]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
split model->DrawShadowVolume into CompileShadowVolume and DrawShadowVolume to simpli...
[xonotic/darkplaces.git] / r_shadow.c
index 360994020e092c0a5d1de94e0196624aab54d7c0..f6497c6932dec4b8d9d3888c1f246f036938d620 100644 (file)
@@ -210,7 +210,6 @@ cvar_t r_shadow_realtime_world_dlightshadows = {CVAR_SAVE, "r_shadow_realtime_wo
 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0"};
 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1"};
 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1"};
-cvar_t r_shadow_realtime_world_compilelight = {0, "r_shadow_realtime_world_compilelight", "1"};
 cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
 cvar_t r_shadow_shadow_polygonfactor = {0, "r_shadow_shadow_polygonfactor", "0"};
@@ -614,7 +613,6 @@ void R_Shadow_Help_f(void)
 "r_shadow_realtime_world_lightmaps : use lightmaps in addition to lights\n"
 "r_shadow_realtime_world_shadows : cast shadows from world lights\n"
 "r_shadow_realtime_world_compile : compile surface/visibility information\n"
-"r_shadow_realtime_world_compilelight : compile lighting geometry\n"
 "r_shadow_realtime_world_compileshadow : compile shadow geometry\n"
 "r_shadow_glsl : use OpenGL Shading Language for lighting\n"
 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
@@ -655,7 +653,6 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_realtime_world_lightmaps);
        Cvar_RegisterVariable(&r_shadow_realtime_world_shadows);
        Cvar_RegisterVariable(&r_shadow_realtime_world_compile);
-       Cvar_RegisterVariable(&r_shadow_realtime_world_compilelight);
        Cvar_RegisterVariable(&r_shadow_realtime_world_compileshadow);
        Cvar_RegisterVariable(&r_shadow_scissor);
        Cvar_RegisterVariable(&r_shadow_shadow_polygonfactor);
@@ -1598,403 +1595,557 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve
        }
 }
 
-void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture)
+void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale)
+{
+       rmeshstate_t m;
+       GL_Color(0.1, 0.025, 0, 1);
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = vertex3f;
+       R_Mesh_State(&m);
+       GL_LockArrays(firstvertex, numvertices);
+       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+       GL_LockArrays(0, 0);
+}
+
+void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale)
+{
+       // GLSL shader path (GFFX5200, Radeon 9500)
+       // TODO: add direct pants/shirt rendering
+       if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+               R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
+       if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+               R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
+       R_Mesh_VertexPointer(vertex3f);
+       R_Mesh_TexCoordPointer(0, 2, texcoord2f);
+       R_Mesh_TexCoordPointer(1, 3, svector3f);
+       R_Mesh_TexCoordPointer(2, 3, tvector3f);
+       R_Mesh_TexCoordPointer(3, 3, normal3f);
+       R_Mesh_TexBind(0, R_GetTexture(bumptexture));
+       R_Mesh_TexBind(1, R_GetTexture(basetexture));
+       R_Mesh_TexBind(2, R_GetTexture(glosstexture));
+       if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
+       {
+               qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
+       }
+       qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
+       GL_LockArrays(firstvertex, numvertices);
+       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+       c_rt_lightmeshes++;
+       c_rt_lighttris += numtriangles;
+       GL_LockArrays(0, 0);
+}
+
+void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale)
 {
        int renders;
-       float color[3], color2[3], colorscale, specularscale;
+       float color2[3], colorscale;
        rmeshstate_t m;
-       // FIXME: support MATERIALFLAG_NODEPTHTEST
-       if (r_shadowstage == R_SHADOWSTAGE_VISIBLELIGHTING)
+       // TODO: add direct pants/shirt rendering
+       if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+               R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
+       if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+               R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
+       if (r_shadow_rtlight->ambientscale)
        {
-               int passes = 0;
-               if (r_shadow_glsl.integer && r_shadow_program_light[0])
+               GL_Color(1,1,1,1);
+               colorscale = r_shadow_rtlight->ambientscale;
+               // colorscale accounts for how much we multiply the brightness
+               // during combine.
+               //
+               // mult is how many times the final pass of the lighting will be
+               // performed to get more brightness than otherwise possible.
+               //
+               // Limit mult to 64 for sanity sake.
