removed a lot of renderer cruft (such as 48% of gl_rsurf.c) as a result of the previo...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 17 Mar 2005 07:21:18 +0000 (07:21 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 17 Mar 2005 07:21:18 +0000 (07:21 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5090 d7cf8633-e32d-0410-b094-e92efae38249

gl_rsurf.c
model_brush.h
r_light.c
r_light.h

index 633007f..007e6bb 100644 (file)
@@ -49,182 +49,6 @@ qbyte r_worldleafvisible[32768];
 // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_surfaces
 qbyte r_worldsurfacevisible[262144];
 
-#ifdef LHREMOVESOON
-static int dlightdivtable[32768];
-
-static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface)
-{
-       int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
-       unsigned int *bl;
-       float dist, impact[3], local[3], planenormal[3], planedist;
-       dlight_t *light;
-
-       lit = false;
-
-       smax = (surface->extents[0] >> 4) + 1;
-       tmax = (surface->extents[1] >> 4) + 1;
-       smax3 = smax * 3;
-
-       VectorCopy(surface->mesh.data_normal3f, planenormal);
-       planedist = DotProduct(surface->mesh.data_vertex3f, planenormal);
-
-       for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
-       {
-               if (!(surface->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
-                       continue;                                       // not lit by this light
-
-               Matrix4x4_Transform(matrix, light->origin, local);
-               dist = DotProduct(local, planenormal) - planedist;
-
-               // for comparisons to minimum acceptable light
-               // compensate for LIGHTOFFSET
-               maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
-
-               dist2 = dist * dist;
-               dist2 += LIGHTOFFSET;
-               if (dist2 >= maxdist)
-                       continue;
-
-               VectorMA(local, -dist, planenormal, impact);
-
-               impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0];
-               impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1];
-
-               s = bound(0, impacts, smax * 16) - impacts;
-               t = bound(0, impactt, tmax * 16) - impactt;
-               i = s * s + t * t + dist2;
-               if (i > maxdist)
-                       continue;
-
-               // reduce calculations
-               for (s = 0, i = impacts; s < smax; s++, i -= 16)
-                       sdtable[s] = i * i + dist2;
-
-               maxdist3 = maxdist - dist2;
-
-               // convert to 8.8 blocklights format
-               red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f);
-               green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f);
-               blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f);
-               subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f);
-               bl = intblocklights;
-
-               i = impactt;
-               for (t = 0;t < tmax;t++, i -= 16)
-               {
-                       td = i * i;
-                       // make sure some part of it is visible on this line
-                       if (td < maxdist3)
-                       {
-                               maxdist2 = maxdist - td;
-                               for (s = 0;s < smax;s++)
-                               {
-                                       if (sdtable[s] < maxdist2)
-                                       {
-                                               k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
-                                               if (k > 0)
-                                               {
-                                                       bl[0] += (red   * k);
-                                                       bl[1] += (green * k);
-                                                       bl[2] += (blue  * k);
-                                                       lit = true;
-                                               }
-                                       }
-                                       bl += 3;
-                               }
-                       }
-                       else // skip line
-                               bl += smax3;
-               }
-       }
-       return lit;
-}
-
-static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface)
-{
-       int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
-       float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract, planenormal[3], planedist;
-       dlight_t *light;
-
-       lit = false;
-
-       smax = (surface->extents[0] >> 4) + 1;
-       tmax = (surface->extents[1] >> 4) + 1;
-       smax3 = smax * 3;
-
-       VectorCopy(surface->mesh.data_normal3f, planenormal);
-       planedist = DotProduct(surface->mesh.data_vertex3f, planenormal);
-
-       for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
-       {
-               if (!(surface->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
-                       continue;                                       // not lit by this light
-
-               Matrix4x4_Transform(matrix, light->origin, local);
-               dist = DotProduct(local, planenormal) - planedist;
-
-               // for comparisons to minimum acceptable light
-               // compensate for LIGHTOFFSET
-               maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
-
-               dist2 = dist * dist;
-               dist2 += LIGHTOFFSET;
-               if (dist2 >= maxdist)
-                       continue;
-
-               VectorMA(local, -dist, planenormal, impact);
-
-               impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0];
-               impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1];
-
-               td = bound(0, impacts, smax * 16) - impacts;
-               td1 = bound(0, impactt, tmax * 16) - impactt;
-               td = td * td + td1 * td1 + dist2;
-               if (td > maxdist)
-                       continue;
-
-               // reduce calculations
-               for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
-                       sdtable[s] = td1 * td1 + dist2;
-
-               maxdist3 = maxdist - dist2;
-
-               // convert to 8.8 blocklights format
-               red = light->rtlight.lightmap_light[0];
-               green = light->rtlight.lightmap_light[1];
-               blue = light->rtlight.lightmap_light[2];
-               subtract = light->rtlight.lightmap_subtract * 32768.0f;
-               bl = floatblocklights;
-
-               td1 = impactt;
-               for (t = 0;t < tmax;t++, td1 -= 16.0f)
-               {
-                       td = td1 * td1;
-                       // make sure some part of it is visible on this line
-                       if (td < maxdist3)
-                       {
-                               maxdist2 = maxdist - td;
-                               for (s = 0;s < smax;s++)
-                               {
-                                       if (sdtable[s] < maxdist2)
-                                       {
-                                               k = (32768.0f / (sdtable[s] + td)) - subtract;
-                                               bl[0] += red   * k;
-                                               bl[1] += green * k;
-                                               bl[2] += blue  * k;
-                                               lit = true;
-                                       }
-                                       bl += 3;
-                               }
-                       }
-                       else // skip line
-                               bl += smax3;
-               }
-       }
-       return lit;
-}
-#endif
-
 /*
 ===============
 R_BuildLightMap
@@ -261,16 +85,6 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
        // clear to no light
                        memset(bl, 0, size*3*sizeof(unsigned int));
 
-#ifdef LHREMOVESOON
-                       if (surface->dlightframe == r_framecount)
-                       {
-                               surface->dlightframe = -1;
-                               surface->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surface);
-                               if (surface->cached_dlight)
-                                       c_light_polys++;
-                       }
-#endif
-
        // add all the lightmaps
                        if (lightmap)
                        {
@@ -344,16 +158,6 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
                {
                        memset(bl, 0, size*3*sizeof(float));
 
-#ifdef LHREMOVESOON
-                       if (surface->dlightframe == r_framecount)
-                       {
-                               surface->dlightframe = -1;
-                               surface->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surface);
-                               if (surface->cached_dlight)
-                                       c_light_polys++;
-                       }
-#endif
-
                        // add all the lightmaps
                        if (lightmap)
                        {
@@ -572,146 +376,6 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int
 =============================================================
 */
 
