From 5a85e81685300e2299dabfeb25d513b99df471be Mon Sep 17 00:00:00 2001
From: Paweł Redman <trem.redman@gmail.com>
Date: Fri, 6 Sep 2013 22:40:51 +0200
Subject: Initial commit

---
 src/renderer/qgl.h           |  381 ++++++
 src/renderer/tr_animation.c  |  659 +++++++++
 src/renderer/tr_backend.c    | 1210 +++++++++++++++++
 src/renderer/tr_bsp.c        | 1870 +++++++++++++++++++++++++
 src/renderer/tr_cmds.c       |  651 +++++++++
 src/renderer/tr_curve.c      |  627 +++++++++
 src/renderer/tr_flares.c     |  530 ++++++++
 src/renderer/tr_font.c       |  550 ++++++++
 src/renderer/tr_image.c      | 1607 ++++++++++++++++++++++
 src/renderer/tr_image_bmp.c  |  240 ++++
 src/renderer/tr_image_jpg.c  |  438 ++++++
 src/renderer/tr_image_pcx.c  |  176 +++
 src/renderer/tr_image_png.c  | 2488 ++++++++++++++++++++++++++++++++++
 src/renderer/tr_image_tga.c  |  321 +++++
 src/renderer/tr_init.c       | 1358 +++++++++++++++++++
 src/renderer/tr_light.c      |  395 ++++++
 src/renderer/tr_local.h      | 1711 +++++++++++++++++++++++
 src/renderer/tr_main.c       | 1403 +++++++++++++++++++
 src/renderer/tr_marks.c      |  455 +++++++
 src/renderer/tr_mesh.c       |  419 ++++++
 src/renderer/tr_model.c      | 1149 ++++++++++++++++
 src/renderer/tr_noise.c      |   92 ++
 src/renderer/tr_public.h     |  173 +++
 src/renderer/tr_scene.c      |  419 ++++++
 src/renderer/tr_shade.c      | 1525 +++++++++++++++++++++
 src/renderer/tr_shade_calc.c | 1232 +++++++++++++++++
 src/renderer/tr_shader.c     | 3078 ++++++++++++++++++++++++++++++++++++++++++
 src/renderer/tr_shadows.c    |  344 +++++
 src/renderer/tr_sky.c        |  846 ++++++++++++
 src/renderer/tr_surface.c    | 1249 +++++++++++++++++
 src/renderer/tr_types.h      |  218 +++
 src/renderer/tr_world.c      |  670 +++++++++
 32 files changed, 28484 insertions(+)
 create mode 100644 src/renderer/qgl.h
 create mode 100644 src/renderer/tr_animation.c
 create mode 100644 src/renderer/tr_backend.c
 create mode 100644 src/renderer/tr_bsp.c
 create mode 100644 src/renderer/tr_cmds.c
 create mode 100644 src/renderer/tr_curve.c
 create mode 100644 src/renderer/tr_flares.c
 create mode 100644 src/renderer/tr_font.c
 create mode 100644 src/renderer/tr_image.c
 create mode 100644 src/renderer/tr_image_bmp.c
 create mode 100644 src/renderer/tr_image_jpg.c
 create mode 100644 src/renderer/tr_image_pcx.c
 create mode 100644 src/renderer/tr_image_png.c
 create mode 100644 src/renderer/tr_image_tga.c
 create mode 100644 src/renderer/tr_init.c
 create mode 100644 src/renderer/tr_light.c
 create mode 100644 src/renderer/tr_local.h
 create mode 100644 src/renderer/tr_main.c
 create mode 100644 src/renderer/tr_marks.c
 create mode 100644 src/renderer/tr_mesh.c
 create mode 100644 src/renderer/tr_model.c
 create mode 100644 src/renderer/tr_noise.c
 create mode 100644 src/renderer/tr_public.h
 create mode 100644 src/renderer/tr_scene.c
 create mode 100644 src/renderer/tr_shade.c
 create mode 100644 src/renderer/tr_shade_calc.c
 create mode 100644 src/renderer/tr_shader.c
 create mode 100644 src/renderer/tr_shadows.c
 create mode 100644 src/renderer/tr_sky.c
 create mode 100644 src/renderer/tr_surface.c
 create mode 100644 src/renderer/tr_types.h
 create mode 100644 src/renderer/tr_world.c

(limited to 'src/renderer')

diff --git a/src/renderer/qgl.h b/src/renderer/qgl.h
new file mode 100644
index 0000000..2dbe27d
--- /dev/null
+++ b/src/renderer/qgl.h
@@ -0,0 +1,381 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+/*
+** QGL.H
+*/
+
+#ifndef __QGL_H__
+#define __QGL_H__
+
+#ifdef USE_LOCAL_HEADERS
+#	include "SDL_opengl.h"
+#else
+#	include <SDL_opengl.h>
+#endif
+
+extern void (APIENTRYP qglActiveTextureARB) (GLenum texture);
+extern void (APIENTRYP qglClientActiveTextureARB) (GLenum texture);
+extern void (APIENTRYP qglMultiTexCoord2fARB) (GLenum target, GLfloat s, GLfloat t);
+
+extern void (APIENTRYP qglLockArraysEXT) (GLint first, GLsizei count);
+extern void (APIENTRYP qglUnlockArraysEXT) (void);
+
+
+//===========================================================================
+
+#define qglAccum glAccum
+#define qglAlphaFunc glAlphaFunc
+#define qglAreTexturesResident glAreTexturesResident
+#define qglArrayElement glArrayElement
+#define qglBegin glBegin
+#define qglBindTexture glBindTexture
+#define qglBitmap glBitmap
+#define qglBlendFunc glBlendFunc
+#define qglCallList glCallList
+#define qglCallLists glCallLists
+#define qglClear glClear
+#define qglClearAccum glClearAccum
+#define qglClearColor glClearColor
+#define qglClearDepth glClearDepth
+#define qglClearIndex glClearIndex
+#define qglClearStencil glClearStencil
+#define qglClipPlane glClipPlane
+#define qglColor3b glColor3b
+#define qglColor3bv glColor3bv
+#define qglColor3d glColor3d
+#define qglColor3dv glColor3dv
+#define qglColor3f glColor3f
+#define qglColor3fv glColor3fv
+#define qglColor3i glColor3i
+#define qglColor3iv glColor3iv
+#define qglColor3s glColor3s
+#define qglColor3sv glColor3sv
+#define qglColor3ub glColor3ub
+#define qglColor3ubv glColor3ubv
+#define qglColor3ui glColor3ui
+#define qglColor3uiv glColor3uiv
+#define qglColor3us glColor3us
+#define qglColor3usv glColor3usv
+#define qglColor4b glColor4b
+#define qglColor4bv glColor4bv
+#define qglColor4d glColor4d
+#define qglColor4dv glColor4dv
+#define qglColor4f glColor4f
+#define qglColor4fv glColor4fv
+#define qglColor4i glColor4i
+#define qglColor4iv glColor4iv
+#define qglColor4s glColor4s
+#define qglColor4sv glColor4sv
+#define qglColor4ub glColor4ub
+#define qglColor4ubv glColor4ubv
+#define qglColor4ui glColor4ui
+#define qglColor4uiv glColor4uiv
+#define qglColor4us glColor4us
+#define qglColor4usv glColor4usv
+#define qglColorMask glColorMask
+#define qglColorMaterial glColorMaterial
+#define qglColorPointer glColorPointer
+#define qglCopyPixels glCopyPixels
+#define qglCopyTexImage1D glCopyTexImage1D
+#define qglCopyTexImage2D glCopyTexImage2D
+#define qglCopyTexSubImage1D glCopyTexSubImage1D
+#define qglCopyTexSubImage2D glCopyTexSubImage2D
+#define qglCullFace glCullFace
+#define qglDeleteLists glDeleteLists
+#define qglDeleteTextures glDeleteTextures
+#define qglDepthFunc glDepthFunc
+#define qglDepthMask glDepthMask
+#define qglDepthRange glDepthRange
+#define qglDisable glDisable
+#define qglDisableClientState glDisableClientState
+#define qglDrawArrays glDrawArrays
+#define qglDrawBuffer glDrawBuffer
+#define qglDrawElements glDrawElements
+#define qglDrawPixels glDrawPixels
+#define qglEdgeFlag glEdgeFlag
+#define qglEdgeFlagPointer glEdgeFlagPointer
+#define qglEdgeFlagv glEdgeFlagv
+#define qglEnable glEnable
+#define qglEnableClientState glEnableClientState
+#define qglEnd glEnd
+#define qglEndList glEndList
+#define qglEvalCoord1d glEvalCoord1d
+#define qglEvalCoord1dv glEvalCoord1dv
+#define qglEvalCoord1f glEvalCoord1f
+#define qglEvalCoord1fv glEvalCoord1fv
+#define qglEvalCoord2d glEvalCoord2d
+#define qglEvalCoord2dv glEvalCoord2dv
+#define qglEvalCoord2f glEvalCoord2f
+#define qglEvalCoord2fv glEvalCoord2fv
+#define qglEvalMesh1 glEvalMesh1
+#define qglEvalMesh2 glEvalMesh2
+#define qglEvalPoint1 glEvalPoint1
+#define qglEvalPoint2 glEvalPoint2
+#define qglFeedbackBuffer glFeedbackBuffer
+#define qglFinish glFinish
+#define qglFlush glFlush
+#define qglFogf glFogf
+#define qglFogfv glFogfv
+#define qglFogi glFogi
+#define qglFogiv glFogiv
+#define qglFrontFace glFrontFace
+#define qglFrustum glFrustum
+#define qglGenLists glGenLists
+#define qglGenTextures glGenTextures
+#define qglGetBooleanv glGetBooleanv
+#define qglGetClipPlane glGetClipPlane
+#define qglGetDoublev glGetDoublev
+#define qglGetError glGetError
+#define qglGetFloatv glGetFloatv
+#define qglGetIntegerv glGetIntegerv
+#define qglGetLightfv glGetLightfv
+#define qglGetLightiv glGetLightiv
+#define qglGetMapdv glGetMapdv
+#define qglGetMapfv glGetMapfv
+#define qglGetMapiv glGetMapiv
+#define qglGetMaterialfv glGetMaterialfv
+#define qglGetMaterialiv glGetMaterialiv
+#define qglGetPixelMapfv glGetPixelMapfv
+#define qglGetPixelMapuiv glGetPixelMapuiv
+#define qglGetPixelMapusv glGetPixelMapusv
+#define qglGetPointerv glGetPointerv
+#define qglGetPolygonStipple glGetPolygonStipple
+#define qglGetString glGetString
+#define qglGetTexGendv glGetTexGendv
+#define qglGetTexGenfv glGetTexGenfv
+#define qglGetTexGeniv glGetTexGeniv
+#define qglGetTexImage glGetTexImage
+#define qglGetTexLevelParameterfv glGetTexLevelParameterfv
+#define qglGetTexLevelParameteriv glGetTexLevelParameteriv
+#define qglGetTexParameterfv glGetTexParameterfv
+#define qglGetTexParameteriv glGetTexParameteriv
+#define qglHint glHint
+#define qglIndexMask glIndexMask
+#define qglIndexPointer glIndexPointer
+#define qglIndexd glIndexd
+#define qglIndexdv glIndexdv
+#define qglIndexf glIndexf
+#define qglIndexfv glIndexfv
+#define qglIndexi glIndexi
+#define qglIndexiv glIndexiv
+#define qglIndexs glIndexs
+#define qglIndexsv glIndexsv
+#define qglIndexub glIndexub
+#define qglIndexubv glIndexubv
+#define qglInitNames glInitNames
+#define qglInterleavedArrays glInterleavedArrays
+#define qglIsEnabled glIsEnabled
+#define qglIsList glIsList
+#define qglIsTexture glIsTexture
+#define qglLightModelf glLightModelf
+#define qglLightModelfv glLightModelfv
+#define qglLightModeli glLightModeli
+#define qglLightModeliv glLightModeliv
+#define qglLightf glLightf
+#define qglLightfv glLightfv
+#define qglLighti glLighti
+#define qglLightiv glLightiv
+#define qglLineStipple glLineStipple
+#define qglLineWidth glLineWidth
+#define qglListBase glListBase
+#define qglLoadIdentity glLoadIdentity
+#define qglLoadMatrixd glLoadMatrixd
+#define qglLoadMatrixf glLoadMatrixf
+#define qglLoadName glLoadName
+#define qglLogicOp glLogicOp
+#define qglMap1d glMap1d
+#define qglMap1f glMap1f
+#define qglMap2d glMap2d
+#define qglMap2f glMap2f
+#define qglMapGrid1d glMapGrid1d
+#define qglMapGrid1f glMapGrid1f
+#define qglMapGrid2d glMapGrid2d
+#define qglMapGrid2f glMapGrid2f
+#define qglMaterialf glMaterialf
+#define qglMaterialfv glMaterialfv
+#define qglMateriali glMateriali
+#define qglMaterialiv glMaterialiv
+#define qglMatrixMode glMatrixMode
+#define qglMultMatrixd glMultMatrixd
+#define qglMultMatrixf glMultMatrixf
+#define qglNewList glNewList
+#define qglNormal3b glNormal3b
+#define qglNormal3bv glNormal3bv
+#define qglNormal3d glNormal3d
+#define qglNormal3dv glNormal3dv
+#define qglNormal3f glNormal3f
+#define qglNormal3fv glNormal3fv
+#define qglNormal3i glNormal3i
+#define qglNormal3iv glNormal3iv
+#define qglNormal3s glNormal3s
+#define qglNormal3sv glNormal3sv
+#define qglNormalPointer glNormalPointer
+#define qglOrtho glOrtho
+#define qglPassThrough glPassThrough
+#define qglPixelMapfv glPixelMapfv
+#define qglPixelMapuiv glPixelMapuiv
+#define qglPixelMapusv glPixelMapusv
+#define qglPixelStoref glPixelStoref
+#define qglPixelStorei glPixelStorei
+#define qglPixelTransferf glPixelTransferf
+#define qglPixelTransferi glPixelTransferi
+#define qglPixelZoom glPixelZoom
+#define qglPointSize glPointSize
+#define qglPolygonMode glPolygonMode
+#define qglPolygonOffset glPolygonOffset
+#define qglPolygonStipple glPolygonStipple
+#define qglPopAttrib glPopAttrib
+#define qglPopClientAttrib glPopClientAttrib
+#define qglPopMatrix glPopMatrix
+#define qglPopName glPopName
+#define qglPrioritizeTextures glPrioritizeTextures
+#define qglPushAttrib glPushAttrib
+#define qglPushClientAttrib glPushClientAttrib
+#define qglPushMatrix glPushMatrix
+#define qglPushName glPushName
+#define qglRasterPos2d glRasterPos2d
+#define qglRasterPos2dv glRasterPos2dv
+#define qglRasterPos2f glRasterPos2f
+#define qglRasterPos2fv glRasterPos2fv
+#define qglRasterPos2i glRasterPos2i
+#define qglRasterPos2iv glRasterPos2iv
+#define qglRasterPos2s glRasterPos2s
+#define qglRasterPos2sv glRasterPos2sv
+#define qglRasterPos3d glRasterPos3d
+#define qglRasterPos3dv glRasterPos3dv
+#define qglRasterPos3f glRasterPos3f
+#define qglRasterPos3fv glRasterPos3fv
+#define qglRasterPos3i glRasterPos3i
+#define qglRasterPos3iv glRasterPos3iv
+#define qglRasterPos3s glRasterPos3s
+#define qglRasterPos3sv glRasterPos3sv
+#define qglRasterPos4d glRasterPos4d
+#define qglRasterPos4dv glRasterPos4dv
+#define qglRasterPos4f glRasterPos4f
+#define qglRasterPos4fv glRasterPos4fv
+#define qglRasterPos4i glRasterPos4i
+#define qglRasterPos4iv glRasterPos4iv
+#define qglRasterPos4s glRasterPos4s
+#define qglRasterPos4sv glRasterPos4sv
+#define qglReadBuffer glReadBuffer
+#define qglReadPixels glReadPixels
+#define qglRectd glRectd
+#define qglRectdv glRectdv
+#define qglRectf glRectf
+#define qglRectfv glRectfv
+#define qglRecti glRecti
+#define qglRectiv glRectiv
+#define qglRects glRects
+#define qglRectsv glRectsv
+#define qglRenderMode glRenderMode
+#define qglRotated glRotated
+#define qglRotatef glRotatef
+#define qglScaled glScaled
+#define qglScalef glScalef
+#define qglScissor glScissor
+#define qglSelectBuffer glSelectBuffer
+#define qglShadeModel glShadeModel
+#define qglStencilFunc glStencilFunc
+#define qglStencilMask glStencilMask
+#define qglStencilOp glStencilOp
+#define qglTexCoord1d glTexCoord1d
+#define qglTexCoord1dv glTexCoord1dv
+#define qglTexCoord1f glTexCoord1f
+#define qglTexCoord1fv glTexCoord1fv
+#define qglTexCoord1i glTexCoord1i
+#define qglTexCoord1iv glTexCoord1iv
+#define qglTexCoord1s glTexCoord1s
+#define qglTexCoord1sv glTexCoord1sv
+#define qglTexCoord2d glTexCoord2d
+#define qglTexCoord2dv glTexCoord2dv
+#define qglTexCoord2f glTexCoord2f
+#define qglTexCoord2fv glTexCoord2fv
+#define qglTexCoord2i glTexCoord2i
+#define qglTexCoord2iv glTexCoord2iv
+#define qglTexCoord2s glTexCoord2s
+#define qglTexCoord2sv glTexCoord2sv
+#define qglTexCoord3d glTexCoord3d
+#define qglTexCoord3dv glTexCoord3dv
+#define qglTexCoord3f glTexCoord3f
+#define qglTexCoord3fv glTexCoord3fv
+#define qglTexCoord3i glTexCoord3i
+#define qglTexCoord3iv glTexCoord3iv
+#define qglTexCoord3s glTexCoord3s
+#define qglTexCoord3sv glTexCoord3sv
+#define qglTexCoord4d glTexCoord4d
+#define qglTexCoord4dv glTexCoord4dv
+#define qglTexCoord4f glTexCoord4f
+#define qglTexCoord4fv glTexCoord4fv
+#define qglTexCoord4i glTexCoord4i
+#define qglTexCoord4iv glTexCoord4iv
+#define qglTexCoord4s glTexCoord4s
+#define qglTexCoord4sv glTexCoord4sv
+#define qglTexCoordPointer glTexCoordPointer
+#define qglTexEnvf glTexEnvf
+#define qglTexEnvfv glTexEnvfv
+#define qglTexEnvi glTexEnvi
+#define qglTexEnviv glTexEnviv
+#define qglTexGend glTexGend
+#define qglTexGendv glTexGendv
+#define qglTexGenf glTexGenf
+#define qglTexGenfv glTexGenfv
+#define qglTexGeni glTexGeni
+#define qglTexGeniv glTexGeniv
+#define qglTexImage1D glTexImage1D
+#define qglTexImage2D glTexImage2D
+#define qglTexParameterf glTexParameterf
+#define qglTexParameterfv glTexParameterfv
+#define qglTexParameteri glTexParameteri
+#define qglTexParameteriv glTexParameteriv
+#define qglTexSubImage1D glTexSubImage1D
+#define qglTexSubImage2D glTexSubImage2D
+#define qglTranslated glTranslated
+#define qglTranslatef glTranslatef
+#define qglVertex2d glVertex2d
+#define qglVertex2dv glVertex2dv
+#define qglVertex2f glVertex2f
+#define qglVertex2fv glVertex2fv
+#define qglVertex2i glVertex2i
+#define qglVertex2iv glVertex2iv
+#define qglVertex2s glVertex2s
+#define qglVertex2sv glVertex2sv
+#define qglVertex3d glVertex3d
+#define qglVertex3dv glVertex3dv
+#define qglVertex3f glVertex3f
+#define qglVertex3fv glVertex3fv
+#define qglVertex3i glVertex3i
+#define qglVertex3iv glVertex3iv
+#define qglVertex3s glVertex3s
+#define qglVertex3sv glVertex3sv
+#define qglVertex4d glVertex4d
+#define qglVertex4dv glVertex4dv
+#define qglVertex4f glVertex4f
+#define qglVertex4fv glVertex4fv
+#define qglVertex4i glVertex4i
+#define qglVertex4iv glVertex4iv
+#define qglVertex4s glVertex4s
+#define qglVertex4sv glVertex4sv
+#define qglVertexPointer glVertexPointer
+#define qglViewport glViewport
+
+#endif
diff --git a/src/renderer/tr_animation.c b/src/renderer/tr_animation.c
new file mode 100644
index 0000000..0aa628b
--- /dev/null
+++ b/src/renderer/tr_animation.c
@@ -0,0 +1,659 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+
+#include "tr_local.h"
+
+/*
+
+All bones should be an identity orientation to display the mesh exactly
+as it is specified.
+
+For all other frames, the bones represent the transformation from the 
+orientation of the bone in the base frame to the orientation in this
+frame.
+
+*/
+
+/*
+==============
+R_AddAnimSurfaces
+==============
+*/
+void R_AddAnimSurfaces( trRefEntity_t *ent ) {
+	md4Header_t		*header;
+	md4Surface_t	*surface;
+	md4LOD_t		*lod;
+	shader_t		*shader;
+	int				i;
+
+	header = (md4Header_t *) tr.currentModel->md4;
+	lod = (md4LOD_t *)( (byte *)header + header->ofsLODs );
+
+	surface = (md4Surface_t *)( (byte *)lod + lod->ofsSurfaces );
+	for ( i = 0 ; i < lod->numSurfaces ; i++ ) {
+		shader = R_GetShaderByHandle( surface->shaderIndex );
+		R_AddDrawSurf( (void *)surface, shader, 0 /*fogNum*/, qfalse );
+		surface = (md4Surface_t *)( (byte *)surface + surface->ofsEnd );
+	}
+}
+
+/*
+==============
+RB_SurfaceAnim
+==============
+*/
+void RB_SurfaceAnim( md4Surface_t *surface ) {
+	int				i, j, k;
+	float			frontlerp, backlerp;
+	int				*triangles;
+	int				indexes;
+	int				baseIndex, baseVertex;
+	int				numVerts;
+	md4Vertex_t		*v;
+	md4Bone_t		bones[MD4_MAX_BONES];
+	md4Bone_t		*bonePtr, *bone;
+	md4Header_t		*header;
+	md4Frame_t		*frame;
+	md4Frame_t		*oldFrame;
+	int				frameSize;
+
+
+	if (  backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame ) {
+		backlerp = 0;
+		frontlerp = 1;
+	} else  {
+		backlerp = backEnd.currentEntity->e.backlerp;
+		frontlerp = 1.0f - backlerp;
+	}
+	header = (md4Header_t *)((byte *)surface + surface->ofsHeader);
+
+	frameSize = (size_t)( &((md4Frame_t *)0)->bones[ header->numBones ] );
+
+	frame = (md4Frame_t *)((byte *)header + header->ofsFrames + 
+			backEnd.currentEntity->e.frame * frameSize );
+	oldFrame = (md4Frame_t *)((byte *)header + header->ofsFrames + 
+			backEnd.currentEntity->e.oldframe * frameSize );
+
+	RB_CheckOverflow( surface->numVerts, surface->numTriangles * 3 );
+
+	triangles = (int *) ((byte *)surface + surface->ofsTriangles);
+	indexes = surface->numTriangles * 3;
+	baseIndex = tess.numIndexes;
+	baseVertex = tess.numVertexes;
+	for (j = 0 ; j < indexes ; j++) {
+		tess.indexes[baseIndex + j] = baseIndex + triangles[j];
+	}
+	tess.numIndexes += indexes;
+
+	//
+	// lerp all the needed bones
+	//
+	if ( !backlerp ) {
+		// no lerping needed
+		bonePtr = frame->bones;
+	} else {
+		bonePtr = bones;
+		for ( i = 0 ; i < header->numBones*12 ; i++ ) {
+			((float *)bonePtr)[i] = frontlerp * ((float *)frame->bones)[i]
+					+ backlerp * ((float *)oldFrame->bones)[i];
+		}
+	}
+
+	//
+	// deform the vertexes by the lerped bones
+	//
+	numVerts = surface->numVerts;
+	// FIXME
+	// This makes TFC's skeletons work.  Shouldn't be necessary anymore, but left
+	// in for reference.
+	//v = (md4Vertex_t *) ((byte *)surface + surface->ofsVerts + 12);
+	v = (md4Vertex_t *) ((byte *)surface + surface->ofsVerts);
+	for ( j = 0; j < numVerts; j++ ) {
+		vec3_t	tempVert, tempNormal;
+		md4Weight_t	*w;
+
+		VectorClear( tempVert );
+		VectorClear( tempNormal );
+		w = v->weights;
+		for ( k = 0 ; k < v->numWeights ; k++, w++ ) {
+			bone = bonePtr + w->boneIndex;
+
+			tempVert[0] += w->boneWeight * ( DotProduct( bone->matrix[0], w->offset ) + bone->matrix[0][3] );
+			tempVert[1] += w->boneWeight * ( DotProduct( bone->matrix[1], w->offset ) + bone->matrix[1][3] );
+			tempVert[2] += w->boneWeight * ( DotProduct( bone->matrix[2], w->offset ) + bone->matrix[2][3] );
+
+			tempNormal[0] += w->boneWeight * DotProduct( bone->matrix[0], v->normal );
+			tempNormal[1] += w->boneWeight * DotProduct( bone->matrix[1], v->normal );
+			tempNormal[2] += w->boneWeight * DotProduct( bone->matrix[2], v->normal );
+		}
+
+		tess.xyz[baseVertex + j][0] = tempVert[0];
+		tess.xyz[baseVertex + j][1] = tempVert[1];
+		tess.xyz[baseVertex + j][2] = tempVert[2];
+
+		tess.normal[baseVertex + j][0] = tempNormal[0];
+		tess.normal[baseVertex + j][1] = tempNormal[1];
+		tess.normal[baseVertex + j][2] = tempNormal[2];
+
+		tess.texCoords[baseVertex + j][0][0] = v->texCoords[0];
+		tess.texCoords[baseVertex + j][0][1] = v->texCoords[1];
+
+		// FIXME
+		// This makes TFC's skeletons work.  Shouldn't be necessary anymore, but left
+		// in for reference.
+		//v = (md4Vertex_t *)( ( byte * )&v->weights[v->numWeights] + 12 );
+		v = (md4Vertex_t *)&v->weights[v->numWeights];
+	}
+
+	tess.numVertexes += surface->numVerts;
+}
+
+
+#ifdef RAVENMD4
+
+// copied and adapted from tr_mesh.c
+
+/*
+=============
+R_MDRCullModel
+=============
+*/
+
+static int R_MDRCullModel( mdrHeader_t *header, trRefEntity_t *ent ) {
+	vec3_t		bounds[2];
+	mdrFrame_t	*oldFrame, *newFrame;
+	int			i, frameSize;
+
+	frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] );
+	
+	// compute frame pointers
+	newFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.frame);
+	oldFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.oldframe);
+
+	// cull bounding sphere ONLY if this is not an upscaled entity
+	if ( !ent->e.nonNormalizedAxes )
+	{
+		if ( ent->e.frame == ent->e.oldframe )
+		{
+			switch ( R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ) )
+			{
+				// Ummm... yeah yeah I know we don't really have an md3 here.. but we pretend
+				// we do. After all, the purpose of md4s are not that different, are they?
+				
+				case CULL_OUT:
+					tr.pc.c_sphere_cull_md3_out++;
+					return CULL_OUT;
+
+				case CULL_IN:
+					tr.pc.c_sphere_cull_md3_in++;
+					return CULL_IN;
+
+				case CULL_CLIP:
+					tr.pc.c_sphere_cull_md3_clip++;
+					break;
+			}
+		}
+		else
+		{
+			int sphereCull, sphereCullB;
+
+			sphereCull  = R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius );
+			if ( newFrame == oldFrame ) {
+				sphereCullB = sphereCull;
+			} else {
+				sphereCullB = R_CullLocalPointAndRadius( oldFrame->localOrigin, oldFrame->radius );
+			}
+
+			if ( sphereCull == sphereCullB )
+			{
+				if ( sphereCull == CULL_OUT )
+				{
+					tr.pc.c_sphere_cull_md3_out++;
+					return CULL_OUT;
+				}
+				else if ( sphereCull == CULL_IN )
+				{
+					tr.pc.c_sphere_cull_md3_in++;
+					return CULL_IN;
+				}
+				else
+				{
+					tr.pc.c_sphere_cull_md3_clip++;
+				}
+			}
+		}
+	}
+	
+	// calculate a bounding box in the current coordinate system
+	for (i = 0 ; i < 3 ; i++) {
+		bounds[0][i] = oldFrame->bounds[0][i] < newFrame->bounds[0][i] ? oldFrame->bounds[0][i] : newFrame->bounds[0][i];
+		bounds[1][i] = oldFrame->bounds[1][i] > newFrame->bounds[1][i] ? oldFrame->bounds[1][i] : newFrame->bounds[1][i];
+	}
+
+	switch ( R_CullLocalBox( bounds ) )
+	{
+		case CULL_IN:
+			tr.pc.c_box_cull_md3_in++;
+			return CULL_IN;
+		case CULL_CLIP:
+			tr.pc.c_box_cull_md3_clip++;
+			return CULL_CLIP;
+		case CULL_OUT:
+		default:
+			tr.pc.c_box_cull_md3_out++;
+			return CULL_OUT;
+	}
+}
+
+/*
+=================
+R_MDRComputeFogNum
+
+=================
+*/
+
+int R_MDRComputeFogNum( mdrHeader_t *header, trRefEntity_t *ent ) {
+	int				i, j;
+	fog_t			*fog;
+	mdrFrame_t		*mdrFrame;
+	vec3_t			localOrigin;
+	int frameSize;
+
+	if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
+		return 0;
+	}
+	
+	frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] );
+
+	// FIXME: non-normalized axis issues
+	mdrFrame = ( mdrFrame_t * ) ( ( byte * ) header + header->ofsFrames + frameSize * ent->e.frame);
+	VectorAdd( ent->e.origin, mdrFrame->localOrigin, localOrigin );
+	for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
+		fog = &tr.world->fogs[i];
+		for ( j = 0 ; j < 3 ; j++ ) {
+			if ( localOrigin[j] - mdrFrame->radius >= fog->bounds[1][j] ) {
+				break;
+			}
+			if ( localOrigin[j] + mdrFrame->radius <= fog->bounds[0][j] ) {
+				break;
+			}
+		}
+		if ( j == 3 ) {
+			return i;
+		}
+	}
+
+	return 0;
+}
+
+
+/*
+==============
+R_MDRAddAnimSurfaces
+==============
+*/
+
+// much stuff in there is just copied from R_AddMd3Surfaces in tr_mesh.c
+
+void R_MDRAddAnimSurfaces( trRefEntity_t *ent ) {
+	mdrHeader_t		*header;
+	mdrSurface_t	*surface;
+	mdrLOD_t		*lod;
+	shader_t		*shader;
+	skin_t		*skin;
+	int				i, j;
+	int				lodnum = 0;
+	int				fogNum = 0;
+	int				cull;
+	qboolean	personalModel;
+
+	header = (mdrHeader_t *) tr.currentModel->md4;
+	
+	personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal;
+	
+	if ( ent->e.renderfx & RF_WRAP_FRAMES )
+	{
+		ent->e.frame %= header->numFrames;
+		ent->e.oldframe %= header->numFrames;
+	}	
+	
+	//
+	// Validate the frames so there is no chance of a crash.
+	// This will write directly into the entity structure, so
+	// when the surfaces are rendered, they don't need to be
+	// range checked again.
+	//
+	if ((ent->e.frame >= header->numFrames) 
+		|| (ent->e.frame < 0)
+		|| (ent->e.oldframe >= header->numFrames)
+		|| (ent->e.oldframe < 0) )
+	{
+		ri.Printf( PRINT_DEVELOPER, "R_MDRAddAnimSurfaces: no such frame %d to %d for '%s'\n",
+			   ent->e.oldframe, ent->e.frame, tr.currentModel->name );
+		ent->e.frame = 0;
+		ent->e.oldframe = 0;
+	}
+
+	//
+	// cull the entire model if merged bounding box of both frames
+	// is outside the view frustum.
+	//
+	cull = R_MDRCullModel (header, ent);
+	if ( cull == CULL_OUT ) {
+		return;
+	}	
+
+	// figure out the current LOD of the model we're rendering, and set the lod pointer respectively.
+	lodnum = R_ComputeLOD(ent);
+	// check whether this model has as that many LODs at all. If not, try the closest thing we got.