+               if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
                {
-                       // GLSL shader path (GFFX5200, Radeon 9500)
-                       // TODO: add direct pants/shirt rendering
-                       if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
-                       if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
-                       passes++;
+                       // 3 3D combine path (Geforce3, Radeon 8500)
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
+                       m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+                       m.pointer_texcoord3f[0] = vertex3f;
+                       m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+#else
+                       m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+#endif
+                       m.tex[1] = R_GetTexture(basetexture);
+                       m.pointer_texcoord[1] = texcoord2f;
+                       m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
+#ifdef USETEXMATRIX
+                       m.pointer_texcoord3f[2] = vertex3f;
+                       m.texmatrix[2] = r_shadow_entitytolight;
+#else
+                       m.pointer_texcoord3f[2] = varray_texcoord3f[2];
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+#endif
+                       GL_BlendFunc(GL_ONE, GL_ONE);
                }
-               else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
+               else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
                {
-                       // TODO: add direct pants/shirt rendering
-                       if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
-                       if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
-                       if (r_shadow_rtlight->ambientscale)
-                       {
-                               colorscale = r_shadow_rtlight->ambientscale;
-                               if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
-                               {
-                               }
-                               else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
-                               {
-                               }
-                               else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
-                               {
-                               }
-                               else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
-                               {
-                               }
-                               else
-                                       passes++;
-                               VectorScale(lightcolorbase, colorscale, color2);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                                       passes++;
-                       }
-                       if (r_shadow_rtlight->diffusescale)
-                       {
-                               colorscale = r_shadow_rtlight->diffusescale;
-                               if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
-                               {
-                                       // 3/2 3D combine path (Geforce3, Radeon 8500)
-                                       passes++;
-                               }
-                               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
-                               {
-                                       // 1/2/2 3D combine path (original Radeon)
-                                       passes += 2;
-                               }
-                               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
-                               {
-                                       // 2/2 3D combine path (original Radeon)
-                                       passes++;
-                               }
-                               else if (r_textureunits.integer >= 4)
-                               {
-                                       // 4/2 2D combine path (Geforce3, Radeon 8500)
-                                       passes++;
-                               }
-                               else
-                               {
-                                       // 2/2/2 2D combine path (any dot3 card)
-                                       passes += 2;
-                               }
-                               VectorScale(lightcolorbase, colorscale, color2);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                                       passes++;
-                       }
-                       if (specularscale && glosstexture != r_texture_black)
-                       {
-                               //if (gl_support_blendsquare)
-                               {
-                                       colorscale = specularscale;
-                                       if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
-                                               passes += 4;
-                                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
-                                               passes += 3;
-                                       else
-                                               passes += 4;
-                                       VectorScale(lightcolorbase, colorscale, color2);
-                                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                                               passes++;
-                               }
-                       }
+                       // 2 3D combine path (Geforce3, original Radeon)
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
+                       m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+#ifdef USETEXMATRIX
+                       m.pointer_texcoord3f[0] = vertex3f;
+                       m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+#else
+                       m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+#endif
+                       m.tex[1] = R_GetTexture(basetexture);
+                       m.pointer_texcoord[1] = texcoord2f;
+                       GL_BlendFunc(GL_ONE, GL_ONE);
                }
-               else
+               else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
                {
-                       // TODO: add direct pants/shirt rendering
-                       if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
-                       if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
-                       if (r_shadow_rtlight->ambientscale)
-                       {
-                               VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                                       passes++;
-                       }
-                       if (r_shadow_rtlight->diffusescale)
+                       // 4 2D combine path (Geforce3, Radeon 8500)
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
+                       m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                       m.pointer_texcoord3f[0] = vertex3f;
+                       m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+#else
+                       m.pointer_texcoord[0] = varray_texcoord2f[0];
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+#endif
+                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                       m.pointer_texcoord3f[1] = vertex3f;
+                       m.texmatrix[1] = r_shadow_entitytoattenuationz;
+#else
+                       m.pointer_texcoord[1] = varray_texcoord2f[1];
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+#endif
+                       m.tex[2] = R_GetTexture(basetexture);
+                       m.pointer_texcoord[2] = texcoord2f;
+                       if (r_shadow_lightcubemap != r_texture_whitecube)
                        {
-                               VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                                       passes++;
+                               m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[3] = vertex3f;
+                               m.texmatrix[3] = r_shadow_entitytolight;
+#else
+                               m.pointer_texcoord3f[3] = varray_texcoord3f[3];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+#endif
                        }
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+               }
+               else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
+               {
+                       // 3 2D combine path (Geforce3, original Radeon)
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
+                       m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                       m.pointer_texcoord3f[0] = vertex3f;
+                       m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+#else
+                       m.pointer_texcoord[0] = varray_texcoord2f[0];
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+#endif
+                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                       m.pointer_texcoord3f[1] = vertex3f;
+                       m.texmatrix[1] = r_shadow_entitytoattenuationz;
+#else
+                       m.pointer_texcoord[1] = varray_texcoord2f[1];
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+#endif
+                       m.tex[2] = R_GetTexture(basetexture);
+                       m.pointer_texcoord[2] = texcoord2f;
+                       GL_BlendFunc(GL_ONE, GL_ONE);
                }
-               if (passes)
+               else
                {
-                       GL_Color(0.1*passes, 0.025*passes, 0, 1);
+                       // 2/2/2 2D combine path (any dot3 card)
                        memset(&m, 0, sizeof(m));
                        m.pointer_vertex = vertex3f;
+                       m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                       m.pointer_texcoord3f[0] = vertex3f;
+                       m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+#else
+                       m.pointer_texcoord[0] = varray_texcoord2f[0];
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+#endif
+                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+#ifdef USETEXMATRIX
+                       m.pointer_texcoord3f[1] = vertex3f;
+                       m.texmatrix[1] = r_shadow_entitytoattenuationz;
+#else
+                       m.pointer_texcoord[1] = varray_texcoord2f[1];
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+#endif
                        R_Mesh_State(&m);
+                       GL_ColorMask(0,0,0,1);
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
                        GL_LockArrays(firstvertex, numvertices);
                        R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                        GL_LockArrays(0, 0);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       if (r_shadow_lightcubemap != r_texture_whitecube)
+                       {
+                               m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.texmatrix[1] = r_shadow_entitytolight;
+#else
+                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+#endif
+                       }
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                }
-               return;
-       }
-       else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
-       {
-               // GLSL shader path (GFFX5200, Radeon 9500)
-               // TODO: add direct pants/shirt rendering
-               if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
-               if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
-               R_Mesh_VertexPointer(vertex3f);
-               R_Mesh_TexCoordPointer(0, 2, texcoord2f);
-               R_Mesh_TexCoordPointer(1, 3, svector3f);
-               R_Mesh_TexCoordPointer(2, 3, tvector3f);
-               R_Mesh_TexCoordPointer(3, 3, normal3f);
-               R_Mesh_TexBind(0, R_GetTexture(bumptexture));
-               R_Mesh_TexBind(1, R_GetTexture(basetexture));
-               R_Mesh_TexBind(2, R_GetTexture(glosstexture));
-               if (r_shadow_lightpermutation & SHADERPERMUTATION_SPECULAR)
+               // this final code is shared
+               R_Mesh_State(&m);
+               GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+               VectorScale(lightcolorbase, colorscale, color2);
+               GL_LockArrays(firstvertex, numvertices);
+               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                {
-                       qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "SpecularScale"), specularscale);CHECKGLERROR
+                       GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
                }
-               qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKGLERROR
-               GL_LockArrays(firstvertex, numvertices);
-               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-               c_rt_lightmeshes++;
-               c_rt_lighttris += numtriangles;
                GL_LockArrays(0, 0);
        }
-       else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_DOT3)
+       if (r_shadow_rtlight->diffusescale)
        {
-               // TODO: add direct pants/shirt rendering
-               if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
-               if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
-               if (r_shadow_rtlight->ambientscale)
+               GL_Color(1,1,1,1);
+               colorscale = r_shadow_rtlight->diffusescale;
+               // colorscale accounts for how much we multiply the brightness
+               // during combine.