-#ifdef LHREMOVESOON
-static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
-{
-       int i;
-       float scale;
-       const qbyte *lm;
-       if (styles[0] != 255)
-       {
-               for (i = 0;i < numverts;i++, c += 4)
-               {
-                       lm = samples + lightmapoffsets[i];
-                       scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
-                       VectorMA(c, scale, lm, c);
-                       if (styles[1] != 255)
-                       {
-                               lm += size3;
-                               scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
-                               VectorMA(c, scale, lm, c);
-                               if (styles[2] != 255)
-                               {
-                                       lm += size3;
-                                       scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
-                                       VectorMA(c, scale, lm, c);
-                                       if (styles[3] != 255)
-                                       {
-                                               lm += size3;
-                                               scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
-                                               VectorMA(c, scale, lm, c);
-                                       }
-                               }
-                       }
-               }
-       }
-}
-#endif
-
-#ifdef LHREMOVESOON
-static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
-{
-       int i;
-       float diff[3], f;
-       if (fogenabled)
-       {
-               for (i = 0;i < numverts;i++, v += 3, c += 4)
-               {
-                       VectorSubtract(v, modelorg, diff);
-                       f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
-                       VectorScale(c, f, c);
-               }
-       }
-       else if (colorscale != 1)
-               for (i = 0;i < numverts;i++, c += 4)
-                       VectorScale(c, colorscale, c);
-}
-#endif
-
-#ifdef LHREMOVESOON
-static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
-{
-       int i;
-       float diff[3], f;
-       r *= colorscale;
-       g *= colorscale;
-       b *= colorscale;
-       if (fogenabled)
-       {
-               for (i = 0;i < numverts;i++, v += 3, c += 4)
-               {
-                       VectorSubtract(v, modelorg, diff);
-                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                       c[0] = r * f;
-                       c[1] = g * f;
-                       c[2] = b * f;
-                       c[3] = a;
-               }
-       }
-       else
-       {
-               for (i = 0;i < numverts;i++, c += 4)
-               {
-                       c[0] = r;
-                       c[1] = g;
-                       c[2] = b;
-                       c[3] = a;
-               }
-       }
-}
-#endif
-
-#ifdef LHREMOVESOON
-static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
-{
-       int i;
-       float diff[3], f;
-       r *= colorscale;
-       g *= colorscale;
-       b *= colorscale;
-       for (i = 0;i < numverts;i++, v += 3, c += 4)
-       {
-               VectorSubtract(v, modelorg, diff);
-               f = exp(fogdensity/DotProduct(diff, diff));
-               c[0] = r;
-               c[1] = g;
-               c[2] = b;
-               c[3] = a * f;
-       }
-}
-#endif
-
-#ifdef LHREMOVESOON
-static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
-{
-       float f;
-       const float *v;
-       float *c;
-       int i, l, lit = false;
-       const dlight_t *light;
-       vec3_t lightorigin;
-       for (l = 0;l < r_numdlights;l++)
-       {
-               if (dlightbits[l >> 5] & (1 << (l & 31)))
-               {
-                       light = &r_dlight[l];
-                       Matrix4x4_Transform(matrix, light->origin, lightorigin);
-                       for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
-                       {
-                               f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
-                               if (f < light->rtlight.lightmap_cullradius2)
-                               {
-                                       f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
-                                       VectorMA(c, f, light->rtlight.lightmap_light, c);
-                                       lit = true;
-                               }
-                       }
-               }
-       }
-       return lit;
-}
-#endif
-
 static float *RSurf_GetVertexPointer(const entity_render_t *ent, const msurface_t *surface)
 {
        if (surface->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
@@ -994,11 +658,7 @@ static void R_DrawSurfaceList(const entity_render_t *ent, texture_t *texture, in
                                        {
                                                m.tex[0] = R_GetTexture(r_texture_white);
                                                m.pointer_color = varray_color4f;
-#ifdef LHREMOVESOON
-                                               if (surface->styles[0] != 255 || surface->dlightframe == r_framecount)
-#else
                                                if (surface->styles[0] != 255)
-#endif
                                                {
                                                        for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
                                                        {
@@ -1038,29 +698,6 @@ static void R_DrawSurfaceList(const entity_render_t *ent, texture_t *texture, in
                                                                                }
                                                                        }
                                                                }
-#ifdef LHREMOVESOON
-                                                               if (surface->dlightframe == r_framecount)
-                                                               {
-                                                                       int l;
-                                                                       float worldvertex[3];
-                                                                       // TODO: make this work with autosprite which uses identitymatrix
-                                                                       Matrix4x4_Transform(&ent->matrix, v, worldvertex);
-                                                                       for (l = 0;l < r_numdlights;l++)
-                                                                       {
-                                                                               if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
-                                                                               {
-                                                                                       float f2;
-                                                                                       dlight_t *light = &r_dlight[l];
-                                                                                       f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
-                                                                                       if (f2 < light->rtlight.lightmap_cullradius2)
-                                                                                       {
-                                                                                               f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
-                                                                                               VectorMA(c, f2, light->rtlight.lightmap_light, c);
-                                                                                       }
-                                                                               }
-                                                                       }
-                                                               }
-#endif
                                                                c[0] *= r;
                                                                c[1] *= g;
                                                                c[2] *= b;
@@ -1165,27 +802,6 @@ static void R_DrawSurfaceList(const entity_render_t *ent, texture_t *texture, in
                                                                        }
                                                                }
                                                        }
-#ifdef LHREMOVESOON
-                                                       if (surface->dlightframe == r_framecount)
-                                                       {
-                                                               // TODO: make this work with autosprite which uses identitymatrix
-                                                               Matrix4x4_Transform(&ent->matrix, v, worldvertex);
-                                                               for (l = 0;l < r_numdlights;l++)
-                                                               {
-                                                                       if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
-                                                                       {
-                                                                               float f2;
-                                                                               dlight_t *light = &r_dlight[l];
-                                                                               f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
-                                                                               if (f2 < light->rtlight.lightmap_cullradius2)
-                                                                               {
-                                                                                       f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
-                                                                                       VectorMA(c, f2, light->rtlight.lightmap_light, c);
-                                                                               }
-                                                                       }
-                                                               }
-                                                       }
-#endif
                                                        c[0] *= r;
                                                        c[1] *= g;
                                                        c[2] *= b;
@@ -1468,72 +1084,6 @@ static void R_DrawSurfaceList(const entity_render_t *ent, texture_t *texture, in
                                GL_LockArrays(0, 0);
                        }
                }
-               // marklights based vertex dlight rendering...  evil and broken
-#if 0
-               GL_BlendFunc(GL_ONE, GL_ONE);
-               GL_DepthMask(false);
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(texture->skin.base);
-               if (waterscrolling)
-                       m.texmatrix[0] = r_surf_waterscrollmatrix;
-               m.pointer_color = varray_color4f;
-               r = ent->colormod[0] * r_lightmapintensity;
-               g = ent->colormod[1] * r_lightmapintensity;
-               b = ent->colormod[2] * r_lightmapintensity;
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-               {
-                       qboolean lit;
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       if (surface->dlightframe != r_framecount)
-                               continue;
-                       m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
-                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                       lit = false;
-                       for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
-                       {
-                               c[0] = 0;
-                               c[1] = 0;
-                               c[2] = 0;
-                               c[3] = 1;
-                               // TODO: make this work with autosprite which uses identitymatrix or change autosprite
-                               Matrix4x4_Transform(&ent->matrix, v, worldvertex);
-                               for (l = 0;l < r_numdlights;l++)
-                               {
-                                       if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
-                                       {
-                                               float f2;
-                                               dlight_t *light = &r_dlight[l];
-                                               f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
-                                               if (f2 < light->rtlight.lightmap_cullradius2)
-                                               {
-                                                       f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
-                                                       VectorMA(c, f2, light->rtlight.lightmap_light, c);
-                                                       lit = true;
-                                               }
-                                       }
-                               }
-                               c[0] *= r;
-                               c[1] *= g;
-                               c[2] *= b;
-                               if (fogallpasses)
-                               {
-                                       VectorSubtract(v, modelorg, diff);
-                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                       VectorScale(c, f, c);
-                               }
-                               if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
-                                       c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
-                               else
-                                       c[3] = a;
-                       }
-                       if (!lit)
-                               continue;
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surface->mesh.num_vertices);
-                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-#endif
                if (dodetail)
                {
                        GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
@@ -1712,12 +1262,6 @@ static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata
        const msurface_t *surface = ent->model->brush.data_surfaces + calldata2;
        vec3_t modelorg;
        texture_t *texture;
-#ifdef LHREMOVESOON
-       rmeshstate_t m;
-       float base, colorscale;
-       float args[4] = {0.05f,0,0,0.04f};
-       matrix4x4_t scrollmatrix;
-#endif
 
        texture = surface->texture;
        if (texture->basematerialflags & MATERIALFLAG_SKY)
@@ -1727,1623 +1271,461 @@ static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata
        R_Mesh_Matrix(&ent->matrix);
        Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
        R_DrawSurfaceList(ent, texture, 1, &surface, modelorg);
-#ifdef LHREMOVESOON
-       GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT));
-       if (texture->currentmaterialflags & MATERIALFLAG_ADD)
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA)
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       else
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-
-       // water scrolling in texture matrix
-       if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_waterscroll.value != 0)
-               Matrix4x4_CreateTranslate(&scrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
-       else
-               scrollmatrix = r_identitymatrix;
+}
 