+	if(header->numLODs <= 0)
+		return;
+	if(header->numLODs <= lodnum)
+		lodnum = header->numLODs - 1;
+
+	lod = (mdrLOD_t *)( (byte *)header + header->ofsLODs);
+	for(i = 0; i < lodnum; i++)
+	{
+		lod = (mdrLOD_t *) ((byte *) lod + lod->ofsEnd);
+	}
+	
+	// set up lighting
+	if ( !personalModel || r_shadows->integer > 1 )
+	{
+		R_SetupEntityLighting( &tr.refdef, ent );
+	}
+
+	// fogNum?
+	fogNum = R_MDRComputeFogNum( header, ent );
+
+	surface = (mdrSurface_t *)( (byte *)lod + lod->ofsSurfaces );
+
+	for ( i = 0 ; i < lod->numSurfaces ; i++ )
+	{
+		
+		if(ent->e.customShader)
+			shader = R_GetShaderByHandle(ent->e.customShader);
+		else if(ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins)
+		{
+			skin = R_GetSkinByHandle(ent->e.customSkin);
+			shader = tr.defaultShader;
+			
+			for(j = 0; j < skin->numSurfaces; j++)
+			{
+				if (!strcmp(skin->surfaces[j]->name, surface->name))
+				{
+					shader = skin->surfaces[j]->shader;
+					break;
+				}
+			}
+		}
+		else if(surface->shaderIndex > 0)
+			shader = R_GetShaderByHandle( surface->shaderIndex );
+		else
+			shader = tr.defaultShader;
+
+		// we will add shadows even if the main object isn't visible in the view
+
+		// stencil shadows can't do personal models unless I polyhedron clip
+		if ( !personalModel
+		        && r_shadows->integer == 2
+			&& fogNum == 0
+			&& !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) )
+			&& shader->sort == SS_OPAQUE )
+		{
+			R_AddDrawSurf( (void *)surface, tr.shadowShader, 0, qfalse );
+		}
+
+		// projection shadows work fine with personal models
+		if ( r_shadows->integer == 3
+			&& fogNum == 0
+			&& (ent->e.renderfx & RF_SHADOW_PLANE )
+			&& shader->sort == SS_OPAQUE )
+		{
+			R_AddDrawSurf( (void *)surface, tr.projectionShadowShader, 0, qfalse );
+		}
+
+		if (!personalModel)
+			R_AddDrawSurf( (void *)surface, shader, fogNum, qfalse );
+
+		surface = (mdrSurface_t *)( (byte *)surface + surface->ofsEnd );
+	}
+}
+
+/*
+==============
+RB_MDRSurfaceAnim
+==============
+*/
+void RB_MDRSurfaceAnim( md4Surface_t *surface )
+{
+	int				i, j, k;
+	float			frontlerp, backlerp;
+	int				*triangles;
+	int				indexes;
+	int				baseIndex, baseVertex;
+	int				numVerts;
+	mdrVertex_t		*v;
+	mdrHeader_t		*header;
+	mdrFrame_t		*frame;
+	mdrFrame_t		*oldFrame;
+	mdrBone_t		bones[MD4_MAX_BONES], *bonePtr, *bone;
+
+	int			frameSize;
+
+	// don't lerp if lerping off, or this is the only frame, or the last frame...
+	//
+	if (backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame) 
+	{
+		backlerp	= 0;	// if backlerp is 0, lerping is off and frontlerp is never used
+		frontlerp	= 1;
+	} 
+	else  
+	{
+		backlerp	= backEnd.currentEntity->e.backlerp;
+		frontlerp	= 1.0f - backlerp;
+	}
+
+	header = (mdrHeader_t *)((byte *)surface + surface->ofsHeader);
+
+	frameSize = (size_t)( &((mdrFrame_t *)0)->bones[ header->numBones ] );
+
+	frame = (mdrFrame_t *)((byte *)header + header->ofsFrames +
+		backEnd.currentEntity->e.frame * frameSize );
+	oldFrame = (mdrFrame_t *)((byte *)header + header->ofsFrames +
+		backEnd.currentEntity->e.oldframe * frameSize );
+
+	RB_CheckOverflow( surface->numVerts, surface->numTriangles );
+
+	triangles	= (int *) ((byte *)surface + surface->ofsTriangles);
+	indexes		= surface->numTriangles * 3;
+	baseIndex	= tess.numIndexes;
+	baseVertex	= tess.numVertexes;
+	
+	// Set up all triangles.
+	for (j = 0 ; j < indexes ; j++) 
+	{
+		tess.indexes[baseIndex + j] = baseVertex + triangles[j];
+	}
+	tess.numIndexes += indexes;
+
+	//
+	// lerp all the needed bones
+	//
+	if ( !backlerp ) 
+	{
+		// no lerping needed
+		bonePtr = frame->bones;
+	} 
+	else 
+	{
+		bonePtr = bones;
+		
+		for ( i = 0 ; i < header->numBones*12 ; i++ ) 
+		{
+			((float *)bonePtr)[i] = frontlerp * ((float *)frame->bones)[i] + backlerp * ((float *)oldFrame->bones)[i];
+		}
+	}
+
+	//
+	// deform the vertexes by the lerped bones
+	//
+	numVerts = surface->numVerts;
+	v = (mdrVertex_t *) ((byte *)surface + surface->ofsVerts);
+	for ( j = 0; j < numVerts; j++ ) 
+	{
+		vec3_t	tempVert, tempNormal;
+		mdrWeight_t	*w;
+
+		VectorClear( tempVert );
+		VectorClear( tempNormal );
+		w = v->weights;
+		for ( k = 0 ; k < v->numWeights ; k++, w++ ) 
+		{
+			bone = bonePtr + w->boneIndex;
+			
+			tempVert[0] += w->boneWeight * ( DotProduct( bone->matrix[0], w->offset ) + bone->matrix[0][3] );
+			tempVert[1] += w->boneWeight * ( DotProduct( bone->matrix[1], w->offset ) + bone->matrix[1][3] );
+			tempVert[2] += w->boneWeight * ( DotProduct( bone->matrix[2], w->offset ) + bone->matrix[2][3] );
+			
+			tempNormal[0] += w->boneWeight * DotProduct( bone->matrix[0], v->normal );
+			tempNormal[1] += w->boneWeight * DotProduct( bone->matrix[1], v->normal );
+			tempNormal[2] += w->boneWeight * DotProduct( bone->matrix[2], v->normal );
+		}
+
+		tess.xyz[baseVertex + j][0] = tempVert[0];
+		tess.xyz[baseVertex + j][1] = tempVert[1];
+		tess.xyz[baseVertex + j][2] = tempVert[2];
+
+		tess.normal[baseVertex + j][0] = tempNormal[0];
+		tess.normal[baseVertex + j][1] = tempNormal[1];
+		tess.normal[baseVertex + j][2] = tempNormal[2];
+
+		tess.texCoords[baseVertex + j][0][0] = v->texCoords[0];
+		tess.texCoords[baseVertex + j][0][1] = v->texCoords[1];
+
+		v = (mdrVertex_t *)&v->weights[v->numWeights];
+	}
+
+	tess.numVertexes += surface->numVerts;
+}
+
+
+#define MC_MASK_X ((1<<(MC_BITS_X))-1)
+#define MC_MASK_Y ((1<<(MC_BITS_Y))-1)
+#define MC_MASK_Z ((1<<(MC_BITS_Z))-1)
+#define MC_MASK_VECT ((1<<(MC_BITS_VECT))-1)
+
+#define MC_SCALE_VECT (1.0f/(float)((1<<(MC_BITS_VECT-1))-2))
+
+#define MC_POS_X (0)
+#define MC_SHIFT_X (0)
+
+#define MC_POS_Y ((((MC_BITS_X))/8))
+#define MC_SHIFT_Y ((((MC_BITS_X)%8)))
+
+#define MC_POS_Z ((((MC_BITS_X+MC_BITS_Y))/8))
+#define MC_SHIFT_Z ((((MC_BITS_X+MC_BITS_Y)%8)))
+
+#define MC_POS_V11 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z))/8))
+#define MC_SHIFT_V11 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z)%8)))
+
+#define MC_POS_V12 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT))/8))
+#define MC_SHIFT_V12 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT)%8)))
+
+#define MC_POS_V13 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*2))/8))
+#define MC_SHIFT_V13 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*2)%8)))
+
+#define MC_POS_V21 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*3))/8))
+#define MC_SHIFT_V21 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*3)%8)))
+
+#define MC_POS_V22 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*4))/8))
+#define MC_SHIFT_V22 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*4)%8)))
+
+#define MC_POS_V23 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*5))/8))
+#define MC_SHIFT_V23 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*5)%8)))
+
+#define MC_POS_V31 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*6))/8))
+#define MC_SHIFT_V31 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*6)%8)))
+
+#define MC_POS_V32 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*7))/8))
+#define MC_SHIFT_V32 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*7)%8)))
+
+#define MC_POS_V33 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*8))/8))
+#define MC_SHIFT_V33 ((((MC_BITS_X+MC_BITS_Y+MC_BITS_Z+MC_BITS_VECT*8)%8)))
+
+void MC_UnCompress(float mat[3][4],const unsigned char * comp)
+{
+	int val;
+
+	val=(int)((unsigned short *)(comp))[0];
+	val-=1<<(MC_BITS_X-1);
+	mat[0][3]=((float)(val))*MC_SCALE_X;
+
+	val=(int)((unsigned short *)(comp))[1];
+	val-=1<<(MC_BITS_Y-1);
+	mat[1][3]=((float)(val))*MC_SCALE_Y;
+
+	val=(int)((unsigned short *)(comp))[2];
+	val-=1<<(MC_BITS_Z-1);
+	mat[2][3]=((float)(val))*MC_SCALE_Z;
+
+	val=(int)((unsigned short *)(comp))[3];
+	val-=1<<(MC_BITS_VECT-1);
+	mat[0][0]=((float)(val))*MC_SCALE_VECT;
+
+	val=(int)((unsigned short *)(comp))[4];
+	val-=1<<(MC_BITS_VECT-1);
+	mat[0][1]=((float)(val))*MC_SCALE_VECT;
+
+	val=(int)((unsigned short *)(comp))[5];
+	val-=1<<(MC_BITS_VECT-1);
+	mat[0][2]=((float)(val))*MC_SCALE_VECT;
+
+
+	val=(int)((unsigned short *)(comp))[6];
+	val-=1<<(MC_BITS_VECT-1);
+	mat[1][0]=((float)(val))*MC_SCALE_VECT;
+
+	val=(int)((unsigned short *)(comp))[7];
+	val-=1<<(MC_BITS_VECT-1);
+	mat[1][1]=((float)(val))*MC_SCALE_VECT;
+
+	val=(int)((unsigned short *)(comp))[8];
+	val-=1<<(MC_BITS_VECT-1);
+	mat[1][2]=((float)(val))*MC_SCALE_VECT;
+
+
+	val=(int)((unsigned short *)(comp))[9];
+	val-=1<<(MC_BITS_VECT-1);
+	mat[2][0]=((float)(val))*MC_SCALE_VECT;
+
+	val=(int)((unsigned short *)(comp))[10];
+	val-=1<<(MC_BITS_VECT-1);
+	mat[2][1]=((float)(val))*MC_SCALE_VECT;
+
+	val=(int)((unsigned short *)(comp))[11];
+	val-=1<<(MC_BITS_VECT-1);
+	mat[2][2]=((float)(val))*MC_SCALE_VECT;
+}
+#endif
diff --git a/src/renderer/tr_backend.c b/src/renderer/tr_backend.c
new file mode 100644
index 0000000..54431ab
--- /dev/null
+++ b/src/renderer/tr_backend.c
@@ -0,0 +1,1210 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+#include "tr_local.h"
+
+backEndData_t	*backEndData[SMP_FRAMES];
+backEndState_t	backEnd;
+
+
+static float	s_flipMatrix[16] = {
+	// convert from our coordinate system (looking down X)
+	// to OpenGL's coordinate system (looking down -Z)
+	0, 0, -1, 0,
+	-1, 0, 0, 0,
+	0, 1, 0, 0,
+	0, 0, 0, 1
+};
+
+
+/*
+** GL_Bind
+*/
+void GL_Bind( image_t *image ) {
+	int texnum;
+
+	if ( !image ) {
+		ri.Printf( PRINT_WARNING, "GL_Bind: NULL image\n" );
+		texnum = tr.defaultImage->texnum;
+	} else {
+		texnum = image->texnum;
+	}
+
+	if ( r_nobind->integer && tr.dlightImage ) {		// performance evaluation option
+		texnum = tr.dlightImage->texnum;
+	}
+
+	if ( glState.currenttextures[glState.currenttmu] != texnum ) {
+		image->frameUsed = tr.frameCount;
+		glState.currenttextures[glState.currenttmu] = texnum;
+		qglBindTexture (GL_TEXTURE_2D, texnum);
+	}
+}
+
+/*
+** GL_SelectTexture
+*/
+void GL_SelectTexture( int unit )
+{
+	if ( glState.currenttmu == unit )
+	{
+		return;
+	}
+
+	if ( unit == 0 )
+	{
+		qglActiveTextureARB( GL_TEXTURE0_ARB );
+		GLimp_LogComment( "glActiveTextureARB( GL_TEXTURE0_ARB )\n" );
+		qglClientActiveTextureARB( GL_TEXTURE0_ARB );
+		GLimp_LogComment( "glClientActiveTextureARB( GL_TEXTURE0_ARB )\n" );
+	}
+	else if ( unit == 1 )
+	{
+		qglActiveTextureARB( GL_TEXTURE1_ARB );
+		GLimp_LogComment( "glActiveTextureARB( GL_TEXTURE1_ARB )\n" );
+		qglClientActiveTextureARB( GL_TEXTURE1_ARB );
+		GLimp_LogComment( "glClientActiveTextureARB( GL_TEXTURE1_ARB )\n" );
+	} else {
+		ri.Error( ERR_DROP, "GL_SelectTexture: unit = %i", unit );
+	}
+
+	glState.currenttmu = unit;
+}
+
+
+/*
+** GL_BindMultitexture
+*/
+void GL_BindMultitexture( image_t *image0, GLuint env0, image_t *image1, GLuint env1 ) {
+	int		texnum0, texnum1;
+
+	texnum0 = image0->texnum;
+	texnum1 = image1->texnum;
+
+	if ( r_nobind->integer && tr.dlightImage ) {		// performance evaluation option
+		texnum0 = texnum1 = tr.dlightImage->texnum;
+	}
+
+	if ( glState.currenttextures[1] != texnum1 ) {
+		GL_SelectTexture( 1 );
+		image1->frameUsed = tr.frameCount;
+		glState.currenttextures[1] = texnum1;
+		qglBindTexture( GL_TEXTURE_2D, texnum1 );
+	}
+	if ( glState.currenttextures[0] != texnum0 ) {
+		GL_SelectTexture( 0 );
+		image0->frameUsed = tr.frameCount;
+		glState.currenttextures[0] = texnum0;
+		qglBindTexture( GL_TEXTURE_2D, texnum0 );
+	}
+}
+
+
+/*
+** GL_Cull
+*/
+void GL_Cull( int cullType ) {
+	if ( glState.faceCulling == cullType ) {
+		return;
+	}
+
+	glState.faceCulling = cullType;
+
+	if ( cullType == CT_TWO_SIDED ) 
+	{
+		qglDisable( GL_CULL_FACE );
+	} 
+	else 
+	{
+		qglEnable( GL_CULL_FACE );
+
+		if ( cullType == CT_BACK_SIDED )
+		{
+			if ( backEnd.viewParms.isMirror )
+			{
+				qglCullFace( GL_FRONT );
+			}
+			else
+			{
+				qglCullFace( GL_BACK );
+			}
+		}
+		else
+		{
+			if ( backEnd.viewParms.isMirror )
+			{
+				qglCullFace( GL_BACK );
+			}
+			else
+			{
+				qglCullFace( GL_FRONT );
+			}
+		}
+	}
+}
+
+/*
+** GL_TexEnv
+*/
+void GL_TexEnv( int env )
+{
+	if ( env == glState.texEnv[glState.currenttmu] )
+	{
+		return;
+	}
+
+	glState.texEnv[glState.currenttmu] = env;
+
+
+	switch ( env )
+	{
+	case GL_MODULATE:
+		qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+		break;
+	case GL_REPLACE:
+		qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
+		break;
+	case GL_DECAL:
+		qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
+		break;
+	case GL_ADD:
+		qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD );
+		break;
+	default:
+		ri.Error( ERR_DROP, "GL_TexEnv: invalid env '%d' passed\n", env );
+		break;
+	}
+}
+
+/*
+** GL_State
+**
+** This routine is responsible for setting the most commonly changed state
+** in Q3.
+*/
+void GL_State( unsigned long stateBits )
+{
+	unsigned long diff = stateBits ^ glState.glStateBits;
+
+	if ( !diff )
+	{
+		return;
+	}
+
+	//
+	// check depthFunc bits
+	//
+	if ( diff & GLS_DEPTHFUNC_EQUAL )
+	{
+		if ( stateBits & GLS_DEPTHFUNC_EQUAL )
+		{
+			qglDepthFunc( GL_EQUAL );
+		}
+		else
+		{
+			qglDepthFunc( GL_LEQUAL );
+		}
+	}
+
+	//
+	// check blend bits
+	//
+	if ( diff & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) )
+	{
+		GLenum srcFactor, dstFactor;
+
+		if ( stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) )
+		{
+			switch ( stateBits & GLS_SRCBLEND_BITS )
+			{
+			case GLS_SRCBLEND_ZERO:
+				srcFactor = GL_ZERO;
+				break;
+			case GLS_SRCBLEND_ONE:
+				srcFactor = GL_ONE;
+				break;
+			case GLS_SRCBLEND_DST_COLOR:
+				srcFactor = GL_DST_COLOR;
+				break;
+			case GLS_SRCBLEND_ONE_MINUS_DST_COLOR:
+				srcFactor = GL_ONE_MINUS_DST_COLOR;
+				break;
+			case GLS_SRCBLEND_SRC_ALPHA:
+				srcFactor = GL_SRC_ALPHA;
+				break;
+			case GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA:
+				srcFactor = GL_ONE_MINUS_SRC_ALPHA;
+				break;
+			case GLS_SRCBLEND_DST_ALPHA:
+				srcFactor = GL_DST_ALPHA;
+				break;
+			case GLS_SRCBLEND_ONE_MINUS_DST_ALPHA:
+				srcFactor = GL_ONE_MINUS_DST_ALPHA;
+				break;
+			case GLS_SRCBLEND_ALPHA_SATURATE:
+				srcFactor = GL_SRC_ALPHA_SATURATE;
+				break;
+			default:
+				srcFactor = GL_ONE;		// to get warning to shut up
+				ri.Error( ERR_DROP, "GL_State: invalid src blend state bits\n" );
+				break;
+			}
+
+			switch ( stateBits & GLS_DSTBLEND_BITS )
+			{
+			case GLS_DSTBLEND_ZERO:
+				dstFactor = GL_ZERO;
+				break;
+			case GLS_DSTBLEND_ONE:
+				dstFactor = GL_ONE;
+				break;
+			case GLS_DSTBLEND_SRC_COLOR:
+				dstFactor = GL_SRC_COLOR;
+				break;
+			case GLS_DSTBLEND_ONE_MINUS_SRC_COLOR:
+				dstFactor = GL_ONE_MINUS_SRC_COLOR;
+				break;
+			case GLS_DSTBLEND_SRC_ALPHA:
+				dstFactor = GL_SRC_ALPHA;
+				break;
+			case GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA:
+				dstFactor = GL_ONE_MINUS_SRC_ALPHA;
+				break;
+			case GLS_DSTBLEND_DST_ALPHA:
+				dstFactor = GL_DST_ALPHA;
+				break;
+			case GLS_DSTBLEND_ONE_MINUS_DST_ALPHA:
+				dstFactor = GL_ONE_MINUS_DST_ALPHA;
+				break;
+			default:
+				dstFactor = GL_ONE;		// to get warning to shut up
+				ri.Error( ERR_DROP, "GL_State: invalid dst blend state bits\n" );
+				break;
+			}
+
+			qglEnable( GL_BLEND );
+			qglBlendFunc( srcFactor, dstFactor );
+		}
+		else
+		{
+			qglDisable( GL_BLEND );
+		}
+	}
+
+	//
+	// check depthmask
+	//
+	if ( diff & GLS_DEPTHMASK_TRUE )
+	{
+		if ( stateBits & GLS_DEPTHMASK_TRUE )
+		{
+			qglDepthMask( GL_TRUE );
+		}
+		else
+		{
+			qglDepthMask( GL_FALSE );
+		}
+	}
+
+	//
+	// fill/line mode
+	//
+	if ( diff & GLS_POLYMODE_LINE )
+	{
+		if ( stateBits & GLS_POLYMODE_LINE )
+		{
+			qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+		}
+		else
+		{
+			qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+		}
+	}
+
+	//
+	// depthtest
+	//
+	if ( diff & GLS_DEPTHTEST_DISABLE )
+	{
+		if ( stateBits & GLS_DEPTHTEST_DISABLE )
+		{
+			qglDisable( GL_DEPTH_TEST );
+		}
+		else
+		{
+			qglEnable( GL_DEPTH_TEST );
+		}
+	}
+
+	//
+	// alpha test
+	//
+	if ( diff & GLS_ATEST_BITS )
+	{
+		switch ( stateBits & GLS_ATEST_BITS )
+		{
+		case 0:
+			qglDisable( GL_ALPHA_TEST );
+			break;
+		case GLS_ATEST_GT_0:
+			qglEnable( GL_ALPHA_TEST );
+			qglAlphaFunc( GL_GREATER, 0.0f );
+			break;
+		case GLS_ATEST_LT_80:
+			qglEnable( GL_ALPHA_TEST );
+			qglAlphaFunc( GL_LESS, 0.5f );
+			break;
+		case GLS_ATEST_GE_80:
+			qglEnable( GL_ALPHA_TEST );
+			qglAlphaFunc( GL_GEQUAL, 0.5f );
+			break;
+		default:
+			assert( 0 );
+			break;
+		}
+	}
+
+	glState.glStateBits = stateBits;
+}
+
+
+
+/*
+================
+RB_Hyperspace
+
+A player has predicted a teleport, but hasn't arrived yet
+================
+*/
+static void RB_Hyperspace( void ) {
+	float		c;
+
+	if ( !backEnd.isHyperspace ) {
+		// do initialization shit
+	}
+
+	c = ( backEnd.refdef.time & 255 ) / 255.0f;
+	qglClearColor( c, c, c, 1 );
+	qglClear( GL_COLOR_BUFFER_BIT );
+
+	backEnd.isHyperspace = qtrue;
+}
+
+
+static void SetViewportAndScissor( void ) {
+	qglMatrixMode(GL_PROJECTION);
+	qglLoadMatrixf( backEnd.viewParms.projectionMatrix );
+	qglMatrixMode(GL_MODELVIEW);
+
+	// set the window clipping
+	qglViewport( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, 
+		backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
+	qglScissor( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, 
+		backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
+}
+
+/*
+=================
+RB_BeginDrawingView
+
+Any mirrored or portaled views have already been drawn, so prepare
+to actually render the visible surfaces for this view
+=================
+*/
+void RB_BeginDrawingView (void) {
+	int clearBits = 0;
+
+	// sync with gl if needed
+	if ( r_finish->integer == 1 && !glState.finishCalled ) {
+		qglFinish ();
+		glState.finishCalled = qtrue;
+	}
+	if ( r_finish->integer == 0 ) {
+		glState.finishCalled = qtrue;
+	}
+
+	// we will need to change the projection matrix before drawing
+	// 2D images again
+	backEnd.projection2D = qfalse;
+
+	//
+	// set the modelview matrix for the viewer
+	//
+	SetViewportAndScissor();
+
+	// ensures that depth writes are enabled for the depth clear
+	GL_State( GLS_DEFAULT );
+	// clear relevant buffers
+	clearBits = GL_DEPTH_BUFFER_BIT;
+
+	if ( r_measureOverdraw->integer || r_shadows->integer == 2 )
+	{
+		clearBits |= GL_STENCIL_BUFFER_BIT;
+	}
+	if ( r_fastsky->integer && !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) )
+	{
+		clearBits |= GL_COLOR_BUFFER_BIT;	// FIXME: only if sky shaders have been used
+#ifdef _DEBUG
+		qglClearColor( 0.8f, 0.7f, 0.4f, 1.0f );	// FIXME: get color of sky
+#else
+		qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );	// FIXME: get color of sky
+#endif
+	}
+	qglClear( clearBits );
+
+	if ( ( backEnd.refdef.rdflags & RDF_HYPERSPACE ) )
+	{
+		RB_Hyperspace();
+		return;
+	}
+	else
+	{
+		backEnd.isHyperspace = qfalse;
+	}
+
+	glState.faceCulling = -1;		// force face culling to set next time
+
+	// we will only draw a sun if there was sky rendered in this view
+	backEnd.skyRenderedThisView = qfalse;
+
+	// clip to the plane of the portal
+	if ( backEnd.viewParms.isPortal ) {
+		float	plane[4];
+		double	plane2[4];
+
+		plane[0] = backEnd.viewParms.portalPlane.normal[0];
+		plane[1] = backEnd.viewParms.portalPlane.normal[1];
+		plane[2] = backEnd.viewParms.portalPlane.normal[2];
+		plane[3] = backEnd.viewParms.portalPlane.dist;
+
+		plane2[0] = DotProduct (backEnd.viewParms.or.axis[0], plane);
+		plane2[1] = DotProduct (backEnd.viewParms.or.axis[1], plane);
+		plane2[2] = DotProduct (backEnd.viewParms.or.axis[2], plane);
+		plane2[3] = DotProduct (plane, backEnd.viewParms.or.origin) - plane[3];
+
+		qglLoadMatrixf( s_flipMatrix );
+		qglClipPlane (GL_CLIP_PLANE0, plane2);
+		qglEnable (GL_CLIP_PLANE0);
+	} else {
+		qglDisable (GL_CLIP_PLANE0);
+	}
+}
+
+
+#define	MAC_EVENT_PUMP_MSEC		5
+
+/*
+==================
+RB_RenderDrawSurfList
+==================
+*/
+void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
+	shader_t		*shader, *oldShader;
+	int				fogNum, oldFogNum;
+	int				entityNum, oldEntityNum;
+	int				dlighted, oldDlighted;
+	qboolean		depthRange, oldDepthRange, isCrosshair, wasCrosshair;
+	int				i;
+	drawSurf_t		*drawSurf;
+	int				oldSort;
+	float			originalTime;
+
+	// save original time for entity shader offsets
+	originalTime = backEnd.refdef.floatTime;
+
+	// clear the z buffer, set the modelview, etc
+	RB_BeginDrawingView ();
+
+	// draw everything
+	oldEntityNum = -1;
+	backEnd.currentEntity = &tr.worldEntity;
+	oldShader = NULL;
+	oldFogNum = -1;
+	oldDepthRange = qfalse;
+	wasCrosshair = qfalse;
+	oldDlighted = qfalse;
+	oldSort = -1;
+	depthRange = qfalse;
+
+	backEnd.pc.c_surfaces += numDrawSurfs;
+
+	for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) {
+		if ( drawSurf->sort == oldSort ) {
+			// fast path, same as previous sort
+			rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
+			continue;
+		}
+		oldSort = drawSurf->sort;
+		R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted );
+
+		//
+		// change the tess parameters if needed
+		// a "entityMergable" shader is a shader that can have surfaces from seperate
+		// entities merged into a single batch, like smoke and blood puff sprites
+		if (shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted 
+			|| ( entityNum != oldEntityNum && !shader->entityMergable ) ) {
+			if (oldShader != NULL) {
+				RB_EndSurface();
+			}
+			RB_BeginSurface( shader, fogNum );
+			oldShader = shader;
+			oldFogNum = fogNum;
+			oldDlighted = dlighted;
+		}
+
+		//
+		// change the modelview matrix if needed
+		//
+		if ( entityNum != oldEntityNum ) {
+			depthRange = isCrosshair = qfalse;
+
+			if ( entityNum != ENTITYNUM_WORLD ) {
+				backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
+				backEnd.refdef.floatTime = originalTime - backEnd.currentEntity->e.shaderTime;
+				// we have to reset the shaderTime as well otherwise image animations start
+				// from the wrong frame
+				tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
+
+				// set up the transformation matrix
+				R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.or );
+
+				// set up the dynamic lighting if needed
+				if ( backEnd.currentEntity->needDlights ) {
+					R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
+				}
+
+				if(backEnd.currentEntity->e.renderfx & RF_DEPTHHACK)
+				{
+					// hack the depth range to prevent view model from poking into walls
+					depthRange = qtrue;
+					
+					if(backEnd.currentEntity->e.renderfx & RF_CROSSHAIR)
+						isCrosshair = qtrue;
+				}
+			} else {
+				backEnd.currentEntity = &tr.worldEntity;
+				backEnd.refdef.floatTime = originalTime;
+				backEnd.or = backEnd.viewParms.world;
+				// we have to reset the shaderTime as well otherwise image animations on
+				// the world (like water) continue with the wrong frame
+				tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
+				R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
+			}
+
+			qglLoadMatrixf( backEnd.or.modelMatrix );
+
+			//
+			// change depthrange. Also change projection matrix so first person weapon does not look like coming
+			// out of the screen.
+			//
+			if (oldDepthRange != depthRange || wasCrosshair != isCrosshair)
+			{
+				if (depthRange)
+				{
+					if(backEnd.viewParms.stereoFrame != STEREO_CENTER)
+					{
+						if(isCrosshair)
+						{
+							if(oldDepthRange)
+							{
+								// was not a crosshair but now is, change back proj matrix
+								qglMatrixMode(GL_PROJECTION);
+								qglLoadMatrixf(backEnd.viewParms.projectionMatrix);
+								qglMatrixMode(GL_MODELVIEW);
+							}
+						}
+						else
+						{
+							viewParms_t temp = backEnd.viewParms;
+
+							R_SetupProjection(&temp, r_znear->value, qfalse);
+
+							qglMatrixMode(GL_PROJECTION);
+							qglLoadMatrixf(temp.projectionMatrix);
+							qglMatrixMode(GL_MODELVIEW);
+						}
+					}
+
+					if(!oldDepthRange)
+						qglDepthRange (0, 0.3);
+				}
+				else
+				{
+					if(!wasCrosshair && backEnd.viewParms.stereoFrame != STEREO_CENTER)
+					{
+						qglMatrixMode(GL_PROJECTION);
+						qglLoadMatrixf(backEnd.viewParms.projectionMatrix);
+						qglMatrixMode(GL_MODELVIEW);
+					}
+
+					qglDepthRange (0, 1);
+				}
+
+				oldDepthRange = depthRange;
+				wasCrosshair = isCrosshair;
+			}
+
+			oldEntityNum = entityNum;
+		}
+
+		// add the triangles for this surface
+		rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
+	}
+
+	backEnd.refdef.floatTime = originalTime;
+
+	// draw the contents of the last shader batch
+	if (oldShader != NULL) {
+		RB_EndSurface();
+	}
+
+	// go back to the world modelview matrix
+	qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
+	if ( depthRange ) {
+		qglDepthRange (0, 1);
+	}
+
+#if 0
+	RB_DrawSun();
+#endif
+	// darken down any stencil shadows
+	RB_ShadowFinish();		
+
+	// add light flares on lights that aren't obscured
+	RB_RenderFlares();
+}
+
+
+/*
+============================================================================
+
+RENDER BACK END THREAD FUNCTIONS
+
+============================================================================
+*/
+
+/*
+================
+RB_SetGL2D
+
+================
+*/
+void	RB_SetGL2D (void) {
+	backEnd.projection2D = qtrue;
+
+	// set 2D virtual screen size
+	qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
+	qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
+	qglMatrixMode(GL_PROJECTION);
+    qglLoadIdentity ();
+	qglOrtho (0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1);
+	qglMatrixMode(GL_MODELVIEW);
+    qglLoadIdentity ();
+
+	GL_State( GLS_DEPTHTEST_DISABLE |
+			  GLS_SRCBLEND_SRC_ALPHA |
+			  GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
+
+	qglDisable( GL_CULL_FACE );
+	qglDisable( GL_CLIP_PLANE0 );
+
+	// set time for 2D shaders
+	backEnd.refdef.time = ri.Milliseconds();
+	backEnd.refdef.floatTime = backEnd.refdef.time * 0.001f;
+}
+
+
+/*
+=============
+RE_StretchRaw
+
+FIXME: not exactly backend
+Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle.
+Used for cinematics.