+               //
+               // mult is how many times the final pass of the lighting will be
+               // performed to get more brightness than otherwise possible.
+               //
+               // Limit mult to 64 for sanity sake.
+               if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
                {
-                       GL_Color(1,1,1,1);
-                       colorscale = r_shadow_rtlight->ambientscale;
-                       // colorscale accounts for how much we multiply the brightness
-                       // during combine.
-                       //
-                       // mult is how many times the final pass of the lighting will be
-                       // performed to get more brightness than otherwise possible.
-                       //
-                       // Limit mult to 64 for sanity sake.
-                       if (r_shadow_texture3d.integer && r_shadow_lightcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
-                       {
-                               // 3 3D combine path (Geforce3, Radeon 8500)
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+                       // 3/2 3D combine path (Geforce3, Radeon 8500)
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
+                       m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[0] = vertex3f;
-                               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+                       m.pointer_texcoord3f[2] = vertex3f;
+                       m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
 #else
-                               m.pointer_texcoord3f[0] = varray_texcoord3f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+                       m.pointer_texcoord3f[2] = varray_texcoord3f[2];
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
-                               m.tex[1] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[1] = texcoord2f;
-                               m.texcubemap[2] = R_GetTexture(r_shadow_lightcubemap);
+                       R_Mesh_State(&m);
+                       GL_ColorMask(0,0,0,1);
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       GL_LockArrays(firstvertex, numvertices);
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                       GL_LockArrays(0, 0);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       if (r_shadow_lightcubemap != r_texture_whitecube)
+                       {
+                               m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[2] = vertex3f;
-                               m.texmatrix[2] = r_shadow_entitytolight;
+                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.texmatrix[1] = r_shadow_entitytolight;
 #else
-                               m.pointer_texcoord3f[2] = varray_texcoord3f[2];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
 #endif
-                               GL_BlendFunc(GL_ONE, GL_ONE);
                        }
-                       else if (r_shadow_texture3d.integer && r_shadow_lightcubemap == r_texture_whitecube && r_textureunits.integer >= 2)
-                       {
-                               // 2 3D combine path (Geforce3, original Radeon)
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+               }
+               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
+               {
+                       // 1/2/2 3D combine path (original Radeon)
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
+                       m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[0] = vertex3f;
-                               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+                       m.pointer_texcoord3f[0] = vertex3f;
+                       m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
-                               m.pointer_texcoord3f[0] = varray_texcoord3f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+                       m.pointer_texcoord3f[0] = varray_texcoord3f[0];
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
-                               m.tex[1] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[1] = texcoord2f;
-                               GL_BlendFunc(GL_ONE, GL_ONE);
-                       }
-                       else if (r_textureunits.integer >= 4 && r_shadow_lightcubemap != r_texture_whitecube)
+                       R_Mesh_State(&m);
+                       GL_ColorMask(0,0,0,1);
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       GL_LockArrays(firstvertex, numvertices);
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                       GL_LockArrays(0, 0);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
+                       R_Mesh_State(&m);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+                       GL_LockArrays(firstvertex, numvertices);
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                       GL_LockArrays(0, 0);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       if (r_shadow_lightcubemap != r_texture_whitecube)
                        {
-                               // 4 2D combine path (Geforce3, Radeon 8500)
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+                               m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[0] = vertex3f;
-                               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.texmatrix[1] = r_shadow_entitytolight;
 #else
-                               m.pointer_texcoord[0] = varray_texcoord2f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
 #endif
-                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       }
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+               }
+               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
+               {
+                       // 2/2 3D combine path (original Radeon)
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
+                       R_Mesh_State(&m);
+                       GL_ColorMask(0,0,0,1);
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       GL_LockArrays(firstvertex, numvertices);
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                       GL_LockArrays(0, 0);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[1] = vertex3f;
-                               m.texmatrix[1] = r_shadow_entitytoattenuationz;
+                       m.pointer_texcoord3f[1] = vertex3f;
+                       m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
 #else
-                               m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
-                               m.tex[2] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[2] = texcoord2f;
-                               if (r_shadow_lightcubemap != r_texture_whitecube)
-                               {
-                                       m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+               }
+               else if (r_textureunits.integer >= 4)
+               {
+                       // 4/2 2D combine path (Geforce3, Radeon 8500)
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
+                       m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[3] = vertex3f;
-                                       m.texmatrix[3] = r_shadow_entitytolight;
+                       m.pointer_texcoord3f[2] = vertex3f;
+                       m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
 #else
-                                       m.pointer_texcoord3f[3] = varray_texcoord3f[3];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+                       m.pointer_texcoord[2] = varray_texcoord2f[2];
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
-                               }
-                               GL_BlendFunc(GL_ONE, GL_ONE);
-                       }
-                       else if (r_textureunits.integer >= 3 && r_shadow_lightcubemap == r_texture_whitecube)
-                       {
-                               // 3 2D combine path (Geforce3, original Radeon)
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[0] = vertex3f;
-                               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+                       m.pointer_texcoord3f[3] = vertex3f;
+                       m.texmatrix[3] = r_shadow_entitytoattenuationz;
 #else
-                               m.pointer_texcoord[0] = varray_texcoord2f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+                       m.pointer_texcoord[3] = varray_texcoord2f[3];
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
 #endif
-                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       R_Mesh_State(&m);
+                       GL_ColorMask(0,0,0,1);
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       GL_LockArrays(firstvertex, numvertices);
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                       GL_LockArrays(0, 0);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       if (r_shadow_lightcubemap != r_texture_whitecube)
+                       {
+                               m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
 #ifdef USETEXMATRIX
                                m.pointer_texcoord3f[1] = vertex3f;
-                               m.texmatrix[1] = r_shadow_entitytoattenuationz;
+                               m.texmatrix[1] = r_shadow_entitytolight;
 #else
-                               m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
 #endif
-                               m.tex[2] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[2] = texcoord2f;
-                               GL_BlendFunc(GL_ONE, GL_ONE);
                        }
-                       else
-                       {
-                               // 2/2/2 2D combine path (any dot3 card)
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+               }
+               else