-       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-               qglDisable(GL_CULL_FACE);
-       if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
+void R_QueueSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
+{
+       int texturesurfaceindex;
+       const msurface_t *surface;
+       vec3_t tempcenter, center;
+       if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
        {
-               // NVIDIA Geforce3 distortion texture shader on water
-               GL_Color(1, 1, 1, texture->currentalpha);
-               memset(&m, 0, sizeof(m));
-               m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
-               m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]);
-               m.tex[1] = R_GetTexture(texture->skin.base);
-               m.texcombinergb[0] = GL_REPLACE;
-               m.texcombinergb[1] = GL_REPLACE;
-               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-               m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
-               Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
-               m.texmatrix[1] = scrollmatrix;
-               R_Mesh_State(&m);
-
-               GL_ActiveTexture(0);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
-               GL_ActiveTexture(1);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
-               qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
-               qglEnable(GL_TEXTURE_SHADER_NV);
-
-               GL_LockArrays(0, surface->mesh.num_vertices);
-               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-               GL_LockArrays(0, 0);
-
-               qglDisable(GL_TEXTURE_SHADER_NV);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
-               GL_ActiveTexture(0);
+               // drawing sky transparently would be too difficult
+               if (!(texture->currentmaterialflags & MATERIALFLAG_SKY))
+               {
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               surface = texturesurfacelist[texturesurfaceindex];
+                               tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+                               tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+                               tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+                               Matrix4x4_Transform(&ent->matrix, tempcenter, center);
+                               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces);
+                       }
+               }
        }
        else
+               R_DrawSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg);
+}
+
+void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
+{
+       int i, j, f, flagsmask;
+       msurface_t *surface, **surfacechain;
+       texture_t *t, *texture;
+       model_t *model = ent->model;
+       vec3_t modelorg;
+       const int maxsurfacelist = 1024;
+       int numsurfacelist = 0;
+       const msurface_t *surfacelist[1024];
+       if (model == NULL)
+               return;
+       R_Mesh_Matrix(&ent->matrix);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+
+       // update light styles
+       if (!skysurfaces)
        {
-               int i;
-               float r, g, b, a, f, *c, diff[3];
-               const float *v;
-               qboolean dolightmaptexture;
-               qboolean dodetail;
-               qboolean doglow;
-               dolightmaptexture = surface->lightmaptexture && gl_combine.integer && !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT);
-               dodetail = texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
-               doglow = texture->skin.glow != NULL;
-               // TODO: ideally transparent surface rendering should call
-               // R_RenderLighting instead of using vertex dlights
-               // (it would need scrolling support added though!)
-               if (dolightmaptexture)
+               for (i = 0;i < model->brushq1.light_styles;i++)
                {
+                       if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
                        {
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
-                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                               m.tex[0] = R_GetTexture(texture->skin.base);
-                               m.texmatrix[0] = scrollmatrix;
-                               m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
-                               m.tex[1] = R_GetTexture(surface->lightmaptexture);
-                               m.texrgbscale[1] = 2;
-                               m.pointer_color = varray_color4f;
-                               if (r_textureunits.integer >= 3 && dodetail)
-                               {
-                                       dodetail = false;
-                                       m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f;
-                                       m.tex[2] = R_GetTexture(texture->skin.detail);
-                                       m.texmatrix[2] = scrollmatrix;
-                                       if (r_textureunits.integer >= 4 && doglow)
-                                       {
-                                               doglow = false;
-                                               m.pointer_texcoord[3] = surface->mesh.data_texcoordtexture2f;
-                                               m.tex[3] = R_GetTexture(texture->skin.glow);
-                                               m.texmatrix[3] = scrollmatrix;
-                                       }
-                               }
-                               else if (r_textureunits.integer >= 3 && doglow && !dodetail)
-                               {
-                                       doglow = false;
-                                       m.pointer_texcoord[2] = surface->mesh.data_texcoordtexture2f;
-                                       m.tex[2] = R_GetTexture(texture->skin.glow);
-                                       m.texmatrix[2] = scrollmatrix;
-                               }
-                               colorscale = 1;
-                               r = ent->colormod[0] * colorscale;
-                               g = ent->colormod[1] * colorscale;
-                               b = ent->colormod[2] * colorscale;
-                               a = texture->currentalpha;
-                               for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
-                               {
-                                       c[0] = r;
-                                       c[1] = g;
-                                       c[2] = b;
-                                       if (fogenabled)
-                                       {
-                                               VectorSubtract(v, modelorg, diff);
-                                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                               VectorScale(c, f, c);
-                                       }
-                                       if (surface->mesh.data_lightmapcolor4f)
-                                               c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
-                                       else
-                                               c[3] = a;
-                               }
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, surface->mesh.num_vertices);
-                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                               GL_LockArrays(0, 0);
-                       }
-                       if ((r_ambient.value > 0 || surface->dlightframe == r_framecount) && !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
-                       {
-                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                               GL_DepthMask(false);
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
-                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                               m.tex[0] = R_GetTexture(texture->skin.base);
-                               m.texmatrix[0] = scrollmatrix;
-                               m.pointer_color = varray_color4f;
-                               colorscale = 1;
-                               if (gl_combine.integer)
-                               {
-                                       m.texrgbscale[0] = 4;
-                                       colorscale *= 0.25f;
-                               }
-                               r = ent->colormod[0] * colorscale;
-                               g = ent->colormod[1] * colorscale;
-                               b = ent->colormod[2] * colorscale;
-                               a = texture->currentalpha;
-                               base = r_ambient.value * (1.0f / 64.0f);
-                               for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
-                               {
-                                       c[0] = base;
-                                       c[1] = base;
-                                       c[2] = base;
-                                       if (surface->dlightframe == r_framecount)
-                                       {
-                                               // TODO: make this work with autosprite which uses identitymatrix
-                                               Matrix4x4_Transform(&ent->matrix, v, worldvertex);
-                                               for (l = 0;l < r_numdlights;l++)
-                                               {
-                                                       if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
-                                                       {
-                                                               float f2;
-                                                               dlight_t *light = &r_dlight[l];
-                                                               f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
-                                                               if (f2 < light->rtlight.lightmap_cullradius2)
-                                                               {
-                                                                       f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
-                                                                       VectorMA(c, f2, light->rtlight.lightmap_light, c);
-                                                               }
-                                                       }
-                                               }
-                                       }
-                                       c[0] *= r;
-                                       c[1] *= g;
-                                       c[2] *= b;
-                                       if (fogenabled)
-                                       {
-                                               VectorSubtract(v, modelorg, diff);
-                                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                               VectorScale(c, f, c);
-                                       }
-                                       if (surface->mesh.data_lightmapcolor4f)
-                                               c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
-                                       else
-                                               c[3] = a;
-                               }
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, surface->mesh.num_vertices);
-                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                               GL_LockArrays(0, 0);
-                       }
-               }
-               else
-               {
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
-                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                       m.tex[0] = R_GetTexture(texture->skin.base);
-                       m.texmatrix[0] = scrollmatrix;
-                       m.pointer_color = varray_color4f;
-                       colorscale = 1;
-                       if (gl_combine.integer)
-                       {
-                               m.texrgbscale[0] = 4;
-                               colorscale *= 0.25f;
-                       }
-                       if (doglow)
-                       {
-                               doglow = false;
-                               m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
-                               m.tex[1] = R_GetTexture(texture->skin.glow);
-                               m.texmatrix[1] = scrollmatrix;
-                       }
-                       r = ent->colormod[0] * colorscale;
-                       g = ent->colormod[1] * colorscale;
-                       b = ent->colormod[2] * colorscale;
-                       a = texture->currentalpha;
-                       base = r_ambient.value * (1.0f / 64.0f);
-                       if ((ent->flags & RENDER_LIGHT) && !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
-                       {
-                               for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
-                               {
-                                       c[0] = base;
-                                       c[1] = base;
-                                       c[2] = base;
-                                       if (surface->styles[0] != 255)
-                                       {
-                                               if (surface->mesh.data_lightmapcolor4f)
-                                               {
-                                                       float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 128.0f);
-                                                       VectorMA(c, scale, surface->mesh.data_lightmapcolor4f + i*4, c);
-                                               }
-                                               else if (surface->mesh.data_lightmapoffsets)
-                                               {
-                                                       const qbyte *lm = surface->samples + surface->mesh.data_lightmapoffsets[i];
-                                                       float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 32768.0f);
-                                                       VectorMA(c, scale, lm, c);
-                                                       if (surface->styles[1] != 255)
-                                                       {
-                                                               int size3 = ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3;
-                                                               lm += size3;
-                                                               scale = d_lightstylevalue[surface->styles[1]] * (1.0f / 32768.0f);
-                                                               VectorMA(c, scale, lm, c);
-                                                               if (surface->styles[2] != 255)
-                                                               {
-                                                                       lm += size3;
-                                                                       scale = d_lightstylevalue[surface->styles[2]] * (1.0f / 32768.0f);
-                                                                       VectorMA(c, scale, lm, c);
-                                                                       if (surface->styles[3] != 255)
-                                                                       {
-                                                                               lm += size3;
-                                                                               scale = d_lightstylevalue[surface->styles[3]] * (1.0f / 32768.0f);
-                                                                               VectorMA(c, scale, lm, c);
-                                                                       }
-                                                               }
-                                                       }
-                                               }
-                                       }
-                                       if (surface->dlightframe == r_framecount)
-                                       {
-                                               // TODO: make this work with autosprite which uses identitymatrix
-                                               Matrix4x4_Transform(&ent->matrix, v, worldvertex);
-                                               for (l = 0;l < r_numdlights;l++)
-                                               {
-                                                       if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
-                                                       {
-                                                               float f2;
-                                                               dlight_t *light = &r_dlight[l];
-                                                               f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
-                                                               if (f2 < light->rtlight.lightmap_cullradius2)
-                                                               {
-                                                                       f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
-                                                                       VectorMA(c, f2, light->rtlight.lightmap_light, c);
-                                                               }
-                                                       }
-                                               }
-                                       }
-                                       c[0] *= r;
-                                       c[1] *= g;
-                                       c[2] *= b;
-                                       if (fogenabled)
-                                       {
-                                               VectorSubtract(v, modelorg, diff);
-                                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                               VectorScale(c, f, c);
-                                       }
-                                       if (surface->mesh.data_lightmapcolor4f)
-                                               c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
-                                       else
-                                               c[3] = a;
-                               }
-                       }
-                       else
-                       {
-                               if (fogenabled)
-                               {
-                                       if (surface->mesh.data_lightmapcolor4f)
-                                       {
-                                               for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
-                                               {
-                                                       VectorSubtract(v, modelorg, diff);
-                                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                                       c[0] = r * f;
-                                                       c[1] = g * f;
-                                                       c[2] = b * f;
-                                                       c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
-                                               {
-                                                       VectorSubtract(v, modelorg, diff);
-                                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                                       c[0] = r * f;
-                                                       c[1] = g * f;
-                                                       c[2] = b * f;
-                                                       c[3] = a;
-                                               }
-                                       }
-                               }
-                               else
-                               {
-                                       if (surface->mesh.data_lightmapcolor4f)
-                                       {
-                                               for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
-                                               {
-                                                       c[0] = r;
-                                                       c[1] = g;
-                                                       c[2] = b;
-                                                       c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
-                                               }
-                                       }
-                                       else
-                                       {
-                                               m.pointer_color = NULL;
-                                               GL_Color(r, g, b, a);
-                                       }
-                               }
-                       }
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surface->mesh.num_vertices);
-                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-               // note: dodetail is never set if transparent
-               if (dodetail)
-               {
-                       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
-                       GL_DepthMask(false);
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
-                       m.pointer_texcoord[0] = surface->mesh.data_texcoorddetail2f;
-                       m.tex[0] = R_GetTexture(texture->skin.detail);
-                       m.pointer_color = varray_color4f;
-                       RSurf_FoggedColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg);
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surface->mesh.num_vertices);
-                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-               if (doglow)
-               {
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       GL_DepthMask(false);
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
-                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                       m.tex[0] = R_GetTexture(texture->skin.glow);
-                       m.texmatrix[0] = scrollmatrix;
-                       m.pointer_color = varray_color4f;
-                       RSurf_FoggedColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg);
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surface->mesh.num_vertices);
-                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-               if (fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD))
-               {
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       GL_DepthMask(false);
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
-                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                       m.tex[0] = R_GetTexture(texture->skin.fog);
-                       m.texmatrix[0] = scrollmatrix;
-                       m.pointer_color = varray_color4f;
-                       RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg);
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surface->mesh.num_vertices);
-                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-       }
-       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-               qglEnable(GL_CULL_FACE);
-#endif
-}
-
-#ifdef LHREMOVESOON
-void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist)
-{
-       int texturesurfaceindex;
-       vec3_t tempcenter, center, modelorg;
-       msurface_t *surface;
-       qboolean dolightmap;
-       qboolean dobase;
-       qboolean doambient;
-       qboolean dodetail;
-       qboolean doglow;
-       qboolean dofog;
-       rmeshstate_t m;
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-       c_faces += texturenumsurfaces;
-       // gl_lightmaps debugging mode skips normal texturing
-       if (gl_lightmaps.integer)
-       {
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthMask(true);
-               GL_DepthTest(true);
-               qglDisable(GL_CULL_FACE);
-               GL_Color(1, 1, 1, 1);
-               memset(&m, 0, sizeof(m));
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-               {
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       m.tex[0] = R_GetTexture(surface->lightmaptexture);
-                       m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
-                       if (surface->lightmaptexture)
-                       {
-                               GL_Color(1, 1, 1, 1);
-                               m.pointer_color = NULL;
-                       }
-                       else
-                               m.pointer_color = surface->mesh.data_lightmapcolor4f;
-                       m.pointer_vertex = surface->mesh.data_vertex3f;
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surface->mesh.num_vertices);
-                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-               qglEnable(GL_CULL_FACE);
-               return;
-       }
-       if (texture->currentmaterialflags & MATERIALFLAG_WALL)
-       {
-               dolightmap = (ent->flags & RENDER_LIGHT);
-               dobase = true;
-               doambient = r_ambient.value > 0;
-               dodetail = texture->skin.detail != NULL && r_detailtextures.integer != 0;
-               doglow = texture->skin.glow != NULL;
-               dofog = fogenabled;
-               // multitexture cases
-               if (r_textureunits.integer >= 2 && gl_combine.integer && dobase && dolightmap)
-               {
-                       GL_BlendFunc(GL_ONE, GL_ZERO);
-                       GL_DepthMask(true);
-                       GL_DepthTest(true);
-                       GL_Color(1, 1, 1, 1);
-                       GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(texture->skin.base);
-                       dobase = false;
-                       m.texrgbscale[1] = 2;
-                       dolightmap = false;
-                       if (r_textureunits.integer >= 4 && !doambient && dodetail && doglow)
-                       {
-                               m.tex[2] = R_GetTexture(texture->skin.detail);
-                               m.texrgbscale[2] = 2;
-                               dodetail = false;
-                               m.tex[3] = R_GetTexture(texture->skin.glow);
-                               m.texcombinergb[3] = GL_ADD;
-                               doglow = false;
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                               {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       m.tex[1] = R_GetTexture(surface->lightmaptexture);
-                                       m.pointer_vertex = surface->mesh.data_vertex3f;
-                                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                                       m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
-                                       m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f;
-                                       m.pointer_texcoord[3] = surface->mesh.data_texcoordtexture2f;