+=============
+*/
+void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) {
+	int			i, j;
+	int			start, end;
+
+	if ( !tr.registered ) {
+		return;
+	}
+	R_SyncRenderThread();
+
+	// we definately want to sync every frame for the cinematics
+	qglFinish();
+
+	start = end = 0;
+	if ( r_speeds->integer ) {
+		start = ri.Milliseconds();
+	}
+
+	// make sure rows and cols are powers of 2
+	for ( i = 0 ; ( 1 << i ) < cols ; i++ ) {
+	}
+	for ( j = 0 ; ( 1 << j ) < rows ; j++ ) {
+	}
+	if ( ( 1 << i ) != cols || ( 1 << j ) != rows) {
+		ri.Error (ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows);
+	}
+
+	GL_Bind( tr.scratchImage[client] );
+
+	// if the scratchImage isn't in the format we want, specify it as a new texture
+	if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) {
+		tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols;
+		tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows;
+		qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
+		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );	
+	} else {
+		if (dirty) {
+			// otherwise, just subimage upload it so that drivers can tell we are going to be changing
+			// it and don't try and do a texture compression
+			qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data );
+		}
+	}
+
+	if ( r_speeds->integer ) {
+		end = ri.Milliseconds();
+		ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start );
+	}
+
+	RB_SetGL2D();
+
+	qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight );
+
+	qglBegin (GL_QUADS);
+	qglTexCoord2f ( 0.5f / cols,  0.5f / rows );
+	qglVertex2f (x, y);
+	qglTexCoord2f ( ( cols - 0.5f ) / cols ,  0.5f / rows );
+	qglVertex2f (x+w, y);
+	qglTexCoord2f ( ( cols - 0.5f ) / cols, ( rows - 0.5f ) / rows );
+	qglVertex2f (x+w, y+h);
+	qglTexCoord2f ( 0.5f / cols, ( rows - 0.5f ) / rows );
+	qglVertex2f (x, y+h);
+	qglEnd ();
+}
+
+void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) {
+
+	GL_Bind( tr.scratchImage[client] );
+
+	// if the scratchImage isn't in the format we want, specify it as a new texture
+	if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) {
+		tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols;
+		tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows;
+		qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
+		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );	
+	} else {
+		if (dirty) {
+			// otherwise, just subimage upload it so that drivers can tell we are going to be changing
+			// it and don't try and do a texture compression
+			qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data );
+		}
+	}
+}
+
+
+/*
+=============
+RB_SetColor
+
+=============
+*/
+const void	*RB_SetColor( const void *data ) {
+	const setColorCommand_t	*cmd;
+
+	cmd = (const setColorCommand_t *)data;
+
+	backEnd.color2D[0] = cmd->color[0] * 255;
+	backEnd.color2D[1] = cmd->color[1] * 255;
+	backEnd.color2D[2] = cmd->color[2] * 255;
+	backEnd.color2D[3] = cmd->color[3] * 255;
+
+	return (const void *)(cmd + 1);
+}
+
+/*
+=============
+RB_StretchPic
+=============
+*/
+const void *RB_StretchPic ( const void *data ) {
+	const stretchPicCommand_t	*cmd;
+	shader_t *shader;
+	int		numVerts, numIndexes;
+
+	cmd = (const stretchPicCommand_t *)data;
+
+	if ( !backEnd.projection2D ) {
+		RB_SetGL2D();
+	}
+
+	shader = cmd->shader;
+	if ( shader != tess.shader ) {
+		if ( tess.numIndexes ) {
+			RB_EndSurface();
+		}
+		backEnd.currentEntity = &backEnd.entity2D;
+		RB_BeginSurface( shader, 0 );
+	}
+
+	RB_CHECKOVERFLOW( 4, 6 );
+	numVerts = tess.numVertexes;
+	numIndexes = tess.numIndexes;
+
+	tess.numVertexes += 4;
+	tess.numIndexes += 6;
+
+	tess.indexes[ numIndexes ] = numVerts + 3;
+	tess.indexes[ numIndexes + 1 ] = numVerts + 0;
+	tess.indexes[ numIndexes + 2 ] = numVerts + 2;
+	tess.indexes[ numIndexes + 3 ] = numVerts + 2;
+	tess.indexes[ numIndexes + 4 ] = numVerts + 0;
+	tess.indexes[ numIndexes + 5 ] = numVerts + 1;
+
+	*(int *)tess.vertexColors[ numVerts ] =
+		*(int *)tess.vertexColors[ numVerts + 1 ] =
+		*(int *)tess.vertexColors[ numVerts + 2 ] =
+		*(int *)tess.vertexColors[ numVerts + 3 ] = *(int *)backEnd.color2D;
+
+	tess.xyz[ numVerts ][0] = cmd->x;
+	tess.xyz[ numVerts ][1] = cmd->y;
+	tess.xyz[ numVerts ][2] = 0;
+
+	tess.texCoords[ numVerts ][0][0] = cmd->s1;
+	tess.texCoords[ numVerts ][0][1] = cmd->t1;
+
+	tess.xyz[ numVerts + 1 ][0] = cmd->x + cmd->w;
+	tess.xyz[ numVerts + 1 ][1] = cmd->y;
+	tess.xyz[ numVerts + 1 ][2] = 0;
+
+	tess.texCoords[ numVerts + 1 ][0][0] = cmd->s2;
+	tess.texCoords[ numVerts + 1 ][0][1] = cmd->t1;
+
+	tess.xyz[ numVerts + 2 ][0] = cmd->x + cmd->w;
+	tess.xyz[ numVerts + 2 ][1] = cmd->y + cmd->h;
+	tess.xyz[ numVerts + 2 ][2] = 0;
+
+	tess.texCoords[ numVerts + 2 ][0][0] = cmd->s2;
+	tess.texCoords[ numVerts + 2 ][0][1] = cmd->t2;
+
+	tess.xyz[ numVerts + 3 ][0] = cmd->x;
+	tess.xyz[ numVerts + 3 ][1] = cmd->y + cmd->h;
+	tess.xyz[ numVerts + 3 ][2] = 0;
+
+	tess.texCoords[ numVerts + 3 ][0][0] = cmd->s1;
+	tess.texCoords[ numVerts + 3 ][0][1] = cmd->t2;
+
+	return (const void *)(cmd + 1);
+}
+
+
+/*
+=============
+RB_DrawSurfs
+
+=============
+*/
+const void	*RB_DrawSurfs( const void *data ) {
+	const drawSurfsCommand_t	*cmd;
+
+	// finish any 2D drawing if needed
+	if ( tess.numIndexes ) {
+		RB_EndSurface();
+	}
+
+	cmd = (const drawSurfsCommand_t *)data;
+
+	backEnd.refdef = cmd->refdef;
+	backEnd.viewParms = cmd->viewParms;
+
+	RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );
+
+	return (const void *)(cmd + 1);
+}
+
+
+/*
+=============
+RB_DrawBuffer
+
+=============
+*/
+const void	*RB_DrawBuffer( const void *data ) {
+	const drawBufferCommand_t	*cmd;
+
+	cmd = (const drawBufferCommand_t *)data;
+
+	qglDrawBuffer( cmd->buffer );
+
+	// clear screen for debugging
+	if ( r_clear->integer ) {
+		qglClearColor( 1, 0, 0.5, 1 );
+		qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+	}
+
+	return (const void *)(cmd + 1);
+}
+
+/*
+===============
+RB_ShowImages
+
+Draw all the images to the screen, on top of whatever
+was there.  This is used to test for texture thrashing.
+
+Also called by RE_EndRegistration
+===============
+*/
+void RB_ShowImages( void ) {
+	int		i;
+	image_t	*image;
+	float	x, y, w, h;
+	int		start, end;
+
+	if ( !backEnd.projection2D ) {
+		RB_SetGL2D();
+	}
+
+	qglClear( GL_COLOR_BUFFER_BIT );
+
+	qglFinish();
+
+	start = ri.Milliseconds();
+
+	for ( i=0 ; i<tr.numImages ; i++ ) {
+		image = tr.images[i];
+
+		w = glConfig.vidWidth / 20;
+		h = glConfig.vidHeight / 15;
+		x = i % 20 * w;
+		y = i / 20 * h;
+
+		// show in proportional size in mode 2
+		if ( r_showImages->integer == 2 ) {
+			w *= image->uploadWidth / 512.0f;
+			h *= image->uploadHeight / 512.0f;
+		}
+
+		GL_Bind( image );
+		qglBegin (GL_QUADS);
+		qglTexCoord2f( 0, 0 );
+		qglVertex2f( x, y );
+		qglTexCoord2f( 1, 0 );
+		qglVertex2f( x + w, y );
+		qglTexCoord2f( 1, 1 );
+		qglVertex2f( x + w, y + h );
+		qglTexCoord2f( 0, 1 );
+		qglVertex2f( x, y + h );
+		qglEnd();
+	}
+
+	qglFinish();
+
+	end = ri.Milliseconds();
+	ri.Printf( PRINT_ALL, "%i msec to draw all images\n", end - start );
+
+}
+
+/*
+=============
+RB_ColorMask
+
+=============
+*/
+const void *RB_ColorMask(const void *data)
+{
+	const colorMaskCommand_t *cmd = data;
+	
+	qglColorMask(cmd->rgba[0], cmd->rgba[1], cmd->rgba[2], cmd->rgba[3]);
+	
+	return (const void *)(cmd + 1);
+}
+
+/*
+=============
+RB_ClearDepth
+
+=============
+*/
+const void *RB_ClearDepth(const void *data)
+{
+	const clearDepthCommand_t *cmd = data;
+	
+	if(tess.numIndexes)
+		RB_EndSurface();
+
+	// texture swapping test
+	if (r_showImages->integer)
+		RB_ShowImages();
+
+	qglClear(GL_DEPTH_BUFFER_BIT);
+	
+	return (const void *)(cmd + 1);
+}
+
+/*
+=============
+RB_SwapBuffers
+
+=============
+*/
+const void	*RB_SwapBuffers( const void *data ) {
+	const swapBuffersCommand_t	*cmd;
+
+	// finish any 2D drawing if needed
+	if ( tess.numIndexes ) {
+		RB_EndSurface();
+	}
+
+	// texture swapping test
+	if ( r_showImages->integer ) {
+		RB_ShowImages();
+	}
+
+	cmd = (const swapBuffersCommand_t *)data;
+
+	// we measure overdraw by reading back the stencil buffer and
+	// counting up the number of increments that have happened
+	if ( r_measureOverdraw->integer ) {
+		int i;
+		long sum = 0;
+		unsigned char *stencilReadback;
+
+		stencilReadback = ri.Hunk_AllocateTempMemory( glConfig.vidWidth * glConfig.vidHeight );
+		qglReadPixels( 0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, stencilReadback );
+
+		for ( i = 0; i < glConfig.vidWidth * glConfig.vidHeight; i++ ) {
+			sum += stencilReadback[i];
+		}
+
+		backEnd.pc.c_overDraw += sum;
+		ri.Hunk_FreeTempMemory( stencilReadback );
+	}
+
+
+	if ( !glState.finishCalled ) {
+		qglFinish();
+	}
+
+	GLimp_LogComment( "***************** RB_SwapBuffers *****************\n\n\n" );
+
+	GLimp_EndFrame();
+
+	backEnd.projection2D = qfalse;
+
+	return (const void *)(cmd + 1);
+}
+
+/*
+====================
+RB_ExecuteRenderCommands
+
+This function will be called synchronously if running without
+smp extensions, or asynchronously by another thread.
+====================
+*/
+void RB_ExecuteRenderCommands( const void *data ) {
+	int		t1, t2;
+
+	t1 = ri.Milliseconds ();
+
+	if ( !r_smp->integer || data == backEndData[0]->commands.cmds ) {
+		backEnd.smpFrame = 0;
+	} else {
+		backEnd.smpFrame = 1;
+	}
+
+	while ( 1 ) {
+		switch ( *(const int *)data ) {
+		case RC_SET_COLOR:
+			data = RB_SetColor( data );
+			break;
+		case RC_STRETCH_PIC:
+			data = RB_StretchPic( data );
+			break;
+		case RC_DRAW_SURFS:
+			data = RB_DrawSurfs( data );
+			break;
+		case RC_DRAW_BUFFER:
+			data = RB_DrawBuffer( data );
+			break;
+		case RC_SWAP_BUFFERS:
+			data = RB_SwapBuffers( data );
+			break;
+		case RC_SCREENSHOT:
+			data = RB_TakeScreenshotCmd( data );
+			break;
+		case RC_VIDEOFRAME:
+			data = RB_TakeVideoFrameCmd( data );
+			break;
+		case RC_COLORMASK:
+			data = RB_ColorMask(data);
+			break;
+		case RC_CLEARDEPTH:
+			data = RB_ClearDepth(data);
+			break;
+		case RC_END_OF_LIST:
+		default:
+			// stop rendering on this thread
+			t2 = ri.Milliseconds ();
+			backEnd.pc.msec = t2 - t1;
+			return;
+		}
+	}
+
+}
+
+
+/*
+================
+RB_RenderThread
+================
+*/
+void RB_RenderThread( void ) {
+	const void	*data;
+
+	// wait for either a rendering command or a quit command
+	while ( 1 ) {
+		// sleep until we have work to do
+		data = GLimp_RendererSleep();
+
+		if ( !data ) {
+			return;	// all done, renderer is shutting down
+		}
+
+		renderThreadActive = qtrue;
+
+		RB_ExecuteRenderCommands( data );
+
+		renderThreadActive = qfalse;
+	}
+}
+
diff --git a/src/renderer/tr_bsp.c b/src/renderer/tr_bsp.c
new file mode 100644
index 0000000..563bb36
--- /dev/null
+++ b/src/renderer/tr_bsp.c
@@ -0,0 +1,1870 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+// tr_map.c
+
+#include "tr_local.h"
+
+/*
+
+Loads and prepares a map file for scene rendering.
+
+A single entry point:
+
+void RE_LoadWorldMap( const char *name );
+
+*/
+
+static	world_t		s_worldData;
+static	byte		*fileBase;
+
+int			c_subdivisions;
+int			c_gridVerts;
+
+//===============================================================================
+
+static void HSVtoRGB( float h, float s, float v, float rgb[3] )
+{
+	int i;
+	float f;
+	float p, q, t;
+
+	h *= 5;
+
+	i = floor( h );
+	f = h - i;
+
+	p = v * ( 1 - s );
+	q = v * ( 1 - s * f );
+	t = v * ( 1 - s * ( 1 - f ) );
+
+	switch ( i )
+	{
+	case 0:
+		rgb[0] = v;
+		rgb[1] = t;
+		rgb[2] = p;
+		break;
+	case 1:
+		rgb[0] = q;
+		rgb[1] = v;
+		rgb[2] = p;
+		break;
+	case 2:
+		rgb[0] = p;
+		rgb[1] = v;
+		rgb[2] = t;
+		break;
+	case 3:
+		rgb[0] = p;
+		rgb[1] = q;
+		rgb[2] = v;
+		break;
+	case 4:
+		rgb[0] = t;
+		rgb[1] = p;
+		rgb[2] = v;
+		break;
+	case 5:
+		rgb[0] = v;
+		rgb[1] = p;
+		rgb[2] = q;
+		break;
+	}
+}
+
+/*
+===============
+R_ColorShiftLightingBytes
+
+===============
+*/
+static	void R_ColorShiftLightingBytes( byte in[4], byte out[4] ) {
+	int		shift, r, g, b;
+
+	// shift the color data based on overbright range
+	shift = r_mapOverBrightBits->integer - tr.overbrightBits;
+
+	// shift the data based on overbright range
+	r = in[0] << shift;
+	g = in[1] << shift;
+	b = in[2] << shift;
+	
+	// normalize by color instead of saturating to white
+	if ( ( r | g | b ) > 255 ) {
+		int		max;
+
+		max = r > g ? r : g;
+		max = max > b ? max : b;
+		r = r * 255 / max;
+		g = g * 255 / max;
+		b = b * 255 / max;
+	}
+
+	out[0] = r;
+	out[1] = g;
+	out[2] = b;
+	out[3] = in[3];
+}
+
+/*
+===============
+R_LoadLightmaps
+
+===============
+*/
+#define	LIGHTMAP_SIZE	128
+static	void R_LoadLightmaps( lump_t *l ) {
+	byte		*buf, *buf_p;
+	int			len;
+	byte		image[LIGHTMAP_SIZE*LIGHTMAP_SIZE*4];
+	int			i, j;
+	float maxIntensity = 0;
+	double sumIntensity = 0;
+
+	len = l->filelen;
+	if ( !len ) {
+		return;
+	}
+	buf = fileBase + l->fileofs;
+
+	// we are about to upload textures
+	R_SyncRenderThread();
+
+	// create all the lightmaps
+	tr.numLightmaps = len / (LIGHTMAP_SIZE * LIGHTMAP_SIZE * 3);
+	if ( tr.numLightmaps == 1 ) {
+		//FIXME: HACK: maps with only one lightmap turn up fullbright for some reason.
+		//this avoids this, but isn't the correct solution.
+		tr.numLightmaps++;
+	}
+
+	// if we are in r_vertexLight mode, we don't need the lightmaps at all
+	if ( r_vertexLight->integer || glConfig.hardwareType == GLHW_PERMEDIA2 ) {
+		return;
+	}
+
+	tr.lightmaps = ri.Hunk_Alloc( tr.numLightmaps * sizeof(image_t *), h_low );
+	for ( i = 0 ; i < tr.numLightmaps ; i++ ) {
+		// expand the 24 bit on-disk to 32 bit
+		buf_p = buf + i * LIGHTMAP_SIZE*LIGHTMAP_SIZE * 3;
+
+		if ( r_lightmap->integer == 2 )
+		{	// color code by intensity as development tool	(FIXME: check range)
+			for ( j = 0; j < LIGHTMAP_SIZE * LIGHTMAP_SIZE; j++ )
+			{
+				float r = buf_p[j*3+0];
+				float g = buf_p[j*3+1];
+				float b = buf_p[j*3+2];
+				float intensity;
+				float out[3] = {0.0, 0.0, 0.0};
+
+				intensity = 0.33f * r + 0.685f * g + 0.063f * b;
+
+				if ( intensity > 255 )
+					intensity = 1.0f;
+				else
+					intensity /= 255.0f;
+
+				if ( intensity > maxIntensity )
+					maxIntensity = intensity;
+
+				HSVtoRGB( intensity, 1.00, 0.50, out );
+
+				image[j*4+0] = out[0] * 255;
+				image[j*4+1] = out[1] * 255;
+				image[j*4+2] = out[2] * 255;
+				image[j*4+3] = 255;
+
+				sumIntensity += intensity;
+			}
+		} else {
+			for ( j = 0 ; j < LIGHTMAP_SIZE * LIGHTMAP_SIZE; j++ ) {
+				R_ColorShiftLightingBytes( &buf_p[j*3], &image[j*4] );
+				image[j*4+3] = 255;
+			}
+		}
+		tr.lightmaps[i] = R_CreateImage( va("*lightmap%d",i), image, 
+			LIGHTMAP_SIZE, LIGHTMAP_SIZE, qfalse, qfalse, GL_CLAMP_TO_EDGE );
+	}
+
+	if ( r_lightmap->integer == 2 )	{
+		ri.Printf( PRINT_ALL, "Brightest lightmap value: %d\n", ( int ) ( maxIntensity * 255 ) );
+	}
+}
+
+
+/*
+=================
+RE_SetWorldVisData
+
+This is called by the clipmodel subsystem so we can share the 1.8 megs of
+space in big maps...
+=================
+*/
+void		RE_SetWorldVisData( const byte *vis ) {
+	tr.externalVisData = vis;
+}
+
+
+/*
+=================
+R_LoadVisibility
+=================
+*/
+static	void R_LoadVisibility( lump_t *l ) {
+	int		len;
+	byte	*buf;
+
+	len = ( s_worldData.numClusters + 63 ) & ~63;
+	s_worldData.novis = ri.Hunk_Alloc( len, h_low );
+	Com_Memset( s_worldData.novis, 0xff, len );
+
+    len = l->filelen;
+	if ( !len ) {
+		return;
+	}
+	buf = fileBase + l->fileofs;
+
+	s_worldData.numClusters = LittleLong( ((int *)buf)[0] );
+	s_worldData.clusterBytes = LittleLong( ((int *)buf)[1] );
+
+	// CM_Load should have given us the vis data to share, so
+	// we don't need to allocate another copy
+	if ( tr.externalVisData ) {
+		s_worldData.vis = tr.externalVisData;
+	} else {
+		byte	*dest;
+
+		dest = ri.Hunk_Alloc( len - 8, h_low );
+		Com_Memcpy( dest, buf + 8, len - 8 );
+		s_worldData.vis = dest;
+	}
+}
+
+//===============================================================================
+
+
+/*
+===============
+ShaderForShaderNum
+===============
+*/
+static shader_t *ShaderForShaderNum( int shaderNum, int lightmapNum ) {
+	shader_t	*shader;
+	dshader_t	*dsh;
+
+	shaderNum = LittleLong( shaderNum );
+	if ( shaderNum < 0 || shaderNum >= s_worldData.numShaders ) {
+		ri.Error( ERR_DROP, "ShaderForShaderNum: bad num %i", shaderNum );
+	}
+	dsh = &s_worldData.shaders[ shaderNum ];
+
+	if ( r_vertexLight->integer || glConfig.hardwareType == GLHW_PERMEDIA2 ) {
+		lightmapNum = LIGHTMAP_BY_VERTEX;
+	}
+
+	if ( r_fullbright->integer ) {
+		lightmapNum = LIGHTMAP_WHITEIMAGE;
+	}
+
+	shader = R_FindShader( dsh->shader, lightmapNum, qtrue );
+
+	// if the shader had errors, just use default shader
+	if ( shader->defaultShader ) {
+		return tr.defaultShader;
+	}
+
+	return shader;
+}
+
+/*
+===============
+ParseFace
+===============
+*/
+static void ParseFace( dsurface_t *ds, drawVert_t *verts, msurface_t *surf, int *indexes  ) {
+	int			i, j;
+	srfSurfaceFace_t	*cv;
+	int			numPoints, numIndexes;
+	int			lightmapNum;
+	int			sfaceSize, ofsIndexes;
+
+	lightmapNum = LittleLong( ds->lightmapNum );
+
+	// get fog volume
+	surf->fogIndex = LittleLong( ds->fogNum ) + 1;
+
+	// get shader value
+	surf->shader = ShaderForShaderNum( ds->shaderNum, lightmapNum );
+	if ( r_singleShader->integer && !surf->shader->isSky ) {
+		surf->shader = tr.defaultShader;
+	}
+
+	numPoints = LittleLong( ds->numVerts );
+	if (numPoints > MAX_FACE_POINTS) {
+		ri.Printf( PRINT_WARNING, "WARNING: MAX_FACE_POINTS exceeded: %i\n", numPoints);
+    numPoints = MAX_FACE_POINTS;
+    surf->shader = tr.defaultShader;
+	}
+
+	numIndexes = LittleLong( ds->numIndexes );
+
+	// create the srfSurfaceFace_t
+	sfaceSize = ( size_t ) &((srfSurfaceFace_t *)0)->points[numPoints];
+	ofsIndexes = sfaceSize;
+	sfaceSize += sizeof( int ) * numIndexes;
+
+	cv = ri.Hunk_Alloc( sfaceSize, h_low );
+	cv->surfaceType = SF_FACE;
+	cv->numPoints = numPoints;
+	cv->numIndices = numIndexes;
+	cv->ofsIndices = ofsIndexes;
+
+	verts += LittleLong( ds->firstVert );
+	for ( i = 0 ; i < numPoints ; i++ ) {
+		for ( j = 0 ; j < 3 ; j++ ) {
+			cv->points[i][j] = LittleFloat( verts[i].xyz[j] );
+		}
+		for ( j = 0 ; j < 2 ; j++ ) {
+			cv->points[i][3+j] = LittleFloat( verts[i].st[j] );
+			cv->points[i][5+j] = LittleFloat( verts[i].lightmap[j] );
+		}
+		R_ColorShiftLightingBytes( verts[i].color, (byte *)&cv->points[i][7] );
+	}
+
+	indexes += LittleLong( ds->firstIndex );
+	for ( i = 0 ; i < numIndexes ; i++ ) {
+		((int *)((byte *)cv + cv->ofsIndices ))[i] = LittleLong( indexes[ i ] );
+	}
+
+	// take the plane information from the lightmap vector
+	for ( i = 0 ; i < 3 ; i++ ) {
+		cv->plane.normal[i] = LittleFloat( ds->lightmapVecs[2][i] );
+	}
+	cv->plane.dist = DotProduct( cv->points[0], cv->plane.normal );
+	SetPlaneSignbits( &cv->plane );
+	cv->plane.type = PlaneTypeForNormal( cv->plane.normal );
+
+	surf->data = (surfaceType_t *)cv;
+}
+
+
+/*
+===============
+ParseMesh
+===============
+*/
+static void ParseMesh ( dsurface_t *ds, drawVert_t *verts, msurface_t *surf ) {
+	srfGridMesh_t	*grid;
+	int				i, j;
+	int				width, height, numPoints;
+	drawVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE];
+	int				lightmapNum;
+	vec3_t			bounds[2];
+	vec3_t			tmpVec;
+	static surfaceType_t	skipData = SF_SKIP;
+
+	lightmapNum = LittleLong( ds->lightmapNum );
+
+	// get fog volume
+	surf->fogIndex = LittleLong( ds->fogNum ) + 1;
+
+	// get shader value
+	surf->shader = ShaderForShaderNum( ds->shaderNum, lightmapNum );
+	if ( r_singleShader->integer && !surf->shader->isSky ) {
+		surf->shader = tr.defaultShader;
+	}
+
+	// we may have a nodraw surface, because they might still need to
+	// be around for movement clipping
+	if ( s_worldData.shaders[ LittleLong( ds->shaderNum ) ].surfaceFlags & SURF_NODRAW ) {
+		surf->data = &skipData;
+		return;
+	}
+
+	width = LittleLong( ds->patchWidth );
+	height = LittleLong( ds->patchHeight );
+
+	verts += LittleLong( ds->firstVert );
+	numPoints = width * height;
+	for ( i = 0 ; i < numPoints ; i++ ) {
+		for ( j = 0 ; j < 3 ; j++ ) {
+			points[i].xyz[j] = LittleFloat( verts[i].xyz[j] );
+			points[i].normal[j] = LittleFloat( verts[i].normal[j] );
+		}
+		for ( j = 0 ; j < 2 ; j++ ) {
+			points[i].st[j] = LittleFloat( verts[i].st[j] );
+			points[i].lightmap[j] = LittleFloat( verts[i].lightmap[j] );
+		}
+		R_ColorShiftLightingBytes( verts[i].color, points[i].color );
+	}
+
+	// pre-tesseleate
+	grid = R_SubdividePatchToGrid( width, height, points );
+	surf->data = (surfaceType_t *)grid;
+
+	// copy the level of detail origin, which is the center
+	// of the group of all curves that must subdivide the same
+	// to avoid cracking
+	for ( i = 0 ; i < 3 ; i++ ) {
+		bounds[0][i] = LittleFloat( ds->lightmapVecs[0][i] );
+		bounds[1][i] = LittleFloat( ds->lightmapVecs[1][i] );
+	}
+	VectorAdd( bounds[0], bounds[1], bounds[1] );
+	VectorScale( bounds[1], 0.5f, grid->lodOrigin );
+	VectorSubtract( bounds[0], grid->lodOrigin, tmpVec );
+	grid->lodRadius = VectorLength( tmpVec );
+}
+
+/*
+===============
+ParseTriSurf
+===============
+*/
+static void ParseTriSurf( dsurface_t *ds, drawVert_t *verts, msurface_t *surf, int *indexes ) {
+	srfTriangles_t	*tri;
+	int				i, j;
+	int				numVerts, numIndexes;
+
+	// get fog volume
+	surf->fogIndex = LittleLong( ds->fogNum ) + 1;
+
+	// get shader
+	surf->shader = ShaderForShaderNum( ds->shaderNum, LIGHTMAP_BY_VERTEX );
+	if ( r_singleShader->integer && !surf->shader->isSky ) {
+		surf->shader = tr.defaultShader;
+	}
+
+	numVerts = LittleLong( ds->numVerts );
+	numIndexes = LittleLong( ds->numIndexes );
+
+	tri = ri.Hunk_Alloc( sizeof( *tri ) + numVerts * sizeof( tri->verts[0] ) 
+		+ numIndexes * sizeof( tri->indexes[0] ), h_low );
+	tri->surfaceType = SF_TRIANGLES;
+	tri->numVerts = numVerts;
+	tri->numIndexes = numIndexes;
+	tri->verts = (drawVert_t *)(tri + 1);
+	tri->indexes = (int *)(tri->verts + tri->numVerts );
+
+	surf->data = (surfaceType_t *)tri;
+
+	// copy vertexes
+	ClearBounds( tri->bounds[0], tri->bounds[1] );
+	verts += LittleLong( ds->firstVert );
+	for ( i = 0 ; i < numVerts ; i++ ) {
+		for ( j = 0 ; j < 3 ; j++ ) {
+			tri->verts[i].xyz[j] = LittleFloat( verts[i].xyz[j] );
+			tri->verts[i].normal[j] = LittleFloat( verts[i].normal[j] );
+		}
+		AddPointToBounds( tri->verts[i].xyz, tri->bounds[0], tri->bounds[1] );
+		for ( j = 0 ; j < 2 ; j++ ) {
+			tri->verts[i].st[j] = LittleFloat( verts[i].st[j] );
+			tri->verts[i].lightmap[j] = LittleFloat( verts[i].lightmap[j] );
+		}
+
+		R_ColorShiftLightingBytes( verts[i].color, tri->verts[i].color );
+	}
+
+	// copy indexes
+	indexes += LittleLong( ds->firstIndex );
+	for ( i = 0 ; i < numIndexes ; i++ ) {
+		tri->indexes[i] = LittleLong( indexes[i] );
+		if ( tri->indexes[i] < 0 || tri->indexes[i] >= numVerts ) {
+			ri.Error( ERR_DROP, "Bad index in triangle surface" );
+		}
+	}
+}
+
+/*
+===============
+ParseFlare
+===============
+*/
+static void ParseFlare( dsurface_t *ds, drawVert_t *verts, msurface_t *surf, int *indexes ) {
+	srfFlare_t		*flare;
+	int				i;
+
+	// get fog volume
+	surf->fogIndex = LittleLong( ds->fogNum ) + 1;
+
+	// get shader
+	surf->shader = ShaderForShaderNum( ds->shaderNum, LIGHTMAP_BY_VERTEX );
+	if ( r_singleShader->integer && !surf->shader->isSky ) {
+		surf->shader = tr.defaultShader;
+	}
+
+	flare = ri.Hunk_Alloc( sizeof( *flare ), h_low );
+	flare->surfaceType = SF_FLARE;
+
+	surf->data = (surfaceType_t *)flare;
+
+	for ( i = 0 ; i < 3 ; i++ ) {
+		flare->origin[i] = LittleFloat( ds->lightmapOrigin[i] );
+		flare->color[i] = LittleFloat( ds->lightmapVecs[0][i] );
+		flare->normal[i] = LittleFloat( ds->lightmapVecs[2][i] );
+	}
+}
+
+
+/*
+=================
+R_MergedWidthPoints
+
+returns true if there are grid points merged on a width edge
+=================
+*/
+int R_MergedWidthPoints(srfGridMesh_t *grid, int offset) {
+	int i, j;
+
+	for (i = 1; i < grid->width-1; i++) {
+		for (j = i + 1; j < grid->width-1; j++) {
+			if ( fabs(grid->verts[i + offset].xyz[0] - grid->verts[j + offset].xyz[0]) > .1) continue;
+			if ( fabs(grid->verts[i + offset].xyz[1] - grid->verts[j + offset].xyz[1]) > .1) continue;
+			if ( fabs(grid->verts[i + offset].xyz[2] - grid->verts[j + offset].xyz[2]) > .1) continue;
+			return qtrue;
+		}
+	}
+	return qfalse;
+}
+
+/*
+=================
+R_MergedHeightPoints
+
+returns true if there are grid points merged on a height edge
+=================
+*/
+int R_MergedHeightPoints(srfGridMesh_t *grid, int offset) {
+	int i, j;
+
+	for (i = 1; i < grid->height-1; i++) {
+		for (j = i + 1; j < grid->height-1; j++) {
+			if ( fabs(grid->verts[grid->width * i + offset].xyz[0] - grid->verts[grid->width * j + offset].xyz[0]) > .1) continue;
+			if ( fabs(grid->verts[grid->width * i + offset].xyz[1] - grid->verts[grid->width * j + offset].xyz[1]) > .1) continue;
+			if ( fabs(grid->verts[grid->width * i + offset].xyz[2] - grid->verts[grid->width * j + offset].xyz[2]) > .1) continue;
+			return qtrue;
+		}
+	}
+	return qfalse;
+}
+
+/*
+=================
+R_FixSharedVertexLodError_r
+
+NOTE: never sync LoD through grid edges with merged points!