+               {
+                       // 2/2/2 2D combine path (any dot3 card)
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
+                       m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[0] = vertex3f;
-                               m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
+                       m.pointer_texcoord3f[0] = vertex3f;
+                       m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
 #else
-                               m.pointer_texcoord[0] = varray_texcoord2f[0];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+                       m.pointer_texcoord[0] = varray_texcoord2f[0];
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
-                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[1] = vertex3f;
-                               m.texmatrix[1] = r_shadow_entitytoattenuationz;
+                       m.pointer_texcoord3f[1] = vertex3f;
+                       m.texmatrix[1] = r_shadow_entitytoattenuationz;
 #else
-                               m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+                       m.pointer_texcoord[1] = varray_texcoord2f[1];
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
 #endif
-                               R_Mesh_State(&m);
-                               GL_ColorMask(0,0,0,1);
-                               GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(firstvertex, numvertices);
-                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                               GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
+                       R_Mesh_State(&m);
+                       GL_ColorMask(0,0,0,1);
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       GL_LockArrays(firstvertex, numvertices);
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                       GL_LockArrays(0, 0);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
 
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[0] = texcoord2f;
-                               if (r_shadow_lightcubemap != r_texture_whitecube)
-                               {
-                                       m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
-#ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[1] = vertex3f;
-                                       m.texmatrix[1] = r_shadow_entitytolight;
-#else
-                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
-#endif
-                               }
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       }
-                       // this final code is shared
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
+                       m.tex[0] = R_GetTexture(bumptexture);
+                       m.texcombinergb[0] = GL_REPLACE;
+                       m.pointer_texcoord[0] = texcoord2f;
+                       m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
+                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
                        R_Mesh_State(&m);
-                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
-                       VectorScale(lightcolorbase, colorscale, color2);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                        GL_LockArrays(firstvertex, numvertices);
-                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                       GL_LockArrays(0, 0);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
+                       m.tex[0] = R_GetTexture(basetexture);
+                       m.pointer_texcoord[0] = texcoord2f;
+                       if (r_shadow_lightcubemap != r_texture_whitecube)
                        {
-                               GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
-                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
+                               m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
+#ifdef USETEXMATRIX
+                               m.pointer_texcoord3f[1] = vertex3f;
+                               m.texmatrix[1] = r_shadow_entitytolight;
+#else
+                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
+                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
+#endif
                        }
-                       GL_LockArrays(0, 0);
+                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+               }
+               // this final code is shared
+               R_Mesh_State(&m);
+               GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+               VectorScale(lightcolorbase, colorscale, color2);
+               GL_LockArrays(firstvertex, numvertices);
+               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+               {
+                       GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
                }
-               if (r_shadow_rtlight->diffusescale)
+               GL_LockArrays(0, 0);
+       }
+       if (specularscale && glosstexture != r_texture_black)
+       {
+               // FIXME: detect blendsquare!
+               //if (gl_support_blendsquare)
                {
+                       colorscale = specularscale;
                        GL_Color(1,1,1,1);
-                       colorscale = r_shadow_rtlight->diffusescale;
-                       // colorscale accounts for how much we multiply the brightness
-                       // during combine.
-                       //
-                       // mult is how many times the final pass of the lighting will be
-                       // performed to get more brightness than otherwise possible.
-                       //
-                       // Limit mult to 64 for sanity sake.
-                       if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
+                       if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
                        {
-                               // 3/2 3D combine path (Geforce3, Radeon 8500)
+                               // 2/0/0/1/2 3D combine blendsquare path
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = vertex3f;
                                m.tex[0] = R_GetTexture(bumptexture);
-                               m.texcombinergb[0] = GL_REPLACE;
                                m.pointer_texcoord[0] = texcoord2f;
                                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
-                               m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
-#ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[2] = vertex3f;
-                               m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
-#else
-                               m.pointer_texcoord3f[2] = varray_texcoord3f[2];
-                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
-#endif
+                               R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
                                R_Mesh_State(&m);
                                GL_ColorMask(0,0,0,1);
-                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               // this squares the result
+                               GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+                               GL_LockArrays(firstvertex, numvertices);
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                               GL_LockArrays(0, 0);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               R_Mesh_State(&m);
                                GL_LockArrays(firstvertex, numvertices);
+                               // square alpha in framebuffer a few times to make it shiny
+                               GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+                               // these comments are a test run through this math for intensity 0.5
+                               // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+                               // 0.25 * 0.25 = 0.0625 (this is another pass)
+                               // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
                                R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                               GL_LockArrays(0, 0);
                                c_rt_lightmeshes++;
                                c_rt_lighttris += numtriangles;
+                               GL_LockArrays(0, 0);
 
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[0] = texcoord2f;
-                               if (r_shadow_lightcubemap != r_texture_whitecube)
-                               {
-                                       m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
-#ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[1] = vertex3f;
-                                       m.texmatrix[1] = r_shadow_entitytolight;
-#else
-                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
-#endif
-                               }
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       }
-                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube)
-                       {
-                               // 1/2/2 3D combine path (original Radeon)
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = vertex3f;
                                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
@@ -2005,24 +2156,6 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.pointer_texcoord3f[0] = varray_texcoord3f[0];
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
-                               R_Mesh_State(&m);
-                               GL_ColorMask(0,0,0,1);
-                               GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(firstvertex, numvertices);
-                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                               GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(bumptexture);
-                               m.texcombinergb[0] = GL_REPLACE;
