfvert_t);
-       m.color = &svert[0].c[0];
-       m.colorstep = sizeof(surfvert_t);
-       m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
-       m.texcoords[0] = &svert[0].st[0];
-       m.texcoordstep[0] = sizeof(surfvert_t);
-
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-       {
-               m.numtriangles = mesh->numtriangles;
-               m.numverts = mesh->numverts;
-               m.index = mesh->index;
-               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-               {
-                       softwaretransform(v->v, sv->v);
-                       if (r_waterripple.value)
-                               sv->v[2] += r_waterripple.value * (1.0f / 64.0f) * turbsin[(int)((v->v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v->v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255];
-                       if (m.tex[0])
-                       {
-                               sv->st[0] = (v->st[0] + turbsin[(int)((v->st[1]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                               sv->st[1] = (v->st[1] + turbsin[(int)((v->st[0]*0.125f+cl.time) * TURBSCALE) & 255]) * (1.0f / 64.0f);
-                       }
-                       VectorSubtract(sv->v, r_origin, diff);
-                       sv->c[0] = fogcolor[0];
-                       sv->c[1] = fogcolor[1];
-                       sv->c[2] = fogcolor[2];
-                       sv->c[3] = alpha * exp(fogdensity/DotProduct(diff, diff));
-               }
-               R_Mesh_Draw(&m);
-       }
-}
-
-static void RSurfShader_Water(msurface_t *firstsurf)
-{
-       msurface_t *surf;
-       for (surf = firstsurf;surf;surf = surf->chain)
-               RSurfShader_Water_Pass_Base(surf);
-       for (surf = firstsurf;surf;surf = surf->chain)
-               if (surf->currenttexture->glowtexture)
-                       RSurfShader_Water_Pass_Glow(surf);
-       if (fogenabled)
-               for (surf = firstsurf;surf;surf = surf->chain)
-                       RSurfShader_Water_Pass_Fog(surf);
-}
-
-static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *surf)
-{
-       int i;
-       float diff[3], ifog;
-       surfvertex_t *v;
-       surfvert_t *sv;
-       surfmesh_t *mesh;
-       rmeshinfo_t m;
-
-       memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
-       {
-               m.transparent = true;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE;
-       }
-       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
-       {
-               m.transparent = true;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       }
-       else
-       {
-               m.transparent = false;
-               m.blendfunc1 = GL_ONE;
-               m.blendfunc2 = GL_ZERO;
-       }
-       m.cr = m.cg = m.cb = (float) (1 << lightscalebit);
-       m.ca = currentrenderentity->alpha;
-       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-       m.tex[1] = R_GetTexture(surf->lightmaptexture);
-       m.texcoordstep[0] = sizeof(surfvertex_t);
-       m.texcoordstep[1] = sizeof(surfvertex_t);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-       {
-               m.numtriangles = mesh->numtriangles;
-               m.numverts = mesh->numverts;
-               m.index = mesh->index;
-               m.texcoords[0] = &mesh->vertex->st[0];
-               m.texcoords[1] = &mesh->vertex->uv[0];
-               if (fogenabled)
-               {
-                       m.color = &svert[0].c[0];
-                       m.colorstep = sizeof(surfvert_t);
-                       if (softwaretransform_complexity)
-                       {
-                               m.vertex = &svert[0].v[0];
-                               m.vertexstep = sizeof(surfvert_t);
-                               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-                               {
-                                       softwaretransform(v->v, sv->v);
-                                       VectorSubtract(sv->v, r_origin, diff);
-                                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                       sv->c[0] = m.cr * ifog;
-                                       sv->c[1] = m.cg * ifog;
-                                       sv->c[2] = m.cb * ifog;
-                                       sv->c[3] = m.ca;
-                               }
-                       }
-                       else
-                       {
-                               m.vertex = &mesh->vertex->v[0];
-                               m.vertexstep = sizeof(surfvertex_t);
-                               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                               else
                                {
-                                       VectorSubtract(v->v, r_origin, diff);
-                                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                       sv->c[0] = m.cr * ifog;
-                                       sv->c[1] = m.cg * ifog;
-                                       sv->c[2] = m.cb * ifog;
-                                       sv->c[3] = m.ca;
+                                       if (fogallpasses)
+                                       {
+                                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                               {
+                                                       surface = texturesurfacelist[texturesurfaceindex];
+                                                       vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
+                                                       R_Mesh_VertexPointer(vertex3f);
+                                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                                                       if (!surface->lightmapinfo && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                                                       {
+                                                               R_Mesh_ColorPointer(varray_color4f);
+                                                               for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
+                                                               {
+                                                                       VectorSubtract(v, modelorg, diff);
+                                                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                                                       c[0] = r * f;
+                                                                       c[1] = g * f;
+                                                                       c[2] = b * f;
+                                                                       c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
+                                                               }
+                                                       }
+                                                       else
+                                                       {
+                                                               R_Mesh_ColorPointer(varray_color4f);
+                                                               for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
+                                                               {
+                                                                       VectorSubtract(v, modelorg, diff);
+                                                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                                                       c[0] = r * f;
+                                                                       c[1] = g * f;
+                                                                       c[2] = b * f;
+                                                                       c[3] = a;
+                                                               }
+                                                       }
+                                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                                       GL_LockArrays(0, 0);
+                                               }
+                                       }
+                                       else
+                                       {
+                                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                               {
+                                                       surface = texturesurfacelist[texturesurfaceindex];
+                                                       vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
+                                                       R_Mesh_VertexPointer(vertex3f);
+                                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                                                       if (!surface->lightmaptexture && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                                                       {
+                                                               R_Mesh_ColorPointer(varray_color4f);
+                                                               for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
+                                                               {
+                                                                       c[0] = r;
+                                                                       c[1] = g;
+                                                                       c[2] = b;
+                                                                       c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
+                                                               }
+                                                       }
+                                                       else
+                                                       {
+                                                               R_Mesh_ColorPointer(NULL);
+                                                               GL_Color(r, g, b, a);
+                                                       }
+                                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                                       GL_LockArrays(0, 0);
+                                               }
+                                       }
                                }
                        }
                }
                else
                {
-                       if (softwaretransform_complexity)
+                       if (!dolightmap && dobase)
                        {
-                               m.vertex = &svert[0].v[0];
-                               m.vertexstep = sizeof(surfvert_t);
-                               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-                                       softwaretransform(v->v, sv->v);
-                       }
-                       else
-                       {
-                               m.vertex = &mesh->vertex->v[0];
-                               m.vertexstep = sizeof(surfvertex_t);
-                       }
-               }
-               R_Mesh_Draw(&m);
-       }
-}
-
-static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *surf)
-{
-       int i;
-       surfvertex_t *v;
-       surfvert_t *sv;
-       surfmesh_t *mesh;
-       rmeshinfo_t m;
-
-       memset(&m, 0, sizeof(m));
-       m.transparent = false;
-       m.blendfunc1 = GL_ONE;
-       m.blendfunc2 = GL_ZERO;
-       m.cr = m.cg = m.cb = (float) (1 << v_overbrightbits.integer);
-       m.ca = 1;
-       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-       m.texcoordstep[0] = sizeof(surfvertex_t);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-       {
-               m.numtriangles = mesh->numtriangles;
-               m.numverts = mesh->numverts;
-               m.index = mesh->index;
-               m.texcoords[0] = &mesh->vertex->st[0];
-               if (softwaretransform_complexity)
-               {
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-                               softwaretransform(v->v, sv->v);
-               }
-               else
-               {
-                       m.vertex = &mesh->vertex->v[0];
-                       m.vertexstep = sizeof(surfvertex_t);
-               }
-               R_Mesh_Draw(&m);
-       }
-}
-
-static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *surf)
-{
-       int i;
-       float diff[3], ifog;
-       surfvertex_t *v;
-       surfvert_t *sv;
-       surfmesh_t *mesh;
-       rmeshinfo_t m;
-
-       memset(&m, 0, sizeof(m));
-       m.transparent = false;
-       m.blendfunc1 = GL_ZERO;
-       m.blendfunc2 = GL_SRC_COLOR;
-       m.cr = m.cg = m.cb = (float) (1 << v_overbrightbits.integer);
-       m.ca = 1;
-       m.tex[0] = R_GetTexture(surf->lightmaptexture);
-       m.texcoordstep[0] = sizeof(surfvertex_t);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-       {
-               m.numtriangles = mesh->numtriangles;
-               m.numverts = mesh->numverts;
-               m.index = mesh->index;
-               m.texcoords[0] = &mesh->vertex->uv[0];
-               if (fogenabled)
-               {
-                       m.color = &svert[0].c[0];
-                       m.colorstep = sizeof(surfvert_t);
-                       if (softwaretransform_complexity)
-                       {
-                               m.vertex = &svert[0].v[0];
-                               m.vertexstep = sizeof(surfvert_t);
-                               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                               dolightmap = false;
+                               dobase = false;
+                               GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
+                               memset(&m, 0, sizeof(m));
+                               m.tex[0] = R_GetTexture(texture->skin.base);
+                               if (waterscrolling)
+                                       m.texmatrix[0] = r_surf_waterscrollmatrix;
+                               R_Mesh_State(&m);
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
-                                       softwaretransform(v->v, sv->v);
-                                       VectorSubtract(sv->v, r_origin, diff);
-                                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                       sv->c[0] = m.cr * ifog;
-                                       sv->c[1] = m.cg * ifog;
-                                       sv->c[2] = m.cb * ifog;
-                                       sv->c[3] = m.ca;
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
+                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                       GL_LockArrays(0, 0);
                                }
                        }
-                       else
+                       if (r_lightmapintensity <= 0 && dolightmap && dobase)
                        {
-                               m.vertex = &mesh->vertex->v[0];
-                               m.vertexstep = sizeof(surfvertex_t);
-                               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                               dolightmap = false;
+                               dobase = false;
+                               GL_Color(0, 0, 0, 1);
+                               memset(&m, 0, sizeof(m));
+                               R_Mesh_State(&m);
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
-                                       VectorSubtract(v->v, r_origin, diff);
-                                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                       sv->c[0] = m.cr * ifog;
-                                       sv->c[1] = m.cg * ifog;
-                                       sv->c[2] = m.cb * ifog;
-                                       sv->c[3] = m.ca;
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                       GL_LockArrays(0, 0);
                                }
                        }
-               }
-               else
-               {
-                       if (softwaretransform_complexity)
-                       {
-                               m.vertex = &svert[0].v[0];
-                               m.vertexstep = sizeof(surfvert_t);
-                               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-                                       softwaretransform(v->v, sv->v);
-                       }
-                       else
-                       {
-                               m.vertex = &mesh->vertex->v[0];
-                               m.vertexstep = sizeof(surfvertex_t);
-                       }
-               }
-               R_Mesh_Draw(&m);
-       }
-}
-
-static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf)
-{
-       int i, size3;
-       float c[3], base[3], scale, diff[3], ifog;
-       surfvertex_t *v;
-       surfvert_t *sv;
-       surfmesh_t *mesh;
-       rmeshinfo_t m;
-       qbyte *lm;
-
-       size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
-
-       base[0] = base[1] = base[2] = r_ambient.value * (1.0f / 128.0f);
-
-       memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
-       {
-               m.transparent = true;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE;
-       }
-       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
-       {
-               m.transparent = true;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       }
-       else
-       {
-               m.transparent = false;
-               m.blendfunc1 = GL_ONE;
-               m.blendfunc2 = GL_ZERO;
-       }
-       m.vertex = &svert[0].v[0];
-       m.vertexstep = sizeof(surfvert_t);
-       m.color = &svert[0].c[0];
-       m.colorstep = sizeof(surfvert_t);
-       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-       m.texcoordstep[0] = sizeof(surfvertex_t);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-       {
-               m.numtriangles = mesh->numtriangles;
-               m.numverts = mesh->numverts;
-               m.index = mesh->index;
-               m.texcoords[0] = &mesh->vertex->st[0];
-               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-               {
-                       softwaretransform(v->v, sv->v);
-                       VectorCopy(base, c);
-                       if (surf->styles[0] != 255)
+                       if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase)
                        {
-                               lm = surf->samples + v->lightmapoffset;
-                               scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