-                                       R_Mesh_State(&m);
-                                       GL_LockArrays(0, surface->mesh.num_vertices);
-                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                                       GL_LockArrays(0, 0);
-                               }
-                       }
-                       else if (r_textureunits.integer >= 3 && !doambient && dodetail)
-                       {
-                               m.tex[2] = R_GetTexture(texture->skin.detail);
-                               m.texrgbscale[2] = 2;
-                               dodetail = false;
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                               {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       m.tex[1] = R_GetTexture(surface->lightmaptexture);
-                                       m.pointer_vertex = surface->mesh.data_vertex3f;
-                                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                                       m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
-                                       m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f;
-                                       R_Mesh_State(&m);
-                                       GL_LockArrays(0, surface->mesh.num_vertices);
-                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                                       GL_LockArrays(0, 0);
-                               }
-                       }
-                       else if (r_textureunits.integer >= 3 && !doambient && !dodetail && doglow)
-                       {
-                               m.tex[2] = R_GetTexture(texture->skin.glow);
-                               m.texcombinergb[2] = GL_ADD;
-                               doglow = false;
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                               {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       m.tex[1] = R_GetTexture(surface->lightmaptexture);
-                                       m.pointer_vertex = surface->mesh.data_vertex3f;
-                                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                                       m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
-                                       m.pointer_texcoord[2] = surface->mesh.data_texcoordtexture2f;
-                                       R_Mesh_State(&m);
-                                       GL_LockArrays(0, surface->mesh.num_vertices);
-                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                                       GL_LockArrays(0, 0);
-                               }
-                       }
-                       else
-                       {
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                               {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       m.tex[1] = R_GetTexture(surface->lightmaptexture);
-                                       m.pointer_vertex = surface->mesh.data_vertex3f;
-                                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                                       m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
-                                       R_Mesh_State(&m);
-                                       GL_LockArrays(0, surface->mesh.num_vertices);
-                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                                       GL_LockArrays(0, 0);
-                               }
-                       }
-               }
-               // anything not handled above
-               if (dobase)
-               {
-                       GL_BlendFunc(GL_ONE, GL_ZERO);
-                       GL_DepthMask(true);
-                       GL_DepthTest(true);
-                       GL_Color(1, 1, 1, 1);
-                       if (ent->flags & RENDER_LIGHT)
-                               GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
-                       else
-                               GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(texture->skin.base);
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               m.pointer_vertex = surface->mesh.data_vertex3f;
-                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, surface->mesh.num_vertices);
-                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                               GL_LockArrays(0, 0);
-                       }
-               }
-               GL_DepthMask(false);
-               if (dolightmap)
-               {
-                       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
-                       GL_DepthMask(false);
-                       GL_DepthTest(true);
-                       GL_Color(1, 1, 1, 1);
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(texture->skin.base);
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               m.tex[0] = R_GetTexture(surface->lightmaptexture);
-                               m.pointer_vertex = surface->mesh.data_vertex3f;
-                               m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, surface->mesh.num_vertices);
-                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                               GL_LockArrays(0, 0);
-                       }
-               }
-               if (doambient)
-               {
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       GL_DepthMask(false);
-                       GL_DepthTest(true);
-                       memset(&m, 0, sizeof(m));
-                       GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1);
-                       m.tex[0] = R_GetTexture(texture->skin.base);
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               m.pointer_vertex = surface->mesh.data_vertex3f;
-                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, surface->mesh.num_vertices);
-                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                               GL_LockArrays(0, 0);
-                       }
-               }
-               if (dodetail)
-               {
-                       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
-                       GL_DepthMask(false);
-                       GL_DepthTest(true);
-                       GL_Color(1, 1, 1, 1);
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(texture->skin.detail);
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               m.pointer_vertex = surface->mesh.data_vertex3f;
-                               m.pointer_texcoord[0] = surface->mesh.data_texcoorddetail2f;
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, surface->mesh.num_vertices);
-                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                               GL_LockArrays(0, 0);
-                       }
-               }
-               if (doglow)
-               {
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       GL_DepthMask(false);
-                       GL_DepthTest(true);
-                       GL_Color(1, 1, 1, 1);
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(texture->skin.glow);
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               m.pointer_vertex = surface->mesh.data_vertex3f;
-                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, surface->mesh.num_vertices);
-                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                               GL_LockArrays(0, 0);
-                       }
-               }
-               if (dofog)
-               {
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                       GL_DepthMask(false);
-                       GL_DepthTest(true);
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_color = varray_color4f;
-                       m.tex[0] = R_GetTexture(texture->skin.glow);
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               m.pointer_vertex = surface->mesh.data_vertex3f;
-                               if (m.tex[0])
-                                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                               R_Mesh_State(&m);
-                               RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surface->mesh.num_vertices, modelorg);
-                               GL_LockArrays(0, surface->mesh.num_vertices);
-                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                               GL_LockArrays(0, 0);
-                       }
-               }
-               return;
-       }
-       if (texture->currentmaterialflags & MATERIALFLAG_WATER)
-       {
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-               {
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       RSurfShader_Transparent_Callback(ent, surface - ent->model->brush.data_surfaces);
-               }
-               return;
-       }
-       if (texture->currentmaterialflags & MATERIALFLAG_SKY)
-       {
-               if (skyrendernow)
-               {
-                       skyrendernow = false;
-                       if (skyrendermasked)
-                               R_Sky();
-               }
-               // LordHavoc: HalfLife maps have freaky skypolys...
-               if (!ent->model->brush.ishlbsp)
-               {
-                       R_Mesh_Matrix(&ent->matrix);
-                       GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
-                       if (skyrendermasked)
-                       {
-                               // depth-only (masking)
-                               GL_ColorMask(0,0,0,0);
-                               // just to make sure that braindead drivers don't draw anything
-                               // despite that colormask...
-                               GL_BlendFunc(GL_ZERO, GL_ONE);
-                       }
-                       else
-                       {
-                               // fog sky
-                               GL_BlendFunc(GL_ONE, GL_ZERO);
-                       }
-                       GL_DepthMask(true);
-                       GL_DepthTest(true);
-                       memset(&m, 0, sizeof(m));
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               m.pointer_vertex = surface->mesh.data_vertex3f;
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, surface->mesh.num_vertices);
-                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                               GL_LockArrays(0, 0);
-                       }
-                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
-               }
-               return;
-       }
-}
-#endif
-
-void R_QueueSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
-{
-       int texturesurfaceindex;
-       const msurface_t *surface;
-       vec3_t tempcenter, center;
-       if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
-       {
-               // drawing sky transparently would be too difficult
-               if (!(texture->currentmaterialflags & MATERIALFLAG_SKY))
-               {
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
-                               tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
-                               tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
-                               Matrix4x4_Transform(&ent->matrix, tempcenter, center);
-                               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces);
-                       }
-               }
-       }
-       else
-               R_DrawSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg);
-}
-
-void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
-{
-       int i, j, f, flagsmask;
-       msurface_t *surface, **surfacechain;
-       texture_t *t, *texture;
-       model_t *model = ent->model;
-       vec3_t modelorg;
-       const int maxsurfacelist = 1024;
-       int numsurfacelist = 0;
-       const msurface_t *surfacelist[1024];
-       if (model == NULL)
-               return;
-       R_Mesh_Matrix(&ent->matrix);
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-
-#ifdef LHREMOVESOON
-       if (ent != r_refdef.worldentity)
-       {
-               // because bmodels can be reused, we have to clear dlightframe every time
-               surface = model->brush.data_surfaces + model->firstmodelsurface;
-               for (i = 0;i < model->nummodelsurfaces;i++, surface++)
-                       surface->dlightframe = -1;
-       }
-#endif
-
-       // update light styles
-       if (!skysurfaces)
-       {
-#ifdef LHREMOVESOON
-               if (r_dynamic.integer && !r_rtdlight)
-                       R_MarkLights(ent);
-#endif
-               for (i = 0;i < model->brushq1.light_styles;i++)
-               {
-                       if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
-                       {
-                               model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
-                               if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
-                                       for (;(surface = *surfacechain);surfacechain++)
-                                               surface->cached_dlight = true;
-                       }
-               }
-       }
-
-       R_UpdateAllTextureInfo(ent);
-       flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
-       f = 0;
-       t = NULL;
-       texture = NULL;
-       numsurfacelist = 0;
-       for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++)
-       {
-               if (ent != r_refdef.worldentity || r_worldsurfacevisible[j])
-               {
-                       surface = model->brush.data_surfaces + j;
-                       if (t != surface->texture)
-                       {
-                               if (numsurfacelist)
-                               {
-                                       R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
-                                       numsurfacelist = 0;
-                               }
-                               t = surface->texture;
-                               f = t->currentmaterialflags & flagsmask;
-                               texture = t->currentframe;
-                       }
-                       if (f)
-                       {
-                               // if lightmap parameters changed, rebuild lightmap texture
-                               if (surface->cached_dlight && surface->samples)
-                                       R_BuildLightMap(ent, surface);
-                               // add face to draw list
-                               surfacelist[numsurfacelist++] = surface;
-                               if (numsurfacelist >= maxsurfacelist)
-                               {
-                                       R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
-                                       numsurfacelist = 0;
-                               }
-                       }
-               }
-       }
-       if (numsurfacelist)
-               R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
-}
-
-static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
-{
-       int i;
-       float *v;
-       rmeshstate_t m;
-       const mportal_t *portal = calldata1;
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       R_Mesh_Matrix(&r_identitymatrix);
-
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = varray_vertex3f;
-       R_Mesh_State(&m);
-
-       i = calldata2;
-       GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
-                        ((i & 0x0038) >> 3) * (1.0f / 7.0f),
-                        ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
-                        0.125f);
-       if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
-       {
-               for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
-                       VectorCopy(portal->points[i].position, v);
-       }
-       else
-               for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
-                       VectorCopy(portal->points[i].position, v);
-       GL_LockArrays(0, portal->numpoints);
-       R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
-       GL_LockArrays(0, 0);
-}
-
-// LordHavoc: this is just a nice debugging tool, very slow
-static void R_DrawPortals(void)
-{
-       int i, portalnum;
-       mportal_t *portal;
-       float center[3], f;
-       model_t *model = r_refdef.worldmodel;
-       if (model == NULL)
-               return;
-       for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
-       {
-               if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
-               if (!R_CullBox(portal->mins, portal->maxs))
-               {
-                       VectorClear(center);
-                       for (i = 0;i < portal->numpoints;i++)
-                               VectorAdd(center, portal->points[i].position, center);
-                       f = ixtable[portal->numpoints];
-                       VectorScale(center, f, center);
-                       R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum);
-               }
-       }
-}
-
-static void R_DrawCollisionBrush(colbrushf_t *brush)
-{
-       int i;
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = brush->points->v;
-       R_Mesh_State(&m);
-       i = (int)(((size_t)brush) / sizeof(colbrushf_t));
-       GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
-       GL_LockArrays(0, brush->numpoints);
-       R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
-       GL_LockArrays(0, 0);
-}
-
-static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
-{
-       int i;
-       rmeshstate_t m;
-       if (!surface->mesh.num_collisiontriangles)
-               return;
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = surface->mesh.data_collisionvertex3f;
-       R_Mesh_State(&m);
-       i = (int)(((size_t)surface) / sizeof(msurface_t));
-       GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
-       GL_LockArrays(0, surface->mesh.num_collisionvertices);
-       R_Mesh_Draw(surface->mesh.num_collisionvertices, surface->mesh.num_collisiontriangles, surface->mesh.data_collisionelement3i);
-       GL_LockArrays(0, 0);
-}
-
-void R_WorldVisibility(void)
-{
-       int i, j, *mark;
-       mleaf_t *leaf;
-       mleaf_t *viewleaf;
-       model_t *model = r_refdef.worldmodel;
-
-       if (!model)
-               return;
-
-       // if possible find the leaf the view origin is in
-       viewleaf = model->brushq1.PointInLeaf ? model->brushq1.PointInLeaf(model, r_vieworigin) : NULL;
-       // if possible fetch the visible cluster bits
-       if (model->brush.FatPVS)
-               model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
-
-       // clear the visible surface and leaf flags arrays
-       memset(r_worldsurfacevisible, 0, model->brush.num_surfaces);
-       memset(r_worldleafvisible, 0, model->brush.num_leafs);
-
-       // if the user prefers surfaceworldnode (testing?) or the viewleaf could
-       // not be found, or the viewleaf is not part of the visible world
-       // (floating around in the void), use the pvs method
-       if (r_surfaceworldnode.integer || !viewleaf || viewleaf->clusterindex < 0)
-       {
-               // pvs method:
-               // similar to quake's RecursiveWorldNode but without cache misses
-               for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
-               {
-                       // if leaf is in current pvs and on the screen, mark its surfaces
-                       if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
-                       {
-                               c_leafs++;
-                               r_worldleafvisible[j] = true;
-                               if (leaf->numleafsurfaces)
-                                       for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
-                                               r_worldsurfacevisible[*mark] = true;
-                       }
-               }
-       }
-       else
-       {
-               int leafstackpos;
-               mportal_t *p;
-               mleaf_t *leafstack[8192];
-               // portal method:
-               // follows portals leading outward from viewleaf, does not venture
-               // offscreen or into leafs that are not visible, faster than Quake's
-               // RecursiveWorldNode and vastly better in unvised maps, often culls a
-               // lot of surface that pvs alone would miss
-               leafstack[0] = viewleaf;
-               leafstackpos = 1;
-               while (leafstackpos)
-               {
-                       c_leafs++;
-                       leaf = leafstack[--leafstackpos];
-                       r_worldleafvisible[leaf - model->brush.data_leafs] = true;
-                       // mark any surfaces bounding this leaf
-                       if (leaf->numleafsurfaces)
-                               for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
-                                       r_worldsurfacevisible[*mark] = true;
-                       // follow portals into other leafs
-                       // the checks are:
-                       // if viewer is behind portal (portal faces outward into the scene)
-                       // and the portal polygon's bounding box is on the screen
-                       // and the leaf has not been visited yet
-                       // and the leaf is visible in the pvs
-                       // (the first two checks won't cause as many cache misses as the leaf checks)
-                       for (p = leaf->portals;p;p = p->next)
-                               if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex))
-                                       leafstack[leafstackpos++] = p->past;
-               }
-       }
-
-       if (r_drawportals.integer)
-               R_DrawPortals();
-}
-
-void R_Q1BSP_DrawSky(entity_render_t *ent)
-{
-       if (ent->model == NULL)
-               return;
-       if (r_drawcollisionbrushes.integer < 2)
-               R_DrawSurfaces(ent, true);
-}
-
-void R_Q1BSP_Draw(entity_render_t *ent)
-{
-       if (ent->model == NULL)
-               return;
-       c_bmodels++;
-       if (r_drawcollisionbrushes.integer < 2)
-               R_DrawSurfaces(ent, false);
-       if (r_drawcollisionbrushes.integer >= 1 && ent->model->brush.num_brushes)
-       {
-               int i;
-               model_t *model = ent->model;
-               msurface_t *surface;
-               q3mbrush_t *brush;
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_DepthMask(false);
-               GL_DepthTest(true);
-               qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
-               for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
-                       if (brush->colbrushf && brush->colbrushf->numtriangles)
-                               R_DrawCollisionBrush(brush->colbrushf);
-               for (i = 0, surface = model->brush.data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
-                       if (surface->mesh.num_collisiontriangles)
-                               R_DrawCollisionSurface(ent, surface);
-               qglPolygonOffset(0, 0);
-       }
-}
-
-void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
-{
-       model_t *model = ent->model;
-       vec3_t lightmins, lightmaxs;
-       int t, leafindex, leafsurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
-       const int *e;
-       const float *v[3];
-       msurface_t *surface;
-       mleaf_t *leaf;
-       const qbyte *pvs;
-       lightmins[0] = relativelightorigin[0] - lightradius;
-       lightmins[1] = relativelightorigin[1] - lightradius;
-       lightmins[2] = relativelightorigin[2] - lightradius;
-       lightmaxs[0] = relativelightorigin[0] + lightradius;
-       lightmaxs[1] = relativelightorigin[1] + lightradius;
-       lightmaxs[2] = relativelightorigin[2] + lightradius;
-       *outnumclusterspointer = 0;
-       *outnumsurfacespointer = 0;
-       memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
-       memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
-       if (model == NULL)
-       {
-               VectorCopy(lightmins, outmins);
-               VectorCopy(lightmaxs, outmaxs);
-               return;
-       }
-       VectorCopy(relativelightorigin, outmins);
-       VectorCopy(relativelightorigin, outmaxs);
-       if (model->brush.GetPVS)
-               pvs = model->brush.GetPVS(model, relativelightorigin);
-       else
-               pvs = NULL;
-       R_UpdateAllTextureInfo(ent);
-       // FIXME: use BSP recursion as lights are often small
-       for (leafindex = 0, leaf = model->brush.data_leafs;leafindex < model->brush.num_leafs;leafindex++, leaf++)
-       {
-               if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
-               {
-                       outmins[0] = min(outmins[0], leaf->mins[0]);
-                       outmins[1] = min(outmins[1], leaf->mins[1]);
-                       outmins[2] = min(outmins[2], leaf->mins[2]);
-                       outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
-                       outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
-                       outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
-                       if (outclusterpvs)
-                       {
-                               if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
-                               {
-                                       SETPVSBIT(outclusterpvs, leaf->clusterindex);
-                                       outclusterlist[outnumclusters++] = leaf->clusterindex;
-                               }
-                       }
-                       if (outsurfacepvs)
-                       {
-                               for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
-                               {
-                                       surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
-                                       if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
-                                       {
-                                               surface = model->brush.data_surfaces + surfaceindex;
-                                               if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
-                                               if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
-                                               {
-                                                       for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
-                                                       {
-                                                               v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
-                                                               v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
-                                                               v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
-                                                               if (lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
-                                                               {
-                                                                       SETPVSBIT(outsurfacepvs, surfaceindex);