-                               m.pointer_texcoord[0] = texcoord2f;
-                               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
-                               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
                                R_Mesh_State(&m);
                                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                                GL_LockArrays(firstvertex, numvertices);
@@ -2033,7 +2166,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
 
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(basetexture);
+                               m.tex[0] = R_GetTexture(glosstexture);
                                m.pointer_texcoord[0] = texcoord2f;
                                if (r_shadow_lightcubemap != r_texture_whitecube)
                                {
@@ -2048,21 +2181,21 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                }
                                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        }
-                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube)
+                       else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
                        {
-                               // 2/2 3D combine path (original Radeon)
+                               // 2/0/0/2 3D combine blendsquare path
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = vertex3f;
                                m.tex[0] = R_GetTexture(bumptexture);
-                               m.texcombinergb[0] = GL_REPLACE;
                                m.pointer_texcoord[0] = texcoord2f;
                                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
+                               R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
                                R_Mesh_State(&m);
                                GL_ColorMask(0,0,0,1);
-                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               // this squares the result
+                               GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
                                GL_LockArrays(firstvertex, numvertices);
                                R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
@@ -2071,7 +2204,25 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
 
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(basetexture);
+                               R_Mesh_State(&m);
+                               GL_LockArrays(firstvertex, numvertices);
+                               // square alpha in framebuffer a few times to make it shiny
+                               GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+                               // these comments are a test run through this math for intensity 0.5
+                               // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+                               // 0.25 * 0.25 = 0.0625 (this is another pass)
+                               // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                               GL_LockArrays(0, 0);
+
+                               memset(&m, 0, sizeof(m));
+                               m.pointer_vertex = vertex3f;
+                               m.tex[0] = R_GetTexture(glosstexture);
                                m.pointer_texcoord[0] = texcoord2f;
                                m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
 #ifdef USETEXMATRIX
@@ -2083,37 +2234,21 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
 #endif
                                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        }
-                       else if (r_textureunits.integer >= 4)
+                       else
                        {
-                               // 4/2 2D combine path (Geforce3, Radeon 8500)
+                               // 2/0/0/2/2 2D combine blendsquare path
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = vertex3f;
                                m.tex[0] = R_GetTexture(bumptexture);
-                               m.texcombinergb[0] = GL_REPLACE;
                                m.pointer_texcoord[0] = texcoord2f;
                                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                                m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
-                               m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
-#ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[2] = vertex3f;
-                               m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
-#else
-                               m.pointer_texcoord[2] = varray_texcoord2f[2];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
-#endif
-                               m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
-#ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[3] = vertex3f;
-                               m.texmatrix[3] = r_shadow_entitytoattenuationz;
-#else
-                               m.pointer_texcoord[3] = varray_texcoord2f[3];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
-#endif
+                               R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
                                R_Mesh_State(&m);
                                GL_ColorMask(0,0,0,1);
-                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               // this squares the result
+                               GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
                                GL_LockArrays(firstvertex, numvertices);
                                R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                                GL_LockArrays(0, 0);
@@ -2122,24 +2257,22 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
 
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(basetexture);
-                               m.pointer_texcoord[0] = texcoord2f;
-                               if (r_shadow_lightcubemap != r_texture_whitecube)
-                               {
-                                       m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
-#ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[1] = vertex3f;
-                                       m.texmatrix[1] = r_shadow_entitytolight;
-#else
-                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
-#endif
-                               }
-                               GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                       }
-                       else
-                       {
-                               // 2/2/2 2D combine path (any dot3 card)
+                               R_Mesh_State(&m);
+                               GL_LockArrays(firstvertex, numvertices);
+                               // square alpha in framebuffer a few times to make it shiny
+                               GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+                               // these comments are a test run through this math for intensity 0.5
+                               // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+                               // 0.25 * 0.25 = 0.0625 (this is another pass)
+                               // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                               c_rt_lightmeshes++;
+                               c_rt_lighttris += numtriangles;
+                               GL_LockArrays(0, 0);
+
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = vertex3f;
                                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
@@ -2158,24 +2291,6 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                m.pointer_texcoord[1] = varray_texcoord2f[1];
                                R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
 #endif
-                               R_Mesh_State(&m);
-                               GL_ColorMask(0,0,0,1);
-                               GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_LockArrays(firstvertex, numvertices);
-                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                               GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(bumptexture);
-                               m.texcombinergb[0] = GL_REPLACE;
-                               m.pointer_texcoord[0] = texcoord2f;
-                               m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
-                               m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin);
                                R_Mesh_State(&m);
                                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                                GL_LockArrays(firstvertex, numvertices);
@@ -2186,7 +2301,7 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
 
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = vertex3f;
-                               m.tex[0] = R_GetTexture(basetexture);
+                               m.tex[0] = R_GetTexture(glosstexture);
                                m.pointer_texcoord[0] = texcoord2f;
                                if (r_shadow_lightcubemap != r_texture_whitecube)
                                {
@@ -2201,7 +2316,6 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                                }
                                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        }
-                       // this final code is shared
                        R_Mesh_State(&m);
                        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
                        VectorScale(lightcolorbase, colorscale, color2);
@@ -2215,351 +2329,148 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                        }
                        GL_LockArrays(0, 0);
                }
-               if (specularscale && glosstexture != r_texture_black)
-               {
-                       // FIXME: detect blendsquare!