-                               VectorMA(c, scale, lm, c);
-                               if (surf->styles[1] != 255)
+                               // dualtexture combine
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               GL_DepthMask(true);
+                               dolightmap = false;
+                               dobase = false;
+                               memset(&m, 0, sizeof(m));
+                               m.tex[1] = R_GetTexture(texture->skin.base);
+                               if (waterscrolling)
+                                       m.texmatrix[1] = r_surf_waterscrollmatrix;
+                               m.texrgbscale[1] = 2;
+                               R_Mesh_State(&m);
+                               r = ent->colormod[0] * r_lightmapintensity;
+                               g = ent->colormod[1] * r_lightmapintensity;
+                               b = ent->colormod[2] * r_lightmapintensity;
+                               GL_Color(r, g, b, 1);
+                               if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
                                {
-                                       lm += size3;
-                                       scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
-                                       VectorMA(c, scale, lm, c);
-                                       if (surf->styles[2] != 255)
+                                       R_Mesh_VertexPointer(varray_vertex3f);
+                                       if (r == 1 && g == 1 && b == 1)
                                        {
-                                               lm += size3;
-                                               scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
-                                               VectorMA(c, scale, lm, c);
-                                               if (surf->styles[3] != 255)
+                                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                                {
-                                                       lm += size3;
-                                                       scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
-                                                       VectorMA(c, scale, lm, c);
+                                                       surface = texturesurfacelist[texturesurfaceindex];
+                                                       RSurf_DeformVertices(ent, texture, surface, modelorg);
+                                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+                                                       R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+                                                       if (surface->lightmaptexture)
+                                                       {
+                                                               R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+                                                               R_Mesh_ColorPointer(NULL);
+                                                       }
+                                                       else //if (r == 1 && g == 1 && b == 1)
+                                                       {
+                                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+                                                               R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
+                                                       }
+                                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                                       GL_LockArrays(0, 0);
+                                               }
+                                       }
+                                       else
+                                       {
+                                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                               {
+                                                       surface = texturesurfacelist[texturesurfaceindex];
+                                                       RSurf_DeformVertices(ent, texture, surface, modelorg);
+                                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+                                                       R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+                                                       if (surface->lightmaptexture)
+                                                       {
+                                                               R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+                                                               R_Mesh_ColorPointer(NULL);
+                                                       }
+                                                       else
+                                                       {
+                                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+                                                               R_Mesh_ColorPointer(varray_color4f);
+                                                               for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4)
+                                                               {
+                                                                       c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r;
+                                                                       c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g;
+                                                                       c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b;
+                                                                       c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3];
+                                                               }
+                                                       }
+                                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                                       GL_LockArrays(0, 0);
                                                }
                                        }
                                }
-                       }
-                       sv->c[0] = c[0];
-                       sv->c[1] = c[1];
-                       sv->c[2] = c[2];
-                       sv->c[3] = currentrenderentity->alpha;
-               }
-               if (surf->dlightframe == r_framecount)
-                       RSurf_Light(surf->dlightbits, m.numverts);
-               if (fogenabled)
-               {
-                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-                       {
-                               VectorSubtract(sv->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] *= ifog;
-                               sv->c[1] *= ifog;
-                               sv->c[2] *= ifog;
-                       }
-               }
-               R_Mesh_Draw(&m);
-       }
-}
-
-static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *surf)
-{
-       int i;
-       float diff[3], ifog;
-       surfvertex_t *v;
-       surfvert_t *sv;
-       surfmesh_t *mesh;
-       rmeshinfo_t m;
-
-       memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
-       {
-               m.transparent = true;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE;
-       }
-       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
-       {
-               m.transparent = true;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       }
-       else
-       {
-               m.transparent = false;
-               m.blendfunc1 = GL_ONE;
-               m.blendfunc2 = GL_ZERO;
-       }
-       m.vertex = &svert[0].v[0];
-       m.vertexstep = sizeof(surfvert_t);
-       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-       m.texcoordstep[0] = sizeof(surfvertex_t);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-       {
-               m.numtriangles = mesh->numtriangles;
-               m.numverts = mesh->numverts;
-               m.index = mesh->index;
-               m.texcoords[0] = &mesh->vertex->st[0];
-               if (fogenabled)
-               {
-                       m.color = &svert[0].c[0];
-                       m.colorstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-                       {
-                               softwaretransform(v->v, sv->v);
-                               VectorSubtract(sv->v, r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               sv->c[0] = ifog;
-                               sv->c[1] = ifog;
-                               sv->c[2] = ifog;
-                               sv->c[3] = currentrenderentity->alpha;
-                       }
-               }
-               else
-               {
-                       m.cr = m.cg = m.cb = 1;
-                       m.ca = currentrenderentity->alpha;
-                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-                               softwaretransform(v->v, sv->v);
-               }
-               R_Mesh_Draw(&m);
-       }
-}
-
-static void RSurfShader_Wall_Pass_Light(msurface_t *surf)
-{
-       int i;
-       float diff[3], ifog;
-       surfvertex_t *v;
-       surfvert_t *sv;
-       surfmesh_t *mesh;
-       rmeshinfo_t m;
-
-       memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
-               m.transparent = true;
-       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
-               m.transparent = true;
-       else
-               m.transparent = false;
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.vertex = &svert[0].v[0];
-       m.vertexstep = sizeof(surfvert_t);
-       m.color = &svert[0].c[0];
-       m.colorstep = sizeof(surfvert_t);
-       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-       m.texcoordstep[0] = sizeof(surfvertex_t);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-       {
-               m.numtriangles = mesh->numtriangles;
-               m.numverts = mesh->numverts;
-               m.index = mesh->index;
-               m.texcoords[0] = &mesh->vertex->st[0];
-               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-               {
-                       softwaretransform(v->v, sv->v);
-                       sv->c[0] = 0;
-                       sv->c[1] = 0;
-                       sv->c[2] = 0;
-                       sv->c[3] = currentrenderentity->alpha;
-               }
-               if (RSurf_Light(surf->dlightbits, m.numverts))
-               {
-                       if (fogenabled)
-                       {
-                               for (i = 0, sv = svert;i < m.numverts;i++, sv++)
-                               {
-                                       VectorSubtract(sv->v, r_origin, diff);
-                                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                       sv->c[0] *= ifog;
-                                       sv->c[1] *= ifog;
-                                       sv->c[2] *= ifog;
-                               }
-                       }
-                       R_Mesh_Draw(&m);
-               }
-       }
-}
-
-static void RSurfShader_Wall_Pass_Glow(msurface_t *surf)
-{
-       int i;
-       float diff[3], ifog;
-       surfvertex_t *v;
-       surfvert_t *sv;
-       surfmesh_t *mesh;
-       rmeshinfo_t m;
-
-       memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
-               m.transparent = true;
-       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
-               m.transparent = true;
-       else
-               m.transparent = false;
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.cr = 1;
-       m.cg = 1;
-       m.cb = 1;
-       m.ca = currentrenderentity->alpha;
-       m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
-       m.texcoordstep[0] = sizeof(surfvertex_t);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-       {
-               m.numtriangles = mesh->numtriangles;
-               m.numverts = mesh->numverts;
-               m.index = mesh->index;
-               m.texcoords[0] = &mesh->vertex->st[0];
-               if (fogenabled)
-               {
-                       m.color = &svert[0].c[0];
-                       m.colorstep = sizeof(surfvert_t);
-                       if (softwaretransform_complexity)
-                       {
-                               m.vertex = &svert[0].v[0];
-                               m.vertexstep = sizeof(surfvert_t);
-                               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-                               {
-                                       softwaretransform(v->v, sv->v);
-                                       VectorSubtract(sv->v, r_origin, diff);
-                                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                       sv->c[0] = m.cr * ifog;
-                                       sv->c[1] = m.cg * ifog;
-                                       sv->c[2] = m.cb * ifog;
-                                       sv->c[3] = m.ca;
-                               }
-                       }
-                       else
-                       {
-                               m.vertex = &mesh->vertex->v[0];
-                               m.vertexstep = sizeof(surfvertex_t);
-                               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+                               else
                                {
-                                       VectorSubtract(v->v, r_origin, diff);
-                                       ifog = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                       sv->c[0] = m.cr * ifog;
-                                       sv->c[1] = m.cg * ifog;
-                                       sv->c[2] = m.cb * ifog;
-                                       sv->c[3] = m.ca;
-                               }
-                       }
-               }
-               else
-               {
-                       if (softwaretransform_complexity)
-                       {
-                               m.vertex = &svert[0].v[0];
-                               m.vertexstep = sizeof(surfvert_t);
-                               for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-                                       softwaretransform(v->v, sv->v);
-                       }
-                       else
-                       {
-                               m.vertex = &mesh->vertex->v[0];
-                               m.vertexstep = sizeof(surfvertex_t);
-                       }
-               }
-               R_Mesh_Draw(&m);
-       }
-}
-
-static void RSurfShader_Wall_Pass_Fog(msurface_t *surf)
-{
-       int i;
-       surfvertex_t *v;
-       surfvert_t *sv;
-       rmeshinfo_t m;
-       surfmesh_t *mesh;
-       vec3_t diff;
-
-       memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
-               m.transparent = true;
-       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
-               m.transparent = true;
-       else
-               m.transparent = false;
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.color = &svert[0].c[0];
-       m.colorstep = sizeof(surfvert_t);
-       m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
-       m.texcoordstep[0] = sizeof(surfvertex_t);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-       {
-               m.numtriangles = mesh->numtriangles;
-               m.numverts = mesh->numverts;
-               m.index = mesh->index;
-               m.texcoords[0] = &mesh->vertex->st[0];
-               if (softwaretransform_complexity)
-               {
-                       m.vertex = &svert[0].v[0];
-                       m.vertexstep = sizeof(surfvert_t);
-                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-                       {
-                               softwaretransform(v->v, sv->v);
-                               VectorSubtract(sv->v, r_origin, diff);
-                               sv->c[0] = fogcolor[0];
-                               sv->c[1] = fogcolor[1];
-                               sv->c[2] = fogcolor[2];
-                               sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
-                       }
-               }
-               else
-               {
-                       m.vertex = &mesh->vertex->v[0];
-                       m.vertexstep = sizeof(surfvertex_t);
-                       for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
-                       {
-                               VectorSubtract(v->v, r_origin, diff);
-                               sv->c[0] = fogcolor[0];
-                               sv->c[1] = fogcolor[1];
-                               sv->c[2] = fogcolor[2];
-                               sv->c[3] = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
-                       }
-               }
-               R_Mesh_Draw(&m);
-       }
-}
-
-static void RSurfShader_Wall_Fullbright(msurface_t *firstsurf)
-{
-       msurface_t *surf;
-       for (surf = firstsurf;surf;surf = surf->chain)
-       {
-               c_brush_polys++;
-               RSurfShader_Wall_Pass_BaseFullbright(surf);
-       }
-       for (surf = firstsurf;surf;surf = surf->chain)
-               if (surf->currenttexture->glowtexture)
-                       RSurfShader_Wall_Pass_Glow(surf);
-       if (fogenabled)
-               for (surf = firstsurf;surf;surf = surf->chain)
-                       RSurfShader_Wall_Pass_Fog(surf);
-}
-
-static void RSurfShader_Wall_Vertex(msurface_t *firstsurf)
-{
-       msurface_t *surf;
-       for (surf = firstsurf;surf;surf = surf->chain)
-       {
-               c_brush_polys++;
-               RSurfShader_Wall_Pass_BaseVertex(surf);
-       }
-       for (surf = firstsurf;surf;surf = surf->chain)
-               if (surf->currenttexture->glowtexture)
-                       RSurfShader_Wall_Pass_Glow(surf);
-       if (fogenabled)
-               for (surf = firstsurf;surf;surf = surf->chain)
-                       RSurfShader_Wall_Pass_Fog(surf);
-}
-
-static void RSurfShader_Wall_Lightmap(msurface_t *firstsurf)
-{
-       msurface_t *surf;
-       if (r_vertexsurfaces.integer)
-       {
-               for (surf = firstsurf;surf;surf = surf->chain)
-               {
-                       c_brush_polys++;
-                       RSurfShader_Wall_Pass_BaseVertex(surf);
-               }
-               for (surf = firstsurf;surf;surf = surf->chain)
-                       if (surf->currenttexture->glowtexture)
-                               RSurfShader_Wall_Pass_Glow(surf);
-               if (fogenabled)