-                                                                       outsurfacelist[outnumsurfaces++] = surfaceindex;
-                                                                       break;
-                                                               }
-                                                       }
-                                               }
-                                       }
-                               }
-                       }
-               }
-       }
-
-       // limit combined leaf box to light boundaries
-       outmins[0] = max(outmins[0], lightmins[0]);
-       outmins[1] = max(outmins[1], lightmins[1]);
-       outmins[2] = max(outmins[2], lightmins[2]);
-       outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
-       outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
-       outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
-
-       *outnumclusterspointer = outnumclusters;
-       *outnumsurfacespointer = outnumsurfaces;
-}
-
-void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
-{
-       model_t *model = ent->model;
-       msurface_t *surface;
-       int surfacelistindex;
-       if (r_drawcollisionbrushes.integer < 2)
-       {
-               R_Mesh_Matrix(&ent->matrix);
-               R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
-               if (!r_shadow_compilingrtlight)
-                       R_UpdateAllTextureInfo(ent);
-               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
-               {
-                       surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
-                       if ((surface->texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
-                               continue;
-                       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-                               continue;
-                       R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
-               }
-               R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
-       }
-}
-
-void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
-{
-       model_t *model = ent->model;
-       msurface_t *surface;
-       texture_t *t;
-       int surfacelistindex;
-       if (r_drawcollisionbrushes.integer < 2)
-       {
-               R_Mesh_Matrix(&ent->matrix);
-               if (!r_shadow_compilingrtlight)
-                       R_UpdateAllTextureInfo(ent);
-               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
-               {
-                       surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
-                       if (surface->texture->basematerialflags & MATERIALFLAG_NODRAW || !surface->mesh.num_triangles)
-                               continue;
-                       if (r_shadow_compilingrtlight)
-                       {
-                               // if compiling an rtlight, capture the mesh
-                               t = surface->texture;
-                               if ((t->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
-                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                       }
-                       else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surfacelist[surfacelistindex]])
-                       {
-                               t = surface->texture->currentframe;
-                               // FIXME: transparent surfaces need to be lit later
-                               if ((t->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
-                               {
-                                       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-                                               qglDisable(GL_CULL_FACE);
-                                       R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
-                                       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-                                               qglEnable(GL_CULL_FACE);
-                               }
-                       }
-               }
-       }
-}
-
-#if 0
-void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumsurfaces, msurface_t **texturesurfacelist)
-{
-       int i, texturesurfaceindex;
-       vec3_t tempcenter, center, modelorg;
-       msurface_t *surface;
-       qboolean dolightmap;
-       qboolean dobase;
-       qboolean doambient;
-       qboolean dodetail;
-       qboolean doglow;
-       qboolean dofog;
-       rmeshstate_t m;
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-       c_faces += texturenumsurfaces;
-       // gl_lightmaps debugging mode skips normal texturing
-       if (gl_lightmaps.integer)
-       {
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthMask(true);
-               GL_DepthTest(true);
-               qglDisable(GL_CULL_FACE);
-               GL_Color(1, 1, 1, 1);
-               memset(&m, 0, sizeof(m));
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-               {
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       m.tex[0] = R_GetTexture(surface->lightmaptexture);
-                       m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
-                       if (surface->lightmaptexture)
-                       {
-                               GL_Color(1, 1, 1, 1);
-                               m.pointer_color = NULL;
-                       }
-                       else
-                               m.pointer_color = surface->mesh.data_lightmapcolor4f;
-                       m.pointer_vertex = surface->mesh.data_vertex3f;
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surface->mesh.num_vertices);
-                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-               qglEnable(GL_CULL_FACE);
-               return;
-       }
-       // transparent surfaces get sorted for later drawing
-       if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
-       {
-               // drawing sky transparently would be too difficult
-               if (t->surfaceparms & Q3SURFACEPARM_SKY)
-                       return;
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-               {
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
-                       tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
-                       tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
-                       Matrix4x4_Transform(&ent->matrix, tempcenter, center);
-                       R_MeshQueue_AddTransparent(center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces);
-               }
-               return;
-       }
-       // sky surfaces draw sky if needed and render themselves as a depth mask
-       if (t->surfaceparms & Q3SURFACEPARM_SKY)
-       {
-               if (skyrendernow)
-               {
-                       skyrendernow = false;
-                       if (skyrendermasked)
-                               R_Sky();
-               }
-               if (!r_q3bsp_renderskydepth.integer)
-                       return;
-
-               R_Mesh_Matrix(&ent->matrix);
-
-               GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
-               if (skyrendermasked)
-               {
-                       // depth-only (masking)
-                       GL_ColorMask(0,0,0,0);
-                       // just to make sure that braindead drivers don't draw anything
-                       // despite that colormask...
-                       GL_BlendFunc(GL_ZERO, GL_ONE);
-               }
-               else
-               {
-                       // fog sky
-                       GL_BlendFunc(GL_ONE, GL_ZERO);
-               }
-               GL_DepthMask(true);
-               GL_DepthTest(true);
-
-               memset(&m, 0, sizeof(m));
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-               {
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       m.pointer_vertex = surface->mesh.data_vertex3f;
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surface->mesh.num_vertices);
-                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-               GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
-               return;
-       }
-       // anything else is a typical wall, lightmap * texture + glow
-       dolightmap = (ent->flags & RENDER_LIGHT);
-       dobase = true;
-       doambient = r_ambient.value > 0;
-       dodetail = t->skin.detail != NULL && r_detailtextures.integer;
-       doglow = t->skin.glow != NULL;
-       dofog = fogenabled;
-       if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-               qglDisable(GL_CULL_FACE);
-       if (!dolightmap && dobase)
-       {
-               dolightmap = false;
-               dobase = false;
-               GL_DepthMask(true);
-               GL_DepthTest(true);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
-               if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-                       qglDisable(GL_CULL_FACE);
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(t->skin.base);
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-               {
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                       m.pointer_vertex = surface->mesh.data_vertex3f;
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surface->mesh.num_vertices);
-                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-       }
-       if (r_lightmapintensity <= 0 && dolightmap && dobase)
-       {
-               dolightmap = false;
-               dobase = false;
-               GL_DepthMask(true);
-               GL_DepthTest(true);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_Color(0, 0, 0, 1);
-               memset(&m, 0, sizeof(m));
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-               {
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       m.pointer_vertex = surface->mesh.data_vertex3f;
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surface->mesh.num_vertices);
-                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
+                               model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
+                               if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
+                                       for (;(surface = *surfacechain);surfacechain++)
+                                               surface->cached_dlight = true;
+                       }
                }
        }
-       if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase)
+
+       R_UpdateAllTextureInfo(ent);
+       flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
+       f = 0;
+       t = NULL;
+       texture = NULL;
+       numsurfacelist = 0;
+       for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++)
        {
-               // dualtexture combine
-               dolightmap = false;
-               dobase = false;
-               GL_DepthMask(true);
-               GL_DepthTest(true);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(t->skin.base);
-               GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
-               m.pointer_color = NULL;
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-               {
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       if (!surface->lightmaptexture)
-                               continue;
-                       m.tex[1] = R_GetTexture(surface->lightmaptexture);
-                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                       m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
-                       m.texrgbscale[1] = 2;
-                       m.pointer_vertex = surface->mesh.data_vertex3f;
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surface->mesh.num_vertices);
-                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-               if (r_lightmapintensity == 1 && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
+               if (ent != r_refdef.worldentity || r_worldsurfacevisible[j])
                {
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       surface = model->brush.data_surfaces + j;
+                       if (t != surface->texture)
                        {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               if (surface->lightmaptexture)
-                                       continue;
-                               m.tex[1] = R_GetTexture(surface->lightmaptexture);
-                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                               m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
-                               m.texrgbscale[1] = 2;
-                               m.pointer_color = surface->mesh.data_lightmapcolor4f;
-                               m.pointer_vertex = surface->mesh.data_vertex3f;
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, surface->mesh.num_vertices);
-                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                               GL_LockArrays(0, 0);
+                               if (numsurfacelist)
+                               {
+                                       R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+                                       numsurfacelist = 0;
+                               }
+                               t = surface->texture;
+                               f = t->currentmaterialflags & flagsmask;
+                               texture = t->currentframe;
                        }
-               }
-               else
-               {
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       if (f)
                        {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               if (surface->lightmaptexture)
-                                       continue;
-                               m.tex[1] = R_GetTexture(surface->lightmaptexture);
-                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                               m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
-                               m.texrgbscale[1] = 2;
-                               m.pointer_color = varray_color4f;
-                               for (i = 0;i < surface->mesh.num_vertices;i++)
+                               // if lightmap parameters changed, rebuild lightmap texture
+                               if (surface->cached_dlight && surface->samples)
+                                       R_BuildLightMap(ent, surface);
+                               // add face to draw list
+                               surfacelist[numsurfacelist++] = surface;
+                               if (numsurfacelist >= maxsurfacelist)
                                {
-                                       varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * r_lightmapintensity;
-                                       varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * r_lightmapintensity;
-                                       varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * r_lightmapintensity;
-                                       varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3];
+                                       R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+                                       numsurfacelist = 0;
                                }
-                               m.pointer_vertex = surface->mesh.data_vertex3f;
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, surface->mesh.num_vertices);
-                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                               GL_LockArrays(0, 0);
                        }
                }
        }
-       // single texture
-       if (dolightmap)
+       if (numsurfacelist)
+               R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+}
+
+static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
+{
+       int i;
+       float *v;
+       rmeshstate_t m;
+       const mportal_t *portal = calldata1;
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       R_Mesh_Matrix(&r_identitymatrix);
+
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = varray_vertex3f;
+       R_Mesh_State(&m);
+
+       i = calldata2;
+       GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
+                        ((i & 0x0038) >> 3) * (1.0f / 7.0f),
+                        ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
+                        0.125f);
+       if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
        {
-               GL_DepthMask(true);
-               GL_DepthTest(true);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               memset(&m, 0, sizeof(m));
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-               {
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       m.tex[0] = R_GetTexture(surface->lightmaptexture);
-                       m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
-                       if (surface->lightmaptexture)
-                               m.pointer_color = NULL;
-                       else
-                               m.pointer_color = surface->mesh.data_lightmapcolor4f;
-                       m.pointer_vertex = surface->mesh.data_vertex3f;
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surface->mesh.num_vertices);
-                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
+               for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
+                       VectorCopy(portal->points[i].position, v);
        }
-       if (dobase)
+       else
+               for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
+                       VectorCopy(portal->points[i].position, v);
+       GL_LockArrays(0, portal->numpoints);
+       R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
+       GL_LockArrays(0, 0);
+}
+
+// LordHavoc: this is just a nice debugging tool, very slow
+static void R_DrawPortals(void)
+{
+       int i, portalnum;
+       mportal_t *portal;
+       float center[3], f;
+       model_t *model = r_refdef.worldmodel;
+       if (model == NULL)
+               return;
+       for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
        {
-               GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
-               GL_DepthMask(false);
-               GL_DepthTest(true);
-               GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(t->skin.base);
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
+               if (!R_CullBox(portal->mins, portal->maxs))
                {
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                       m.pointer_vertex = surface->mesh.data_vertex3f;
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surface->mesh.num_vertices);
-                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
+                       VectorClear(center);
+                       for (i = 0;i < portal->numpoints;i++)
+                               VectorAdd(center, portal->points[i].position, center);
+                       f = ixtable[portal->numpoints];
+                       VectorScale(center, f, center);
+                       R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum);
                }
        }
-       if (doambient)
+}
+
+static void R_DrawCollisionBrush(colbrushf_t *brush)
+{
+       int i;
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = brush->points->v;
+       R_Mesh_State(&m);
+       i = (int)(((size_t)brush) / sizeof(colbrushf_t));
+       GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+       GL_LockArrays(0, brush->numpoints);
+       R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
+       GL_LockArrays(0, 0);
+}
+
+static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
+{
+       int i;
+       rmeshstate_t m;
+       if (!surface->mesh.num_collisiontriangles)
+               return;
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = surface->mesh.data_collisionvertex3f;
+       R_Mesh_State(&m);
+       i = (int)(((size_t)surface) / sizeof(msurface_t));
+       GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+       GL_LockArrays(0, surface->mesh.num_collisionvertices);
+       R_Mesh_Draw(surface->mesh.num_collisionvertices, surface->mesh.num_collisiontriangles, surface->mesh.data_collisionelement3i);
+       GL_LockArrays(0, 0);
+}
+
+void R_WorldVisibility(void)
+{
+       int i, j, *mark;
+       mleaf_t *leaf;
+       mleaf_t *viewleaf;
+       model_t *model = r_refdef.worldmodel;
+
+       if (!model)
+               return;
+
+       // if possible find the leaf the view origin is in
+       viewleaf = model->brushq1.PointInLeaf ? model->brushq1.PointInLeaf(model, r_vieworigin) : NULL;
+       // if possible fetch the visible cluster bits
+       if (model->brush.FatPVS)
+               model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
+
+       // clear the visible surface and leaf flags arrays
+       memset(r_worldsurfacevisible, 0, model->brush.num_surfaces);
+       memset(r_worldleafvisible, 0, model->brush.num_leafs);
+
+       // if the user prefers surfaceworldnode (testing?) or the viewleaf could
+       // not be found, or the viewleaf is not part of the visible world
+       // (floating around in the void), use the pvs method
+       if (r_surfaceworldnode.integer || !viewleaf || viewleaf->clusterindex < 0)
        {
-               GL_BlendFunc(GL_ONE, GL_ONE);
-               GL_DepthMask(false);
-               GL_DepthTest(true);
-               GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1);
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(t->skin.base);
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               // pvs method:
+               // similar to quake's RecursiveWorldNode but without cache misses
+               for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
                {
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                       m.pointer_vertex = surface->mesh.data_vertex3f;
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surface->mesh.num_vertices);
-                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
+                       // if leaf is in current pvs and on the screen, mark its surfaces
+                       if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
+                       {
+                               c_leafs++;
+                               r_worldleafvisible[j] = true;
+                               if (leaf->numleafsurfaces)
+                                       for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+                                               r_worldsurfacevisible[*mark] = true;
+                       }
                }
        }
-       if (doglow)
+       else
        {
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_DepthMask(false);
-               GL_DepthTest(true);
-               GL_Color(1, 1, 1, 1);
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(t->skin.glow);
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               int leafstackpos;
+               mportal_t *p;
+               mleaf_t *leafstack[8192];
+               // portal method:
+               // follows portals leading outward from viewleaf, does not venture
+               // offscreen or into leafs that are not visible, faster than Quake's
+               // RecursiveWorldNode and vastly better in unvised maps, often culls a
+               // lot of surface that pvs alone would miss
+               leafstack[0] = viewleaf;
+               leafstackpos = 1;
+               while (leafstackpos)
                {
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                       m.pointer_vertex = surface->mesh.data_vertex3f;
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surface->mesh.num_vertices);
-                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
+                       c_leafs++;
+                       leaf = leafstack[--leafstackpos];
+                       r_worldleafvisible[leaf - model->brush.data_leafs] = true;
+                       // mark any surfaces bounding this leaf
+                       if (leaf->numleafsurfaces)
+                               for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+                                       r_worldsurfacevisible[*mark] = true;
+                       // follow portals into other leafs
+                       // the checks are:
+                       // if viewer is behind portal (portal faces outward into the scene)
+                       // and the portal polygon's bounding box is on the screen
+                       // and the leaf has not been visited yet
+                       // and the leaf is visible in the pvs
+                       // (the first two checks won't cause as many cache misses as the leaf checks)
+                       for (p = leaf->portals;p;p = p->next)
+                               if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex))
+                                       leafstack[leafstackpos++] = p->past;
                }
        }
-       if (dofog)
+
+       if (r_drawportals.integer)
+               R_DrawPortals();
+}
+
+void R_Q1BSP_DrawSky(entity_render_t *ent)
+{
+       if (ent->model == NULL)
+               return;
+       if (r_drawcollisionbrushes.integer < 2)
+               R_DrawSurfaces(ent, true);
+}
+
+void R_Q1BSP_Draw(entity_render_t *ent)
+{
+       if (ent->model == NULL)
+               return;
+       c_bmodels++;
+       if (r_drawcollisionbrushes.integer < 2)
+               R_DrawSurfaces(ent, false);
+       if (r_drawcollisionbrushes.integer >= 1 && ent->model->brush.num_brushes)
        {
-               float modelorg[3];
-               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               int i;
+               model_t *model = ent->model;
+               msurface_t *surface;
+               q3mbrush_t *brush;
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                GL_DepthMask(false);
                GL_DepthTest(true);
-               GL_Color(1, 1, 1, 1);
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(t->skin.fog);
-               m.pointer_color = varray_color4f;
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-               {
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       if (m.tex[0])
-                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
-                       m.pointer_vertex = surface->mesh.data_vertex3f;
-                       R_Mesh_State(&m);
-                       RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surface->mesh.num_vertices, modelorg);
-                       GL_LockArrays(0, surface->mesh.num_vertices);
-                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
+               qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
+               for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
+                       if (brush->colbrushf && brush->colbrushf->numtriangles)
+                               R_DrawCollisionBrush(brush->colbrushf);
+               for (i = 0, surface = model->brush.data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+                       if (surface->mesh.num_collisiontriangles)
+                               R_DrawCollisionSurface(ent, surface);
+               qglPolygonOffset(0, 0);
        }
-       if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-               qglEnable(GL_CULL_FACE);
 }
 