-                       //if (gl_support_blendsquare)
-                       {
-                               colorscale = specularscale;
-                               GL_Color(1,1,1,1);
-                               if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
-                               {
-                                       // 2/0/0/1/2 3D combine blendsquare path
-                                       memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = vertex3f;
-                                       m.tex[0] = R_GetTexture(bumptexture);
-                                       m.pointer_texcoord[0] = texcoord2f;
-                                       m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
-                                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
-                                       R_Mesh_State(&m);
-                                       GL_ColorMask(0,0,0,1);
-                                       // this squares the result
-                                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                                       GL_LockArrays(firstvertex, numvertices);
-                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                                       GL_LockArrays(0, 0);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-
-                                       memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = vertex3f;
-                                       R_Mesh_State(&m);
-                                       GL_LockArrays(firstvertex, numvertices);
-                                       // square alpha in framebuffer a few times to make it shiny
-                                       GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
-                                       // these comments are a test run through this math for intensity 0.5
-                                       // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
-                                       // 0.25 * 0.25 = 0.0625 (this is another pass)
-                                       // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-                                       GL_LockArrays(0, 0);
-
-                                       memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = vertex3f;
-                                       m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
-#ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[0] = vertex3f;
-                                       m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
-#else
-                                       m.pointer_texcoord3f[0] = varray_texcoord3f[0];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
-#endif
-                                       R_Mesh_State(&m);
-                                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                                       GL_LockArrays(firstvertex, numvertices);
-                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                                       GL_LockArrays(0, 0);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-
-                                       memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = vertex3f;
-                                       m.tex[0] = R_GetTexture(glosstexture);
-                                       m.pointer_texcoord[0] = texcoord2f;
-                                       if (r_shadow_lightcubemap != r_texture_whitecube)
-                                       {
-                                               m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
-#ifdef USETEXMATRIX
-                                               m.pointer_texcoord3f[1] = vertex3f;
-                                               m.texmatrix[1] = r_shadow_entitytolight;
-#else
-                                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
-#endif
-                                       }
-                                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                               }
-                               else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_lightcubemap == r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
-                               {
-                                       // 2/0/0/2 3D combine blendsquare path
-                                       memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = vertex3f;
-                                       m.tex[0] = R_GetTexture(bumptexture);
-                                       m.pointer_texcoord[0] = texcoord2f;
-                                       m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
-                                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
-                                       R_Mesh_State(&m);
-                                       GL_ColorMask(0,0,0,1);
-                                       // this squares the result
-                                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                                       GL_LockArrays(firstvertex, numvertices);
-                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                                       GL_LockArrays(0, 0);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-
-                                       memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = vertex3f;
-                                       R_Mesh_State(&m);
-                                       GL_LockArrays(firstvertex, numvertices);
-                                       // square alpha in framebuffer a few times to make it shiny
-                                       GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
-                                       // these comments are a test run through this math for intensity 0.5
-                                       // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
-                                       // 0.25 * 0.25 = 0.0625 (this is another pass)
-                                       // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-                                       GL_LockArrays(0, 0);
-
-                                       memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = vertex3f;
-                                       m.tex[0] = R_GetTexture(glosstexture);
-                                       m.pointer_texcoord[0] = texcoord2f;
-                                       m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-#ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[1] = vertex3f;
-                                       m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
-#else
-                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
-#endif
-                                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                               }
-                               else
-                               {
-                                       // 2/0/0/2/2 2D combine blendsquare path
-                                       memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = vertex3f;
-                                       m.tex[0] = R_GetTexture(bumptexture);
-                                       m.pointer_texcoord[0] = texcoord2f;
-                                       m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
-                                       m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
-                                       m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                       R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, svector3f + 3 * firstvertex, tvector3f + 3 * firstvertex, normal3f + 3 * firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
-                                       R_Mesh_State(&m);
-                                       GL_ColorMask(0,0,0,1);
-                                       // this squares the result
-                                       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-                                       GL_LockArrays(firstvertex, numvertices);
-                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                                       GL_LockArrays(0, 0);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-
-                                       memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = vertex3f;
-                                       R_Mesh_State(&m);
-                                       GL_LockArrays(firstvertex, numvertices);
-                                       // square alpha in framebuffer a few times to make it shiny
-                                       GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
-                                       // these comments are a test run through this math for intensity 0.5
-                                       // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
-                                       // 0.25 * 0.25 = 0.0625 (this is another pass)
-                                       // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-                                       GL_LockArrays(0, 0);
-
-                                       memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = vertex3f;
-                                       m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
-#ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[0] = vertex3f;
-                                       m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
-#else
-                                       m.pointer_texcoord[0] = varray_texcoord2f[0];
-                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
-#endif
-                                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-#ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[1] = vertex3f;
-                                       m.texmatrix[1] = r_shadow_entitytoattenuationz;
-#else
-                                       m.pointer_texcoord[1] = varray_texcoord2f[1];
-                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
-#endif
-                                       R_Mesh_State(&m);
-                                       GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-                                       GL_LockArrays(firstvertex, numvertices);