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               RSurfShader_Wall_Pass_Fog(surf);
-       }
-       else if (r_multitexture.integer)
-       {
-               if (r_dlightmap.integer)
-               {
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                       {
-                               c_brush_polys++;
-                               RSurfShader_Wall_Pass_BaseMTex(surf);
-                       }
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               if (surf->currenttexture->glowtexture)
-                                       RSurfShader_Wall_Pass_Glow(surf);
-                       if (fogenabled)
-                               for (surf = firstsurf;surf;surf = surf->chain)
-                                       RSurfShader_Wall_Pass_Fog(surf);
-               }
-               else
-               {
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                       {
-                               c_brush_polys++;
-                               RSurfShader_Wall_Pass_BaseMTex(surf);
-                       }
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               if (surf->dlightframe == r_framecount)
-                                       RSurfShader_Wall_Pass_Light(surf);
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               if (surf->currenttexture->glowtexture)
-                                       RSurfShader_Wall_Pass_Glow(surf);
-                       if (fogenabled)
-                               for (surf = firstsurf;surf;surf = surf->chain)
-                                       RSurfShader_Wall_Pass_Fog(surf);
-               }
-       }
-       else if (firstsurf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1 || currentrenderentity->effects & EF_ADDITIVE)
-       {
-               for (surf = firstsurf;surf;surf = surf->chain)
-               {
-                       c_brush_polys++;
-                       RSurfShader_Wall_Pass_BaseVertex(surf);
-               }
-               for (surf = firstsurf;surf;surf = surf->chain)
-                       if (surf->currenttexture->glowtexture)
-                               RSurfShader_Wall_Pass_Glow(surf);
-               if (fogenabled)
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               RSurfShader_Wall_Pass_Fog(surf);
-       }
-       else
-       {
-               if (r_dlightmap.integer)
-               {
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                       {
-                               c_brush_polys++;
-                               RSurfShader_Wall_Pass_BaseTexture(surf);
-                       }
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               RSurfShader_Wall_Pass_BaseLightmap(surf);
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               if (surf->currenttexture->glowtexture)
-                                       RSurfShader_Wall_Pass_Glow(surf);
-                       if (fogenabled)
-                               for (surf = firstsurf;surf;surf = surf->chain)
-                                       RSurfShader_Wall_Pass_Fog(surf);
-               }
-               else
-               {
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                       {
-                               c_brush_polys++;
-                               RSurfShader_Wall_Pass_BaseTexture(surf);
+                                       if (r == 1 && g == 1 && b == 1)
+                                       {
+#if 0
+                                               // experimental direct state calls for measuring
+                                               // R_Mesh_ call overhead, do not use!
+                                               R_Mesh_VertexPointer(varray_vertex3f);
+                                               R_Mesh_TexCoordPointer(0, 2, varray_texcoord2f[0]);
+                                               R_Mesh_TexCoordPointer(1, 2, varray_texcoord2f[1]);
+                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+                                               R_Mesh_ColorPointer(varray_color4f);
+                                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                               {
+                                                       surface = texturesurfacelist[texturesurfaceindex];
+                                                       qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), surface->groupmesh->data_vertex3f);
+                                                       qglClientActiveTexture(GL_TEXTURE0_ARB);
+                                                       qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), surface->groupmesh->data_texcoordlightmap2f);
+                                                       qglClientActiveTexture(GL_TEXTURE1_ARB);
+                                                       qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), surface->groupmesh->data_texcoordtexture2f);
+                                                       if (surface->lightmaptexture)
+                                                       {
+                                                               R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+                                                               qglDisableClientState(GL_COLOR_ARRAY);
+                                                               qglColor4f(r, g, b, 1);
+                                                       }
+                                                       else //if (r == 1 && g == 1 && b == 1)
+                                                       {
+                                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+                                                               qglEnableClientState(GL_COLOR_ARRAY);
+                                                               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), surface->groupmesh->data_lightmapcolor4f);
+                                                       }
+                                                       qglLockArraysEXT(0, surface->num_vertices);
+                                                       qglDrawRangeElements(GL_TRIANGLES, surface->num_firstvertex, surface->num_firstvertex + surface->num_vertices, surface->num_triangles * 3, GL_UNSIGNED_INT, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                                       qglUnlockArraysEXT();
+                                               }
+#else
+                                               groupmesh = NULL;
+                                               lightmaptexture = NULL;
+                                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                               {
+                                                       surface = texturesurfacelist[texturesurfaceindex];
+                                                       if (groupmesh != surface->groupmesh)
+                                                       {
+                                                               groupmesh = surface->groupmesh;
+                                                               R_Mesh_VertexPointer(groupmesh->data_vertex3f);
+                                                               R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordlightmap2f);
+                                                               R_Mesh_TexCoordPointer(1, 2, groupmesh->data_texcoordtexture2f);
+                                                               if (!lightmaptexture)
+                                                                       R_Mesh_ColorPointer(groupmesh->data_lightmapcolor4f);
+                                                       }
+                                                       if (lightmaptexture != surface->lightmaptexture)
+                                                       {
+                                                               lightmaptexture = surface->lightmaptexture;
+                                                               if (lightmaptexture)
+                                                               {
+                                                                       R_Mesh_TexBind(0, R_GetTexture(lightmaptexture));
+                                                                       R_Mesh_ColorPointer(NULL);
+                                                               }
+                                                               else //if (r == 1 && g == 1 && b == 1)
+                                                               {
+                                                                       R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+                                                                       R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
+                                                               }
+                                                       }
+                                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                                       GL_LockArrays(0, 0);
+                                               }
+#endif
+                                       }
+                                       else
+                                       {
+                                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                               {
+                                                       surface = texturesurfacelist[texturesurfaceindex];
+                                                       R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f);
+                                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+                                                       R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+                                                       if (surface->lightmaptexture)
+                                                       {
+                                                               R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+                                                               R_Mesh_ColorPointer(NULL);
+                                                       }
+                                                       else
+                                                       {
+                                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+                                                               R_Mesh_ColorPointer(varray_color4f);
+                                                               for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4)
+                                                               {
+                                                                       c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r;
+                                                                       c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g;
+                                                                       c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b;
+                                                                       c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3];
+                                                               }
+                                                       }
+                                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                                       GL_LockArrays(0, 0);
+                                               }
+                                       }
+                               }
                        }
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               RSurfShader_Wall_Pass_BaseLightmap(surf);
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               if (surf->dlightframe == r_framecount)
-                                       RSurfShader_Wall_Pass_Light(surf);
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               if (surf->currenttexture->glowtexture)
-                                       RSurfShader_Wall_Pass_Glow(surf);
-                       if (fogenabled)
-                               for (surf = firstsurf;surf;surf = surf->chain)
-                                       RSurfShader_Wall_Pass_Fog(surf);
-               }
-       }
-}
-
-/*
-=============================================================
-
-       WORLD MODEL
-
-=============================================================
-*/
-
-static void RSurf_Callback(void *data, void *junk)
-{
-       ((msurface_t *)data)->visframe = r_framecount;
-}
-
-static void R_SolidWorldNode (void)
-{
-       if (r_viewleaf->contents != CONTENTS_SOLID)
-       {
-               int portalstack;
-               mportal_t *p, *pstack[8192];
-               msurface_t *surf, **mark, **endmark;
-               mleaf_t *leaf;
-               tinyplane_t plane;
-               // LordHavoc: portal-passage worldnode; follows portals leading
-               // outward from viewleaf, if a portal leads offscreen it is not
-               // followed, in indoor maps this can often cull a great deal of
-               // geometry away when pvs data is not present (useful with pvs as well)
-
-               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.integer)
+                       // single texture
+                       if (dolightmap)
                        {
-                               do
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               GL_DepthMask(true);
+                               GL_Color(1, 1, 1, 1);
+                               memset(&m, 0, sizeof(m));
+                               R_Mesh_State(&m);
+                               if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
                                {
-                                       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_Mesh_VertexPointer(varray_vertex3f);
+                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
-                                               if (surf->flags & SURF_PLANEBACK)
+                                               surface = texturesurfacelist[texturesurfaceindex];
+                                               RSurf_DeformVertices(ent, texture, surface, modelorg);
+                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+                                               if (surface->lightmaptexture)
+                                               {
+                                                       R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+                                                       R_Mesh_ColorPointer(NULL);
+                                               }
+                                               else //if (r == 1 && g == 1 && b == 1)
                                                {
-                                                       VectorNegate(surf->plane->normal, plane.normal);
-                                                       plane.dist = -surf->plane->dist;
-                                                       R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane);
+                                                       R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+                                                       R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
                                                }
+                                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                               GL_LockArrays(0, 0);
                                        }
-                                       else
+                               }
+                               else
+                               {
+                                       groupmesh = NULL;
+                                       lightmaptexture = NULL;
+                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
-                                               if (!(surf->flags & SURF_PLANEBACK))
-                                                       R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
+                                               surface = texturesurfacelist[texturesurfaceindex];
+                                               if (groupmesh != surface->groupmesh)
+                                               {
+                                                       groupmesh = surface->groupmesh;
+                                                       R_Mesh_VertexPointer(groupmesh->data_vertex3f);
+                                                       R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordlightmap2f);
+                                                       if (!lightmaptexture)
+                                                               R_Mesh_ColorPointer(groupmesh->data_lightmapcolor4f);
+                                               }
+                                               if (lightmaptexture != surface->lightmaptexture)
+                                               {
+                                                       lightmaptexture = surface->lightmaptexture;
+                                                       if (lightmaptexture)
+                                                       {
+                                                               R_Mesh_TexBind(0, R_GetTexture(lightmaptexture));
+                                                               R_Mesh_ColorPointer(NULL);
+                                                       }
+                                                       else //if (r == 1 && g == 1 && b == 1)
+                                                       {
+                                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+                                                               R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
+                                                       }
+                                               }
+                                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                               GL_LockArrays(0, 0);
                                        }
                                }
-                               while (mark < endmark);
                        }
-                       else
+                       if (dobase)
                        {
-                               do
+                               GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+                               GL_DepthMask(false);