+
+FIXME: write generalized version that also avoids cracks between a patch and one that meets half way?
+=================
+*/
+void R_FixSharedVertexLodError_r( int start, srfGridMesh_t *grid1 ) {
+	int j, k, l, m, n, offset1, offset2, touch;
+	srfGridMesh_t *grid2;
+
+	for ( j = start; j < s_worldData.numsurfaces; j++ ) {
+		//
+		grid2 = (srfGridMesh_t *) s_worldData.surfaces[j].data;
+		// if this surface is not a grid
+		if ( grid2->surfaceType != SF_GRID ) continue;
+		// if the LOD errors are already fixed for this patch
+		if ( grid2->lodFixed == 2 ) continue;
+		// grids in the same LOD group should have the exact same lod radius
+		if ( grid1->lodRadius != grid2->lodRadius ) continue;
+		// grids in the same LOD group should have the exact same lod origin
+		if ( grid1->lodOrigin[0] != grid2->lodOrigin[0] ) continue;
+		if ( grid1->lodOrigin[1] != grid2->lodOrigin[1] ) continue;
+		if ( grid1->lodOrigin[2] != grid2->lodOrigin[2] ) continue;
+		//
+		touch = qfalse;
+		for (n = 0; n < 2; n++) {
+			//
+			if (n) offset1 = (grid1->height-1) * grid1->width;
+			else offset1 = 0;
+			if (R_MergedWidthPoints(grid1, offset1)) continue;
+			for (k = 1; k < grid1->width-1; k++) {
+				for (m = 0; m < 2; m++) {
+
+					if (m) offset2 = (grid2->height-1) * grid2->width;
+					else offset2 = 0;
+					if (R_MergedWidthPoints(grid2, offset2)) continue;
+					for ( l = 1; l < grid2->width-1; l++) {
+					//
+						if ( fabs(grid1->verts[k + offset1].xyz[0] - grid2->verts[l + offset2].xyz[0]) > .1) continue;
+						if ( fabs(grid1->verts[k + offset1].xyz[1] - grid2->verts[l + offset2].xyz[1]) > .1) continue;
+						if ( fabs(grid1->verts[k + offset1].xyz[2] - grid2->verts[l + offset2].xyz[2]) > .1) continue;
+						// ok the points are equal and should have the same lod error
+						grid2->widthLodError[l] = grid1->widthLodError[k];
+						touch = qtrue;
+					}
+				}
+				for (m = 0; m < 2; m++) {
+
+					if (m) offset2 = grid2->width-1;
+					else offset2 = 0;
+					if (R_MergedHeightPoints(grid2, offset2)) continue;
+					for ( l = 1; l < grid2->height-1; l++) {
+					//
+						if ( fabs(grid1->verts[k + offset1].xyz[0] - grid2->verts[grid2->width * l + offset2].xyz[0]) > .1) continue;
+						if ( fabs(grid1->verts[k + offset1].xyz[1] - grid2->verts[grid2->width * l + offset2].xyz[1]) > .1) continue;
+						if ( fabs(grid1->verts[k + offset1].xyz[2] - grid2->verts[grid2->width * l + offset2].xyz[2]) > .1) continue;
+						// ok the points are equal and should have the same lod error
+						grid2->heightLodError[l] = grid1->widthLodError[k];
+						touch = qtrue;
+					}
+				}
+			}
+		}
+		for (n = 0; n < 2; n++) {
+			//
+			if (n) offset1 = grid1->width-1;
+			else offset1 = 0;
+			if (R_MergedHeightPoints(grid1, offset1)) continue;
+			for (k = 1; k < grid1->height-1; k++) {
+				for (m = 0; m < 2; m++) {
+
+					if (m) offset2 = (grid2->height-1) * grid2->width;
+					else offset2 = 0;
+					if (R_MergedWidthPoints(grid2, offset2)) continue;
+					for ( l = 1; l < grid2->width-1; l++) {
+					//
+						if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[0] - grid2->verts[l + offset2].xyz[0]) > .1) continue;
+						if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[1] - grid2->verts[l + offset2].xyz[1]) > .1) continue;
+						if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[2] - grid2->verts[l + offset2].xyz[2]) > .1) continue;
+						// ok the points are equal and should have the same lod error
+						grid2->widthLodError[l] = grid1->heightLodError[k];
+						touch = qtrue;
+					}
+				}
+				for (m = 0; m < 2; m++) {
+
+					if (m) offset2 = grid2->width-1;
+					else offset2 = 0;
+					if (R_MergedHeightPoints(grid2, offset2)) continue;
+					for ( l = 1; l < grid2->height-1; l++) {
+					//
+						if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[0] - grid2->verts[grid2->width * l + offset2].xyz[0]) > .1) continue;
+						if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[1] - grid2->verts[grid2->width * l + offset2].xyz[1]) > .1) continue;
+						if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[2] - grid2->verts[grid2->width * l + offset2].xyz[2]) > .1) continue;
+						// ok the points are equal and should have the same lod error
+						grid2->heightLodError[l] = grid1->heightLodError[k];
+						touch = qtrue;
+					}
+				}
+			}
+		}
+		if (touch) {
+			grid2->lodFixed = 2;
+			R_FixSharedVertexLodError_r ( start, grid2 );
+			//NOTE: this would be correct but makes things really slow
+			//grid2->lodFixed = 1;
+		}
+	}
+}
+
+/*
+=================
+R_FixSharedVertexLodError
+
+This function assumes that all patches in one group are nicely stitched together for the highest LoD.
+If this is not the case this function will still do its job but won't fix the highest LoD cracks.
+=================
+*/
+void R_FixSharedVertexLodError( void ) {
+	int i;
+	srfGridMesh_t *grid1;
+
+	for ( i = 0; i < s_worldData.numsurfaces; i++ ) {
+		//
+		grid1 = (srfGridMesh_t *) s_worldData.surfaces[i].data;
+		// if this surface is not a grid
+		if ( grid1->surfaceType != SF_GRID )
+			continue;
+		//
+		if ( grid1->lodFixed )
+			continue;
+		//
+		grid1->lodFixed = 2;
+		// recursively fix other patches in the same LOD group
+		R_FixSharedVertexLodError_r( i + 1, grid1);
+	}
+}
+
+
+/*
+===============
+R_StitchPatches
+===============
+*/
+int R_StitchPatches( int grid1num, int grid2num ) {
+	float *v1, *v2;
+	srfGridMesh_t *grid1, *grid2;
+	int k, l, m, n, offset1, offset2, row, column;
+
+	grid1 = (srfGridMesh_t *) s_worldData.surfaces[grid1num].data;
+	grid2 = (srfGridMesh_t *) s_worldData.surfaces[grid2num].data;
+	for (n = 0; n < 2; n++) {
+		//
+		if (n) offset1 = (grid1->height-1) * grid1->width;
+		else offset1 = 0;
+		if (R_MergedWidthPoints(grid1, offset1))
+			continue;
+		for (k = 0; k < grid1->width-2; k += 2) {
+
+			for (m = 0; m < 2; m++) {
+
+				if ( grid2->width >= MAX_GRID_SIZE )
+					break;
+				if (m) offset2 = (grid2->height-1) * grid2->width;
+				else offset2 = 0;
+				for ( l = 0; l < grid2->width-1; l++) {
+				//
+					v1 = grid1->verts[k + offset1].xyz;
+					v2 = grid2->verts[l + offset2].xyz;
+					if ( fabs(v1[0] - v2[0]) > .1)
+						continue;
+					if ( fabs(v1[1] - v2[1]) > .1)
+						continue;
+					if ( fabs(v1[2] - v2[2]) > .1)
+						continue;
+
+					v1 = grid1->verts[k + 2 + offset1].xyz;
+					v2 = grid2->verts[l + 1 + offset2].xyz;
+					if ( fabs(v1[0] - v2[0]) > .1)
+						continue;
+					if ( fabs(v1[1] - v2[1]) > .1)
+						continue;
+					if ( fabs(v1[2] - v2[2]) > .1)
+						continue;
+					//
+					v1 = grid2->verts[l + offset2].xyz;
+					v2 = grid2->verts[l + 1 + offset2].xyz;
+					if ( fabs(v1[0] - v2[0]) < .01 &&
+							fabs(v1[1] - v2[1]) < .01 &&
+							fabs(v1[2] - v2[2]) < .01)
+						continue;
+					//
+					//ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
+					// insert column into grid2 right after after column l
+					if (m) row = grid2->height-1;
+					else row = 0;
+					grid2 = R_GridInsertColumn( grid2, l+1, row,
+									grid1->verts[k + 1 + offset1].xyz, grid1->widthLodError[k+1]);
+					grid2->lodStitched = qfalse;
+					s_worldData.surfaces[grid2num].data = (void *) grid2;
+					return qtrue;
+				}
+			}
+			for (m = 0; m < 2; m++) {
+
+				if (grid2->height >= MAX_GRID_SIZE)
+					break;
+				if (m) offset2 = grid2->width-1;
+				else offset2 = 0;
+				for ( l = 0; l < grid2->height-1; l++) {
+					//
+					v1 = grid1->verts[k + offset1].xyz;
+					v2 = grid2->verts[grid2->width * l + offset2].xyz;
+					if ( fabs(v1[0] - v2[0]) > .1)
+						continue;
+					if ( fabs(v1[1] - v2[1]) > .1)
+						continue;
+					if ( fabs(v1[2] - v2[2]) > .1)
+						continue;
+
+					v1 = grid1->verts[k + 2 + offset1].xyz;
+					v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz;
+					if ( fabs(v1[0] - v2[0]) > .1)
+						continue;
+					if ( fabs(v1[1] - v2[1]) > .1)
+						continue;
+					if ( fabs(v1[2] - v2[2]) > .1)
+						continue;
+					//
+					v1 = grid2->verts[grid2->width * l + offset2].xyz;
+					v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz;
+					if ( fabs(v1[0] - v2[0]) < .01 &&
+							fabs(v1[1] - v2[1]) < .01 &&
+							fabs(v1[2] - v2[2]) < .01)
+						continue;
+					//
+					//ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
+					// insert row into grid2 right after after row l
+					if (m) column = grid2->width-1;
+					else column = 0;
+					grid2 = R_GridInsertRow( grid2, l+1, column,
+										grid1->verts[k + 1 + offset1].xyz, grid1->widthLodError[k+1]);
+					grid2->lodStitched = qfalse;
+					s_worldData.surfaces[grid2num].data = (void *) grid2;
+					return qtrue;
+				}
+			}
+		}
+	}
+	for (n = 0; n < 2; n++) {
+		//
+		if (n) offset1 = grid1->width-1;
+		else offset1 = 0;
+		if (R_MergedHeightPoints(grid1, offset1))
+			continue;
+		for (k = 0; k < grid1->height-2; k += 2) {
+			for (m = 0; m < 2; m++) {
+
+				if ( grid2->width >= MAX_GRID_SIZE )
+					break;
+				if (m) offset2 = (grid2->height-1) * grid2->width;
+				else offset2 = 0;
+				for ( l = 0; l < grid2->width-1; l++) {
+				//
+					v1 = grid1->verts[grid1->width * k + offset1].xyz;
+					v2 = grid2->verts[l + offset2].xyz;
+					if ( fabs(v1[0] - v2[0]) > .1)
+						continue;
+					if ( fabs(v1[1] - v2[1]) > .1)
+						continue;
+					if ( fabs(v1[2] - v2[2]) > .1)
+						continue;
+
+					v1 = grid1->verts[grid1->width * (k + 2) + offset1].xyz;
+					v2 = grid2->verts[l + 1 + offset2].xyz;
+					if ( fabs(v1[0] - v2[0]) > .1)
+						continue;
+					if ( fabs(v1[1] - v2[1]) > .1)
+						continue;
+					if ( fabs(v1[2] - v2[2]) > .1)
+						continue;
+					//
+					v1 = grid2->verts[l + offset2].xyz;
+					v2 = grid2->verts[(l + 1) + offset2].xyz;
+					if ( fabs(v1[0] - v2[0]) < .01 &&
+							fabs(v1[1] - v2[1]) < .01 &&
+							fabs(v1[2] - v2[2]) < .01)
+						continue;
+					//
+					//ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
+					// insert column into grid2 right after after column l
+					if (m) row = grid2->height-1;
+					else row = 0;
+					grid2 = R_GridInsertColumn( grid2, l+1, row,
+									grid1->verts[grid1->width * (k + 1) + offset1].xyz, grid1->heightLodError[k+1]);
+					grid2->lodStitched = qfalse;
+					s_worldData.surfaces[grid2num].data = (void *) grid2;
+					return qtrue;
+				}
+			}
+			for (m = 0; m < 2; m++) {
+
+				if (grid2->height >= MAX_GRID_SIZE)
+					break;
+				if (m) offset2 = grid2->width-1;
+				else offset2 = 0;
+				for ( l = 0; l < grid2->height-1; l++) {
+				//
+					v1 = grid1->verts[grid1->width * k + offset1].xyz;
+					v2 = grid2->verts[grid2->width * l + offset2].xyz;
+					if ( fabs(v1[0] - v2[0]) > .1)
+						continue;
+					if ( fabs(v1[1] - v2[1]) > .1)
+						continue;
+					if ( fabs(v1[2] - v2[2]) > .1)
+						continue;
+
+					v1 = grid1->verts[grid1->width * (k + 2) + offset1].xyz;
+					v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz;
+					if ( fabs(v1[0] - v2[0]) > .1)
+						continue;
+					if ( fabs(v1[1] - v2[1]) > .1)
+						continue;
+					if ( fabs(v1[2] - v2[2]) > .1)
+						continue;
+					//
+					v1 = grid2->verts[grid2->width * l + offset2].xyz;
+					v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz;
+					if ( fabs(v1[0] - v2[0]) < .01 &&
+							fabs(v1[1] - v2[1]) < .01 &&
+							fabs(v1[2] - v2[2]) < .01)
+						continue;
+					//
+					//ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
+					// insert row into grid2 right after after row l
+					if (m) column = grid2->width-1;
+					else column = 0;
+					grid2 = R_GridInsertRow( grid2, l+1, column,
+									grid1->verts[grid1->width * (k + 1) + offset1].xyz, grid1->heightLodError[k+1]);
+					grid2->lodStitched = qfalse;
+					s_worldData.surfaces[grid2num].data = (void *) grid2;
+					return qtrue;
+				}
+			}
+		}
+	}
+	for (n = 0; n < 2; n++) {
+		//
+		if (n) offset1 = (grid1->height-1) * grid1->width;
+		else offset1 = 0;
+		if (R_MergedWidthPoints(grid1, offset1))
+			continue;
+		for (k = grid1->width-1; k > 1; k -= 2) {
+
+			for (m = 0; m < 2; m++) {
+
+				if ( grid2->width >= MAX_GRID_SIZE )
+					break;
+				if (m) offset2 = (grid2->height-1) * grid2->width;
+				else offset2 = 0;
+				for ( l = 0; l < grid2->width-1; l++) {
+				//
+					v1 = grid1->verts[k + offset1].xyz;
+					v2 = grid2->verts[l + offset2].xyz;
+					if ( fabs(v1[0] - v2[0]) > .1)
+						continue;
+					if ( fabs(v1[1] - v2[1]) > .1)
+						continue;
+					if ( fabs(v1[2] - v2[2]) > .1)
+						continue;
+
+					v1 = grid1->verts[k - 2 + offset1].xyz;
+					v2 = grid2->verts[l + 1 + offset2].xyz;
+					if ( fabs(v1[0] - v2[0]) > .1)
+						continue;
+					if ( fabs(v1[1] - v2[1]) > .1)
+						continue;
+					if ( fabs(v1[2] - v2[2]) > .1)
+						continue;
+					//
+					v1 = grid2->verts[l + offset2].xyz;
+					v2 = grid2->verts[(l + 1) + offset2].xyz;
+					if ( fabs(v1[0] - v2[0]) < .01 &&
+							fabs(v1[1] - v2[1]) < .01 &&
+							fabs(v1[2] - v2[2]) < .01)
+						continue;
+					//
+					//ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
+					// insert column into grid2 right after after column l
+					if (m) row = grid2->height-1;
+					else row = 0;
+					grid2 = R_GridInsertColumn( grid2, l+1, row,
+										grid1->verts[k - 1 + offset1].xyz, grid1->widthLodError[k+1]);
+					grid2->lodStitched = qfalse;
+					s_worldData.surfaces[grid2num].data = (void *) grid2;
+					return qtrue;
+				}
+			}
+			for (m = 0; m < 2; m++) {
+
+				if (grid2->height >= MAX_GRID_SIZE)
+					break;
+				if (m) offset2 = grid2->width-1;
+				else offset2 = 0;
+				for ( l = 0; l < grid2->height-1; l++) {
+				//
+					v1 = grid1->verts[k + offset1].xyz;
+					v2 = grid2->verts[grid2->width * l + offset2].xyz;
+					if ( fabs(v1[0] - v2[0]) > .1)
+						continue;
+					if ( fabs(v1[1] - v2[1]) > .1)
+						continue;
+					if ( fabs(v1[2] - v2[2]) > .1)
+						continue;
+
+					v1 = grid1->verts[k - 2 + offset1].xyz;
+					v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz;
+					if ( fabs(v1[0] - v2[0]) > .1)
+						continue;
+					if ( fabs(v1[1] - v2[1]) > .1)
+						continue;
+					if ( fabs(v1[2] - v2[2]) > .1)
+						continue;
+					//
+					v1 = grid2->verts[grid2->width * l + offset2].xyz;
+					v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz;
+					if ( fabs(v1[0] - v2[0]) < .01 &&
+							fabs(v1[1] - v2[1]) < .01 &&
+							fabs(v1[2] - v2[2]) < .01)
+						continue;
+					//
+					//ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
+					// insert row into grid2 right after after row l
+					if (m) column = grid2->width-1;
+					else column = 0;
+					grid2 = R_GridInsertRow( grid2, l+1, column,
+										grid1->verts[k - 1 + offset1].xyz, grid1->widthLodError[k+1]);
+					if (!grid2)
+						break;
+					grid2->lodStitched = qfalse;
+					s_worldData.surfaces[grid2num].data = (void *) grid2;
+					return qtrue;
+				}
+			}
+		}
+	}
+	for (n = 0; n < 2; n++) {
+		//
+		if (n) offset1 = grid1->width-1;
+		else offset1 = 0;
+		if (R_MergedHeightPoints(grid1, offset1))
+			continue;
+		for (k = grid1->height-1; k > 1; k -= 2) {
+			for (m = 0; m < 2; m++) {
+
+				if ( grid2->width >= MAX_GRID_SIZE )
+					break;
+				if (m) offset2 = (grid2->height-1) * grid2->width;
+				else offset2 = 0;
+				for ( l = 0; l < grid2->width-1; l++) {
+				//
+					v1 = grid1->verts[grid1->width * k + offset1].xyz;
+					v2 = grid2->verts[l + offset2].xyz;
+					if ( fabs(v1[0] - v2[0]) > .1)
+						continue;
+					if ( fabs(v1[1] - v2[1]) > .1)
+						continue;
+					if ( fabs(v1[2] - v2[2]) > .1)
+						continue;
+
+					v1 = grid1->verts[grid1->width * (k - 2) + offset1].xyz;
+					v2 = grid2->verts[l + 1 + offset2].xyz;
+					if ( fabs(v1[0] - v2[0]) > .1)
+						continue;
+					if ( fabs(v1[1] - v2[1]) > .1)
+						continue;
+					if ( fabs(v1[2] - v2[2]) > .1)
+						continue;
+					//
+					v1 = grid2->verts[l + offset2].xyz;
+					v2 = grid2->verts[(l + 1) + offset2].xyz;
+					if ( fabs(v1[0] - v2[0]) < .01 &&
+							fabs(v1[1] - v2[1]) < .01 &&
+							fabs(v1[2] - v2[2]) < .01)
+						continue;
+					//
+					//ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
+					// insert column into grid2 right after after column l
+					if (m) row = grid2->height-1;
+					else row = 0;
+					grid2 = R_GridInsertColumn( grid2, l+1, row,
+										grid1->verts[grid1->width * (k - 1) + offset1].xyz, grid1->heightLodError[k+1]);
+					grid2->lodStitched = qfalse;
+					s_worldData.surfaces[grid2num].data = (void *) grid2;
+					return qtrue;
+				}
+			}
+			for (m = 0; m < 2; m++) {
+
+				if (grid2->height >= MAX_GRID_SIZE)
+					break;
+				if (m) offset2 = grid2->width-1;
+				else offset2 = 0;
+				for ( l = 0; l < grid2->height-1; l++) {
+				//
+					v1 = grid1->verts[grid1->width * k + offset1].xyz;
+					v2 = grid2->verts[grid2->width * l + offset2].xyz;
+					if ( fabs(v1[0] - v2[0]) > .1)
+						continue;
+					if ( fabs(v1[1] - v2[1]) > .1)
+						continue;
+					if ( fabs(v1[2] - v2[2]) > .1)
+						continue;
+
+					v1 = grid1->verts[grid1->width * (k - 2) + offset1].xyz;
+					v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz;
+					if ( fabs(v1[0] - v2[0]) > .1)
+						continue;
+					if ( fabs(v1[1] - v2[1]) > .1)
+						continue;
+					if ( fabs(v1[2] - v2[2]) > .1)
+						continue;
+					//
+					v1 = grid2->verts[grid2->width * l + offset2].xyz;
+					v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz;
+					if ( fabs(v1[0] - v2[0]) < .01 &&
+							fabs(v1[1] - v2[1]) < .01 &&
+							fabs(v1[2] - v2[2]) < .01)
+						continue;
+					//
+					//ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
+					// insert row into grid2 right after after row l
+					if (m) column = grid2->width-1;
+					else column = 0;
+					grid2 = R_GridInsertRow( grid2, l+1, column,
+										grid1->verts[grid1->width * (k - 1) + offset1].xyz, grid1->heightLodError[k+1]);
+					grid2->lodStitched = qfalse;
+					s_worldData.surfaces[grid2num].data = (void *) grid2;
+					return qtrue;
+				}
+			}
+		}
+	}
+	return qfalse;
+}
+
+/*
+===============
+R_TryStitchPatch
+
+This function will try to stitch patches in the same LoD group together for the highest LoD.
+
+Only single missing vertice cracks will be fixed.
+
+Vertices will be joined at the patch side a crack is first found, at the other side
+of the patch (on the same row or column) the vertices will not be joined and cracks
+might still appear at that side.
+===============
+*/
+int R_TryStitchingPatch( int grid1num ) {
+	int j, numstitches;
+	srfGridMesh_t *grid1, *grid2;
+
+	numstitches = 0;
+	grid1 = (srfGridMesh_t *) s_worldData.surfaces[grid1num].data;
+	for ( j = 0; j < s_worldData.numsurfaces; j++ ) {
+		//
+		grid2 = (srfGridMesh_t *) s_worldData.surfaces[j].data;
+		// if this surface is not a grid
+		if ( grid2->surfaceType != SF_GRID ) continue;
+		// grids in the same LOD group should have the exact same lod radius
+		if ( grid1->lodRadius != grid2->lodRadius ) continue;
+		// grids in the same LOD group should have the exact same lod origin
+		if ( grid1->lodOrigin[0] != grid2->lodOrigin[0] ) continue;
+		if ( grid1->lodOrigin[1] != grid2->lodOrigin[1] ) continue;
+		if ( grid1->lodOrigin[2] != grid2->lodOrigin[2] ) continue;
+		//
+		while (R_StitchPatches(grid1num, j))
+		{
+			numstitches++;
+		}
+	}
+	return numstitches;
+}
+
+/*
+===============
+R_StitchAllPatches
+===============
+*/
+void R_StitchAllPatches( void ) {
+	int i, stitched, numstitches;
+	srfGridMesh_t *grid1;
+
+	numstitches = 0;
+	do
+	{
+		stitched = qfalse;
+		for ( i = 0; i < s_worldData.numsurfaces; i++ ) {
+			//
+			grid1 = (srfGridMesh_t *) s_worldData.surfaces[i].data;
+			// if this surface is not a grid
+			if ( grid1->surfaceType != SF_GRID )
+				continue;
+			//
+			if ( grid1->lodStitched )
+				continue;
+			//
+			grid1->lodStitched = qtrue;
+			stitched = qtrue;
+			//
+			numstitches += R_TryStitchingPatch( i );
+		}
+	}
+	while (stitched);
+	ri.Printf( PRINT_ALL, "stitched %d LoD cracks\n", numstitches );
+}
+
+/*
+===============
+R_MovePatchSurfacesToHunk
+===============
+*/
+void R_MovePatchSurfacesToHunk(void) {
+	int i, size;
+	srfGridMesh_t *grid, *hunkgrid;
+
+	for ( i = 0; i < s_worldData.numsurfaces; i++ ) {
+		//
+		grid = (srfGridMesh_t *) s_worldData.surfaces[i].data;
+		// if this surface is not a grid
+		if ( grid->surfaceType != SF_GRID )
+			continue;
+		//
+		size = (grid->width * grid->height - 1) * sizeof( drawVert_t ) + sizeof( *grid );
+		hunkgrid = ri.Hunk_Alloc( size, h_low );
+		Com_Memcpy(hunkgrid, grid, size);
+
+		hunkgrid->widthLodError = ri.Hunk_Alloc( grid->width * 4, h_low );
+		Com_Memcpy( hunkgrid->widthLodError, grid->widthLodError, grid->width * 4 );
+
+		hunkgrid->heightLodError = ri.Hunk_Alloc( grid->height * 4, h_low );
+		Com_Memcpy( hunkgrid->heightLodError, grid->heightLodError, grid->height * 4 );
+
+		R_FreeSurfaceGridMesh( grid );
+
+		s_worldData.surfaces[i].data = (void *) hunkgrid;
+	}
+}
+
+/*
+===============
+R_LoadSurfaces
+===============
+*/
+static	void R_LoadSurfaces( lump_t *surfs, lump_t *verts, lump_t *indexLump ) {
+	dsurface_t	*in;
+	msurface_t	*out;
+	drawVert_t	*dv;
+	int			*indexes;
+	int			count;
+	int			numFaces, numMeshes, numTriSurfs, numFlares;
+	int			i;
+
+	numFaces = 0;
+	numMeshes = 0;
+	numTriSurfs = 0;
+	numFlares = 0;
+
+	in = (void *)(fileBase + surfs->fileofs);
+	if (surfs->filelen % sizeof(*in))
+		ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+	count = surfs->filelen / sizeof(*in);
+
+	dv = (void *)(fileBase + verts->fileofs);
+	if (verts->filelen % sizeof(*dv))
+		ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+
+	indexes = (void *)(fileBase + indexLump->fileofs);
+	if ( indexLump->filelen % sizeof(*indexes))
+		ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+
+	out = ri.Hunk_Alloc ( count * sizeof(*out), h_low );	
+
+	s_worldData.surfaces = out;
+	s_worldData.numsurfaces = count;
+
+	for ( i = 0 ; i < count ; i++, in++, out++ ) {
+		switch ( LittleLong( in->surfaceType ) ) {
+		case MST_PATCH:
+			ParseMesh ( in, dv, out );
+			numMeshes++;
+			break;
+		case MST_TRIANGLE_SOUP:
+			ParseTriSurf( in, dv, out, indexes );
+			numTriSurfs++;
+			break;
+		case MST_PLANAR:
+			ParseFace( in, dv, out, indexes );
+			numFaces++;
+			break;
+		case MST_FLARE:
+			ParseFlare( in, dv, out, indexes );
+			numFlares++;
+			break;
+		default:
+			ri.Error( ERR_DROP, "Bad surfaceType" );
+		}
+	}
+
+#ifdef PATCH_STITCHING
+	R_StitchAllPatches();
+#endif
+
+	R_FixSharedVertexLodError();
+
+#ifdef PATCH_STITCHING
+	R_MovePatchSurfacesToHunk();
+#endif
+
+	ri.Printf( PRINT_ALL, "...loaded %d faces, %i meshes, %i trisurfs, %i flares\n", 
+		numFaces, numMeshes, numTriSurfs, numFlares );
+}
+
+
+
+/*
+=================
+R_LoadSubmodels
+=================
+*/
+static	void R_LoadSubmodels( lump_t *l ) {
+	dmodel_t	*in;
+	bmodel_t	*out;
+	int			i, j, count;
+
+	in = (void *)(fileBase + l->fileofs);
+	if (l->filelen % sizeof(*in))
+		ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+	count = l->filelen / sizeof(*in);
+
+	s_worldData.bmodels = out = ri.Hunk_Alloc( count * sizeof(*out), h_low );
+
+	for ( i=0 ; i<count ; i++, in++, out++ ) {
+		model_t *model;
+
+		model = R_AllocModel();
+
+		assert( model != NULL );			// this should never happen
+		if ( model == NULL ) {
+			ri.Error(ERR_DROP, "R_LoadSubmodels: R_AllocModel() failed");
+		}
+
+		model->type = MOD_BRUSH;
+		model->bmodel = out;
+		Com_sprintf( model->name, sizeof( model->name ), "*%d", i );
+
+		for (j=0 ; j<3 ; j++) {
+			out->bounds[0][j] = LittleFloat (in->mins[j]);
+			out->bounds[1][j] = LittleFloat (in->maxs[j]);
+		}
+
+		out->firstSurface = s_worldData.surfaces + LittleLong( in->firstSurface );
+		out->numSurfaces = LittleLong( in->numSurfaces );
+	}
+}
+
+
+
+//==================================================================
+
+/*
+=================
+R_SetParent
+=================
+*/
+static	void R_SetParent (mnode_t *node, mnode_t *parent)
+{
+	node->parent = parent;
+	if (node->contents != -1)
+		return;
+	R_SetParent (node->children[0], node);
+	R_SetParent (node->children[1], node);
+}
+
+/*
+=================
+R_LoadNodesAndLeafs
+=================
+*/
+static	void R_LoadNodesAndLeafs (lump_t *nodeLump, lump_t *leafLump) {
+	int			i, j, p;
+	dnode_t		*in;
+	dleaf_t		*inLeaf;
+	mnode_t 	*out;
+	int			numNodes, numLeafs;
+
+	in = (void *)(fileBase + nodeLump->fileofs);
+	if (nodeLump->filelen % sizeof(dnode_t) ||
+		leafLump->filelen % sizeof(dleaf_t) ) {
+		ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+	}
+	numNodes = nodeLump->filelen / sizeof(dnode_t);
+	numLeafs = leafLump->filelen / sizeof(dleaf_t);
+
+	out = ri.Hunk_Alloc ( (numNodes + numLeafs) * sizeof(*out), h_low);	
+
+	s_worldData.nodes = out;
+	s_worldData.numnodes = numNodes + numLeafs;
+	s_worldData.numDecisionNodes = numNodes;
+
+	// load nodes
+	for ( i=0 ; i<numNodes; i++, in++, out++)
+	{
+		for (j=0 ; j<3 ; j++)
+		{
+			out->mins[j] = LittleLong (in->mins[j]);