-                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                                       GL_LockArrays(0, 0);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-
-                                       memset(&m, 0, sizeof(m));
-                                       m.pointer_vertex = vertex3f;
-                                       m.tex[0] = R_GetTexture(glosstexture);
-                                       m.pointer_texcoord[0] = texcoord2f;
-                                       if (r_shadow_lightcubemap != r_texture_whitecube)
-                                       {
-                                               m.texcubemap[1] = R_GetTexture(r_shadow_lightcubemap);
-#ifdef USETEXMATRIX
-                                               m.pointer_texcoord3f[1] = vertex3f;
-                                               m.texmatrix[1] = r_shadow_entitytolight;
-#else
-                                               m.pointer_texcoord3f[1] = varray_texcoord3f[1];
-                                               R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytolight);
-#endif
-                                       }
-                                       GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
-                               }
-                               R_Mesh_State(&m);
-                               GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
-                               VectorScale(lightcolorbase, colorscale, color2);
-                               GL_LockArrays(firstvertex, numvertices);
-                               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                               {
-                                       GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
-                                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += numtriangles;
-                               }
-                               GL_LockArrays(0, 0);
-                       }
-               }
        }
-       else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_VERTEX)
+}
+
+void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale)
+{
+       int renders;
+       float color[3], color2[3];
+       rmeshstate_t m;
+       // TODO: add direct pants/shirt rendering
+       if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+               R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
+       if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+               R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL, 0);
+       if (r_shadow_rtlight->ambientscale)
        {
-               // TODO: add direct pants/shirt rendering
-               if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
-               if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
-               if (r_shadow_rtlight->ambientscale)
+               GL_BlendFunc(GL_ONE, GL_ONE);
+               VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = vertex3f;
+               m.tex[0] = R_GetTexture(basetexture);
+               m.pointer_texcoord[0] = texcoord2f;
+               if (r_textureunits.integer >= 2)
                {
-                       GL_BlendFunc(GL_ONE, GL_ONE);
-                       VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = vertex3f;
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.pointer_texcoord[0] = texcoord2f;
-                       if (r_textureunits.integer >= 2)
-                       {
-                               // voodoo2
-                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       // voodoo2
+                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[1] = vertex3f;
-                               m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+                       m.pointer_texcoord3f[1] = vertex3f;
+                       m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
 #else
-                               m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+                       m.pointer_texcoord[1] = varray_texcoord2f[1];
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
-                               if (r_textureunits.integer >= 3)
-                               {
-                                       // Geforce3/Radeon class but not using dot3
-                                       m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       if (r_textureunits.integer >= 3)
+                       {
+                               // Geforce3/Radeon class but not using dot3
+                               m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[2] = vertex3f;
-                                       m.texmatrix[2] = r_shadow_entitytoattenuationz;
+                               m.pointer_texcoord3f[2] = vertex3f;
+                               m.texmatrix[2] = r_shadow_entitytoattenuationz;
 #else
-                                       m.pointer_texcoord[2] = varray_texcoord2f[2];
-                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+                               m.pointer_texcoord[2] = varray_texcoord2f[2];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
 #endif
-                               }
                        }
+               }
+               if (r_textureunits.integer >= 3)
+                       m.pointer_color = NULL;
+               else
+                       m.pointer_color = varray_color4f;
+               R_Mesh_State(&m);
+               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+               {
+                       color[0] = bound(0, color2[0], 1);
+                       color[1] = bound(0, color2[1], 1);
+                       color[2] = bound(0, color2[2], 1);
                        if (r_textureunits.integer >= 3)
-                               m.pointer_color = NULL;
+                               GL_Color(color[0], color[1], color[2], 1);
+                       else if (r_textureunits.integer >= 2)
+                               R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
                        else
-                               m.pointer_color = varray_color4f;
-                       R_Mesh_State(&m);
-                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                       {
-                               color[0] = bound(0, color2[0], 1);
-                               color[1] = bound(0, color2[1], 1);
-                               color[2] = bound(0, color2[2], 1);
-                               if (r_textureunits.integer >= 3)
-                                       GL_Color(color[0], color[1], color[2], 1);
-                               else if (r_textureunits.integer >= 2)
-                                       R_Shadow_VertexNoShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
-                               else
-                                       R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
-                               GL_LockArrays(firstvertex, numvertices);
-                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                               GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
-                       }
+                               R_Shadow_VertexNoShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, color);
+                       GL_LockArrays(firstvertex, numvertices);
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                       GL_LockArrays(0, 0);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
                }
-               if (r_shadow_rtlight->diffusescale)
+       }
+       if (r_shadow_rtlight->diffusescale)
+       {
+               GL_BlendFunc(GL_ONE, GL_ONE);
+               VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = vertex3f;
+               m.pointer_color = varray_color4f;
+               m.tex[0] = R_GetTexture(basetexture);
+               m.pointer_texcoord[0] = texcoord2f;
+               if (r_textureunits.integer >= 2)
                {
-                       GL_BlendFunc(GL_ONE, GL_ONE);
-                       VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale, color2);
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = vertex3f;
-                       m.pointer_color = varray_color4f;
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.pointer_texcoord[0] = texcoord2f;
-                       if (r_textureunits.integer >= 2)
-                       {
-                               // voodoo2
-                               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       // voodoo2
+                       m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                               m.pointer_texcoord3f[1] = vertex3f;
-                               m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
+                       m.pointer_texcoord3f[1] = vertex3f;
+                       m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
 #else
-                               m.pointer_texcoord[1] = varray_texcoord2f[1];
-                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
+                       m.pointer_texcoord[1] = varray_texcoord2f[1];
+                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationxyz);
 #endif
-                               if (r_textureunits.integer >= 3)
-                               {
-                                       // Geforce3/Radeon class but not using dot3
-                                       m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
+                       if (r_textureunits.integer >= 3)
+                       {
+                               // Geforce3/Radeon class but not using dot3
+                               m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
 #ifdef USETEXMATRIX
-                                       m.pointer_texcoord3f[2] = vertex3f;
-                                       m.texmatrix[2] = r_shadow_entitytoattenuationz;
+                               m.pointer_texcoord3f[2] = vertex3f;
+                               m.texmatrix[2] = r_shadow_entitytoattenuationz;
 #else
-                                       m.pointer_texcoord[2] = varray_texcoord2f[2];
-                                       R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
+                               m.pointer_texcoord[2] = varray_texcoord2f[2];