+                               GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
+                               memset(&m, 0, sizeof(m));
+                               m.tex[0] = R_GetTexture(texture->skin.base);
+                               if (waterscrolling)
+                                       m.texmatrix[0] = r_surf_waterscrollmatrix;
+                               R_Mesh_State(&m);
+                               if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
                                {
-                                       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_Mesh_VertexPointer(varray_vertex3f);
+                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
-                                               if (surf->flags & SURF_PLANEBACK)
-                                                       surf->visframe = r_framecount;
+                                               surface = texturesurfacelist[texturesurfaceindex];
+                                               RSurf_DeformVertices(ent, texture, surface, modelorg);
+                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                               GL_LockArrays(0, 0);
                                        }
-                                       else
+                               }
+                               else
+                               {
+                                       groupmesh = NULL;
+                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
-                                               if (!(surf->flags & SURF_PLANEBACK))
-                                                       surf->visframe = r_framecount;
+                                               surface = texturesurfacelist[texturesurfaceindex];
+                                               if (groupmesh != surface->groupmesh)
+                                               {
+                                                       groupmesh = surface->groupmesh;
+                                                       R_Mesh_VertexPointer(groupmesh->data_vertex3f);
+                                                       R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordtexture2f);
+                                               }
+                                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                               GL_LockArrays(0, 0);
                                        }
                                }
-                               while (mark < endmark);
                        }
                }
-
-               // follow portals into other leafs
-               p = leaf->portals;
-               for (;p;p = p->next)
+               if (doambient)
                {
-                       if (DotProduct(r_origin, p->plane.normal) < p->plane.dist)
+                       doambient = false;
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       GL_DepthMask(false);
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(texture->skin.base);
+                       if (waterscrolling)
+                               m.texmatrix[0] = r_surf_waterscrollmatrix;
+                       m.pointer_color = varray_color4f;
+                       colorscale = 1;
+                       if (gl_combine.integer)
+                       {
+                               m.texrgbscale[0] = 4;
+                               colorscale *= 0.25f;
+                       }
+                       R_Mesh_State(&m);
+                       base = r_ambient.value * (1.0f / 64.0f);
+                       r = ent->colormod[0] * colorscale * base;
+                       g = ent->colormod[1] * colorscale * base;
+                       b = ent->colormod[2] * colorscale * base;
+                       a = texture->currentalpha;
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               leaf = p->past;
-                               if (leaf->worldnodeframe != r_framecount)
+                               surface = texturesurfacelist[texturesurfaceindex];
+                               vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
+                               R_Mesh_VertexPointer(vertex3f);
+                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                               for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
                                {
-                                       leaf->worldnodeframe = r_framecount;
-                                       if (leaf->contents != CONTENTS_SOLID)
+                                       c[0] = r;
+                                       c[1] = g;
+                                       c[2] = b;
+                                       if (fogallpasses)
                                        {
-                                               if (R_NotCulledBox(leaf->mins, leaf->maxs))
-                                               {
-                                                       p->visframe = r_framecount;
-                                                       pstack[portalstack++] = p;
-                                                       goto loc0;
-
-       loc1:
-                                                       p = pstack[--portalstack];
-                                               }
+                                               VectorSubtract(v, modelorg, diff);
+                                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                               VectorScale(c, f, c);
                                        }
+                                       if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                                               c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
+                                       else
+                                               c[3] = a;
                                }
+                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                               GL_LockArrays(0, 0);
                        }
                }
-
-               if (portalstack)
-                       goto loc1;
-       }
-       else
-       {
-               mnode_t *nodestack[8192], *node = cl.worldmodel->nodes;
-               int nodestackpos = 0;
-               // LordHavoc: recursive descending worldnode; if portals are not
-               // available, this is a good last resort, can cull large amounts of
-               // geometry, but is more time consuming than portal-passage and renders
-               // things behind walls
-
-loc2:
-               if (R_NotCulledBox(node->mins, node->maxs))
+               if (dodetail)
                {
-                       if (node->numsurfaces)
+                       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+                       GL_DepthMask(false);
+                       GL_Color(1, 1, 1, 1);
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(texture->skin.detail);
+                       R_Mesh_State(&m);
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               surface = texturesurfacelist[texturesurfaceindex];
+                               R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
+                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoorddetail2f);
+                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                               GL_LockArrays(0, 0);
+                       }
+               }
+               if (doglow)
+               {
+                       // if glow was not already done using multitexture, do it now.
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       GL_DepthMask(false);
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(texture->skin.glow);
+                       if (waterscrolling)
+                               m.texmatrix[0] = r_surf_waterscrollmatrix;
+                       m.pointer_color = varray_color4f;
+                       R_Mesh_State(&m);
+                       colorscale = 1;
+                       r = ent->colormod[0] * colorscale;
+                       g = ent->colormod[1] * colorscale;
+                       b = ent->colormod[2] * colorscale;
+                       a = texture->currentalpha;
+                       if (fogallpasses)
                        {
-                               if (r_ser.integer)
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
-                                       msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
-                                       tinyplane_t plane;
-                                       if (PlaneDiff (r_origin, node->plane) < 0)
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
+                                       R_Mesh_VertexPointer(vertex3f);
+                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                                       R_Mesh_ColorPointer(varray_color4f);
+                                       if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
                                        {
-                                               for (;surf < surfend;surf++)
+                                               for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
                                                {
-                                                       if (surf->flags & SURF_PLANEBACK)
-                                                       {
-                                                               VectorNegate(surf->plane->normal, plane.normal);
-                                                               plane.dist = -surf->plane->dist;
-                                                               R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), surf->flags & SURF_CLIPSOLID, RSurf_Callback, surf, NULL, &plane);
-                                                       }
+                                                       VectorSubtract(v, modelorg, diff);
+                                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                                       c[0] = f * r;
+                                                       c[1] = f * g;
+                                                       c[2] = f * b;
+                                                       c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
                                                }
                                        }
                                        else
                                        {
-                                               for (;surf < surfend;surf++)
+                                               for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
                                                {
-                                                       if (!(surf->flags & SURF_PLANEBACK))
-                                                               R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), surf->flags & SURF_CLIPSOLID, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
+                                                       VectorSubtract(v, modelorg, diff);
+                                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                                                       c[0] = f * r;
+                                                       c[1] = f * g;
+                                                       c[2] = f * b;
+                                                       c[3] = a;
                                                }
                                        }
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                       GL_LockArrays(0, 0);
                                }
-                               else
+                       }
+                       else
+                       {
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
-                                       msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
-                                       if (PlaneDiff (r_origin, node->plane) < 0)
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
+                                       R_Mesh_VertexPointer(vertex3f);
+                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                                       if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
                                        {
-                                               for (;surf < surfend;surf++)
+                                               R_Mesh_ColorPointer(varray_color4f);
+                                               for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
                                                {
-                                                       if (surf->flags & SURF_PLANEBACK)
-                                                               surf->visframe = r_framecount;
+                                                       c[0] = r;
+                                                       c[1] = g;
+                                                       c[2] = b;
+                                                       c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
                                                }
                                        }
                                        else
                                        {
-                                               for (;surf < surfend;surf++)
-                                               {
-                                                       if (!(surf->flags & SURF_PLANEBACK))
-                                                               surf->visframe = r_framecount;
-                                               }
+                                               R_Mesh_ColorPointer(NULL);
+                                               GL_Color(r, g, b, a);
                                        }
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                       GL_LockArrays(0, 0);
                                }
                        }
-
-                       // 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;
-                       }
+               }
+               if (dofogpass)
+               {
+                       // if this is opaque use alpha blend which will darken the earlier
+                       // passes cheaply.
+                       //
+                       // if this is an alpha blended material, all the earlier passes
+                       // were darkened by fog already, so we only need to add the fog
+                       // color ontop through the fog mask texture
+                       //
+                       // if this is an additive blended material, all the earlier passes
+                       // were darkened by fog already, and we should not add fog color
+                       // (because the background was not darkened, there is no fog color
+                       // that was lost behind it).
+                       if (!fogallpasses)
+                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                        else
+                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       GL_DepthMask(false);
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(texture->skin.fog);
+                       if (waterscrolling)
+                               m.texmatrix[0] = r_surf_waterscrollmatrix;
+                       R_Mesh_State(&m);
+                       r = fogcolor[0];
+                       g = fogcolor[1];
+                       b = fogcolor[2];
+                       a = texture->currentalpha;
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               ((mleaf_t *)node->children[0])->visframe = r_framecount;
-                               if (node->children[1]->contents >= 0)
+                               surface = texturesurfacelist[texturesurfaceindex];
+                               vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
+                               R_Mesh_VertexPointer(vertex3f);
+                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                               R_Mesh_ColorPointer(varray_color4f);
+                               //RSurf_FogPassColors_Vertex3f_Color4f((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->num_vertices, modelorg);
+                               if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
                                {
-                                       node = node->children[1];
-                                       goto loc2;
+                                       for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
+                                       {
+                                               VectorSubtract(v, modelorg, diff);
+                                               f = exp(fogdensity/DotProduct(diff, diff));
+                                               c[0] = r;
+                                               c[1] = g;
+                                               c[2] = b;
+                                               c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * f * a;
+                                       }
                                }
-                               else if (nodestackpos > 0)
+                               else
                                {
-                                       ((mleaf_t *)node->children[1])->visframe = r_framecount;
-                                       node = nodestack[--nodestackpos];
-                                       goto loc2;
+                                       for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
+                                       {
+                                               VectorSubtract(v, modelorg, diff);
+                                               f = exp(fogdensity/DotProduct(diff, diff));
+                                               c[0] = r;
+                                               c[1] = g;
+                                               c[2] = b;
+                                               c[3] = f * a;
+                                       }
                                }
+                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                               GL_LockArrays(0, 0);
                        }
                }
-               else if (nodestackpos > 0)
-               {
-                       node = nodestack[--nodestackpos];
-                       goto loc2;
-               }
        }
+       if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+               qglEnable(GL_CULL_FACE);
 }
 