+			out->maxs[j] = LittleLong (in->maxs[j]);
+		}
+	
+		p = LittleLong(in->planeNum);
+		out->plane = s_worldData.planes + p;
+
+		out->contents = CONTENTS_NODE;	// differentiate from leafs
+
+		for (j=0 ; j<2 ; j++)
+		{
+			p = LittleLong (in->children[j]);
+			if (p >= 0)
+				out->children[j] = s_worldData.nodes + p;
+			else
+				out->children[j] = s_worldData.nodes + numNodes + (-1 - p);
+		}
+	}
+	
+	// load leafs
+	inLeaf = (void *)(fileBase + leafLump->fileofs);
+	for ( i=0 ; i<numLeafs ; i++, inLeaf++, out++)
+	{
+		for (j=0 ; j<3 ; j++)
+		{
+			out->mins[j] = LittleLong (inLeaf->mins[j]);
+			out->maxs[j] = LittleLong (inLeaf->maxs[j]);
+		}
+
+		out->cluster = LittleLong(inLeaf->cluster);
+		out->area = LittleLong(inLeaf->area);
+
+		if ( out->cluster >= s_worldData.numClusters ) {
+			s_worldData.numClusters = out->cluster + 1;
+		}
+
+		out->firstmarksurface = s_worldData.marksurfaces +
+			LittleLong(inLeaf->firstLeafSurface);
+		out->nummarksurfaces = LittleLong(inLeaf->numLeafSurfaces);
+	}	
+
+	// chain decendants
+	R_SetParent (s_worldData.nodes, NULL);
+}
+
+//=============================================================================
+
+/*
+=================
+R_LoadShaders
+=================
+*/
+static	void R_LoadShaders( lump_t *l ) {	
+	int		i, count;
+	dshader_t	*in, *out;
+	
+	in = (void *)(fileBase + l->fileofs);
+	if (l->filelen % sizeof(*in))
+		ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+	count = l->filelen / sizeof(*in);
+	out = ri.Hunk_Alloc ( count*sizeof(*out), h_low );
+
+	s_worldData.shaders = out;
+	s_worldData.numShaders = count;
+
+	Com_Memcpy( out, in, count*sizeof(*out) );
+
+	for ( i=0 ; i<count ; i++ ) {
+		out[i].surfaceFlags = LittleLong( out[i].surfaceFlags );
+		out[i].contentFlags = LittleLong( out[i].contentFlags );
+	}
+}
+
+
+/*
+=================
+R_LoadMarksurfaces
+=================
+*/
+static	void R_LoadMarksurfaces (lump_t *l)
+{	
+	int		i, j, count;
+	int		*in;
+	msurface_t **out;
+	
+	in = (void *)(fileBase + l->fileofs);
+	if (l->filelen % sizeof(*in))
+		ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+	count = l->filelen / sizeof(*in);
+	out = ri.Hunk_Alloc ( count*sizeof(*out), h_low);	
+
+	s_worldData.marksurfaces = out;
+	s_worldData.nummarksurfaces = count;
+
+	for ( i=0 ; i<count ; i++)
+	{
+		j = LittleLong(in[i]);
+		out[i] = s_worldData.surfaces + j;
+	}
+}
+
+
+/*
+=================
+R_LoadPlanes
+=================
+*/
+static	void R_LoadPlanes( lump_t *l ) {
+	int			i, j;
+	cplane_t	*out;
+	dplane_t 	*in;
+	int			count;
+	int			bits;
+	
+	in = (void *)(fileBase + l->fileofs);
+	if (l->filelen % sizeof(*in))
+		ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+	count = l->filelen / sizeof(*in);
+	out = ri.Hunk_Alloc ( count*2*sizeof(*out), h_low);	
+	
+	s_worldData.planes = out;
+	s_worldData.numplanes = count;
+
+	for ( i=0 ; i<count ; i++, in++, out++) {
+		bits = 0;
+		for (j=0 ; j<3 ; j++) {
+			out->normal[j] = LittleFloat (in->normal[j]);
+			if (out->normal[j] < 0) {
+				bits |= 1<<j;
+			}
+		}
+
+		out->dist = LittleFloat (in->dist);
+		out->type = PlaneTypeForNormal( out->normal );
+		out->signbits = bits;
+	}
+}
+
+/*
+=================
+R_LoadFogs
+
+=================
+*/
+static	void R_LoadFogs( lump_t *l, lump_t *brushesLump, lump_t *sidesLump ) {
+	int			i;
+	fog_t		*out;
+	dfog_t		*fogs;
+	dbrush_t 	*brushes, *brush;
+	dbrushside_t	*sides;
+	int			count, brushesCount, sidesCount;
+	int			sideNum;
+	int			planeNum;
+	shader_t	*shader;
+	float		d;
+	int			firstSide;
+
+	fogs = (void *)(fileBase + l->fileofs);
+	if (l->filelen % sizeof(*fogs)) {
+		ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+	}
+	count = l->filelen / sizeof(*fogs);
+
+	// create fog strucutres for them
+	s_worldData.numfogs = count + 1;
+	s_worldData.fogs = ri.Hunk_Alloc ( s_worldData.numfogs*sizeof(*out), h_low);
+	out = s_worldData.fogs + 1;
+
+	if ( !count ) {
+		return;
+	}
+
+	brushes = (void *)(fileBase + brushesLump->fileofs);
+	if (brushesLump->filelen % sizeof(*brushes)) {
+		ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+	}
+	brushesCount = brushesLump->filelen / sizeof(*brushes);
+
+	sides = (void *)(fileBase + sidesLump->fileofs);
+	if (sidesLump->filelen % sizeof(*sides)) {
+		ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+	}
+	sidesCount = sidesLump->filelen / sizeof(*sides);
+
+	for ( i=0 ; i<count ; i++, fogs++) {
+		out->originalBrushNumber = LittleLong( fogs->brushNum );
+
+		if ( (unsigned)out->originalBrushNumber >= brushesCount ) {
+			ri.Error( ERR_DROP, "fog brushNumber out of range" );
+		}
+		brush = brushes + out->originalBrushNumber;
+
+		firstSide = LittleLong( brush->firstSide );
+
+			if ( (unsigned)firstSide > sidesCount - 6 ) {
+			ri.Error( ERR_DROP, "fog brush sideNumber out of range" );
+		}
+
+		// brushes are always sorted with the axial sides first
+		sideNum = firstSide + 0;
+		planeNum = LittleLong( sides[ sideNum ].planeNum );
+		out->bounds[0][0] = -s_worldData.planes[ planeNum ].dist;
+
+		sideNum = firstSide + 1;
+		planeNum = LittleLong( sides[ sideNum ].planeNum );
+		out->bounds[1][0] = s_worldData.planes[ planeNum ].dist;
+
+		sideNum = firstSide + 2;
+		planeNum = LittleLong( sides[ sideNum ].planeNum );
+		out->bounds[0][1] = -s_worldData.planes[ planeNum ].dist;
+
+		sideNum = firstSide + 3;
+		planeNum = LittleLong( sides[ sideNum ].planeNum );
+		out->bounds[1][1] = s_worldData.planes[ planeNum ].dist;
+
+		sideNum = firstSide + 4;
+		planeNum = LittleLong( sides[ sideNum ].planeNum );
+		out->bounds[0][2] = -s_worldData.planes[ planeNum ].dist;
+
+		sideNum = firstSide + 5;
+		planeNum = LittleLong( sides[ sideNum ].planeNum );
+		out->bounds[1][2] = s_worldData.planes[ planeNum ].dist;
+
+		// get information from the shader for fog parameters
+		shader = R_FindShader( fogs->shader, LIGHTMAP_NONE, qtrue );
+
+		out->parms = shader->fogParms;
+
+		out->colorInt = ColorBytes4 ( shader->fogParms.color[0] * tr.identityLight, 
+			                          shader->fogParms.color[1] * tr.identityLight, 
+			                          shader->fogParms.color[2] * tr.identityLight, 1.0 );
+
+		d = shader->fogParms.depthForOpaque < 1 ? 1 : shader->fogParms.depthForOpaque;
+		out->tcScale = 1.0f / ( d * 8 );
+
+		// set the gradient vector
+		sideNum = LittleLong( fogs->visibleSide );
+
+		if ( sideNum == -1 ) {
+			out->hasSurface = qfalse;
+		} else {
+			out->hasSurface = qtrue;
+			planeNum = LittleLong( sides[ firstSide + sideNum ].planeNum );
+			VectorSubtract( vec3_origin, s_worldData.planes[ planeNum ].normal, out->surface );
+			out->surface[3] = -s_worldData.planes[ planeNum ].dist;
+		}
+
+		out++;
+	}
+
+}
+
+
+/*
+================
+R_LoadLightGrid
+
+================
+*/
+void R_LoadLightGrid( lump_t *l ) {
+	int		i;
+	vec3_t	maxs;
+	int		numGridPoints;
+	world_t	*w;
+	float	*wMins, *wMaxs;
+
+	w = &s_worldData;
+
+	w->lightGridInverseSize[0] = 1.0f / w->lightGridSize[0];
+	w->lightGridInverseSize[1] = 1.0f / w->lightGridSize[1];
+	w->lightGridInverseSize[2] = 1.0f / w->lightGridSize[2];
+
+	wMins = w->bmodels[0].bounds[0];
+	wMaxs = w->bmodels[0].bounds[1];
+
+	for ( i = 0 ; i < 3 ; i++ ) {
+		w->lightGridOrigin[i] = w->lightGridSize[i] * ceil( wMins[i] / w->lightGridSize[i] );
+		maxs[i] = w->lightGridSize[i] * floor( wMaxs[i] / w->lightGridSize[i] );
+		w->lightGridBounds[i] = (maxs[i] - w->lightGridOrigin[i])/w->lightGridSize[i] + 1;
+	}
+
+	numGridPoints = w->lightGridBounds[0] * w->lightGridBounds[1] * w->lightGridBounds[2];
+
+	if ( l->filelen != numGridPoints * 8 ) {
+		ri.Printf( PRINT_WARNING, "WARNING: light grid mismatch\n" );
+		w->lightGridData = NULL;
+		return;
+	}
+
+	w->lightGridData = ri.Hunk_Alloc( l->filelen, h_low );
+	Com_Memcpy( w->lightGridData, (void *)(fileBase + l->fileofs), l->filelen );
+
+	// deal with overbright bits
+	for ( i = 0 ; i < numGridPoints ; i++ ) {
+		R_ColorShiftLightingBytes( &w->lightGridData[i*8], &w->lightGridData[i*8] );
+		R_ColorShiftLightingBytes( &w->lightGridData[i*8+3], &w->lightGridData[i*8+3] );
+	}
+}
+
+/*
+================
+R_LoadEntities
+================
+*/
+void R_LoadEntities( lump_t *l ) {
+	char *p, *token, *s;
+	char keyname[MAX_TOKEN_CHARS];
+	char value[MAX_TOKEN_CHARS];
+	world_t	*w;
+
+	w = &s_worldData;
+	w->lightGridSize[0] = 64;
+	w->lightGridSize[1] = 64;
+	w->lightGridSize[2] = 128;
+
+	p = (char *)(fileBase + l->fileofs);
+
+	// store for reference by the cgame
+	w->entityString = ri.Hunk_Alloc( l->filelen + 1, h_low );
+	strcpy( w->entityString, p );
+	w->entityParsePoint = w->entityString;
+
+	token = COM_ParseExt( &p, qtrue );
+	if (!*token || *token != '{') {
+		return;
+	}
+
+	// only parse the world spawn
+	while ( 1 ) {	
+		// parse key
+		token = COM_ParseExt( &p, qtrue );
+
+		if ( !*token || *token == '}' ) {
+			break;
+		}
+		Q_strncpyz(keyname, token, sizeof(keyname));
+
+		// parse value
+		token = COM_ParseExt( &p, qtrue );
+
+		if ( !*token || *token == '}' ) {
+			break;
+		}
+		Q_strncpyz(value, token, sizeof(value));
+
+		// check for remapping of shaders for vertex lighting
+		s = "vertexremapshader";
+		if (!Q_strncmp(keyname, s, strlen(s)) ) {
+			s = strchr(value, ';');
+			if (!s) {
+				ri.Printf( PRINT_WARNING, "WARNING: no semi colon in vertexshaderremap '%s'\n", value );
+				break;
+			}
+			*s++ = 0;
+			if (r_vertexLight->integer) {
+				R_RemapShader(value, s, "0");
+			}
+			continue;
+		}
+		// check for remapping of shaders
+		s = "remapshader";
+		if (!Q_strncmp(keyname, s, strlen(s)) ) {
+			s = strchr(value, ';');
+			if (!s) {
+				ri.Printf( PRINT_WARNING, "WARNING: no semi colon in shaderremap '%s'\n", value );
+				break;
+			}
+			*s++ = 0;
+			R_RemapShader(value, s, "0");
+			continue;
+		}
+		// check for a different grid size
+		if (!Q_stricmp(keyname, "gridsize")) {
+			sscanf(value, "%f %f %f", &w->lightGridSize[0], &w->lightGridSize[1], &w->lightGridSize[2] );
+			continue;
+		}
+	}
+}
+
+/*
+=================
+R_GetEntityToken
+=================
+*/
+qboolean R_GetEntityToken( char *buffer, int size ) {
+	const char	*s;
+
+	s = COM_Parse( &s_worldData.entityParsePoint );
+	Q_strncpyz( buffer, s, size );
+	if ( !s_worldData.entityParsePoint || !s[0] ) {
+		s_worldData.entityParsePoint = s_worldData.entityString;
+		return qfalse;
+	} else {
+		return qtrue;
+	}
+}
+
+/*
+=================
+RE_LoadWorldMap
+
+Called directly from cgame
+=================
+*/
+void RE_LoadWorldMap( const char *name ) {
+	int			i;
+	dheader_t	*header;
+	union {
+		byte *b;
+		void *v;
+	} buffer;
+	byte		*startMarker;
+
+	if ( tr.worldMapLoaded ) {
+		ri.Error( ERR_DROP, "ERROR: attempted to redundantly load world map\n" );
+	}
+
+	// set default sun direction to be used if it isn't
+	// overridden by a shader
+	tr.sunDirection[0] = 0.45f;
+	tr.sunDirection[1] = 0.3f;
+	tr.sunDirection[2] = 0.9f;
+
+	VectorNormalize( tr.sunDirection );
+
+	tr.worldMapLoaded = qtrue;
+
+	// load it
+    ri.FS_ReadFile( name, &buffer.v );
+	if ( !buffer.b ) {
+		ri.Error (ERR_DROP, "RE_LoadWorldMap: %s not found", name);
+	}
+
+	// clear tr.world so if the level fails to load, the next
+	// try will not look at the partially loaded version
+	tr.world = NULL;
+
+	Com_Memset( &s_worldData, 0, sizeof( s_worldData ) );
+	Q_strncpyz( s_worldData.name, name, sizeof( s_worldData.name ) );
+
+	Q_strncpyz( s_worldData.baseName, COM_SkipPath( s_worldData.name ), sizeof( s_worldData.name ) );
+	COM_StripExtension(s_worldData.baseName, s_worldData.baseName, sizeof(s_worldData.baseName));
+
+	startMarker = ri.Hunk_Alloc(0, h_low);
+	c_gridVerts = 0;
+
+	header = (dheader_t *)buffer.b;
+	fileBase = (byte *)header;
+
+	i = LittleLong (header->version);
+	if ( i != BSP_VERSION ) {
+		ri.Error (ERR_DROP, "RE_LoadWorldMap: %s has wrong version number (%i should be %i)", 
+			name, i, BSP_VERSION);
+	}
+
+	// swap all the lumps
+	for (i=0 ; i<sizeof(dheader_t)/4 ; i++) {
+		((int *)header)[i] = LittleLong ( ((int *)header)[i]);
+	}
+
+	// load into heap
+	R_LoadShaders( &header->lumps[LUMP_SHADERS] );
+	R_LoadLightmaps( &header->lumps[LUMP_LIGHTMAPS] );
+	R_LoadPlanes (&header->lumps[LUMP_PLANES]);
+	R_LoadFogs( &header->lumps[LUMP_FOGS], &header->lumps[LUMP_BRUSHES], &header->lumps[LUMP_BRUSHSIDES] );
+	R_LoadSurfaces( &header->lumps[LUMP_SURFACES], &header->lumps[LUMP_DRAWVERTS], &header->lumps[LUMP_DRAWINDEXES] );
+	R_LoadMarksurfaces (&header->lumps[LUMP_LEAFSURFACES]);
+	R_LoadNodesAndLeafs (&header->lumps[LUMP_NODES], &header->lumps[LUMP_LEAFS]);
+	R_LoadSubmodels (&header->lumps[LUMP_MODELS]);
+	R_LoadVisibility( &header->lumps[LUMP_VISIBILITY] );
+	R_LoadEntities( &header->lumps[LUMP_ENTITIES] );
+	R_LoadLightGrid( &header->lumps[LUMP_LIGHTGRID] );
+
+	s_worldData.dataSize = (byte *)ri.Hunk_Alloc(0, h_low) - startMarker;
+
+	// only set tr.world now that we know the entire level has loaded properly
+	tr.world = &s_worldData;
+
+    ri.FS_FreeFile( buffer.v );
+}
+
diff --git a/src/renderer/tr_cmds.c b/src/renderer/tr_cmds.c
new file mode 100644
index 0000000..833c0f0
--- /dev/null
+++ b/src/renderer/tr_cmds.c
@@ -0,0 +1,651 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+#include "tr_local.h"
+
+volatile renderCommandList_t	*renderCommandList;
+
+volatile qboolean	renderThreadActive;
+
+
+/*
+=====================
+R_PerformanceCounters
+=====================
+*/
+void R_PerformanceCounters( void ) {
+	if ( !r_speeds->integer ) {
+		// clear the counters even if we aren't printing
+		Com_Memset( &tr.pc, 0, sizeof( tr.pc ) );
+		Com_Memset( &backEnd.pc, 0, sizeof( backEnd.pc ) );
+		return;
+	}
+
+	if (r_speeds->integer == 1) {
+		ri.Printf (PRINT_ALL, "%i/%i shaders/surfs %i leafs %i verts %i/%i tris %.2f mtex %.2f dc\n",
+			backEnd.pc.c_shaders, backEnd.pc.c_surfaces, tr.pc.c_leafs, backEnd.pc.c_vertexes, 
+			backEnd.pc.c_indexes/3, backEnd.pc.c_totalIndexes/3, 
+			R_SumOfUsedImages()/(1000000.0f), backEnd.pc.c_overDraw / (float)(glConfig.vidWidth * glConfig.vidHeight) ); 
+	} else if (r_speeds->integer == 2) {
+		ri.Printf (PRINT_ALL, "(patch) %i sin %i sclip  %i sout %i bin %i bclip %i bout\n",
+			tr.pc.c_sphere_cull_patch_in, tr.pc.c_sphere_cull_patch_clip, tr.pc.c_sphere_cull_patch_out, 
+			tr.pc.c_box_cull_patch_in, tr.pc.c_box_cull_patch_clip, tr.pc.c_box_cull_patch_out );
+		ri.Printf (PRINT_ALL, "(md3) %i sin %i sclip  %i sout %i bin %i bclip %i bout\n",
+			tr.pc.c_sphere_cull_md3_in, tr.pc.c_sphere_cull_md3_clip, tr.pc.c_sphere_cull_md3_out, 
+			tr.pc.c_box_cull_md3_in, tr.pc.c_box_cull_md3_clip, tr.pc.c_box_cull_md3_out );
+	} else if (r_speeds->integer == 3) {
+		ri.Printf (PRINT_ALL, "viewcluster: %i\n", tr.viewCluster );
+	} else if (r_speeds->integer == 4) {
+		if ( backEnd.pc.c_dlightVertexes ) {
+			ri.Printf (PRINT_ALL, "dlight srf:%i  culled:%i  verts:%i  tris:%i\n", 
+				tr.pc.c_dlightSurfaces, tr.pc.c_dlightSurfacesCulled,
+				backEnd.pc.c_dlightVertexes, backEnd.pc.c_dlightIndexes / 3 );
+		}
+	} 
+	else if (r_speeds->integer == 5 )
+	{
+		ri.Printf( PRINT_ALL, "zFar: %.0f\n", tr.viewParms.zFar );
+	}
+	else if (r_speeds->integer == 6 )
+	{
+		ri.Printf( PRINT_ALL, "flare adds:%i tests:%i renders:%i\n", 
+			backEnd.pc.c_flareAdds, backEnd.pc.c_flareTests, backEnd.pc.c_flareRenders );
+	}
+
+	Com_Memset( &tr.pc, 0, sizeof( tr.pc ) );
+	Com_Memset( &backEnd.pc, 0, sizeof( backEnd.pc ) );
+}
+
+
+/*
+====================
+R_InitCommandBuffers
+====================
+*/
+void R_InitCommandBuffers( void ) {
+	glConfig.smpActive = qfalse;
+	if ( r_smp->integer ) {
+		ri.Printf( PRINT_ALL, "Trying SMP acceleration...\n" );
+		if ( GLimp_SpawnRenderThread( RB_RenderThread ) ) {
+			ri.Printf( PRINT_ALL, "...succeeded.\n" );
+			glConfig.smpActive = qtrue;
+		} else {
+			ri.Printf( PRINT_ALL, "...failed.\n" );
+		}
+	}
+}
+
+/*
+====================
+R_ShutdownCommandBuffers
+====================
+*/
+void R_ShutdownCommandBuffers( void ) {
+	// kill the rendering thread
+	if ( glConfig.smpActive ) {
+		GLimp_WakeRenderer( NULL );
+		glConfig.smpActive = qfalse;
+	}
+}
+
+/*
+====================
+R_IssueRenderCommands
+====================
+*/
+int	c_blockedOnRender;
+int	c_blockedOnMain;
+
+void R_IssueRenderCommands( qboolean runPerformanceCounters ) {
+	renderCommandList_t	*cmdList;
+
+	cmdList = &backEndData[tr.smpFrame]->commands;
+	assert(cmdList);
+	// add an end-of-list command
+	*(int *)(cmdList->cmds + cmdList->used) = RC_END_OF_LIST;
+
+	// clear it out, in case this is a sync and not a buffer flip
+	cmdList->used = 0;
+
+	if ( glConfig.smpActive ) {
+		// if the render thread is not idle, wait for it
+		if ( renderThreadActive ) {
+			c_blockedOnRender++;
+			if ( r_showSmp->integer ) {
+				ri.Printf( PRINT_ALL, "R" );
+			}
+		} else {
+			c_blockedOnMain++;
+			if ( r_showSmp->integer ) {
+				ri.Printf( PRINT_ALL, "." );
+			}
+		}
+
+		// sleep until the renderer has completed
+		GLimp_FrontEndSleep();
+	}
+
+	// at this point, the back end thread is idle, so it is ok
+	// to look at its performance counters
+	if ( runPerformanceCounters ) {
+		R_PerformanceCounters();
+	}
+
+	// actually start the commands going
+	if ( !r_skipBackEnd->integer ) {
+		// let it start on the new batch
+		if ( !glConfig.smpActive ) {
+			RB_ExecuteRenderCommands( cmdList->cmds );
+		} else {
+			GLimp_WakeRenderer( cmdList );
+		}
+	}
+}
+
+
+/*
+====================
+R_SyncRenderThread
+
+Issue any pending commands and wait for them to complete.
+After exiting, the render thread will have completed its work
+and will remain idle and the main thread is free to issue
+OpenGL calls until R_IssueRenderCommands is called.
+====================
+*/
+void R_SyncRenderThread( void ) {
+	if ( !tr.registered ) {
+		return;
+	}
+	R_IssueRenderCommands( qfalse );
+
+	if ( !glConfig.smpActive ) {
+		return;
+	}
+	GLimp_FrontEndSleep();
+}
+
+/*
+============
+R_GetCommandBuffer
+
+make sure there is enough command space, waiting on the
+render thread if needed.
+============
+*/
+void *R_GetCommandBuffer( int bytes ) {
+	renderCommandList_t	*cmdList;
+
+	cmdList = &backEndData[tr.smpFrame]->commands;
+
+	// always leave room for the end of list command
+	if ( cmdList->used + bytes + 4 > MAX_RENDER_COMMANDS ) {
+		if ( bytes > MAX_RENDER_COMMANDS - 4 ) {
+			ri.Error( ERR_FATAL, "R_GetCommandBuffer: bad size %i", bytes );
+		}
+		// if we run out of room, just start dropping commands
+		return NULL;
+	}
+
+	cmdList->used += bytes;
+
+	return cmdList->cmds + cmdList->used - bytes;
+}
+
+
+/*
+=============
+R_AddDrawSurfCmd
+
+=============
+*/
+void	R_AddDrawSurfCmd( drawSurf_t *drawSurfs, int numDrawSurfs ) {
+	drawSurfsCommand_t	*cmd;
+
+	cmd = R_GetCommandBuffer( sizeof( *cmd ) );
+	if ( !cmd ) {
+		return;
+	}
+	cmd->commandId = RC_DRAW_SURFS;
+
+	cmd->drawSurfs = drawSurfs;
+	cmd->numDrawSurfs = numDrawSurfs;
+
+	cmd->refdef = tr.refdef;
+	cmd->viewParms = tr.viewParms;
+}
+
+
+/*
+=============
+RE_SetColor
+
+Passing NULL will set the color to white
+=============
+*/
+void	RE_SetColor( const float *rgba ) {
+	setColorCommand_t	*cmd;
+
+	if ( !tr.registered ) {
+		return;
+	}
+	cmd = R_GetCommandBuffer( sizeof( *cmd ) );
+	if ( !cmd ) {
+		return;
+	}
+	cmd->commandId = RC_SET_COLOR;
+	if ( !rgba ) {
+		static float colorWhite[4] = { 1, 1, 1, 1 };
+
+		rgba = colorWhite;
+	}
+
+	cmd->color[0] = rgba[0];
+	cmd->color[1] = rgba[1];
+	cmd->color[2] = rgba[2];
+	cmd->color[3] = rgba[3];
+}
+
+/*
+=============
+R_ClipRegion
+=============
+*/
+static qboolean R_ClipRegion ( float *x, float *y, float *w, float *h,
+		float *s1, float *t1, float *s2, float *t2 ) {
+	float left, top, right, bottom;
+	float _s1, _t1, _s2, _t2;
+	float clipLeft, clipTop, clipRight, clipBottom;
+
+	if (tr.clipRegion[2] <= tr.clipRegion[0] ||
+		tr.clipRegion[3] <= tr.clipRegion[1] ) {
+		return qfalse;
+	}
+
+	left = *x;
+	top = *y;
+	right = *x + *w;
+	bottom = *y + *h;
+
+	_s1 = *s1;
+	_t1 = *t1;
+	_s2 = *s2;
+	_t2 = *t2;
+
+	clipLeft = tr.clipRegion[0];
+	clipTop = tr.clipRegion[1];
+	clipRight = tr.clipRegion[2];
+	clipBottom = tr.clipRegion[3];
+
+	// Completely clipped away
+	if ( right <= clipLeft || left >= clipRight ||
+		bottom <= clipTop || top >= clipBottom ) {
+		return qtrue;
+	}
+
+	// Clip left edge
+	if ( left < clipLeft ) {
+		float f = ( clipLeft - left ) / ( right - left );
+		*s1 = ( f * ( _s2 - _s1 ) ) + _s1;
+		*x = clipLeft;
+		*w -= ( clipLeft - left );
+	}
+
+	// Clip right edge
+	if ( right > clipRight ) {
+		float f = ( clipRight - right ) / ( left - right );
+		*s2 = ( f * ( _s1 - _s2 ) ) + _s2;
+		*w = clipRight - *x;
+	}
+
+	// Clip top edge
+	if ( top < clipTop ) {
+		float f = ( clipTop - top ) / ( bottom - top );
+		*t1 = ( f * ( _t2 - _t1 ) ) + _t1;
+		*y = clipTop;
+		*h -= ( clipTop - top );
+	}
+
+	// Clip bottom edge
+	if ( bottom > clipBottom ) {
+		float f = ( clipBottom - bottom ) / ( top - bottom );
+		*t2 = ( f * ( _t1 - _t2 ) ) + _t2;
+		*h = clipBottom - *y;
+	}
+
+	return qfalse;
+}
+
+/*
+=============
+RE_SetClipRegion
+=============
+*/
+void RE_SetClipRegion( const float *region ) {
+	if ( region == NULL ) {
+		Com_Memset( tr.clipRegion, 0, sizeof( vec4_t ) );
+	} else {
+		Vector4Copy( region, tr.clipRegion );
+	}
+}
+
+/*
+=============
+RE_StretchPic
+=============
+*/
+void RE_StretchPic ( float x, float y, float w, float h, 
+					  float s1, float t1, float s2, float t2, qhandle_t hShader ) {
+	stretchPicCommand_t	*cmd;
+
+	if (!tr.registered) {
+		return;
+	}
+	if (R_ClipRegion(&x, &y, &w, &h, &s1, &t1, &s2, &t2)) {
+		return;
+	}
+	cmd = R_GetCommandBuffer( sizeof( *cmd ) );
+	if ( !cmd ) {
+		return;
+	}
+	cmd->commandId = RC_STRETCH_PIC;
+	cmd->shader = R_GetShaderByHandle( hShader );
+	cmd->x = x;
+	cmd->y = y;
+	cmd->w = w;
+	cmd->h = h;
+	cmd->s1 = s1;
+	cmd->t1 = t1;
+	cmd->s2 = s2;
+	cmd->t2 = t2;
+}
+
+#define MODE_RED_CYAN	1
+#define MODE_RED_BLUE	2
+#define MODE_RED_GREEN	3
+#define MODE_MAX	MODE_RED_GREEN
+
+void R_SetColorMode(GLboolean *rgba, stereoFrame_t stereoFrame, int colormode)
+{
+	rgba[0] = rgba[1] = rgba[2] = rgba[3] = GL_TRUE;
+	
+	if(colormode > MODE_MAX)
+	{
+		if(stereoFrame == STEREO_LEFT)
+			stereoFrame = STEREO_RIGHT;
+		else if(stereoFrame == STEREO_RIGHT)
+			stereoFrame = STEREO_LEFT;
+		
+		colormode -= MODE_MAX;
+	}
+	
+	if(stereoFrame == STEREO_LEFT)
+		rgba[1] = rgba[2] = GL_FALSE;
+	else if(stereoFrame == STEREO_RIGHT)
+	{
+		rgba[0] = GL_FALSE;
+		
+		if(colormode == MODE_RED_BLUE)
+			rgba[1] = GL_FALSE;
+		else if(colormode == MODE_RED_GREEN)
+			rgba[2] = GL_FALSE;
+	}
+}
+
+
+/*
+====================
+RE_BeginFrame
+
+If running in stereo, RE_BeginFrame will be called twice
+for each RE_EndFrame
+====================
+*/
+void RE_BeginFrame( stereoFrame_t stereoFrame ) {
+	drawBufferCommand_t	*cmd = NULL;
+	colorMaskCommand_t *colcmd = NULL;
+
+	if ( !tr.registered ) {
+		return;
+	}
+	glState.finishCalled = qfalse;
+
+	tr.frameCount++;
+	tr.frameSceneNum = 0;
+
+	//
+	// do overdraw measurement
+	//
+	if ( r_measureOverdraw->integer )
+	{
+		if ( glConfig.stencilBits < 4 )
+		{
+			ri.Printf( PRINT_ALL, "Warning: not enough stencil bits to measure overdraw: %d\n", glConfig.stencilBits );
+			ri.Cvar_Set( "r_measureOverdraw", "0" );
+			r_measureOverdraw->modified = qfalse;
+		}
+		else if ( r_shadows->integer == 2 )
+		{
+			ri.Printf( PRINT_ALL, "Warning: stencil shadows and overdraw measurement are mutually exclusive\n" );
+			ri.Cvar_Set( "r_measureOverdraw", "0" );
+			r_measureOverdraw->modified = qfalse;
+		}
+		else
+		{
+			R_SyncRenderThread();
+			qglEnable( GL_STENCIL_TEST );
+			qglStencilMask( ~0U );
+			qglClearStencil( 0U );
+			qglStencilFunc( GL_ALWAYS, 0U, ~0U );
+			qglStencilOp( GL_KEEP, GL_INCR, GL_INCR );
+		}
+		r_measureOverdraw->modified = qfalse;
+	}
+	else
+	{
+		// this is only reached if it was on and is now off
+		if ( r_measureOverdraw->modified ) {
+			R_SyncRenderThread();
+			qglDisable( GL_STENCIL_TEST );
+		}
+		r_measureOverdraw->modified = qfalse;
+	}
+
+	//
+	// texturemode stuff
+	//
+	if ( r_textureMode->modified ) {
+		R_SyncRenderThread();
+		GL_TextureMode( r_textureMode->string );
+		r_textureMode->modified = qfalse;
+	}
+
+	//
+	// gamma stuff
+	//
+	if ( r_gamma->modified ) {
+		r_gamma->modified = qfalse;
+
+		R_SyncRenderThread();
+		R_SetColorMappings();
+	}
+
+	// check for errors
+	if ( !r_ignoreGLErrors->integer )
+	{
+		int	err;
+
+		R_SyncRenderThread();
+		if ((err = qglGetError()) != GL_NO_ERROR)
+			ri.Error(ERR_FATAL, "RE_BeginFrame() - glGetError() failed (0x%x)!\n", err);
+	}
+
+	if (glConfig.stereoEnabled) {
+		if( !(cmd = R_GetCommandBuffer(sizeof(*cmd))) )
+			return;
+			
+		cmd->commandId = RC_DRAW_BUFFER;
+		
+		if ( stereoFrame == STEREO_LEFT ) {
+			cmd->buffer = (int)GL_BACK_LEFT;
+		} else if ( stereoFrame == STEREO_RIGHT ) {
+			cmd->buffer = (int)GL_BACK_RIGHT;
+		} else {
+			ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame );
+		}
+	}
+	else
+	{
+		if(r_anaglyphMode->integer)
+		{
+			if(r_anaglyphMode->modified)
+			{
+				// clear both, front and backbuffer.