-void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces)
+void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
 {
-       int i, j, f, flagsmask, flags;
-       msurface_t *surface;
        model_t *model = ent->model;
-       texture_t *t;
-       const int maxfaces = 1024;
-       int numsurfaces = 0;
-       msurface_t *surfacelist[1024];
-       R_Mesh_Matrix(&ent->matrix);
-       flagsmask = Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY;
-       if (skyfaces)
-               flags = Q3SURFACEFLAG_SKY;
+       vec3_t lightmins, lightmaxs;
+       int t, leafindex, leafsurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
+       const int *e;
+       const float *v[3];
+       msurface_t *surface;
+       mleaf_t *leaf;
+       const qbyte *pvs;
+       lightmins[0] = relativelightorigin[0] - lightradius;
+       lightmins[1] = relativelightorigin[1] - lightradius;
+       lightmins[2] = relativelightorigin[2] - lightradius;
+       lightmaxs[0] = relativelightorigin[0] + lightradius;
+       lightmaxs[1] = relativelightorigin[1] + lightradius;
+       lightmaxs[2] = relativelightorigin[2] + lightradius;
+       *outnumclusterspointer = 0;
+       *outnumsurfacespointer = 0;
+       memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
+       memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
+       if (model == NULL)
+       {
+               VectorCopy(lightmins, outmins);
+               VectorCopy(lightmaxs, outmaxs);
+               return;
+       }
+       VectorCopy(relativelightorigin, outmins);
+       VectorCopy(relativelightorigin, outmaxs);
+       if (model->brush.GetPVS)
+               pvs = model->brush.GetPVS(model, relativelightorigin);
        else
-               flags = 0;
-       t = NULL;
-       f = 0;
-       numsurfaces = 0;
-       for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++)
+               pvs = NULL;
+       R_UpdateAllTextureInfo(ent);
+       // FIXME: use BSP recursion as lights are often small
+       for (leafindex = 0, leaf = model->brush.data_leafs;leafindex < model->brush.num_leafs;leafindex++, leaf++)
        {
-               if (ent != r_refdef.worldentity || r_worldsurfacevisible[j])
+               if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
                {
-                       surface = model->brush.data_surfaces + j;
-                       if (t != surface->texture)
+                       outmins[0] = min(outmins[0], leaf->mins[0]);
+                       outmins[1] = min(outmins[1], leaf->mins[1]);
+                       outmins[2] = min(outmins[2], leaf->mins[2]);
+                       outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
+                       outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
+                       outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
+                       if (outclusterpvs)
                        {
-                               if (numsurfaces)
+                               if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
                                {
-                                       R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist);
-                                       numsurfaces = 0;
+                                       SETPVSBIT(outclusterpvs, leaf->clusterindex);
+                                       outclusterlist[outnumclusters++] = leaf->clusterindex;
                                }
-                               t = surface->texture;
-                               f = t->surfaceflags & flagsmask;
                        }
-                       if (f == flags)
+                       if (outsurfacepvs)
                        {
-                               if (!surface->mesh.num_triangles)
-                                       continue;
-                               if (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+                               for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
                                {
-                                       // drawing sky transparently would be too difficult
-                                       if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
+                                       surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
+                                       if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
                                        {
-                                               vec3_t tempcenter, center;
-                                               tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
-                                               tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
-                                               tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
-                                               Matrix4x4_Transform(&ent->matrix, tempcenter, center);
-                                               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces);
+                                               surface = model->brush.data_surfaces + surfaceindex;
+                                               if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
+                                               if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
+                                               {
+                                                       for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
+                                                       {
+                                                               v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                                               v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                                               v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                                               if (lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                                               {
+                                                                       SETPVSBIT(outsurfacepvs, surfaceindex);
+                                                                       outsurfacelist[outnumsurfaces++] = surfaceindex;
+                                                                       break;
+                                                               }
+                                                       }
+                                               }
                                        }
                                }
-                               else
-                                       surfacelist[numsurfaces++] = surface;
-                               if (numsurfaces >= maxfaces)
-                               {
-                                       R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist);
-                                       numsurfaces = 0;
-                               }
                        }
                }
        }
-       if (numsurfaces)
-               R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist);
+
+       // limit combined leaf box to light boundaries
+       outmins[0] = max(outmins[0], lightmins[0]);
+       outmins[1] = max(outmins[1], lightmins[1]);
+       outmins[2] = max(outmins[2], lightmins[2]);
+       outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
+       outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
+       outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
+
+       *outnumclusterspointer = outnumclusters;
+       *outnumsurfacespointer = outnumsurfaces;
 }
 