-static int r_portalframecount = 0;
-
-static void R_PVSWorldNode()
+static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
 {
-       int portalstack, i;
-       mportal_t *p, *pstack[8192];
-       msurface_t *surf, **mark, **endmark;
-       mleaf_t *leaf;
-       tinyplane_t plane;
-       qbyte *worldvis;
+       const entity_render_t *ent = calldata1;
+       const msurface_t *surface = ent->model->brush.data_surfaces + calldata2;
+       vec3_t modelorg;
+       texture_t *texture;
+
+       texture = surface->texture;
+       if (texture->basematerialflags & MATERIALFLAG_SKY)
+               return; // transparent sky is too difficult
+       R_UpdateTextureInfo(ent, texture);
+
+       R_Mesh_Matrix(&ent->matrix);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+       R_DrawSurfaceList(ent, texture, 1, &surface, modelorg);
+}
 
-       worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
+void R_QueueSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
+{
+       int texturesurfaceindex;
+       const msurface_t *surface;
+       vec3_t tempcenter, center;
+       if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+       {
+               // drawing sky transparently would be too difficult
+               if (!(texture->currentmaterialflags & MATERIALFLAG_SKY))
+               {
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               surface = texturesurfacelist[texturesurfaceindex];
+                               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(&ent->matrix, tempcenter, center);
+                               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces);
+                       }
+               }
+       }
+       else
+               R_DrawSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg);
+}
 