+				qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+				qglClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+				
+				qglDrawBuffer(GL_FRONT);
+				qglClear(GL_COLOR_BUFFER_BIT);
+				qglDrawBuffer(GL_BACK);
+				qglClear(GL_COLOR_BUFFER_BIT);
+				
+				r_anaglyphMode->modified = qfalse;
+			}
+			
+			if(stereoFrame == STEREO_LEFT)
+			{
+				if( !(cmd = R_GetCommandBuffer(sizeof(*cmd))) )
+					return;
+				
+				if( !(colcmd = R_GetCommandBuffer(sizeof(*colcmd))) )
+					return;
+			}
+			else if(stereoFrame == STEREO_RIGHT)
+			{
+				clearDepthCommand_t *cldcmd;
+				
+				if( !(cldcmd = R_GetCommandBuffer(sizeof(*cldcmd))) )
+					return;
+
+				cldcmd->commandId = RC_CLEARDEPTH;
+
+				if( !(colcmd = R_GetCommandBuffer(sizeof(*colcmd))) )
+					return;
+			}
+			else
+				ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame );
+
+			R_SetColorMode(colcmd->rgba, stereoFrame, r_anaglyphMode->integer);
+			colcmd->commandId = RC_COLORMASK;
+		}
+		else
+		{
+			if(stereoFrame != STEREO_CENTER)
+				ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is disabled, but stereoFrame was %i", stereoFrame );
+
+			if( !(cmd = R_GetCommandBuffer(sizeof(*cmd))) )
+				return;
+		}
+
+		if(cmd)
+		{
+			cmd->commandId = RC_DRAW_BUFFER;
+
+			if(r_anaglyphMode->modified)
+			{
+				qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+				r_anaglyphMode->modified = qfalse;
+			}
+
+			if (!Q_stricmp(r_drawBuffer->string, "GL_FRONT"))
+				cmd->buffer = (int)GL_FRONT;
+			else
+				cmd->buffer = (int)GL_BACK;
+		}
+	}
+	
+	tr.refdef.stereoFrame = stereoFrame;
+}
+
+
+/*
+=============
+RE_EndFrame
+
+Returns the number of msec spent in the back end
+=============
+*/
+void RE_EndFrame( int *frontEndMsec, int *backEndMsec ) {
+	swapBuffersCommand_t	*cmd;
+
+	if ( !tr.registered ) {
+		return;
+	}
+	cmd = R_GetCommandBuffer( sizeof( *cmd ) );
+	if ( !cmd ) {
+		return;
+	}
+	cmd->commandId = RC_SWAP_BUFFERS;
+
+	R_IssueRenderCommands( qtrue );
+
+	// use the other buffers next frame, because another CPU
+	// may still be rendering into the current ones
+	R_ToggleSmpFrame();
+
+	if ( frontEndMsec ) {
+		*frontEndMsec = tr.frontEndMsec;
+	}
+	tr.frontEndMsec = 0;
+	if ( backEndMsec ) {
+		*backEndMsec = backEnd.pc.msec;
+	}
+	backEnd.pc.msec = 0;
+}
+
+/*
+=============
+RE_TakeVideoFrame
+=============
+*/
+void RE_TakeVideoFrame( int width, int height,
+		byte *captureBuffer, byte *encodeBuffer, qboolean motionJpeg )
+{
+	videoFrameCommand_t	*cmd;
+
+	if( !tr.registered ) {
+		return;
+	}
+
+	cmd = R_GetCommandBuffer( sizeof( *cmd ) );
+	if( !cmd ) {
+		return;
+	}
+
+	cmd->commandId = RC_VIDEOFRAME;
+
+	cmd->width = width;
+	cmd->height = height;
+	cmd->captureBuffer = captureBuffer;
+	cmd->encodeBuffer = encodeBuffer;
+	cmd->motionJpeg = motionJpeg;
+}
diff --git a/src/renderer/tr_curve.c b/src/renderer/tr_curve.c
new file mode 100644
index 0000000..00cb2ed
--- /dev/null
+++ b/src/renderer/tr_curve.c
@@ -0,0 +1,627 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+
+#include "tr_local.h"
+
+/*
+
+This file does all of the processing necessary to turn a raw grid of points
+read from the map file into a srfGridMesh_t ready for rendering.
+
+The level of detail solution is direction independent, based only on subdivided
+distance from the true curve.
+
+Only a single entry point:
+
+srfGridMesh_t *R_SubdividePatchToGrid( int width, int height,
+								drawVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] ) {
+
+*/
+
+
+/*
+============
+LerpDrawVert
+============
+*/
+static void LerpDrawVert( drawVert_t *a, drawVert_t *b, drawVert_t *out ) {
+	out->xyz[0] = 0.5f * (a->xyz[0] + b->xyz[0]);
+	out->xyz[1] = 0.5f * (a->xyz[1] + b->xyz[1]);
+	out->xyz[2] = 0.5f * (a->xyz[2] + b->xyz[2]);
+
+	out->st[0] = 0.5f * (a->st[0] + b->st[0]);
+	out->st[1] = 0.5f * (a->st[1] + b->st[1]);
+
+	out->lightmap[0] = 0.5f * (a->lightmap[0] + b->lightmap[0]);
+	out->lightmap[1] = 0.5f * (a->lightmap[1] + b->lightmap[1]);
+
+	out->color[0] = (a->color[0] + b->color[0]) >> 1;
+	out->color[1] = (a->color[1] + b->color[1]) >> 1;
+	out->color[2] = (a->color[2] + b->color[2]) >> 1;
+	out->color[3] = (a->color[3] + b->color[3]) >> 1;
+}
+
+/*
+============
+Transpose
+============
+*/
+static void Transpose( int width, int height, drawVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE] ) {
+	int		i, j;
+	drawVert_t	temp;
+
+	if ( width > height ) {
+		for ( i = 0 ; i < height ; i++ ) {
+			for ( j = i + 1 ; j < width ; j++ ) {
+				if ( j < height ) {
+					// swap the value
+					temp = ctrl[j][i];
+					ctrl[j][i] = ctrl[i][j];
+					ctrl[i][j] = temp;
+				} else {
+					// just copy
+					ctrl[j][i] = ctrl[i][j];
+				}
+			}
+		}
+	} else {
+		for ( i = 0 ; i < width ; i++ ) {
+			for ( j = i + 1 ; j < height ; j++ ) {
+				if ( j < width ) {
+					// swap the value
+					temp = ctrl[i][j];
+					ctrl[i][j] = ctrl[j][i];
+					ctrl[j][i] = temp;
+				} else {
+					// just copy
+					ctrl[i][j] = ctrl[j][i];
+				}
+			}
+		}
+	}
+
+}
+
+
+/*
+=================
+MakeMeshNormals
+
+Handles all the complicated wrapping and degenerate cases
+=================
+*/
+static void MakeMeshNormals( int width, int height, drawVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE] ) {
+	int		i, j, k, dist;
+	vec3_t	normal;
+	vec3_t	sum;
+	int		count = 0;
+	vec3_t	base;
+	vec3_t	delta;
+	int		x, y;
+	drawVert_t	*dv;
+	vec3_t		around[8], temp;
+	qboolean	good[8];
+	qboolean	wrapWidth, wrapHeight;
+	float		len;
+static	int	neighbors[8][2] = {
+	{0,1}, {1,1}, {1,0}, {1,-1}, {0,-1}, {-1,-1}, {-1,0}, {-1,1}
+	};
+
+	wrapWidth = qfalse;
+	for ( i = 0 ; i < height ; i++ ) {
+		VectorSubtract( ctrl[i][0].xyz, ctrl[i][width-1].xyz, delta );
+		len = VectorLengthSquared( delta );
+		if ( len > 1.0 ) {
+			break;
+		}
+	}
+	if ( i == height ) {
+		wrapWidth = qtrue;
+	}
+
+	wrapHeight = qfalse;
+	for ( i = 0 ; i < width ; i++ ) {
+		VectorSubtract( ctrl[0][i].xyz, ctrl[height-1][i].xyz, delta );
+		len = VectorLengthSquared( delta );
+		if ( len > 1.0 ) {
+			break;
+		}
+	}
+	if ( i == width) {
+		wrapHeight = qtrue;
+	}
+
+
+	for ( i = 0 ; i < width ; i++ ) {
+		for ( j = 0 ; j < height ; j++ ) {
+			count = 0;
+			dv = &ctrl[j][i];
+			VectorCopy( dv->xyz, base );
+			for ( k = 0 ; k < 8 ; k++ ) {
+				VectorClear( around[k] );
+				good[k] = qfalse;
+
+				for ( dist = 1 ; dist <= 3 ; dist++ ) {
+					x = i + neighbors[k][0] * dist;
+					y = j + neighbors[k][1] * dist;
+					if ( wrapWidth ) {
+						if ( x < 0 ) {
+							x = width - 1 + x;
+						} else if ( x >= width ) {
+							x = 1 + x - width;
+						}
+					}
+					if ( wrapHeight ) {
+						if ( y < 0 ) {
+							y = height - 1 + y;
+						} else if ( y >= height ) {
+							y = 1 + y - height;
+						}
+					}
+
+					if ( x < 0 || x >= width || y < 0 || y >= height ) {
+						break;					// edge of patch
+					}
+					VectorSubtract( ctrl[y][x].xyz, base, temp );
+					if ( VectorNormalize2( temp, temp ) == 0 ) {
+						continue;				// degenerate edge, get more dist
+					} else {
+						good[k] = qtrue;
+						VectorCopy( temp, around[k] );
+						break;					// good edge
+					}
+				}
+			}
+
+			VectorClear( sum );
+			for ( k = 0 ; k < 8 ; k++ ) {
+				if ( !good[k] || !good[(k+1)&7] ) {
+					continue;	// didn't get two points
+				}
+				CrossProduct( around[(k+1)&7], around[k], normal );
+				if ( VectorNormalize2( normal, normal ) == 0 ) {
+					continue;
+				}
+				VectorAdd( normal, sum, sum );
+				count++;
+			}
+			if ( count == 0 ) {
+//printf("bad normal\n");
+				count = 1;
+			}
+			VectorNormalize2( sum, dv->normal );
+		}
+	}
+}
+
+
+/*
+============
+InvertCtrl
+============
+*/
+static void InvertCtrl( int width, int height, drawVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE] ) {
+	int		i, j;
+	drawVert_t	temp;
+
+	for ( i = 0 ; i < height ; i++ ) {
+		for ( j = 0 ; j < width/2 ; j++ ) {
+			temp = ctrl[i][j];
+			ctrl[i][j] = ctrl[i][width-1-j];
+			ctrl[i][width-1-j] = temp;
+		}
+	}
+}
+
+
+/*
+=================
+InvertErrorTable
+=================
+*/
+static void InvertErrorTable( float errorTable[2][MAX_GRID_SIZE], int width, int height ) {
+	int		i;
+	float	copy[2][MAX_GRID_SIZE];
+
+	Com_Memcpy( copy, errorTable, sizeof( copy ) );
+
+	for ( i = 0 ; i < width ; i++ ) {
+		errorTable[1][i] = copy[0][i];	//[width-1-i];
+	}
+
+	for ( i = 0 ; i < height ; i++ ) {
+		errorTable[0][i] = copy[1][height-1-i];
+	}
+
+}
+
+/*
+==================
+PutPointsOnCurve
+==================
+*/
+static void PutPointsOnCurve( drawVert_t	ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], 
+							 int width, int height ) {
+	int			i, j;
+	drawVert_t	prev, next;
+
+	for ( i = 0 ; i < width ; i++ ) {
+		for ( j = 1 ; j < height ; j += 2 ) {
+			LerpDrawVert( &ctrl[j][i], &ctrl[j+1][i], &prev );
+			LerpDrawVert( &ctrl[j][i], &ctrl[j-1][i], &next );
+			LerpDrawVert( &prev, &next, &ctrl[j][i] );
+		}
+	}
+
+
+	for ( j = 0 ; j < height ; j++ ) {
+		for ( i = 1 ; i < width ; i += 2 ) {
+			LerpDrawVert( &ctrl[j][i], &ctrl[j][i+1], &prev );
+			LerpDrawVert( &ctrl[j][i], &ctrl[j][i-1], &next );
+			LerpDrawVert( &prev, &next, &ctrl[j][i] );
+		}
+	}
+}
+
+/*
+=================
+R_CreateSurfaceGridMesh
+=================
+*/
+srfGridMesh_t *R_CreateSurfaceGridMesh(int width, int height,
+								drawVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], float errorTable[2][MAX_GRID_SIZE] ) {
+	int i, j, size;
+	drawVert_t	*vert;
+	vec3_t		tmpVec;
+	srfGridMesh_t *grid;
+
+	// copy the results out to a grid
+	size = (width * height - 1) * sizeof( drawVert_t ) + sizeof( *grid );
+
+#ifdef PATCH_STITCHING
+	grid = /*ri.Hunk_Alloc*/ ri.Malloc( size );
+	Com_Memset(grid, 0, size);
+
+	grid->widthLodError = /*ri.Hunk_Alloc*/ ri.Malloc( width * 4 );
+	Com_Memcpy( grid->widthLodError, errorTable[0], width * 4 );
+
+	grid->heightLodError = /*ri.Hunk_Alloc*/ ri.Malloc( height * 4 );
+	Com_Memcpy( grid->heightLodError, errorTable[1], height * 4 );
+#else
+	grid = ri.Hunk_Alloc( size );
+	Com_Memset(grid, 0, size);
+
+	grid->widthLodError = ri.Hunk_Alloc( width * 4 );
+	Com_Memcpy( grid->widthLodError, errorTable[0], width * 4 );
+
+	grid->heightLodError = ri.Hunk_Alloc( height * 4 );
+	Com_Memcpy( grid->heightLodError, errorTable[1], height * 4 );
+#endif
+
+	grid->width = width;
+	grid->height = height;
+	grid->surfaceType = SF_GRID;
+	ClearBounds( grid->meshBounds[0], grid->meshBounds[1] );
+	for ( i = 0 ; i < width ; i++ ) {
+		for ( j = 0 ; j < height ; j++ ) {
+			vert = &grid->verts[j*width+i];
+			*vert = ctrl[j][i];
+			AddPointToBounds( vert->xyz, grid->meshBounds[0], grid->meshBounds[1] );
+		}
+	}
+
+	// compute local origin and bounds
+	VectorAdd( grid->meshBounds[0], grid->meshBounds[1], grid->localOrigin );
+	VectorScale( grid->localOrigin, 0.5f, grid->localOrigin );
+	VectorSubtract( grid->meshBounds[0], grid->localOrigin, tmpVec );
+	grid->meshRadius = VectorLength( tmpVec );
+
+	VectorCopy( grid->localOrigin, grid->lodOrigin );
+	grid->lodRadius = grid->meshRadius;
+	//
+	return grid;
+}
+
+/*
+=================
+R_FreeSurfaceGridMesh
+=================
+*/
+void R_FreeSurfaceGridMesh( srfGridMesh_t *grid ) {
+	ri.Free(grid->widthLodError);
+	ri.Free(grid->heightLodError);
+	ri.Free(grid);
+}
+
+/*
+=================
+R_SubdividePatchToGrid
+=================
+*/
+srfGridMesh_t *R_SubdividePatchToGrid( int width, int height,
+								drawVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] ) {
+	int			i, j, k, l;
+	drawVert_t_cleared( prev );
+	drawVert_t_cleared( next );
+	drawVert_t_cleared( mid );
+	float		len, maxLen;
+	int			dir;
+	int			t;
+	drawVert_t	ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE];
+	float		errorTable[2][MAX_GRID_SIZE];
+
+	for ( i = 0 ; i < width ; i++ ) {
+		for ( j = 0 ; j < height ; j++ ) {
+			ctrl[j][i] = points[j*width+i];
+		}
+	}
+
+	for ( dir = 0 ; dir < 2 ; dir++ ) {
+
+		for ( j = 0 ; j < MAX_GRID_SIZE ; j++ ) {
+			errorTable[dir][j] = 0;
+		}
+
+		// horizontal subdivisions
+		for ( j = 0 ; j + 2 < width ; j += 2 ) {
+			// check subdivided midpoints against control points
+
+			// FIXME: also check midpoints of adjacent patches against the control points
+			// this would basically stitch all patches in the same LOD group together.
+
+			maxLen = 0;
+			for ( i = 0 ; i < height ; i++ ) {
+				vec3_t		midxyz;
+				vec3_t		midxyz2;
+				vec3_t		dir;
+				vec3_t		projected;
+				float		d;
+
+				// calculate the point on the curve
+				for ( l = 0 ; l < 3 ; l++ ) {
+					midxyz[l] = (ctrl[i][j].xyz[l] + ctrl[i][j+1].xyz[l] * 2
+							+ ctrl[i][j+2].xyz[l] ) * 0.25f;
+				}
+
+				// see how far off the line it is
+				// using dist-from-line will not account for internal
+				// texture warping, but it gives a lot less polygons than
+				// dist-from-midpoint
+				VectorSubtract( midxyz, ctrl[i][j].xyz, midxyz );
+				VectorSubtract( ctrl[i][j+2].xyz, ctrl[i][j].xyz, dir );
+				VectorNormalize( dir );
+
+				d = DotProduct( midxyz, dir );
+				VectorScale( dir, d, projected );
+				VectorSubtract( midxyz, projected, midxyz2);
+				len = VectorLengthSquared( midxyz2 );			// we will do the sqrt later
+				if ( len > maxLen ) {
+					maxLen = len;
+				}
+			}
+
+			maxLen = sqrt(maxLen);
+
+			// if all the points are on the lines, remove the entire columns
+			if ( maxLen < 0.1f ) {
+				errorTable[dir][j+1] = 999;
+				continue;
+			}
+
+			// see if we want to insert subdivided columns
+			if ( width + 2 > MAX_GRID_SIZE ) {
+				errorTable[dir][j+1] = 1.0f/maxLen;
+				continue;	// can't subdivide any more
+			}
+
+			if ( maxLen <= r_subdivisions->value ) {
+				errorTable[dir][j+1] = 1.0f/maxLen;
+				continue;	// didn't need subdivision
+			}
+
+			errorTable[dir][j+2] = 1.0f/maxLen;
+
+			// insert two columns and replace the peak
+			width += 2;
+			for ( i = 0 ; i < height ; i++ ) {
+				LerpDrawVert( &ctrl[i][j], &ctrl[i][j+1], &prev );
+				LerpDrawVert( &ctrl[i][j+1], &ctrl[i][j+2], &next );
+				LerpDrawVert( &prev, &next, &mid );
+
+				for ( k = width - 1 ; k > j + 3 ; k-- ) {
+					ctrl[i][k] = ctrl[i][k-2];
+				}
+				ctrl[i][j + 1] = prev;
+				ctrl[i][j + 2] = mid;
+				ctrl[i][j + 3] = next;
+			}
+
+			// back up and recheck this set again, it may need more subdivision
+			j -= 2;
+
+		}
+
+		Transpose( width, height, ctrl );
+		t = width;
+		width = height;
+		height = t;
+	}
+
+
+	// put all the aproximating points on the curve
+	PutPointsOnCurve( ctrl, width, height );
+
+	// cull out any rows or columns that are colinear
+	for ( i = 1 ; i < width-1 ; i++ ) {
+		if ( errorTable[0][i] != 999 ) {
+			continue;
+		}
+		for ( j = i+1 ; j < width ; j++ ) {
+			for ( k = 0 ; k < height ; k++ ) {
+				ctrl[k][j-1] = ctrl[k][j];
+			}
+			errorTable[0][j-1] = errorTable[0][j];
+		}
+		width--;
+	}
+
+	for ( i = 1 ; i < height-1 ; i++ ) {
+		if ( errorTable[1][i] != 999 ) {
+			continue;
+		}
+		for ( j = i+1 ; j < height ; j++ ) {
+			for ( k = 0 ; k < width ; k++ ) {
+				ctrl[j-1][k] = ctrl[j][k];
+			}
+			errorTable[1][j-1] = errorTable[1][j];
+		}
+		height--;
+	}
+
+#if 1
+	// flip for longest tristrips as an optimization
+	// the results should be visually identical with or
+	// without this step
+	if ( height > width ) {
+		Transpose( width, height, ctrl );
+		InvertErrorTable( errorTable, width, height );
+		t = width;
+		width = height;
+		height = t;
+		InvertCtrl( width, height, ctrl );
+	}
+#endif
+
+	// calculate normals
+	MakeMeshNormals( width, height, ctrl );
+
+	return R_CreateSurfaceGridMesh( width, height, ctrl, errorTable );
+}
+
+/*
+===============
+R_GridInsertColumn
+===============
+*/
+srfGridMesh_t *R_GridInsertColumn( srfGridMesh_t *grid, int column, int row, vec3_t point, float loderror ) {
+	int i, j;
+	int width, height, oldwidth;
+	drawVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE];
+	float errorTable[2][MAX_GRID_SIZE];
+	float lodRadius;
+	vec3_t lodOrigin;
+
+	oldwidth = 0;
+	width = grid->width + 1;
+	if (width > MAX_GRID_SIZE)
+		return NULL;
+	height = grid->height;
+	for (i = 0; i < width; i++) {
+		if (i == column) {
+			//insert new column
+			for (j = 0; j < grid->height; j++) {
+				LerpDrawVert( &grid->verts[j * grid->width + i-1], &grid->verts[j * grid->width + i], &ctrl[j][i] );
+				if (j == row)
+					VectorCopy(point, ctrl[j][i].xyz);
+			}
+			errorTable[0][i] = loderror;
+			continue;
+		}
+		errorTable[0][i] = grid->widthLodError[oldwidth];
+		for (j = 0; j < grid->height; j++) {
+			ctrl[j][i] = grid->verts[j * grid->width + oldwidth];
+		}
+		oldwidth++;
+	}
+	for (j = 0; j < grid->height; j++) {
+		errorTable[1][j] = grid->heightLodError[j];
+	}
+	// put all the aproximating points on the curve
+	//PutPointsOnCurve( ctrl, width, height );
+	// calculate normals
+	MakeMeshNormals( width, height, ctrl );
+
+	VectorCopy(grid->lodOrigin, lodOrigin);
+	lodRadius = grid->lodRadius;
+	// free the old grid
+	R_FreeSurfaceGridMesh(grid);
+	// create a new grid
+	grid = R_CreateSurfaceGridMesh( width, height, ctrl, errorTable );
+	grid->lodRadius = lodRadius;
+	VectorCopy(lodOrigin, grid->lodOrigin);
+	return grid;
+}
+
+/*
+===============
+R_GridInsertRow
+===============
+*/
+srfGridMesh_t *R_GridInsertRow( srfGridMesh_t *grid, int row, int column, vec3_t point, float loderror ) {
+	int i, j;
+	int width, height, oldheight;
+	drawVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE];
+	float errorTable[2][MAX_GRID_SIZE];
+	float lodRadius;
+	vec3_t lodOrigin;
+
+	oldheight = 0;
+	width = grid->width;
+	height = grid->height + 1;
+	if (height > MAX_GRID_SIZE)
+		return NULL;
+	for (i = 0; i < height; i++) {
+		if (i == row) {
+			//insert new row
+			for (j = 0; j < grid->width; j++) {
+				LerpDrawVert( &grid->verts[(i-1) * grid->width + j], &grid->verts[i * grid->width + j], &ctrl[i][j] );
+				if (j == column)
+					VectorCopy(point, ctrl[i][j].xyz);
+			}
+			errorTable[1][i] = loderror;
+			continue;
+		}
+		errorTable[1][i] = grid->heightLodError[oldheight];
+		for (j = 0; j < grid->width; j++) {
+			ctrl[i][j] = grid->verts[oldheight * grid->width + j];
+		}
+		oldheight++;
+	}
+	for (j = 0; j < grid->width; j++) {
+		errorTable[0][j] = grid->widthLodError[j];
+	}
+	// put all the aproximating points on the curve
+	//PutPointsOnCurve( ctrl, width, height );
+	// calculate normals
+	MakeMeshNormals( width, height, ctrl );
+
+	VectorCopy(grid->lodOrigin, lodOrigin);
+	lodRadius = grid->lodRadius;
+	// free the old grid
+	R_FreeSurfaceGridMesh(grid);
+	// create a new grid
+	grid = R_CreateSurfaceGridMesh( width, height, ctrl, errorTable );
+	grid->lodRadius = lodRadius;
+	VectorCopy(lodOrigin, grid->lodOrigin);
+	return grid;
+}
diff --git a/src/renderer/tr_flares.c b/src/renderer/tr_flares.c
new file mode 100644
index 0000000..afef22a
--- /dev/null
+++ b/src/renderer/tr_flares.c
@@ -0,0 +1,530 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+// tr_flares.c
+
+#include "tr_local.h"
+
+/*
+=============================================================================
+
+LIGHT FLARES
+
+A light flare is an effect that takes place inside the eye when bright light
+sources are visible.  The size of the flare reletive to the screen is nearly
+constant, irrespective of distance, but the intensity should be proportional to the
+projected area of the light source.
+
+A surface that has been flagged as having a light flare will calculate the depth
+buffer value that its midpoint should have when the surface is added.
+
+After all opaque surfaces have been rendered, the depth buffer is read back for
+each flare in view.  If the point has not been obscured by a closer surface, the
+flare should be drawn.
+
+Surfaces that have a repeated texture should never be flagged as flaring, because
+there will only be a single flare added at the midpoint of the polygon.
+
+To prevent abrupt popping, the intensity of the flare is interpolated up and
+down as it changes visibility.  This involves scene to scene state, unlike almost
+all other aspects of the renderer, and is complicated by the fact that a single
+frame may have multiple scenes.
+
+RB_RenderFlares() will be called once per view (twice in a mirrored scene, potentially
+up to five or more times in a frame with 3D status bar icons).
+
+=============================================================================
+*/
+
+
+// flare states maintain visibility over multiple frames for fading
+// layers: view, mirror, menu
+typedef struct flare_s {
+	struct		flare_s	*next;		// for active chain
+
+	int			addedFrame;
+
+	qboolean	inPortal;				// true if in a portal view of the scene
+	int			frameSceneNum;
+	void		*surface;
+	int			fogNum;
+
+	int			fadeTime;
+
+	qboolean	visible;			// state of last test
+	float		drawIntensity;		// may be non 0 even if !visible due to fading
+
+	int			windowX, windowY;
+	float		eyeZ;
+
+	vec3_t		origin;
+	vec3_t		color;
+} flare_t;
+
+#define		MAX_FLARES		128
+
+flare_t		r_flareStructs[MAX_FLARES];
+flare_t		*r_activeFlares, *r_inactiveFlares;
+
+int flareCoeff;
+
+/*
+==================
+R_ClearFlares
+==================
+*/
+void R_ClearFlares( void ) {
+	int		i;
+
+	Com_Memset( r_flareStructs, 0, sizeof( r_flareStructs ) );
+	r_activeFlares = NULL;
+	r_inactiveFlares = NULL;
+
+	for ( i = 0 ; i < MAX_FLARES ; i++ ) {
+		r_flareStructs[i].next = r_inactiveFlares;
+		r_inactiveFlares = &r_flareStructs[i];
+	}
+}
+
+
+/*
+==================
+RB_AddFlare
+
+This is called at surface tesselation time
+==================
+*/
+void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal ) {
+	int				i;
+	flare_t			*f, *oldest;
+	vec3_t			local;
+	float			d = 1;
+	vec4_t			eye, clip, normalized, window;
+
+	backEnd.pc.c_flareAdds++;
+
+	if(normal && (normal[0] || normal[1] || normal[2]))
+	{
+		VectorSubtract( backEnd.viewParms.or.origin, point, local );
+		VectorNormalizeFast(local);
+		d = DotProduct(local, normal);
+
+		// If the viewer is behind the flare don't add it.
+		if(d < 0)
+			return;
+	}
+
+	// if the point is off the screen, don't bother adding it
+	// calculate screen coordinates and depth
+	R_TransformModelToClip( point, backEnd.or.modelMatrix, 
+		backEnd.viewParms.projectionMatrix, eye, clip );
+
+	// check to see if the point is completely off screen
+	for ( i = 0 ; i < 3 ; i++ ) {
+		if ( clip[i] >= clip[3] || clip[i] <= -clip[3] ) {
+			return;
+		}
+	}
+
+	R_TransformClipToWindow( clip, &backEnd.viewParms, normalized, window );
+
+	if ( window[0] < 0 || window[0] >= backEnd.viewParms.viewportWidth
+		|| window[1] < 0 || window[1] >= backEnd.viewParms.viewportHeight ) {
+		return;	// shouldn't happen, since we check the clip[] above, except for FP rounding
+	}
+
+	// see if a flare with a matching surface, scene, and view exists
+	oldest = r_flareStructs;
+	for ( f = r_activeFlares ; f ; f = f->next ) {
+		if ( f->surface == surface && f->frameSceneNum == backEnd.viewParms.frameSceneNum
+			&& f->inPortal == backEnd.viewParms.isPortal ) {
+			break;
+		}
+	}
+
+	// allocate a new one
+	if (!f ) {
+		if ( !r_inactiveFlares ) {
+			// the list is completely full
+			return;
+		}
+		f = r_inactiveFlares;
+		r_inactiveFlares = r_inactiveFlares->next;
+		f->next = r_activeFlares;
+		r_activeFlares = f;
+
+		f->surface = surface;
+		f->frameSceneNum = backEnd.viewParms.frameSceneNum;
+		f->inPortal = backEnd.viewParms.isPortal;
+		f->addedFrame = -1;
+	}
+
+	if ( f->addedFrame != backEnd.viewParms.frameCount - 1 ) {
+		f->visible = qfalse;
+		f->fadeTime = backEnd.refdef.time - 2000;
+	}
+
+	f->addedFrame = backEnd.viewParms.frameCount;
+	f->fogNum = fogNum;
+
+	VectorCopy(point, f->origin);
+	VectorCopy( color, f->color );
+
+	// fade the intensity of the flare down as the
+	// light surface turns away from the viewer
+	VectorScale( f->color, d, f->color ); 
+
+	// save info needed to test
+	f->windowX = backEnd.viewParms.viewportX + window[0];
+	f->windowY = backEnd.viewParms.viewportY + window[1];
+
+	f->eyeZ = eye[2];
+}
+
+/*
+==================
+RB_AddDlightFlares
+==================
+*/
+void RB_AddDlightFlares( void ) {
+	dlight_t		*l;
+	int				i, j, k;
+	fog_t			*fog = NULL;
+
+	if ( !r_flares->integer ) {
+		return;
+	}
+
+	l = backEnd.refdef.dlights;
+
+	if(tr.world)
+		fog = tr.world->fogs;
+
+	for (i=0 ; i<backEnd.refdef.num_dlights ; i++, l++) {
+
+		if(fog)
+		{
+			// find which fog volume the light is in 
+			for ( j = 1 ; j < tr.world->numfogs ; j++ ) {
+				fog = &tr.world->fogs[j];
+				for ( k = 0 ; k < 3 ; k++ ) {
+					if ( l->origin[k] < fog->bounds[0][k] || l->origin[k] > fog->bounds[1][k] ) {
+						break;
+					}
+				}
+				if ( k == 3 ) {
+					break;
+				}
+			}
+			if ( j == tr.world->numfogs ) {
+				j = 0;
+			}
+		}
+		else
+			j = 0;
+
+		RB_AddFlare( (void *)l, j, l->origin, l->color, NULL );
+	}
+}
+
+/*
+===============================================================================
+
+FLARE BACK END
+
+===============================================================================
+*/
+
+/*
+==================
+RB_TestFlare
+==================
+*/
+void RB_TestFlare( flare_t *f ) {
+	float			depth;
+	qboolean		visible;
+	float			fade;
+	float			screenZ;
+
+	backEnd.pc.c_flareTests++;
+
+	// doing a readpixels is as good as doing a glFinish(), so
+	// don't bother with another sync
+	glState.finishCalled = qfalse;
+
+	// read back the z buffer contents
+	qglReadPixels( f->windowX, f->windowY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth );
+
+	screenZ = backEnd.viewParms.projectionMatrix[14] / 
+		( ( 2*depth - 1 ) * backEnd.viewParms.projectionMatrix[11] - backEnd.viewParms.projectionMatrix[10] );
+
+	visible = ( -f->eyeZ - -screenZ ) < 24;
+
+	if ( visible ) {
+		if ( !f->visible ) {
+			f->visible = qtrue;
+			f->fadeTime = backEnd.refdef.time - 1;
+		}
+		fade = ( ( backEnd.refdef.time - f->fadeTime ) /1000.0f ) * r_flareFade->value;
+	} else {
+		if ( f->visible ) {
+			f->visible = qfalse;
+			f->fadeTime = backEnd.refdef.time - 1;
+		}
+		fade = 1.0f - ( ( backEnd.refdef.time - f->fadeTime ) / 1000.0f ) * r_flareFade->value;
+	}
+
+	if ( fade < 0 ) {
+		fade = 0;
+	}
+	if ( fade > 1 ) {
+		fade = 1;
+	}
+
+	f->drawIntensity = fade;
+}
+
+
+/*
+==================
+RB_RenderFlare
+==================
+*/
+void RB_RenderFlare( flare_t *f ) {
+	float			size;
+	vec3_t			color;
+	int				iColor[3];
+	float distance, intensity, factor;
+	byte fogFactors[3] = {255, 255, 255};
+
+	backEnd.pc.c_flareRenders++;
+
+	// We don't want too big values anyways when dividing by distance.