-void R_Q3BSP_DrawSky(entity_render_t *ent)
+void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
 {
+       model_t *model = ent->model;
+       msurface_t *surface;
+       int surfacelistindex;
        if (r_drawcollisionbrushes.integer < 2)
-               R_Q3BSP_DrawFaces(ent, true);
+       {
+               R_Mesh_Matrix(&ent->matrix);
+               R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+               if (!r_shadow_compilingrtlight)
+                       R_UpdateAllTextureInfo(ent);
+               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               {
+                       surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
+                       if ((surface->texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+                               continue;
+                       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                               continue;
+                       R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
+               }
+               R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
+       }
 }
 
-void R_Q3BSP_Draw(entity_render_t *ent)
+void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
 {
+       model_t *model = ent->model;
+       msurface_t *surface;
+       texture_t *t;
+       int surfacelistindex;
        if (r_drawcollisionbrushes.integer < 2)
-               R_Q3BSP_DrawFaces(ent, false);
-       if (r_drawcollisionbrushes.integer >= 1)
        {
-               int i;
-               model_t *model = ent->model;
-               msurface_t *surface;
-               q3mbrush_t *brush;
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_DepthMask(false);
-               GL_DepthTest(true);
-               qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
-               for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
-                       if (brush->colbrushf && brush->colbrushf->numtriangles)
-                               R_DrawCollisionBrush(brush->colbrushf);
-               for (i = 0, surface = model->brush.data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
-                       if (surface->mesh.num_collisiontriangles)
-                               R_Q3BSP_DrawCollisionSurface(ent, surface);
-               qglPolygonOffset(0, 0);
+               R_Mesh_Matrix(&ent->matrix);
+               if (!r_shadow_compilingrtlight)
+                       R_UpdateAllTextureInfo(ent);
+               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               {
+                       surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
+                       if (surface->texture->basematerialflags & MATERIALFLAG_NODRAW || !surface->mesh.num_triangles)
+                               continue;
+                       if (r_shadow_compilingrtlight)
+                       {
+                               // if compiling an rtlight, capture the mesh
+                               t = surface->texture;
+                               if ((t->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
+                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                       }
+                       else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surfacelist[surfacelistindex]])
+                       {
+                               t = surface->texture->currentframe;
+                               // FIXME: transparent surfaces need to be lit later
+                               if ((t->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
+                               {
+                                       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                                               qglDisable(GL_CULL_FACE);
+                                       R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
+                                       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                                               qglEnable(GL_CULL_FACE);
+                               }
+                       }
+               }
        }
 }
-#endif
 