-       leaf = r_viewleaf;
-       leaf->worldnodeframe = r_framecount;
-       portalstack = 0;
-loc0:
-       c_leafs++;
+void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
+{
+       int i, j, f, flagsmask;
+       msurface_t *surface, **surfacechain;
+       texture_t *t, *texture;
+       model_t *model = ent->model;
+       vec3_t modelorg;
+       const int maxsurfacelist = 1024;
+       int numsurfacelist = 0;
+       const msurface_t *surfacelist[1024];
+       if (model == NULL)
+               return;
+       R_Mesh_Matrix(&ent->matrix);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
 
-       leaf->visframe = r_framecount;
+       // update light styles
+       if (!skysurfaces && model->brushq1.light_styleupdatechains)
+       {
+               for (i = 0;i < model->brushq1.light_styles;i++)
+               {
+                       if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
+                       {
+                               model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
+                               if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
+                                       for (;(surface = *surfacechain);surfacechain++)
+                                               surface->cached_dlight = true;
+                       }
+               }
+       }
 
-       if (leaf->nummarksurfaces)
+       R_UpdateAllTextureInfo(ent);
+       flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
+       f = 0;
+       t = NULL;
+       texture = NULL;
+       numsurfacelist = 0;
+       if (ent == r_refdef.worldentity)
        {
-               mark = leaf->firstmarksurface;
-               endmark = mark + leaf->nummarksurfaces;
-               if (r_ser.integer)
+               for (i = 0, j = model->firstmodelsurface, surface = model->brush.data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
                {
-                       do
+                       if (!r_worldsurfacevisible[j])
+                               continue;
+                       if (t != surface->texture)
                        {
-                               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 (numsurfacelist)
                                {
-                                       if (surf->flags & SURF_PLANEBACK)
-                                       {
-                                               VectorNegate(surf->plane->normal, plane.normal);
-                                               plane.dist = -surf->plane->dist;
-                                               R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, &plane);
-                                       }
+                                       R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+                                       numsurfacelist = 0;
                                }
-                               else
+                               t = surface->texture;
+                               f = t->currentmaterialflags & flagsmask;
+                               texture = t->currentframe;
+                       }
+                       if (f && surface->num_triangles)
+                       {
+                               // if lightmap parameters changed, rebuild lightmap texture
+                               if (surface->cached_dlight && surface->lightmapinfo->samples)
+                                       R_BuildLightMap(ent, surface);
+                               // add face to draw list
+                               surfacelist[numsurfacelist++] = surface;
+                               if (numsurfacelist >= maxsurfacelist)
                                {
-                                       if (!(surf->flags & SURF_PLANEBACK))
-                                               R_Clip_AddPolygon((float *)surf->poly_verts, surf->poly_numverts, sizeof(float[3]), (surf->flags & SURF_CLIPSOLID) != 0, RSurf_Callback, surf, NULL, (tinyplane_t *)surf->plane);
+                                       R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+                                       numsurfacelist = 0;
                                }
                        }
-                       while (mark < endmark);
                }
-               else
+       }
+       else
+       {
+               for (i = 0, j = model->firstmodelsurface, surface = model->brush.data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
                {
-                       do
+                       if (t != surface->texture)
                        {
-                               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 (numsurfacelist)
                                {
-                                       if (surf->flags & SURF_PLANEBACK)
-                                               surf->visframe = r_framecount;
+                                       R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+                                       numsurfacelist = 0;
                                }
-                               else
+                               t = surface->texture;
+                               f = t->currentmaterialflags & flagsmask;
+                               texture = t->currentframe;
+                       }
+                       if (f && surface->num_triangles)
+                       {
+                               // if lightmap parameters changed, rebuild lightmap texture
+                               if (surface->cached_dlight && surface->lightmapinfo->samples)
+                                       R_BuildLightMap(ent, surface);
+                               // add face to draw list
+                               surfacelist[numsurfacelist++] = surface;
+                               if (numsurfacelist >= maxsurfacelist)
                                {
-                                       if (!(surf->flags & SURF_PLANEBACK))
-                                               surf->visframe = r_framecount;
+                                       R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+                                       numsurfacelist = 0;
                                }
                        }
-                       while (mark < endmark);
                }
        }
+       if (numsurfacelist)
+               R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+}
+
+static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
+{
+       int i;
+       float *v;
+       rmeshstate_t m;
+       const mportal_t *portal = calldata1;
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       R_Mesh_Matrix(&r_identitymatrix);
+
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = varray_vertex3f;
+       R_Mesh_State(&m);
+
+       i = calldata2;
+       GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
+                        ((i & 0x0038) >> 3) * (1.0f / 7.0f),
+                        ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
+                        0.125f);
+       if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
+       {
+               for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
+                       VectorCopy(portal->points[i].position, v);
+       }
+       else
+               for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
+                       VectorCopy(portal->points[i].position, v);
+       GL_LockArrays(0, portal->numpoints);
+       R_Mesh_Draw(0, portal->numpoints, portal->numpoints - 2, polygonelements);
+       GL_LockArrays(0, 0);
+}
 
-       // follow portals into other leafs
-       for (p = leaf->portals;p;p = p->next)
+// LordHavoc: this is just a nice debugging tool, very slow
+static void R_DrawPortals(void)
+{
+       int i, leafnum;//, portalnum;
+       mportal_t *portal;
+       float center[3], f;
+       model_t *model = r_refdef.worldmodel;
+       if (model == NULL)
+               return;
+       for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++)
        {
-               if (DotProduct(r_origin, p->plane.normal) < p->plane.dist)
+               if (r_worldleafvisible[leafnum])
                {
-                       leaf = p->past;
-                       if (leaf->worldnodeframe != r_framecount)
+                       //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
+                       for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
                        {
-                               leaf->worldnodeframe = r_framecount;
-                               if (leaf->contents != CONTENTS_SOLID)
+                               if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
+                               if (!R_CullBox(portal->mins, portal->maxs))
                                {
-                                       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];
-                                               }
-                                       }
+                                       VectorClear(center);
+                                       for (i = 0;i < portal->numpoints;i++)
+                                               VectorAdd(center, portal->points[i].position, center);
+                                       f = ixtable[portal->numpoints];
+                                       VectorScale(center, f, center);
+                                       //R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum);
+                                       R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, leafnum);
                                }
                        }
                }
        }
-
-       if (portalstack)
-               goto loc1;
 }
 
-Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex}, NULL};
-Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, NULL};
-Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright}, NULL};
-Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, NULL};
-Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, NULL};
+static void R_DrawCollisionBrush(colbrushf_t *brush)
+{
+       int i;
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = brush->points->v;
+       R_Mesh_State(&m);
+       i = (int)(((size_t)brush) / sizeof(colbrushf_t));
+       GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+       GL_LockArrays(0, brush->numpoints);
+       R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
+       GL_LockArrays(0, 0);
+}
 
-int Cshader_count = 5;
-Cshader_t *Cshaders[5] =
+static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
 {
-       &Cshader_wall_vertex,
-       &Cshader_wall_lightmap,
-       &Cshader_wall_fullbright,
-       &Cshader_water,
-       &Cshader_sky
-};
-
-void R_PrepareSurfaces(void)
+       int i;
+       rmeshstate_t m;
+       if (!surface->num_collisiontriangles)
+               return;
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = surface->data_collisionvertex3f;
+       R_Mesh_State(&m);
+       i = (int)(((size_t)surface) / sizeof(msurface_t));
+       GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+       GL_LockArrays(0, surface->num_collisionvertices);
+       R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
+       GL_LockArrays(0, 0);
+}
+
+void R_WorldVisibility(void)
 {
-       int i, entframe, texframe, framecount;
-       texture_t *t;
-       model_t *model;
-       msurface_t *surf;
+       int i, j, *mark;
+       mleaf_t *leaf;
+       mleaf_t *viewleaf;
+       model_t *model = r_refdef.worldmodel;
+
+       if (!model)
+               return;
 
-       for (i = 0;i < Cshader_count;i++)
-               Cshaders[i]->chain = NULL;
+       // if possible find the leaf the view origin is in
+       viewleaf = model->brushq1.PointInLeaf ? model->brushq1.PointInLeaf(model, r_vieworigin) : NULL;
+       // if possible fetch the visible cluster bits
+       if (model->brush.FatPVS)
+               model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
 
-       model = currentrenderentity->model;
-       entframe = currentrenderentity->frame;
-       texframe = (int)(cl.time * 5.0f);
+       // clear the visible surface and leaf flags arrays
+       memset(r_worldsurfacevisible, 0, model->brush.num_surfaces);
+       memset(r_worldleafvisible, 0, model->brush.num_leafs);
 
-       for (i = 0;i < model->nummodelsurfaces;i++)
+       // if the user prefers surfaceworldnode (testing?) or the viewleaf could
+       // not be found, or the viewleaf is not part of the visible world
+       // (floating around in the void), use the pvs method
+       if (r_surfaceworldnode.integer || !viewleaf || viewleaf->clusterindex < 0)
        {
-               surf = model->modelsortedsurfaces[i];
-               if (surf->visframe == r_framecount)
+               // pvs method:
+               // similar to quake's RecursiveWorldNode but without cache misses
+               for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
                {
-                       if (surf->insertframe != r_framecount)
+                       // if leaf is in current pvs and on the screen, mark its surfaces
+                       if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
                        {
-                               surf->insertframe = r_framecount;
-                               c_faces++;
-                               t = surf->texinfo->texture;
-                               if (t->animated)
-                               {
-                                       if (entframe)
-                                       {
-                                               framecount = t->anim_total[1];
-                                               if (framecount >= 2)
-                                                       surf->currenttexture = t->anim_frames[1][texframe % framecount];
-                                               else
-                                                       surf->currenttexture = t->anim_frames[1][0];
-                                       }
-                                       else
-                                       {
-                                               framecount = t->anim_total[0];
-                                               if (framecount >= 2)
-                                                       surf->currenttexture = t->anim_frames[0][texframe % framecount];
-                                               else
-                                                       surf->currenttexture = t->anim_frames[0][0];
-                                       }
-                               }
-                               else
-                                       surf->currenttexture = t;
+                               c_leafs++;
+                               r_worldleafvisible[j] = true;
+                               if (leaf->numleafsurfaces)
+                                       for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+                                               r_worldsurfacevisible[*mark] = true;
                        }
-
-                       surf->chain = surf->shader->chain;
-                       surf->shader->chain = surf;
                }
        }
+       else
+       {
+               int leafstackpos;
+               mportal_t *p;
+               mleaf_t *leafstack[8192];
+               // portal method:
+               // follows portals leading outward from viewleaf, does not venture
+               // offscreen or into leafs that are not visible, faster than Quake's
+               // RecursiveWorldNode and vastly better in unvised maps, often culls a
+               // lot of surface that pvs alone would miss
+               leafstack[0] = viewleaf;
+               leafstackpos = 1;
+               while (leafstackpos)
+               {
+                       c_leafs++;
+                       leaf = leafstack[--leafstackpos];
+                       r_worldleafvisible[leaf - model->brush.data_leafs] = true;
+                       // mark any surfaces bounding this leaf
+                       if (leaf->numleafsurfaces)
+                               for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+                                       r_worldsurfacevisible[*mark] = true;
+                       // follow portals into other leafs
+                       // the checks are:
+                       // if viewer is behind portal (portal faces outward into the scene)
+                       // and the portal polygon's bounding box is on the screen
+                       // and the leaf has not been visited yet
+                       // and the leaf is visible in the pvs
+                       // (the first two checks won't cause as many cache misses as the leaf checks)
+                       for (p = leaf->portals;p;p = p->next)
+                               if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex))
+                                       leafstack[leafstackpos++] = p->past;
+               }
+       }
+
+       if (r_drawportals.integer)
+               R_DrawPortals();
 }
 
-void R_DrawSurfaces (int type)
+void R_Q1BSP_DrawSky(entity_render_t *ent)
 {
-       int                     i;
-       Cshader_t       *shader;
+       if (ent->model == NULL)
+               return;
+       if (r_drawcollisionbrushes.integer < 2)
+               R_DrawSurfaces(ent, true);
+}
 
-       for (i = 0;i < Cshader_count;i++)
+void R_Q1BSP_Draw(entity_render_t *ent)
+{
+       if (ent->model == NULL)
+               return;
+       c_bmodels++;
+       if (r_drawcollisionbrushes.integer < 2)
+               R_DrawSurfaces(ent, false);
+       if (r_drawcollisionbrushes.integer >= 1 && ent->model->brush.num_brushes)
        {
-               shader = Cshaders[i];
-               if (shader->chain && shader->shaderfunc[type])
-                       shader->shaderfunc[type](shader->chain);
+               int i;
+               model_t *model = ent->model;
+               msurface_t *surface;
+               q3mbrush_t *brush;
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               GL_DepthTest(true);
+               qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
+               for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
+                       if (brush->colbrushf && brush->colbrushf->numtriangles)
+                               R_DrawCollisionBrush(brush->colbrushf);
+               for (i = 0, surface = model->brush.data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+                       if (surface->num_collisiontriangles)
+                               R_DrawCollisionSurface(ent, surface);
+               qglPolygonOffset(0, 0);
        }
 }
 