+	if(f->eyeZ > -1.0f)
+		distance = 1.0f;
+	else
+		distance = -f->eyeZ;
+
+	// calculate the flare size..
+	size = backEnd.viewParms.viewportWidth * ( r_flareSize->value/640.0f + 8 / distance );
+
+/*
+ * This is an alternative to intensity scaling. It changes the size of the flare on screen instead
+ * with growing distance. See in the description at the top why this is not the way to go.
+	// size will change ~ 1/r.
+	size = backEnd.viewParms.viewportWidth * (r_flareSize->value / (distance * -2.0f));
+*/
+
+/*
+ * As flare sizes stay nearly constant with increasing distance we must decrease the intensity
+ * to achieve a reasonable visual result. The intensity is ~ (size^2 / distance^2) which can be
+ * got by considering the ratio of
+ * (flaresurface on screen) : (Surface of sphere defined by flare origin and distance from flare)
+ * An important requirement is:
+ * intensity <= 1 for all distances.
+ *
+ * The formula used here to compute the intensity is as follows:
+ * intensity = flareCoeff * size^2 / (distance + size*sqrt(flareCoeff))^2
+ * As you can see, the intensity will have a max. of 1 when the distance is 0.
+ * The coefficient flareCoeff will determine the falloff speed with increasing distance.
+ */
+
+	factor = distance + size * sqrt(flareCoeff);
+	
+	intensity = flareCoeff * size * size / (factor * factor);
+
+	VectorScale(f->color, f->drawIntensity * intensity, color);
+
+// Calculations for fogging
+	if(tr.world && f->fogNum < tr.world->numfogs)
+	{
+		tess.numVertexes = 1;
+		VectorCopy(f->origin, tess.xyz[0]);
+		tess.fogNum = f->fogNum;
+	
+		RB_CalcModulateColorsByFog(fogFactors);
+		
+		// We don't need to render the flare if colors are 0 anyways.
+		if(!(fogFactors[0] || fogFactors[1] || fogFactors[2]))
+			return;
+	}
+
+	iColor[0] = color[0] * fogFactors[0];
+	iColor[1] = color[1] * fogFactors[1];
+	iColor[2] = color[2] * fogFactors[2];
+	
+	RB_BeginSurface( tr.flareShader, f->fogNum );
+
+	// FIXME: use quadstamp?
+	tess.xyz[tess.numVertexes][0] = f->windowX - size;
+	tess.xyz[tess.numVertexes][1] = f->windowY - size;
+	tess.texCoords[tess.numVertexes][0][0] = 0;
+	tess.texCoords[tess.numVertexes][0][1] = 0;
+	tess.vertexColors[tess.numVertexes][0] = iColor[0];
+	tess.vertexColors[tess.numVertexes][1] = iColor[1];
+	tess.vertexColors[tess.numVertexes][2] = iColor[2];
+	tess.vertexColors[tess.numVertexes][3] = 255;
+	tess.numVertexes++;
+
+	tess.xyz[tess.numVertexes][0] = f->windowX - size;
+	tess.xyz[tess.numVertexes][1] = f->windowY + size;
+	tess.texCoords[tess.numVertexes][0][0] = 0;
+	tess.texCoords[tess.numVertexes][0][1] = 1;
+	tess.vertexColors[tess.numVertexes][0] = iColor[0];
+	tess.vertexColors[tess.numVertexes][1] = iColor[1];
+	tess.vertexColors[tess.numVertexes][2] = iColor[2];
+	tess.vertexColors[tess.numVertexes][3] = 255;
+	tess.numVertexes++;
+
+	tess.xyz[tess.numVertexes][0] = f->windowX + size;
+	tess.xyz[tess.numVertexes][1] = f->windowY + size;
+	tess.texCoords[tess.numVertexes][0][0] = 1;
+	tess.texCoords[tess.numVertexes][0][1] = 1;
+	tess.vertexColors[tess.numVertexes][0] = iColor[0];
+	tess.vertexColors[tess.numVertexes][1] = iColor[1];
+	tess.vertexColors[tess.numVertexes][2] = iColor[2];
+	tess.vertexColors[tess.numVertexes][3] = 255;
+	tess.numVertexes++;
+
+	tess.xyz[tess.numVertexes][0] = f->windowX + size;
+	tess.xyz[tess.numVertexes][1] = f->windowY - size;
+	tess.texCoords[tess.numVertexes][0][0] = 1;
+	tess.texCoords[tess.numVertexes][0][1] = 0;
+	tess.vertexColors[tess.numVertexes][0] = iColor[0];
+	tess.vertexColors[tess.numVertexes][1] = iColor[1];
+	tess.vertexColors[tess.numVertexes][2] = iColor[2];
+	tess.vertexColors[tess.numVertexes][3] = 255;
+	tess.numVertexes++;
+
+	tess.indexes[tess.numIndexes++] = 0;
+	tess.indexes[tess.numIndexes++] = 1;
+	tess.indexes[tess.numIndexes++] = 2;
+	tess.indexes[tess.numIndexes++] = 0;
+	tess.indexes[tess.numIndexes++] = 2;
+	tess.indexes[tess.numIndexes++] = 3;
+
+	RB_EndSurface();
+}
+
+/*
+==================
+RB_RenderFlares
+
+Because flares are simulating an occular effect, they should be drawn after
+everything (all views) in the entire frame has been drawn.
+
+Because of the way portals use the depth buffer to mark off areas, the
+needed information would be lost after each view, so we are forced to draw
+flares after each view.
+
+The resulting artifact is that flares in mirrors or portals don't dim properly
+when occluded by something in the main view, and portal flares that should
+extend past the portal edge will be overwritten.
+==================
+*/
+void RB_RenderFlares (void) {
+	flare_t		*f;
+	flare_t		**prev;
+	qboolean	draw;
+
+	if ( !r_flares->integer ) {
+		return;
+	}
+
+	if(r_flareCoeff->modified)
+	{
+		if(r_flareCoeff->value == 0.0f)
+			flareCoeff = atof(FLARE_STDCOEFF);
+		else
+			flareCoeff = r_flareCoeff->value;
+			
+		r_flareCoeff->modified = qfalse;
+	}
+
+	// Reset currentEntity to world so that any previously referenced entities
+	// don't have influence on the rendering of these flares (i.e. RF_ renderer flags).
+	backEnd.currentEntity = &tr.worldEntity;
+	backEnd.or = backEnd.viewParms.world;
+
+//	RB_AddDlightFlares();
+
+	// perform z buffer readback on each flare in this view
+	draw = qfalse;
+	prev = &r_activeFlares;
+	while ( ( f = *prev ) != NULL ) {
+		// throw out any flares that weren't added last frame
+		if ( f->addedFrame < backEnd.viewParms.frameCount - 1 ) {
+			*prev = f->next;
+			f->next = r_inactiveFlares;
+			r_inactiveFlares = f;
+			continue;
+		}
+
+		// don't draw any here that aren't from this scene / portal
+		f->drawIntensity = 0;
+		if ( f->frameSceneNum == backEnd.viewParms.frameSceneNum
+			&& f->inPortal == backEnd.viewParms.isPortal ) {
+			RB_TestFlare( f );
+			if ( f->drawIntensity ) {
+				draw = qtrue;
+			} else {
+				// this flare has completely faded out, so remove it from the chain
+				*prev = f->next;
+				f->next = r_inactiveFlares;
+				r_inactiveFlares = f;
+				continue;
+			}
+		}
+
+		prev = &f->next;
+	}
+
+	if ( !draw ) {
+		return;		// none visible
+	}
+
+	if ( backEnd.viewParms.isPortal ) {
+		qglDisable (GL_CLIP_PLANE0);
+	}
+
+	qglPushMatrix();
+    qglLoadIdentity();
+	qglMatrixMode( GL_PROJECTION );
+	qglPushMatrix();
+    qglLoadIdentity();
+	qglOrtho( backEnd.viewParms.viewportX, backEnd.viewParms.viewportX + backEnd.viewParms.viewportWidth,
+			  backEnd.viewParms.viewportY, backEnd.viewParms.viewportY + backEnd.viewParms.viewportHeight,
+			  -99999, 99999 );
+
+	for ( f = r_activeFlares ; f ; f = f->next ) {
+		if ( f->frameSceneNum == backEnd.viewParms.frameSceneNum
+			&& f->inPortal == backEnd.viewParms.isPortal
+			&& f->drawIntensity ) {
+			RB_RenderFlare( f );
+		}
+	}
+
+	qglPopMatrix();
+	qglMatrixMode( GL_MODELVIEW );
+	qglPopMatrix();
+}
+
diff --git a/src/renderer/tr_font.c b/src/renderer/tr_font.c
new file mode 100644
index 0000000..3fe80d0
--- /dev/null
+++ b/src/renderer/tr_font.c
@@ -0,0 +1,550 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+// tr_font.c
+// 
+//
+// The font system uses FreeType 2.x to render TrueType fonts for use within the game.
+// As of this writing ( Nov, 2000 ) Team Arena uses these fonts for all of the ui and 
+// about 90% of the cgame presentation. A few areas of the CGAME were left uses the old 
+// fonts since the code is shared with standard Q3A.
+//
+// If you include this font rendering code in a commercial product you MUST include the
+// following somewhere with your product, see www.freetype.org for specifics or changes.
+// The Freetype code also uses some hinting techniques that MIGHT infringe on patents 
+// held by apple so be aware of that also.
+//
+// As of Q3A 1.25+ and Team Arena, we are shipping the game with the font rendering code
+// disabled. This removes any potential patent issues and it keeps us from having to 
+// distribute an actual TrueTrype font which is 1. expensive to do and 2. seems to require
+// an act of god to accomplish. 
+//
+// What we did was pre-render the fonts using FreeType ( which is why we leave the FreeType
+// credit in the credits ) and then saved off the glyph data and then hand touched up the 
+// font bitmaps so they scale a bit better in GL.
+//
+// There are limitations in the way fonts are saved and reloaded in that it is based on 
+// point size and not name. So if you pre-render Helvetica in 18 point and Impact in 18 point
+// you will end up with a single 18 point data file and image set. Typically you will want to 
+// choose 3 sizes to best approximate the scaling you will be doing in the ui scripting system
+// 
+// In the UI Scripting code, a scale of 1.0 is equal to a 48 point font. In Team Arena, we
+// use three or four scales, most of them exactly equaling the specific rendered size. We 
+// rendered three sizes in Team Arena, 12, 16, and 20. 
+//
+// To generate new font data you need to go through the following steps.
+// 1. delete the fontImage_x_xx.tga files and fontImage_xx.dat files from the fonts path.
+// 2. in a ui script, specificy a font, smallFont, and bigFont keyword with font name and 
+//    point size. the original TrueType fonts must exist in fonts at this point.
+// 3. run the game, you should see things normally.
+// 4. Exit the game and there will be three dat files and at least three tga files. The 
+//    tga's are in 256x256 pages so if it takes three images to render a 24 point font you 
+//    will end up with fontImage_0_24.tga through fontImage_2_24.tga
+// 5. You will need to flip the tga's in Photoshop as the tga output code writes them upside
+//    down.
+// 6. In future runs of the game, the system looks for these images and data files when a s
+//    specific point sized font is rendered and loads them for use. 
+// 7. Because of the original beta nature of the FreeType code you will probably want to hand
+//    touch the font bitmaps.
+// 
+// Currently a define in the project turns on or off the FreeType code which is currently 
+// defined out. To pre-render new fonts you need enable the define ( BUILD_FREETYPE ) and 
+// uncheck the exclude from build check box in the FreeType2 area of the Renderer project. 
+
+
+#include "tr_local.h"
+#include "../qcommon/qcommon.h"
+
+#ifdef BUILD_FREETYPE
+#include <ft2build.h>
+#include <freetype/fterrors.h>
+#include <freetype/ftsystem.h>
+#include <freetype/ftimage.h>
+#include <freetype/freetype.h>
+#include <freetype/ftoutln.h>
+
+#define _FLOOR(x)  ((x) & -64)
+#define _CEIL(x)   (((x)+63) & -64)
+#define _TRUNC(x)  ((x) >> 6)
+
+FT_Library ftLibrary = NULL;  
+#endif
+
+#define MAX_FONTS 6
+static int registeredFontCount = 0;
+static fontInfo_t registeredFont[MAX_FONTS];
+
+#ifdef BUILD_FREETYPE
+void R_GetGlyphInfo(FT_GlyphSlot glyph, int *left, int *right, int *width, int *top, int *bottom, int *height, int *pitch) {
+
+  *left  = _FLOOR( glyph->metrics.horiBearingX );
+  *right = _CEIL( glyph->metrics.horiBearingX + glyph->metrics.width );
+  *width = _TRUNC(*right - *left);
+    
+  *top    = _CEIL( glyph->metrics.horiBearingY );
+  *bottom = _FLOOR( glyph->metrics.horiBearingY - glyph->metrics.height );
+  *height = _TRUNC( *top - *bottom );
+  *pitch  = ( qtrue ? (*width+3) & -4 : (*width+7) >> 3 );
+}
+
+
+FT_Bitmap *R_RenderGlyph(FT_GlyphSlot glyph, glyphInfo_t* glyphOut) {
+
+  FT_Bitmap  *bit2;
+  int left, right, width, top, bottom, height, pitch, size;
+
+  R_GetGlyphInfo(glyph, &left, &right, &width, &top, &bottom, &height, &pitch);
+
+  if ( glyph->format == ft_glyph_format_outline ) {
+    size   = pitch*height; 
+
+    bit2 = Z_Malloc(sizeof(FT_Bitmap));
+
+    bit2->width      = width;
+    bit2->rows       = height;
+    bit2->pitch      = pitch;
+    bit2->pixel_mode = ft_pixel_mode_grays;
+    //bit2->pixel_mode = ft_pixel_mode_mono;
+    bit2->buffer     = Z_Malloc(pitch*height);
+    bit2->num_grays = 256;
+
+    Com_Memset( bit2->buffer, 0, size );
+
+    FT_Outline_Translate( &glyph->outline, -left, -bottom );
+
+    FT_Outline_Get_Bitmap( ftLibrary, &glyph->outline, bit2 );
+
+    glyphOut->height = height;
+    glyphOut->pitch = pitch;
+    glyphOut->top = (glyph->metrics.horiBearingY >> 6) + 1;
+    glyphOut->bottom = bottom;
+    
+    return bit2;
+  }
+  else {
+    ri.Printf(PRINT_ALL, "Non-outline fonts are not supported\n");
+  }
+  return NULL;
+}
+
+void WriteTGA (char *filename, byte *data, int width, int height) {
+	byte	*buffer;
+	int		i, c;
+
+	buffer = Z_Malloc(width*height*4 + 18);
+	Com_Memset (buffer, 0, 18);
+	buffer[2] = 2;		// uncompressed type
+	buffer[12] = width&255;
+	buffer[13] = width>>8;
+	buffer[14] = height&255;
+	buffer[15] = height>>8;
+	buffer[16] = 32;	// pixel size
+
+	// swap rgb to bgr
+	c = 18 + width * height * 4;
+	for (i=18 ; i<c ; i+=4)
+	{
+		buffer[i] = data[i-18+2];		// blue
+		buffer[i+1] = data[i-18+1];		// green
+		buffer[i+2] = data[i-18+0];		// red
+		buffer[i+3] = data[i-18+3];		// alpha
+	}
+
+	ri.FS_WriteFile(filename, buffer, c);
+
+	//f = fopen (filename, "wb");
+	//fwrite (buffer, 1, c, f);
+	//fclose (f);
+
+	Z_Free (buffer);
+}
+
+static glyphInfo_t *RE_ConstructGlyphInfo(unsigned char *imageOut, int *xOut, int *yOut, int *maxHeight, FT_Face face, const unsigned char c, qboolean calcHeight) {
+  int i;
+  static glyphInfo_t glyph;
+  unsigned char *src, *dst;
+  float scaled_width, scaled_height;
+  FT_Bitmap *bitmap = NULL;
+
+  Com_Memset(&glyph, 0, sizeof(glyphInfo_t));
+  // make sure everything is here
+  if (face != NULL) {
+    FT_Load_Glyph(face, FT_Get_Char_Index( face, c), FT_LOAD_DEFAULT );
+    bitmap = R_RenderGlyph(face->glyph, &glyph);
+    if (bitmap) {
+      glyph.xSkip = (face->glyph->metrics.horiAdvance >> 6) + 1;
+    } else {
+      return &glyph;
+    }
+
+    if (glyph.height > *maxHeight) {
+      *maxHeight = glyph.height;
+    }
+
+    if (calcHeight) {
+      Z_Free(bitmap->buffer);
+      Z_Free(bitmap);
+      return &glyph;
+    }
+
+/*
+    // need to convert to power of 2 sizes so we do not get 
+    // any scaling from the gl upload
+  	for (scaled_width = 1 ; scaled_width < glyph.pitch ; scaled_width<<=1)
+	  	;
+  	for (scaled_height = 1 ; scaled_height < glyph.height ; scaled_height<<=1)
+	  	;
+*/
+
+    scaled_width = glyph.pitch;
+    scaled_height = glyph.height;
+
+    // we need to make sure we fit
+    if (*xOut + scaled_width + 1 >= 255) {
+      if (*yOut + *maxHeight + 1 >= 255) {
+        *yOut = -1;
+        *xOut = -1;
+        Z_Free(bitmap->buffer);
+        Z_Free(bitmap);
+        return &glyph;
+      } else {
+        *xOut = 0;
+        *yOut += *maxHeight + 1;
+      }
+    } else if (*yOut + *maxHeight + 1 >= 255) {
+      *yOut = -1;
+      *xOut = -1;
+      Z_Free(bitmap->buffer);
+      Z_Free(bitmap);
+      return &glyph;
+    }
+
+
+    src = bitmap->buffer;
+    dst = imageOut + (*yOut * 256) + *xOut;
+
+		if (bitmap->pixel_mode == ft_pixel_mode_mono) {
+			for (i = 0; i < glyph.height; i++) {
+				int j;
+				unsigned char *_src = src;
+				unsigned char *_dst = dst;
+				unsigned char mask = 0x80;
+				unsigned char val = *_src;
+				for (j = 0; j < glyph.pitch; j++) {
+					if (mask == 0x80) {
+						val = *_src++;
+					}
+					if (val & mask) {
+						*_dst = 0xff;
+					}
+					mask >>= 1;
+        
+					if ( mask == 0 ) {
+						mask = 0x80;
+					}
+					_dst++;
+				}
+
+				src += glyph.pitch;
+				dst += 256;
+
+			}
+		} else {
+	    for (i = 0; i < glyph.height; i++) {
+		    Com_Memcpy(dst, src, glyph.pitch);
+			  src += glyph.pitch;
+				dst += 256;
+	    }
+		}
+
+    // we now have an 8 bit per pixel grey scale bitmap 
+    // that is width wide and pf->ftSize->metrics.y_ppem tall
+
+    glyph.imageHeight = scaled_height;
+    glyph.imageWidth = scaled_width;
+    glyph.s = (float)*xOut / 256;
+    glyph.t = (float)*yOut / 256;
+    glyph.s2 = glyph.s + (float)scaled_width / 256;
+    glyph.t2 = glyph.t + (float)scaled_height / 256;
+
+    *xOut += scaled_width + 1;
+  }
+
+  Z_Free(bitmap->buffer);
+  Z_Free(bitmap);
+
+  return &glyph;
+}
+#endif
+
+static int fdOffset;
+static byte	*fdFile;
+
+int readInt( void ) {
+	int i = fdFile[fdOffset]+(fdFile[fdOffset+1]<<8)+(fdFile[fdOffset+2]<<16)+(fdFile[fdOffset+3]<<24);
+	fdOffset += 4;
+	return i;
+}
+
+typedef union {
+	byte	fred[4];
+	float	ffred;
+} poor;
+
+float readFloat( void ) {
+	poor	me;
+#if defined Q3_BIG_ENDIAN
+	me.fred[0] = fdFile[fdOffset+3];
+	me.fred[1] = fdFile[fdOffset+2];
+	me.fred[2] = fdFile[fdOffset+1];
+	me.fred[3] = fdFile[fdOffset+0];
+#elif defined Q3_LITTLE_ENDIAN
+	me.fred[0] = fdFile[fdOffset+0];
+	me.fred[1] = fdFile[fdOffset+1];
+	me.fred[2] = fdFile[fdOffset+2];
+	me.fred[3] = fdFile[fdOffset+3];
+#endif
+	fdOffset += 4;
+	return me.ffred;
+}
+
+void RE_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font) {
+#ifdef BUILD_FREETYPE
+  FT_Face face;
+  int j, k, xOut, yOut, lastStart, imageNumber;
+  int scaledSize, newSize, maxHeight, left, satLevels;
+  unsigned char *out, *imageBuff;
+  glyphInfo_t *glyph;
+  image_t *image;
+  qhandle_t h;
+	float max;
+#endif
+  void *faceData;
+	int i, len;
+  char name[1024];
+	float dpi = 72;											//
+	float glyphScale =  72.0f / dpi; 		// change the scale to be relative to 1 based on 72 dpi ( so dpi of 144 means a scale of .5 )
+
+
+  if (!fontName) {
+    ri.Printf(PRINT_ALL, "RE_RegisterFont: called with empty name\n");
+    return;
+  }
+
+	if (pointSize <= 0) {
+		pointSize = 12;
+	}
+	// we also need to adjust the scale based on point size relative to 48 points as the ui scaling is based on a 48 point font
+	glyphScale *= 48.0f / pointSize;
+
+	// make sure the render thread is stopped
+	R_SyncRenderThread();
+
+  if (registeredFontCount >= MAX_FONTS) {
+    ri.Printf(PRINT_ALL, "RE_RegisterFont: Too many fonts registered already.\n");
+    return;
+  }
+
+	Com_sprintf(name, sizeof(name), "fonts/fontImage_%i.dat",pointSize);
+	for (i = 0; i < registeredFontCount; i++) {
+		if (Q_stricmp(name, registeredFont[i].name) == 0) {
+			Com_Memcpy(font, &registeredFont[i], sizeof(fontInfo_t));
+			return;
+		}
+	}
+
+	len = ri.FS_ReadFile(name, NULL);
+	if (len == sizeof(fontInfo_t)) {
+		ri.FS_ReadFile(name, &faceData);
+		fdOffset = 0;
+		fdFile = faceData;
+		for(i=0; i<GLYPHS_PER_FONT; i++) {
+			font->glyphs[i].height		= readInt();
+			font->glyphs[i].top			= readInt();
+			font->glyphs[i].bottom		= readInt();
+			font->glyphs[i].pitch		= readInt();
+			font->glyphs[i].xSkip		= readInt();
+			font->glyphs[i].imageWidth	= readInt();
+			font->glyphs[i].imageHeight = readInt();
+			font->glyphs[i].s			= readFloat();
+			font->glyphs[i].t			= readFloat();
+			font->glyphs[i].s2			= readFloat();
+			font->glyphs[i].t2			= readFloat();
+			font->glyphs[i].glyph		= readInt();
+			Com_Memcpy(font->glyphs[i].shaderName, &fdFile[fdOffset], 32);
+			fdOffset += 32;
+		}
+		font->glyphScale = readFloat();
+		Com_Memcpy(font->name, &fdFile[fdOffset], MAX_QPATH);
+
+//		Com_Memcpy(font, faceData, sizeof(fontInfo_t));
+		Q_strncpyz(font->name, name, sizeof(font->name));
+		for (i = GLYPH_START; i < GLYPH_END; i++) {
+			font->glyphs[i].glyph = RE_RegisterShaderNoMip(font->glyphs[i].shaderName);
+		}
+	  Com_Memcpy(&registeredFont[registeredFontCount++], font, sizeof(fontInfo_t));
+		return;
+	}
+
+#ifndef BUILD_FREETYPE
+    ri.Printf(PRINT_ALL, "RE_RegisterFont: FreeType code not available\n");
+#else
+  if (ftLibrary == NULL) {
+    ri.Printf(PRINT_ALL, "RE_RegisterFont: FreeType not initialized.\n");
+    return;
+  }
+
+  len = ri.FS_ReadFile(fontName, &faceData);
+  if (len <= 0) {
+    ri.Printf(PRINT_ALL, "RE_RegisterFont: Unable to read font file\n");
+    return;
+  }
+
+  // allocate on the stack first in case we fail
+  if (FT_New_Memory_Face( ftLibrary, faceData, len, 0, &face )) {
+    ri.Printf(PRINT_ALL, "RE_RegisterFont: FreeType2, unable to allocate new face.\n");
+    return;
+  }
+
+
+  if (FT_Set_Char_Size( face, pointSize << 6, pointSize << 6, dpi, dpi)) {
+    ri.Printf(PRINT_ALL, "RE_RegisterFont: FreeType2, Unable to set face char size.\n");
+    return;
+  }
+
+  //*font = &registeredFonts[registeredFontCount++];
+
+  // make a 256x256 image buffer, once it is full, register it, clean it and keep going 
+  // until all glyphs are rendered
+
+  out = Z_Malloc(1024*1024);
+  if (out == NULL) {
+    ri.Printf(PRINT_ALL, "RE_RegisterFont: Z_Malloc failure during output image creation.\n");
+    return;
+  }
+  Com_Memset(out, 0, 1024*1024);
+
+  maxHeight = 0;
+
+  for (i = GLYPH_START; i < GLYPH_END; i++) {
+    glyph = RE_ConstructGlyphInfo(out, &xOut, &yOut, &maxHeight, face, (unsigned char)i, qtrue);
+  }
+
+  xOut = 0;
+  yOut = 0;
+  i = GLYPH_START;
+  lastStart = i;
+  imageNumber = 0;
+
+  while ( i <= GLYPH_END ) {
+
+    glyph = RE_ConstructGlyphInfo(out, &xOut, &yOut, &maxHeight, face, (unsigned char)i, qfalse);
+
+    if (xOut == -1 || yOut == -1 || i == GLYPH_END)  {
+      // ran out of room
+      // we need to create an image from the bitmap, set all the handles in the glyphs to this point
+      // 
+
+      scaledSize = 256*256;
+      newSize = scaledSize * 4;
+      imageBuff = Z_Malloc(newSize);
+      left = 0;
+      max = 0;
+      satLevels = 255;
+      for ( k = 0; k < (scaledSize) ; k++ ) {
+        if (max < out[k]) {
+          max = out[k];
+        }
+      }
+
+			if (max > 0) {
+				max = 255/max;
+			}
+
+      for ( k = 0; k < (scaledSize) ; k++ ) {
+        imageBuff[left++] = 255;
+        imageBuff[left++] = 255;
+        imageBuff[left++] = 255;
+
+        imageBuff[left++] = ((float)out[k] * max);
+      }
+
+			Com_sprintf (name, sizeof(name), "fonts/fontImage_%i_%i.tga", imageNumber++, pointSize);
+			if (r_saveFontData->integer) { 
+			  WriteTGA(name, imageBuff, 256, 256);
+			}
+
+    	//Com_sprintf (name, sizeof(name), "fonts/fontImage_%i_%i", imageNumber++, pointSize);
+      image = R_CreateImage(name, imageBuff, 256, 256, qfalse, qfalse, GL_CLAMP_TO_EDGE);
+      h = RE_RegisterShaderFromImage(name, LIGHTMAP_2D, image, qfalse);
+      for (j = lastStart; j < i; j++) {
+        font->glyphs[j].glyph = h;
+				Q_strncpyz(font->glyphs[j].shaderName, name, sizeof(font->glyphs[j].shaderName));
+      }
+      lastStart = i;
+		  Com_Memset(out, 0, 1024*1024);
+      xOut = 0;
+      yOut = 0;
+      Z_Free(imageBuff);
+			i++;
+    } else {
+      Com_Memcpy(&font->glyphs[i], glyph, sizeof(glyphInfo_t));
+      i++;
+    }
+  }
+
+	registeredFont[registeredFontCount].glyphScale = glyphScale;
+	font->glyphScale = glyphScale;
+  Com_Memcpy(&registeredFont[registeredFontCount++], font, sizeof(fontInfo_t));
+
+	if (r_saveFontData->integer) { 
+		ri.FS_WriteFile(va("fonts/fontImage_%i.dat", pointSize), font, sizeof(fontInfo_t));
+	}
+
+  Z_Free(out);
+  
+  ri.FS_FreeFile(faceData);
+#endif
+}
+
+
+
+void R_InitFreeType(void) {
+#ifdef BUILD_FREETYPE
+  if (FT_Init_FreeType( &ftLibrary )) {
+    ri.Printf(PRINT_ALL, "R_InitFreeType: Unable to initialize FreeType.\n");
+  }
+#endif
+  registeredFontCount = 0;
+}
+
+
+void R_DoneFreeType(void) {
+#ifdef BUILD_FREETYPE
+  if (ftLibrary) {
+    FT_Done_FreeType( ftLibrary );
+    ftLibrary = NULL;
+  }
+#endif
+	registeredFontCount = 0;
+}
+
diff --git a/src/renderer/tr_image.c b/src/renderer/tr_image.c
new file mode 100644
index 0000000..1fa8042
--- /dev/null
+++ b/src/renderer/tr_image.c
@@ -0,0 +1,1607 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+// tr_image.c
+#include "tr_local.h"
+
+static byte			 s_intensitytable[256];
+static unsigned char s_gammatable[256];
+
+int		gl_filter_min = GL_LINEAR_MIPMAP_NEAREST;
+int		gl_filter_max = GL_LINEAR;
+
+#define FILE_HASH_SIZE		1024
+static	image_t*		hashTable[FILE_HASH_SIZE];
+
+/*
+** R_GammaCorrect
+*/
+void R_GammaCorrect( byte *buffer, int bufSize ) {
+	int i;
+
+	for ( i = 0; i < bufSize; i++ ) {
+		buffer[i] = s_gammatable[buffer[i]];
+	}
+}
+
+typedef struct {
+	char *name;
+	int	minimize, maximize;
+} textureMode_t;
+
+textureMode_t modes[] = {
+	{"GL_NEAREST", GL_NEAREST, GL_NEAREST},
+	{"GL_LINEAR", GL_LINEAR, GL_LINEAR},
+	{"GL_NEAREST_MIPMAP_NEAREST", GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST},
+	{"GL_LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR},
+	{"GL_NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST},
+	{"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR}
+};
+
+/*
+================
+return a hash value for the filename
+================
+*/
+static long generateHashValue( const char *fname ) {
+	int		i;
+	long	hash;
+	char	letter;
+
+	hash = 0;
+	i = 0;
+	while (fname[i] != '\0') {
+		letter = tolower(fname[i]);
+		if (letter =='.') break;				// don't include extension
+		if (letter =='\\') letter = '/';		// damn path names
+		hash+=(long)(letter)*(i+119);
+		i++;
+	}
+	hash &= (FILE_HASH_SIZE-1);
+	return hash;
+}
+
+/*
+===============
+GL_TextureMode
+===============
+*/
+void GL_TextureMode( const char *string ) {
+	int		i;
+	image_t	*glt;
+
+	for ( i=0 ; i< 6 ; i++ ) {
+		if ( !Q_stricmp( modes[i].name, string ) ) {
+			break;
+		}
+	}
+
+	// hack to prevent trilinear from being set on voodoo,
+	// because their driver freaks...