+                               R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2] + 3 * firstvertex, numvertices, vertex3f + 3 * firstvertex, &r_shadow_entitytoattenuationz);
 #endif
-                               }
-                       }
-                       R_Mesh_State(&m);
-                       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-                       {
-                               color[0] = bound(0, color2[0], 1);
-                               color[1] = bound(0, color2[1], 1);
-                               color[2] = bound(0, color2[2], 1);
-                               if (r_textureunits.integer >= 3)
-                                       R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
-                               else if (r_textureunits.integer >= 2)
-                                       R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
-                               else
-                                       R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
-                               GL_LockArrays(firstvertex, numvertices);
-                               R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                               GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += numtriangles;
                        }
                }
+               R_Mesh_State(&m);
+               for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+               {
+                       color[0] = bound(0, color2[0], 1);
+                       color[1] = bound(0, color2[1], 1);
+                       color[2] = bound(0, color2[2], 1);
+                       if (r_textureunits.integer >= 3)
+                               R_Shadow_VertexShading(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
+                       else if (r_textureunits.integer >= 2)
+                               R_Shadow_VertexShadingWithZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
+                       else
+                               R_Shadow_VertexShadingWithXYZAttenuation(numvertices, vertex3f + 3 * firstvertex, normal3f + 3 * firstvertex, color);
+                       GL_LockArrays(firstvertex, numvertices);
+                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
+                       GL_LockArrays(0, 0);
+                       c_rt_lightmeshes++;
+                       c_rt_lighttris += numtriangles;
+               }
+       }
+}
+
+void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *lightcolorbase, const float *lightcolorpants, const float *lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *bumptexture, rtexture_t *glosstexture, float specularscale)
+{
+       // FIXME: support MATERIALFLAG_NODEPTHTEST
+       switch (r_shadowstage)
+       {
+       case R_SHADOWSTAGE_VISIBLELIGHTING:
+               R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, pantstexture, shirttexture, bumptexture, glosstexture, specularscale);
+               break;
+       case R_SHADOWSTAGE_LIGHT_GLSL:
+               R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, pantstexture, shirttexture, bumptexture, glosstexture, specularscale);
+               break;
+       case R_SHADOWSTAGE_LIGHT_DOT3:
+               R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, pantstexture, shirttexture, bumptexture, glosstexture, specularscale);
+               break;
+       case R_SHADOWSTAGE_LIGHT_VERTEX:
+               R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, pantstexture, shirttexture, bumptexture, glosstexture, specularscale);
+               break;
+       default:
+               Con_Printf("R_Shadow_RenderLighting: unknown r_shadowstage %i\n", r_shadowstage);
+               break;
        }
 }
 
@@ -2613,7 +2524,7 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i
 // (undone by R_FreeCompiledRTLight, which R_UpdateLight calls)
 void R_RTLight_Compile(rtlight_t *rtlight)
 {
-       int shadowmeshes, shadowtris, lightmeshes, lighttris, numleafs, numleafpvsbytes, numsurfaces;
+       int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
        entity_render_t *ent = r_refdef.worldentity;
        model_t *model = r_refdef.worldmodel;
        qbyte *data;
@@ -2635,7 +2546,7 @@ void R_RTLight_Compile(rtlight_t *rtlight)
 
        if (model && model->GetLightInfo)
        {
-               // this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering
+               // this variable must be set for the CompileShadowVolume code
                r_shadow_compilingrtlight = rtlight;
                R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
                model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
@@ -2653,19 +2564,9 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                        memcpy(rtlight->static_leafpvs, r_shadow_buffer_leafpvs, rtlight->static_numleafpvsbytes);
                if (numsurfaces)
                        memcpy(rtlight->static_surfacelist, r_shadow_buffer_surfacelist, rtlight->static_numsurfaces * sizeof(*rtlight->static_surfacelist));
-               if (model->DrawShadowVolume && rtlight->shadow)
-               {
-                       rtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
-                       model->DrawShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist, rtlight->cullmins, rtlight->cullmaxs);
-                       rtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_shadow, false, false);
-               }
-               if (model->DrawLight)
-               {
-                       rtlight->static_meshchain_light = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768, 32768, NULL, NULL, NULL, true, false, true);
-                       model->DrawLight(ent, vec3_origin, numsurfaces, r_shadow_buffer_surfacelist);
-                       rtlight->static_meshchain_light = Mod_ShadowMesh_Finish(r_shadow_mempool, rtlight->static_meshchain_light, true, false);
-               }
-               // switch back to rendering when DrawShadowVolume or DrawLight is called
+               if (model->CompileShadowVolume && rtlight->shadow)
+                       model->CompileShadowVolume(ent, rtlight->shadoworigin, rtlight->radius, numsurfaces, r_shadow_buffer_surfacelist);
+               // now we're done compiling the rtlight
                r_shadow_compilingrtlight = NULL;
        }
 
@@ -2686,19 +2587,7 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                }
        }
 
-       lightmeshes = 0;
-       lighttris = 0;
-       if (rtlight->static_meshchain_light)
-       {
-               shadowmesh_t *mesh;
-               for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
-               {
-                       lightmeshes++;
-                       lighttris += mesh->numtriangles;
-               }
-       }
-
-       Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes), %i light triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes, lighttris, lightmeshes);
+       Con_DPrintf("static light built: %f %f %f : %f %f %f box, %i shadow volume triangles (in %i meshes)\n", rtlight->cullmins[0], rtlight->cullmins[1], rtlight->cullmins[2], rtlight->cullmaxs[0], rtlight->cullmaxs[1], rtlight->cullmaxs[2], shadowtris, shadowmeshes);
 }
 
 void R_RTLight_Uncompile(rtlight_t *rtlight)
@@ -2708,9 +2597,6 @@ void R_RTLight_Uncompile(rtlight_t *rtlight)
                if (rtlight->static_meshchain_shadow)
                        Mod_ShadowMesh_Free(rtlight->static_meshchain_shadow);
                rtlight->static_meshchain_shadow = NULL;
-               if (rtlight->static_meshchain_light)
-                       Mod_ShadowMesh_Free(rtlight->static_meshchain_light);
-               rtlight->static_meshchain_light = NULL;
                // these allocations are grouped
                if (rtlight->static_leaflist)
                        Mem_Free(rtlight->static_leaflist);
@@ -2786,7 +2672,6 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int num
 
 void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolorbase, int numsurfaces, int *surfacelist)
 {
-       shadowmesh_t *mesh;
        // set up properties for rendering light onto this entity
        r_shadow_entitylightcolor[0] = lightcolorbase[0] * ent->colormod[0] * ent->alpha;
        r_shadow_entitylightcolor[1] = lightcolorbase[1] * ent->colormod[1] * ent->alpha;
@@ -2808,37 +2693,7 @@ void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t l
                }
        }
        if (ent == r_refdef.worldentity)
-       {
-               if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compilelight.integer)
-               {
-                       for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
-                       {
-                               rtexture_t *glosstexture = r_texture_black;
-                               float specularscale = 0;
-                               if (mesh->map_specular)
-                               {
-                                       if (r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
-                                       {
-                                               glosstexture = mesh->map_specular;
-                                               specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
-                                       }
-                               }
-                               else
-                               {
-                                       if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
-                                       {
-                                               glosstexture = r_texture_white;
-                                               specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
-                                       }
-                               }
-                               if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
-                                       continue;
-                               R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, r_shadow_entitylightcolor, vec3_origin, vec3_origin, mesh->map_diffuse, r_texture_black, r_texture_black, mesh->map_normal, glosstexture);
-                       }
-               }
-               else
-                       ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
-       }
+               ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
        else
                ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist);
 }