-static float portalpointbuffer[256][3];
-
-void R_DrawPortals(void)
+void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
 {
-       int drawportals, i;
-       mportal_t *portal, *endportal;
-       mvertex_t *point;
-       rmeshinfo_t m;
-       drawportals = r_drawportals.integer;
-
-       if (drawportals < 1)
+       model_t *model = ent->model;
+       vec3_t lightmins, lightmaxs;
+       int t, leafindex, leafsurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
+       const int *e;
+       const float *v[3];
+       msurface_t *surface;
+       mleaf_t *leaf;
+       const qbyte *pvs;
+       lightmins[0] = relativelightorigin[0] - lightradius;
+       lightmins[1] = relativelightorigin[1] - lightradius;
+       lightmins[2] = relativelightorigin[2] - lightradius;
+       lightmaxs[0] = relativelightorigin[0] + lightradius;
+       lightmaxs[1] = relativelightorigin[1] + lightradius;
+       lightmaxs[2] = relativelightorigin[2] + lightradius;
+       *outnumclusterspointer = 0;
+       *outnumsurfacespointer = 0;
+       memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
+       memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
+       if (model == NULL)
+       {
+               VectorCopy(lightmins, outmins);
+               VectorCopy(lightmaxs, outmaxs);
                return;
-
-       memset(&m, 0, sizeof(m));
-       m.transparent = true;
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       m.vertex = &portalpointbuffer[0][0];
-       m.vertexstep = sizeof(float[3]);
-       m.ca = 0.125;
-       for (portal = cl.worldmodel->portals, endportal = portal + cl.worldmodel->numportals;portal < endportal;portal++)
+       }
+       VectorCopy(relativelightorigin, outmins);
+       VectorCopy(relativelightorigin, outmaxs);
+       if (model->brush.GetPVS)
+               pvs = model->brush.GetPVS(model, relativelightorigin);
+       else
+               pvs = NULL;
+       R_UpdateAllTextureInfo(ent);
+       // FIXME: use BSP recursion as lights are often small
+       for (leafindex = 0, leaf = model->brush.data_leafs;leafindex < model->brush.num_leafs;leafindex++, leaf++)
        {
-               if (portal->visframe == r_portalframecount)
+               if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
                {
-                       if (portal->numpoints <= 256)
+                       outmins[0] = min(outmins[0], leaf->mins[0]);
+                       outmins[1] = min(outmins[1], leaf->mins[1]);
+                       outmins[2] = min(outmins[2], leaf->mins[2]);
+                       outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
+                       outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
+                       outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
+                       if (outclusterpvs)
                        {
-                               i = portal - cl.worldmodel->portals;
-                               m.cr = ((i & 0x0007) >> 0) * (1.0f / 7.0f);
-                               m.cg = ((i & 0x0038) >> 3) * (1.0f / 7.0f);
-                               m.cb = ((i & 0x01C0) >> 6) * (1.0f / 7.0f);
-                               point = portal->points;
-                               if (PlaneDiff(r_origin, (&portal->plane)) > 0)
+                               if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
                                {
-                                       for (i = portal->numpoints - 1;i >= 0;i--)
-                                               VectorCopy(point[i].position, portalpointbuffer[i]);
+                                       SETPVSBIT(outclusterpvs, leaf->clusterindex);
+                                       outclusterlist[outnumclusters++] = leaf->clusterindex;
                                }
-                               else
+                       }
+                       if (outsurfacepvs)
+                       {
+                               for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
                                {
-                                       for (i = 0;i < portal->numpoints;i++)
-                                               VectorCopy(point[i].position, portalpointbuffer[i]);
+                                       surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
+                                       if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
+                                       {
+                                               surface = model->brush.data_surfaces + surfaceindex;
+                                               if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
+                                               if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
+                                               {
+                                                       for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
+                                                       {
+                                                               v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                                               v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                                               v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                                               if (lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                                               {
+                                                                       SETPVSBIT(outsurfacepvs, surfaceindex);
+                                                                       outsurfacelist[outnumsurfaces++] = surfaceindex;
+                                                                       break;
+                                                               }
+                                                       }
+                                               }
+                                       }
                                }
-                               R_Mesh_DrawPolygon(&m, portal->numpoints);
                        }
                }
        }
-}
-
-void R_SetupForBModelRendering(void)
-{
-       int                     i;
-       msurface_t      *surf;
-       model_t         *model;
-       vec3_t          modelorg;
-
-       // because bmodels can be reused, we have to decide which things to render
-       // from scratch every time
 
-       model = currentrenderentity->model;
+       // limit combined leaf box to light boundaries
+       outmins[0] = max(outmins[0], lightmins[0]);
+       outmins[1] = max(outmins[1], lightmins[1]);
+       outmins[2] = max(outmins[2], lightmins[2]);
+       outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
+       outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
+       outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
 
-       softwaretransformforentity (currentrenderentity);
-       softwareuntransform(r_origin, modelorg);
-
-       for (i = 0;i < model->nummodelsurfaces;i++)
-       {
-               surf = model->modelsortedsurfaces[i];
-               if (((surf->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, surf->plane) >= 0))
-                       surf->visframe = r_framecount;
-               else
-                       surf->visframe = -1;
-               surf->worldnodeframe = -1;
-               surf->lightframe = -1;
-               surf->dlightframe = -1;
-               surf->insertframe = -1;
-       }
+       *outnumclusterspointer = outnumclusters;
+       *outnumsurfacespointer = outnumsurfaces;
 }
 
-void R_SetupForWorldRendering(void)
+void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
 {
-       // there is only one instance of the world, but it can be rendered in
-       // multiple stages
-
-       currentrenderentity = &cl_entities[0].render;
-       softwaretransformidentity();
+       model_t *model = ent->model;
+       msurface_t *surface;
+       int surfacelistindex;
+       if (r_drawcollisionbrushes.integer < 2)
+       {
+               R_Mesh_Matrix(&ent->matrix);
+               R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+               if (!r_shadow_compilingrtlight)
+                       R_UpdateAllTextureInfo(ent);
+               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               {
+                       surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
+                       if ((surface->texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+                               continue;
+                       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                               continue;
+                       R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+               }
+               R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
+       }
 }
 
-static void R_SurfMarkLights (void)
+void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
 {
-       int                     i;
-       msurface_t      *surf;
-
-       if (r_dynamic.integer)
-               R_MarkLights();
-
-       if (!r_vertexsurfaces.integer)
+       model_t *model = ent->model;
+       msurface_t *surface;
+       texture_t *t;
+       int surfacelistindex;
+       if (r_drawcollisionbrushes.integer < 2)
        {
-               for (i = 0;i < currentrenderentity->model->nummodelsurfaces;i++)
+               R_Mesh_Matrix(&ent->matrix);
+               if (!r_shadow_compilingrtlight)
+                       R_UpdateAllTextureInfo(ent);
+               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
-                       surf = currentrenderentity->model->modelsortedsurfaces[i];
-                       if (surf->visframe == r_framecount && surf->lightmaptexture != NULL)
+                       surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
+                       if (surface->texture->basematerialflags & MATERIALFLAG_NODRAW || !surface->num_triangles)
+                               continue;
+                       if (r_shadow_compilingrtlight)
+                       {
+                               // if compiling an rtlight, capture the mesh
+                               t = surface->texture;
+                               if ((t->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
+                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                       }
+                       else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surfacelist[surfacelistindex]])
                        {
-                               if (surf->cached_dlight
-                                || surf->cached_ambient != r_ambient.value
-                                || surf->cached_lightscalebit != lightscalebit)
-                                       R_BuildLightMap(surf, false); // base lighting changed
-                               else if (r_dynamic.integer)
+                               t = surface->texture->currentframe;
+                               // FIXME: transparent surfaces need to be lit later
+                               if ((t->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
                                {
-                                       if  (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0]
-                                        || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1]
-                                        || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2]
-                                        || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3]))))))))
-                                               R_BuildLightMap(surf, false); // base lighting changed
-                                       else if (surf->dlightframe == r_framecount && r_dlightmap.integer)
-                                               R_BuildLightMap(surf, true); // only dlights
+                                       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                                               qglDisable(GL_CULL_FACE);
+                                       R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
+                                       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                                               qglEnable(GL_CULL_FACE);
                                }
                        }
                }
        }
 }
 
-void R_MarkWorldLights(void)
+#if 0
+static void gl_surf_start(void)
 {
-       R_SetupForWorldRendering();
-       R_SurfMarkLights();
 }
 
-/*
-=============
-R_DrawWorld
-=============
-*/
-void R_DrawWorld (void)
+static void gl_surf_shutdown(void)
 {
-       R_SetupForWorldRendering();
-
-       if (r_viewleaf->contents == CONTENTS_SOLID || r_novis.integer || r_viewleaf->compressed_vis == NULL)
-               R_SolidWorldNode ();
-       else
-               R_PVSWorldNode ();
 }
 
-/*
-=================
-R_DrawBrushModel
-=================
-*/
-void R_DrawBrushModelSky (void)
+static void gl_surf_newmap(void)
 {
-       R_SetupForBModelRendering();
-
-       R_PrepareSurfaces();
-       R_DrawSurfaces(SHADERSTAGE_SKY);
 }
+#endif
 
-void R_DrawBrushModelNormal (void)
+void GL_Surf_Init(void)
 {
-       c_bmodels++;
-
-       // have to flush queue because of possible lightmap reuse
-       R_Mesh_Render();
-
-       R_SetupForBModelRendering();
-
-       R_SurfMarkLights();
 
-       R_PrepareSurfaces();
-
-       if (!skyrendermasked)
-               R_DrawSurfaces(SHADERSTAGE_SKY);
-       R_DrawSurfaces(SHADERSTAGE_NORMAL);
+       Cvar_RegisterVariable(&r_ambient);
+       Cvar_RegisterVariable(&r_drawportals);
+       Cvar_RegisterVariable(&r_testvis);
+       Cvar_RegisterVariable(&r_detailtextures);
+       Cvar_RegisterVariable(&r_surfaceworldnode);
+       Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
+       Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
+       Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
+       Cvar_RegisterVariable(&gl_lightmaps);
+
+       //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
 }