 #if 0
 static void gl_surf_start(void)
@@ -3361,12 +1743,6 @@ static void gl_surf_newmap(void)
 
 void GL_Surf_Init(void)
 {
-#ifdef LHREMOVESOON
-       int i;
-       dlightdivtable[0] = 4194304;
-       for (i = 1;i < 32768;i++)
-               dlightdivtable[i] = 4194304 / (i << 7);
-#endif
 
        Cvar_RegisterVariable(&r_ambient);
        Cvar_RegisterVariable(&r_drawportals);
index 44ecdc3..e99f07c 100644 (file)
@@ -181,13 +181,6 @@ typedef struct msurface_s
        int extents[2]; // q1bsp
        // if lightmap settings changed, this forces update
        int cached_dlight; // q1bsp
-#ifdef LHREMOVESOON
-       // if this == r_framecount there are dynamic lights on the surface
-       int dlightframe; // q1bsp
-       // which dynamic lights are touching this surface
-       // (only access this if dlightframe is current)
-       int dlightbits[8]; // q1bsp
-#endif
 
        struct q3deffect_s *effect; // q3bsp
        // FIXME: collisionmarkframe should be kept in a separate array
index 4e7d51f..42a50e3 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -161,152 +161,6 @@ void R_DrawCoronas(void)
        }
 }
 
-#ifdef LHREMOVESOON
-/*
-=============================================================================
-
-DYNAMIC LIGHTS
-
-=============================================================================
-*/
-
-static int lightpvsbytes;
-static qbyte lightpvs[(MAX_MAP_LEAFS+7)>>3];
-
-/*
-=============
-R_MarkLights
-=============
-*/
-static void R_RecursiveMarkLights(entity_render_t *ent, vec3_t lightorigin, vec3_t lightmins, vec3_t lightmaxs, dlight_t *light, int bit, int bitindex, mnode_t *node, qbyte *pvs, int pvsbits)
-{
-       int i;
-       mleaf_t *leaf;
-       float dist;
-
-       // for comparisons to minimum acceptable light
-       while(node->plane)
-       {
-               dist = PlaneDiff(lightorigin, node->plane);
-               if (dist > light->rtlight.lightmap_cullradius)
-                       node = node->children[0];
-               else
-               {
-                       if (dist >= -light->rtlight.lightmap_cullradius)
-                               R_RecursiveMarkLights(ent, lightorigin, lightmins, lightmaxs, light, bit, bitindex, node->children[0], pvs, pvsbits);
-                       node = node->children[1];
-               }
-       }
-
-       // check if leaf is visible according to pvs
-       leaf = (mleaf_t *)node;
-       i = leaf->clusterindex;
-       if (leaf->numleafsurfaces && (i >= pvsbits || CHECKPVSBIT(pvs, i)))
-       {
-               int d, impacts, impactt;
-               float sdist, maxdist, dist2, impact[3], planenormal[3], planedist;
-               msurface_t *surface;
-               // mark the polygons
-               maxdist = light->rtlight.lightmap_cullradius2;
-               for (i = 0;i < leaf->numleafsurfaces;i++)
-               {
-                       // note: this is only called on the worldmodel
-                       if (r_worldsurfacevisible[leaf->firstleafsurface[i]])
-                               continue;
-                       surface = ent->model->brush.data_surfaces + leaf->firstleafsurface[i];
-                       if (!BoxesOverlap(surface->mins, surface->maxs, lightmins, lightmaxs))
-                               continue;
-
-                       // do q1bsp culling checks only if it is a q1bsp surface
-                       if (surface->samples && surface->texinfo)
-                       {
-                               VectorNegate(surface->mesh.data_normal3f, planenormal);
-                               planedist = DotProduct(surface->mesh.data_vertex3f, planenormal);
-                               dist = sdist = DotProduct(lightorigin, planenormal) - planedist;
-
-                               if (dist < -0.25f && !(surface->texture->currentmaterialflags & MATERIALFLAG_LIGHTBOTHSIDES))
-                                       continue;
-
-                               dist2 = dist * dist;
-                               if (dist2 >= maxdist)
-                                       continue;
-
-                               VectorCopy(lightorigin, impact);
-                               VectorMA(impact, -sdist, planenormal, impact);
-
-                               impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0];
-
-                               d = bound(0, impacts, surface->extents[0] + 16) - impacts;
-                               dist2 += d * d;
-                               if (dist2 > maxdist)
-                                       continue;
-
-                               impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1];
-
-                               d = bound(0, impactt, surface->extents[1] + 16) - impactt;
-                               dist2 += d * d;
-                               if (dist2 > maxdist)
-                                       continue;
-                       }
-
-                       if (surface->dlightframe != r_framecount) // not dynamic until now
-                       {
-                               surface->dlightbits[0] = surface->dlightbits[1] = surface->dlightbits[2] = surface->dlightbits[3] = surface->dlightbits[4] = surface->dlightbits[5] = surface->dlightbits[6] = surface->dlightbits[7] = 0;
-                               surface->dlightframe = r_framecount;
-                               surface->cached_dlight = true;
-                       }
-                       surface->dlightbits[bitindex] |= bit;
-               }
-       }
-}
-
-void R_MarkLights(entity_render_t *ent)
-{
-       int i, j, bit, bitindex;
-       dlight_t *light;
-       vec3_t lightorigin, lightmins, lightmaxs;
-       if (!gl_flashblend.integer && r_dynamic.integer && ent->model && ent->model->brush.num_leafs)
-       {
-               for (i = 0, light = r_dlight;i < r_numdlights;i++, light++)
-               {
-                       bit = 1 << (i & 31);
-                       bitindex = i >> 5;
-                       Matrix4x4_Transform(&ent->inversematrix, light->origin, lightorigin);
-                       lightmins[0] = lightorigin[0] - light->rtlight.lightmap_cullradius;
-                       lightmins[1] = lightorigin[1] - light->rtlight.lightmap_cullradius;
-                       lightmins[2] = lightorigin[2] - light->rtlight.lightmap_cullradius;
-                       lightmaxs[0] = lightorigin[0] + light->rtlight.lightmap_cullradius;
-                       lightmaxs[1] = lightorigin[1] + light->rtlight.lightmap_cullradius;
-                       lightmaxs[2] = lightorigin[2] + light->rtlight.lightmap_cullradius;
-                       if (ent == r_refdef.worldentity)
-                       {
-                               lightpvsbytes = 0;
-                               if (r_vismarklights.integer && ent->model->brush.FatPVS)
-                                       lightpvsbytes = ent->model->brush.FatPVS(ent->model, lightorigin, 0, lightpvs, sizeof(lightpvs));
-                               R_RecursiveMarkLights(ent, lightorigin, lightmins, lightmaxs, light, bit, bitindex, ent->model->brush.data_nodes, lightpvs, min(lightpvsbytes * 8, ent->model->brush.num_pvsclusters));
-                       }
-                       else
-                       {
-                               msurface_t *surface;
-                               for (j = 0, surface = ent->model->brush.data_surfaces + ent->model->firstmodelsurface;j < ent->model->nummodelsurfaces;j++, surface++)
-                               {
-                                       if (BoxesOverlap(surface->mins, surface->maxs, lightmins, lightmaxs))
-                                       {
-                                               if (surface->dlightframe != r_framecount) // not dynamic until now
-                                               {
-                                                       surface->dlightbits[0] = surface->dlightbits[1] = surface->dlightbits[2] = surface->dlightbits[3] = surface->dlightbits[4] = surface->dlightbits[5] = surface->dlightbits[6] = surface->dlightbits[7] = 0;
-                                                       surface->dlightframe = r_framecount;
-                                                       surface->cached_dlight = true;
-                                               }
-                                               surface->dlightbits[bitindex] |= bit;
-                                       }
-                               }
-                       }
-               }
-       }
-}
-#endif
-
 /*
 =============================================================================
 
index 6020c91..67f0050 100644 (file)
--- a/r_light.h
+++ b/r_light.h
@@ -6,9 +6,6 @@ extern int r_numdlights;
 extern dlight_t r_dlight[MAX_DLIGHTS];
 
 void R_UpdateLights(void);
-#ifdef LHREMOVESOON
-void R_MarkLights(entity_render_t *ent);
-#endif
 void R_DrawCoronas(void);
 void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic, const mleaf_t *leaf);
 int R_LightModel(float *ambient4f, float *diffusecolor, float *diffusenormal, const entity_render_t *ent, float colorr, float colorg, float colorb, float colora, int worldcoords);