+	if ( i == 5 && glConfig.hardwareType == GLHW_3DFX_2D3D ) {
+		ri.Printf( PRINT_ALL, "Refusing to set trilinear on a voodoo.\n" );
+		i = 3;
+	}
+
+
+	if ( i == 6 ) {
+		ri.Printf (PRINT_ALL, "bad filter name\n");
+		return;
+	}
+
+	gl_filter_min = modes[i].minimize;
+	gl_filter_max = modes[i].maximize;
+
+	// change all the existing mipmap texture objects
+	for ( i = 0 ; i < tr.numImages ; i++ ) {
+		glt = tr.images[ i ];
+		if ( glt->mipmap ) {
+			GL_Bind (glt);
+			qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
+			qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
+		}
+	}
+}
+
+/*
+===============
+R_SumOfUsedImages
+===============
+*/
+int R_SumOfUsedImages( void ) {
+	int	total;
+	int i;
+
+	total = 0;
+	for ( i = 0; i < tr.numImages; i++ ) {
+		if ( tr.images[i]->frameUsed == tr.frameCount ) {
+			total += tr.images[i]->uploadWidth * tr.images[i]->uploadHeight;
+		}
+	}
+
+	return total;
+}
+
+/*
+===============
+R_ImageList_f
+===============
+*/
+void R_ImageList_f( void ) {
+	int		i;
+	image_t	*image;
+	int		texels;
+	const char *yesno[] = {
+		"no ", "yes"
+	};
+
+	ri.Printf (PRINT_ALL, "\n      -w-- -h-- -mm- -TMU- -if-- wrap --name-------\n");
+	texels = 0;
+
+	for ( i = 0 ; i < tr.numImages ; i++ ) {
+		image = tr.images[ i ];
+
+		texels += image->uploadWidth*image->uploadHeight;
+		ri.Printf (PRINT_ALL,  "%4i: %4i %4i  %s   %d   ",
+			i, image->uploadWidth, image->uploadHeight, yesno[image->mipmap], image->TMU );
+		switch ( image->internalFormat ) {
+		case 1:
+			ri.Printf( PRINT_ALL, "I    " );
+			break;
+		case 2:
+			ri.Printf( PRINT_ALL, "IA   " );
+			break;
+		case 3:
+			ri.Printf( PRINT_ALL, "RGB  " );
+			break;
+		case 4:
+			ri.Printf( PRINT_ALL, "RGBA " );
+			break;
+		case GL_RGBA8:
+			ri.Printf( PRINT_ALL, "RGBA8" );
+			break;
+		case GL_RGB8:
+			ri.Printf( PRINT_ALL, "RGB8" );
+			break;
+		case GL_RGB4_S3TC:
+		case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
+			ri.Printf( PRINT_ALL, "S3TC " );
+			break;
+		case GL_RGBA4:
+			ri.Printf( PRINT_ALL, "RGBA4" );
+			break;
+		case GL_RGB5:
+			ri.Printf( PRINT_ALL, "RGB5 " );
+			break;
+		default:
+			ri.Printf( PRINT_ALL, "???? " );
+		}
+
+		switch ( image->wrapClampMode ) {
+		case GL_REPEAT:
+			ri.Printf( PRINT_ALL, "rept " );
+			break;
+		case GL_CLAMP_TO_EDGE:
+			ri.Printf( PRINT_ALL, "clmp " );
+			break;
+		default:
+			ri.Printf( PRINT_ALL, "%4i ", image->wrapClampMode );
+			break;
+		}
+		
+		ri.Printf( PRINT_ALL, " %s\n", image->imgName );
+	}
+	ri.Printf (PRINT_ALL, " ---------\n");
+	ri.Printf (PRINT_ALL, " %i total texels (not including mipmaps)\n", texels);
+	ri.Printf (PRINT_ALL, " %i total images\n\n", tr.numImages );
+}
+
+//=======================================================================
+
+/*
+================
+ResampleTexture
+
+Used to resample images in a more general than quartering fashion.
+
+This will only be filtered properly if the resampled size
+is greater than half the original size.
+
+If a larger shrinking is needed, use the mipmap function 
+before or after.
+================
+*/
+static void ResampleTexture( unsigned *in, int inwidth, int inheight, unsigned *out,  
+							int outwidth, int outheight ) {
+	int		i, j;
+	unsigned	*inrow, *inrow2;
+	unsigned	frac, fracstep;
+	unsigned	p1[2048], p2[2048];
+	byte		*pix1, *pix2, *pix3, *pix4;
+
+	if (outwidth>2048)
+		ri.Error(ERR_DROP, "ResampleTexture: max width");
+								
+	fracstep = inwidth*0x10000/outwidth;
+
+	frac = fracstep>>2;
+	for ( i=0 ; i<outwidth ; i++ ) {
+		p1[i] = 4*(frac>>16);
+		frac += fracstep;
+	}
+	frac = 3*(fracstep>>2);
+	for ( i=0 ; i<outwidth ; i++ ) {
+		p2[i] = 4*(frac>>16);
+		frac += fracstep;
+	}
+
+	for (i=0 ; i<outheight ; i++, out += outwidth) {
+		inrow = in + inwidth*(int)((i+0.25)*inheight/outheight);
+		inrow2 = in + inwidth*(int)((i+0.75)*inheight/outheight);
+		frac = fracstep >> 1;
+		for (j=0 ; j<outwidth ; j++) {
+			pix1 = (byte *)inrow + p1[j];
+			pix2 = (byte *)inrow + p2[j];
+			pix3 = (byte *)inrow2 + p1[j];
+			pix4 = (byte *)inrow2 + p2[j];
+			((byte *)(out+j))[0] = (pix1[0] + pix2[0] + pix3[0] + pix4[0])>>2;
+			((byte *)(out+j))[1] = (pix1[1] + pix2[1] + pix3[1] + pix4[1])>>2;
+			((byte *)(out+j))[2] = (pix1[2] + pix2[2] + pix3[2] + pix4[2])>>2;
+			((byte *)(out+j))[3] = (pix1[3] + pix2[3] + pix3[3] + pix4[3])>>2;
+		}
+	}
+}
+
+/*
+================
+R_LightScaleTexture
+
+Scale up the pixel values in a texture to increase the
+lighting range
+================
+*/
+void R_LightScaleTexture (unsigned *in, int inwidth, int inheight, qboolean only_gamma )
+{
+	if ( only_gamma )
+	{
+		if ( !glConfig.deviceSupportsGamma )
+		{
+			int		i, c;
+			byte	*p;
+
+			p = (byte *)in;
+
+			c = inwidth*inheight;
+			for (i=0 ; i<c ; i++, p+=4)
+			{
+				p[0] = s_gammatable[p[0]];
+				p[1] = s_gammatable[p[1]];
+				p[2] = s_gammatable[p[2]];
+			}
+		}
+	}
+	else
+	{
+		int		i, c;
+		byte	*p;
+
+		p = (byte *)in;
+
+		c = inwidth*inheight;
+
+		if ( glConfig.deviceSupportsGamma )
+		{
+			for (i=0 ; i<c ; i++, p+=4)
+			{
+				p[0] = s_intensitytable[p[0]];
+				p[1] = s_intensitytable[p[1]];
+				p[2] = s_intensitytable[p[2]];
+			}
+		}
+		else
+		{
+			for (i=0 ; i<c ; i++, p+=4)
+			{
+				p[0] = s_gammatable[s_intensitytable[p[0]]];
+				p[1] = s_gammatable[s_intensitytable[p[1]]];
+				p[2] = s_gammatable[s_intensitytable[p[2]]];
+			}
+		}
+	}
+}
+
+
+/*
+================
+R_MipMap2
+
+Operates in place, quartering the size of the texture
+Proper linear filter
+================
+*/
+static void R_MipMap2( unsigned *in, int inWidth, int inHeight ) {
+	int			i, j, k;
+	byte		*outpix;
+	int			inWidthMask, inHeightMask;
+	int			total;
+	int			outWidth, outHeight;
+	unsigned	*temp;
+
+	outWidth = inWidth >> 1;
+	outHeight = inHeight >> 1;
+	temp = ri.Hunk_AllocateTempMemory( outWidth * outHeight * 4 );
+
+	inWidthMask = inWidth - 1;
+	inHeightMask = inHeight - 1;
+
+	for ( i = 0 ; i < outHeight ; i++ ) {
+		for ( j = 0 ; j < outWidth ; j++ ) {
+			outpix = (byte *) ( temp + i * outWidth + j );
+			for ( k = 0 ; k < 4 ; k++ ) {
+				total = 
+					1 * ((byte *)&in[ ((i*2-1)&inHeightMask)*inWidth + ((j*2-1)&inWidthMask) ])[k] +
+					2 * ((byte *)&in[ ((i*2-1)&inHeightMask)*inWidth + ((j*2)&inWidthMask) ])[k] +
+					2 * ((byte *)&in[ ((i*2-1)&inHeightMask)*inWidth + ((j*2+1)&inWidthMask) ])[k] +
+					1 * ((byte *)&in[ ((i*2-1)&inHeightMask)*inWidth + ((j*2+2)&inWidthMask) ])[k] +
+
+					2 * ((byte *)&in[ ((i*2)&inHeightMask)*inWidth + ((j*2-1)&inWidthMask) ])[k] +
+					4 * ((byte *)&in[ ((i*2)&inHeightMask)*inWidth + ((j*2)&inWidthMask) ])[k] +
+					4 * ((byte *)&in[ ((i*2)&inHeightMask)*inWidth + ((j*2+1)&inWidthMask) ])[k] +
+					2 * ((byte *)&in[ ((i*2)&inHeightMask)*inWidth + ((j*2+2)&inWidthMask) ])[k] +
+
+					2 * ((byte *)&in[ ((i*2+1)&inHeightMask)*inWidth + ((j*2-1)&inWidthMask) ])[k] +
+					4 * ((byte *)&in[ ((i*2+1)&inHeightMask)*inWidth + ((j*2)&inWidthMask) ])[k] +
+					4 * ((byte *)&in[ ((i*2+1)&inHeightMask)*inWidth + ((j*2+1)&inWidthMask) ])[k] +
+					2 * ((byte *)&in[ ((i*2+1)&inHeightMask)*inWidth + ((j*2+2)&inWidthMask) ])[k] +
+
+					1 * ((byte *)&in[ ((i*2+2)&inHeightMask)*inWidth + ((j*2-1)&inWidthMask) ])[k] +
+					2 * ((byte *)&in[ ((i*2+2)&inHeightMask)*inWidth + ((j*2)&inWidthMask) ])[k] +
+					2 * ((byte *)&in[ ((i*2+2)&inHeightMask)*inWidth + ((j*2+1)&inWidthMask) ])[k] +
+					1 * ((byte *)&in[ ((i*2+2)&inHeightMask)*inWidth + ((j*2+2)&inWidthMask) ])[k];
+				outpix[k] = total / 36;
+			}
+		}
+	}
+
+	Com_Memcpy( in, temp, outWidth * outHeight * 4 );
+	ri.Hunk_FreeTempMemory( temp );
+}
+
+/*
+================
+R_MipMap
+
+Operates in place, quartering the size of the texture
+================
+*/
+static void R_MipMap (byte *in, int width, int height) {
+	int		i, j;
+	byte	*out;
+	int		row;
+
+	if ( !r_simpleMipMaps->integer ) {
+		R_MipMap2( (unsigned *)in, width, height );
+		return;
+	}
+
+	if ( width == 1 && height == 1 ) {
+		return;
+	}
+
+	row = width * 4;
+	out = in;
+	width >>= 1;
+	height >>= 1;
+
+	if ( width == 0 || height == 0 ) {
+		width += height;	// get largest
+		for (i=0 ; i<width ; i++, out+=4, in+=8 ) {
+			out[0] = ( in[0] + in[4] )>>1;
+			out[1] = ( in[1] + in[5] )>>1;
+			out[2] = ( in[2] + in[6] )>>1;
+			out[3] = ( in[3] + in[7] )>>1;
+		}
+		return;
+	}
+
+	for (i=0 ; i<height ; i++, in+=row) {
+		for (j=0 ; j<width ; j++, out+=4, in+=8) {
+			out[0] = (in[0] + in[4] + in[row+0] + in[row+4])>>2;
+			out[1] = (in[1] + in[5] + in[row+1] + in[row+5])>>2;
+			out[2] = (in[2] + in[6] + in[row+2] + in[row+6])>>2;
+			out[3] = (in[3] + in[7] + in[row+3] + in[row+7])>>2;
+		}
+	}
+}
+
+
+/*
+==================
+R_BlendOverTexture
+
+Apply a color blend over a set of pixels
+==================
+*/
+static void R_BlendOverTexture( byte *data, int pixelCount, byte blend[4] ) {
+	int		i;
+	int		inverseAlpha;
+	int		premult[3];
+
+	inverseAlpha = 255 - blend[3];
+	premult[0] = blend[0] * blend[3];
+	premult[1] = blend[1] * blend[3];
+	premult[2] = blend[2] * blend[3];
+
+	for ( i = 0 ; i < pixelCount ; i++, data+=4 ) {
+		data[0] = ( data[0] * inverseAlpha + premult[0] ) >> 9;
+		data[1] = ( data[1] * inverseAlpha + premult[1] ) >> 9;
+		data[2] = ( data[2] * inverseAlpha + premult[2] ) >> 9;
+	}
+}
+
+byte	mipBlendColors[16][4] = {
+	{0,0,0,0},
+	{255,0,0,128},
+	{0,255,0,128},
+	{0,0,255,128},
+	{255,0,0,128},
+	{0,255,0,128},
+	{0,0,255,128},
+	{255,0,0,128},
+	{0,255,0,128},
+	{0,0,255,128},
+	{255,0,0,128},
+	{0,255,0,128},
+	{0,0,255,128},
+	{255,0,0,128},
+	{0,255,0,128},
+	{0,0,255,128},
+};
+
+
+/*
+===============
+Upload32
+
+===============
+*/
+extern qboolean charSet;
+static void Upload32( unsigned *data, 
+						  int width, int height, 
+						  qboolean mipmap, 
+						  qboolean picmip, 
+							qboolean lightMap,
+						  int *format, 
+						  int *pUploadWidth, int *pUploadHeight )
+{
+	int			samples;
+	unsigned	*scaledBuffer = NULL;
+	unsigned	*resampledBuffer = NULL;
+	int			scaled_width, scaled_height;
+	int			i, c;
+	byte		*scan;
+	GLenum		internalFormat = GL_RGB;
+	float		rMax = 0, gMax = 0, bMax = 0;
+
+	//
+	// convert to exact power of 2 sizes
+	//
+	for (scaled_width = 1 ; scaled_width < width ; scaled_width<<=1)
+		;
+	for (scaled_height = 1 ; scaled_height < height ; scaled_height<<=1)
+		;
+	if ( r_roundImagesDown->integer && scaled_width > width )
+		scaled_width >>= 1;
+	if ( r_roundImagesDown->integer && scaled_height > height )
+		scaled_height >>= 1;
+
+	if ( scaled_width != width || scaled_height != height ) {
+		resampledBuffer = ri.Hunk_AllocateTempMemory( scaled_width * scaled_height * 4 );
+		ResampleTexture (data, width, height, resampledBuffer, scaled_width, scaled_height);
+		data = resampledBuffer;
+		width = scaled_width;
+		height = scaled_height;
+	}
+
+	//
+	// perform optional picmip operation
+	//
+	if ( picmip ) {
+		scaled_width >>= r_picmip->integer;
+		scaled_height >>= r_picmip->integer;
+	}
+
+	//
+	// clamp to minimum size
+	//
+	if (scaled_width < 1) {
+		scaled_width = 1;
+	}
+	if (scaled_height < 1) {
+		scaled_height = 1;
+	}
+
+	//
+	// clamp to the current upper OpenGL limit
+	// scale both axis down equally so we don't have to
+	// deal with a half mip resampling
+	//
+	while ( scaled_width > glConfig.maxTextureSize
+		|| scaled_height > glConfig.maxTextureSize ) {
+		scaled_width >>= 1;
+		scaled_height >>= 1;
+	}
+
+	scaledBuffer = ri.Hunk_AllocateTempMemory( sizeof( unsigned ) * scaled_width * scaled_height );
+
+	//
+	// scan the texture for each channel's max values
+	// and verify if the alpha channel is being used or not
+	//
+	c = width*height;
+	scan = ((byte *)data);
+	samples = 3;
+
+	if( r_greyscale->integer )
+	{
+		for ( i = 0; i < c; i++ )
+		{
+			byte luma = LUMA(scan[i*4], scan[i*4 + 1], scan[i*4 + 2]);
+			scan[i*4] = luma;
+			scan[i*4 + 1] = luma;
+			scan[i*4 + 2] = luma;
+		}
+	}
+	else if( r_greyscale->value )
+	{
+		for ( i = 0; i < c; i++ )
+		{
+			float luma = LUMA(scan[i*4], scan[i*4 + 1], scan[i*4 + 2]);
+			scan[i*4] = LERP(scan[i*4], luma, r_greyscale->value);
+			scan[i*4 + 1] = LERP(scan[i*4 + 1], luma, r_greyscale->value);
+			scan[i*4 + 2] = LERP(scan[i*4 + 2], luma, r_greyscale->value);
+		}
+	}
+
+	if(lightMap)
+	{
+		if(r_greyscale->integer)
+			internalFormat = GL_LUMINANCE;
+		else
+			internalFormat = GL_RGB;
+	}
+	else
+	{
+		for ( i = 0; i < c; i++ )
+		{
+			if ( scan[i*4+0] > rMax )
+			{
+				rMax = scan[i*4+0];
+			}
+			if ( scan[i*4+1] > gMax )
+			{
+				gMax = scan[i*4+1];
+			}
+			if ( scan[i*4+2] > bMax )
+			{
+				bMax = scan[i*4+2];
+			}
+			if ( scan[i*4 + 3] != 255 ) 
+			{
+				samples = 4;
+				break;
+			}
+		}
+		// select proper internal format
+		if ( samples == 3 )
+		{
+			if(r_greyscale->integer)
+			{
+				if(r_texturebits->integer == 16)
+					internalFormat = GL_LUMINANCE8;
+				else if(r_texturebits->integer == 32)
+					internalFormat = GL_LUMINANCE16;
+				else
+					internalFormat = GL_LUMINANCE;
+			}
+			else
+			{
+				if ( glConfig.textureCompression == TC_S3TC_ARB )
+				{
+					internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+				}
+				else if ( glConfig.textureCompression == TC_S3TC )
+				{
+					internalFormat = GL_RGB4_S3TC;
+				}
+				else if ( r_texturebits->integer == 16 )
+				{
+					internalFormat = GL_RGB5;
+				}
+				else if ( r_texturebits->integer == 32 )
+				{
+					internalFormat = GL_RGB8;
+				}
+				else
+				{
+					internalFormat = GL_RGB;
+				}
+			}
+		}
+		else if ( samples == 4 )
+		{
+			if(r_greyscale->integer)
+			{
+				if(r_texturebits->integer == 16)
+					internalFormat = GL_LUMINANCE8_ALPHA8;
+				else if(r_texturebits->integer == 32)
+					internalFormat = GL_LUMINANCE16_ALPHA16;
+				else
+					internalFormat = GL_LUMINANCE_ALPHA;
+			}
+			else
+			{
+				if ( r_texturebits->integer == 16 )
+				{
+					internalFormat = GL_RGBA4;
+				}
+				else if ( r_texturebits->integer == 32 )
+				{
+					internalFormat = GL_RGBA8;
+				}
+				else
+				{
+					internalFormat = GL_RGBA;
+				}
+			}
+		}
+	}
+
+	// copy or resample data as appropriate for first MIP level
+	if ( ( scaled_width == width ) && 
+		( scaled_height == height ) ) {
+		if (!mipmap)
+		{
+			qglTexImage2D (GL_TEXTURE_2D, 0, internalFormat, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+			*pUploadWidth = scaled_width;
+			*pUploadHeight = scaled_height;
+			*format = internalFormat;
+
+			goto done;
+		}
+		Com_Memcpy (scaledBuffer, data, width*height*4);
+	}
+	else
+	{
+		// use the normal mip-mapping function to go down from here
+		while ( width > scaled_width || height > scaled_height ) {
+			R_MipMap( (byte *)data, width, height );
+			width >>= 1;
+			height >>= 1;
+			if ( width < 1 ) {
+				width = 1;
+			}
+			if ( height < 1 ) {
+				height = 1;
+			}
+		}
+		Com_Memcpy( scaledBuffer, data, width * height * 4 );
+	}
+
+	R_LightScaleTexture (scaledBuffer, scaled_width, scaled_height, !mipmap );
+
+	*pUploadWidth = scaled_width;
+	*pUploadHeight = scaled_height;
+	*format = internalFormat;
+
+	qglTexImage2D (GL_TEXTURE_2D, 0, internalFormat, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaledBuffer );
+
+	if (mipmap)
+	{
+		int		miplevel;
+
+		miplevel = 0;
+		while (scaled_width > 1 || scaled_height > 1)
+		{
+			R_MipMap( (byte *)scaledBuffer, scaled_width, scaled_height );
+			scaled_width >>= 1;
+			scaled_height >>= 1;
+			if (scaled_width < 1)
+				scaled_width = 1;
+			if (scaled_height < 1)
+				scaled_height = 1;
+			miplevel++;
+
+			if ( r_colorMipLevels->integer ) {
+				R_BlendOverTexture( (byte *)scaledBuffer, scaled_width * scaled_height, mipBlendColors[miplevel] );
+			}
+
+			qglTexImage2D (GL_TEXTURE_2D, miplevel, internalFormat, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaledBuffer );
+		}
+	}
+done:
+
+	if (mipmap)
+	{
+		if ( glConfig.textureFilterAnisotropic )
+			qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
+					(GLint)Com_Clamp( 1, glConfig.maxAnisotropy, r_ext_max_anisotropy->integer ) );
+
+		qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
+		qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
+	}
+	else
+	{
+		if ( glConfig.textureFilterAnisotropic )
+			qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1 );
+
+		qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+		qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+	}
+
+	GL_CheckErrors();
+
+	if ( scaledBuffer != 0 )
+		ri.Hunk_FreeTempMemory( scaledBuffer );
+	if ( resampledBuffer != 0 )
+		ri.Hunk_FreeTempMemory( resampledBuffer );
+}
+
+
+/*
+================
+R_CreateImage
+
+This is the only way any image_t are created
+================
+*/
+image_t *R_CreateImage( const char *name, const byte *pic, int width, int height, 
+					   qboolean mipmap, qboolean allowPicmip, int glWrapClampMode ) {
+	image_t		*image;
+	qboolean	isLightmap = qfalse;
+	long		hash;
+
+	if (strlen(name) >= MAX_QPATH ) {
+		ri.Error (ERR_DROP, "R_CreateImage: \"%s\" is too long\n", name);
+	}
+	if ( !strncmp( name, "*lightmap", 9 ) ) {
+		isLightmap = qtrue;
+	}
+
+	if ( tr.numImages == MAX_DRAWIMAGES ) {
+		ri.Error( ERR_DROP, "R_CreateImage: MAX_DRAWIMAGES hit\n");
+	}
+
+	image = tr.images[tr.numImages] = ri.Hunk_Alloc( sizeof( image_t ), h_low );
+	image->texnum = 1024 + tr.numImages;
+	tr.numImages++;
+
+	image->mipmap = mipmap;
+	image->allowPicmip = allowPicmip;
+
+	strcpy (image->imgName, name);
+
+	image->width = width;
+	image->height = height;
+	image->wrapClampMode = glWrapClampMode;
+
+	// lightmaps are always allocated on TMU 1
+	if ( qglActiveTextureARB && isLightmap ) {
+		image->TMU = 1;
+	} else {
+		image->TMU = 0;
+	}
+
+	if ( qglActiveTextureARB ) {
+		GL_SelectTexture( image->TMU );
+	}
+
+	GL_Bind(image);
+
+	Upload32( (unsigned *)pic, image->width, image->height, 
+								image->mipmap,
+								allowPicmip,
+								isLightmap,
+								&image->internalFormat,
+								&image->uploadWidth,
+								&image->uploadHeight );
+
+	qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, glWrapClampMode );
+	qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, glWrapClampMode );
+
+	qglBindTexture( GL_TEXTURE_2D, 0 );
+
+	if ( image->TMU == 1 ) {
+		GL_SelectTexture( 0 );
+	}
+
+	hash = generateHashValue(name);
+	image->next = hashTable[hash];
+	hashTable[hash] = image;
+
+	return image;
+}
+
+//===================================================================
+
+typedef struct
+{
+	char *ext;
+	void (*ImageLoader)( const char *, unsigned char **, int *, int * );
+} imageExtToLoaderMap_t;
+
+// Note that the ordering indicates the order of preference used
+// when there are multiple images of different formats available
+static imageExtToLoaderMap_t imageLoaders[ ] =
+{
+	{ "tga",  R_LoadTGA },
+	{ "jpg",  R_LoadJPG },
+	{ "jpeg", R_LoadJPG },
+	{ "png",  R_LoadPNG },
+	{ "pcx",  R_LoadPCX },
+	{ "bmp",  R_LoadBMP }
+};
+
+static int numImageLoaders = sizeof( imageLoaders ) /
+		sizeof( imageLoaders[ 0 ] );
+
+/*
+=================
+R_LoadImage
+
+Loads any of the supported image types into a cannonical
+32 bit format.
+=================
+*/
+void R_LoadImage( const char *name, byte **pic, int *width, int *height )
+{
+	qboolean orgNameFailed = qfalse;
+	int i;
+	char localName[ MAX_QPATH ];
+	const char *ext;
+
+	*pic = NULL;
+	*width = 0;
+	*height = 0;
+
+	Q_strncpyz( localName, name, MAX_QPATH );
+
+	ext = COM_GetExtension( localName );
+
+	if( *ext )
+	{
+		// Look for the correct loader and use it
+		for( i = 0; i < numImageLoaders; i++ )
+		{
+			if( !Q_stricmp( ext, imageLoaders[ i ].ext ) )
+			{
+				// Load
+				imageLoaders[ i ].ImageLoader( localName, pic, width, height );
+				break;
+			}
+		}
+
+		// A loader was found
+		if( i < numImageLoaders )
+		{
+			if( *pic == NULL )
+			{
+				// Loader failed, most likely because the file isn't there;
+				// try again without the extension
+				orgNameFailed = qtrue;
+				COM_StripExtension( name, localName, MAX_QPATH );
+			}
+			else
+			{
+				// Something loaded
+				return;
+			}
+		}
+	}
+
+	// Try and find a suitable match using all
+	// the image formats supported
+	for( i = 0; i < numImageLoaders; i++ )
+	{
+		char *altName = va( "%s.%s", localName, imageLoaders[ i ].ext );
+
+		// Load
+		imageLoaders[ i ].ImageLoader( altName, pic, width, height );
+
+		if( *pic )
+		{
+			if( orgNameFailed )
+			{
+				ri.Printf( PRINT_DEVELOPER, "WARNING: %s not present, using %s instead\n",
+						name, altName );
+			}
+
+			break;
+		}
+	}
+}
+
+
+/*
+===============
+R_FindImageFile
+
+Finds or loads the given image.
+Returns NULL if it fails, not a default image.
+==============
+*/
+image_t	*R_FindImageFile( const char *name, qboolean mipmap, qboolean allowPicmip, int glWrapClampMode ) {
+	image_t	*image;
+	int		width, height;
+	byte	*pic;
+	long	hash;
+
+	if (!name) {
+		return NULL;
+	}
+
+	hash = generateHashValue(name);
+
+	//
+	// see if the image is already loaded
+	//
+	for (image=hashTable[hash]; image; image=image->next) {
+		if ( !strcmp( name, image->imgName ) ) {
+			// the white image can be used with any set of parms, but other mismatches are errors
+			if ( strcmp( name, "*white" ) ) {
+				if ( image->mipmap != mipmap ) {
+					ri.Printf( PRINT_DEVELOPER, "WARNING: reused image %s with mixed mipmap parm\n", name );
+				}
+				if ( image->allowPicmip != allowPicmip ) {
+					ri.Printf( PRINT_DEVELOPER, "WARNING: reused image %s with mixed allowPicmip parm\n", name );
+				}
+				if ( image->wrapClampMode != glWrapClampMode ) {
+					ri.Printf( PRINT_ALL, "WARNING: reused image %s with mixed glWrapClampMode parm\n", name );
+				}
+			}
+			return image;
+		}
+	}
+
+	//
+	// load the pic from disk
+	//
+	R_LoadImage( name, &pic, &width, &height );
+	if ( pic == NULL ) {
+		return NULL;
+	}
+
+	image = R_CreateImage( ( char * ) name, pic, width, height, mipmap, allowPicmip, glWrapClampMode );
+	ri.Free( pic );
+	return image;
+}
+
+
+/*
+================
+R_CreateDlightImage
+================
+*/
+#define	DLIGHT_SIZE	16
+static void R_CreateDlightImage( void ) {
+	int		x,y;
+	byte	data[DLIGHT_SIZE][DLIGHT_SIZE][4];
+	int		b;
+
+	// make a centered inverse-square falloff blob for dynamic lighting
+	for (x=0 ; x<DLIGHT_SIZE ; x++) {
+		for (y=0 ; y<DLIGHT_SIZE ; y++) {
+			float	d;
+
+			d = ( DLIGHT_SIZE/2 - 0.5f - x ) * ( DLIGHT_SIZE/2 - 0.5f - x ) +
+				( DLIGHT_SIZE/2 - 0.5f - y ) * ( DLIGHT_SIZE/2 - 0.5f - y );
+			b = 4000 / d;
+			if (b > 255) {
+				b = 255;
+			} else if ( b < 75 ) {
+				b = 0;
+			}
+			data[y][x][0] = 
+			data[y][x][1] = 
+			data[y][x][2] = b;
+			data[y][x][3] = 255;			
+		}
+	}
+	tr.dlightImage = R_CreateImage("*dlight", (byte *)data, DLIGHT_SIZE, DLIGHT_SIZE, qfalse, qfalse, GL_CLAMP_TO_EDGE );
+}
+
+
+/*
+=================
+R_InitFogTable
+=================
+*/
+void R_InitFogTable( void ) {
+	int		i;
+	float	d;
+	float	exp;
+	
+	exp = 0.5;
+
+	for ( i = 0 ; i < FOG_TABLE_SIZE ; i++ ) {
+		d = pow ( (float)i/(FOG_TABLE_SIZE-1), exp );
+
+		tr.fogTable[i] = d;
+	}
+}
+
+/*
+================
+R_FogFactor
+
+Returns a 0.0 to 1.0 fog density value
+This is called for each texel of the fog texture on startup
+and for each vertex of transparent shaders in fog dynamically
+================
+*/
+float	R_FogFactor( float s, float t ) {
+	float	d;
+
+	s -= 1.0/512;
+	if ( s < 0 ) {
+		return 0;
+	}
+	if ( t < 1.0/32 ) {
+		return 0;
+	}
+	if ( t < 31.0/32 ) {
+		s *= (t - 1.0f/32.0f) / (30.0f/32.0f);
+	}
+
+	// we need to leave a lot of clamp range
+	s *= 8;
+
+	if ( s > 1.0 ) {
+		s = 1.0;
+	}
+
+	d = tr.fogTable[ (int)(s * (FOG_TABLE_SIZE-1)) ];
+
+	return d;
+}
+
+/*
+================
+R_CreateFogImage
+================
+*/
+#define	FOG_S	256
+#define	FOG_T	32
+static void R_CreateFogImage( void ) {
+	int		x,y;
+	byte	*data;
+	float	g;
+	float	d;
+	float	borderColor[4];
+
+	data = ri.Hunk_AllocateTempMemory( FOG_S * FOG_T * 4 );
+
+	g = 2.0;
+
+	// S is distance, T is depth
+	for (x=0 ; x<FOG_S ; x++) {
+		for (y=0 ; y<FOG_T ; y++) {
+			d = R_FogFactor( ( x + 0.5f ) / FOG_S, ( y + 0.5f ) / FOG_T );
+
+			data[(y*FOG_S+x)*4+0] = 
+			data[(y*FOG_S+x)*4+1] = 
+			data[(y*FOG_S+x)*4+2] = 255;
+			data[(y*FOG_S+x)*4+3] = 255*d;
+		}
+	}
+	// standard openGL clamping doesn't really do what we want -- it includes
+	// the border color at the edges.  OpenGL 1.2 has clamp-to-edge, which does
+	// what we want.
+	tr.fogImage = R_CreateImage("*fog", (byte *)data, FOG_S, FOG_T, qfalse, qfalse, GL_CLAMP_TO_EDGE );
+	ri.Hunk_FreeTempMemory( data );
+
+	borderColor[0] = 1.0;
+	borderColor[1] = 1.0;
+	borderColor[2] = 1.0;
+	borderColor[3] = 1;
+
+	qglTexParameterfv( GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor );
+}
+
+/*
+==================
+R_CreateDefaultImage
+==================
+*/
+#define	DEFAULT_SIZE	16
+static void R_CreateDefaultImage( void ) {
+	int		x;
+	byte	data[DEFAULT_SIZE][DEFAULT_SIZE][4];
+
+	// the default image will be a box, to allow you to see the mapping coordinates
+	Com_Memset( data, 32, sizeof( data ) );
+	for ( x = 0 ; x < DEFAULT_SIZE ; x++ ) {
+		data[0][x][0] =
+		data[0][x][1] =
+		data[0][x][2] =
+		data[0][x][3] = 255;
+
+		data[x][0][0] =
+		data[x][0][1] =
+		data[x][0][2] =
+		data[x][0][3] = 255;
+
+		data[DEFAULT_SIZE-1][x][0] =
+		data[DEFAULT_SIZE-1][x][1] =
+		data[DEFAULT_SIZE-1][x][2] =
+		data[DEFAULT_SIZE-1][x][3] = 255;
+
+		data[x][DEFAULT_SIZE-1][0] =
+		data[x][DEFAULT_SIZE-1][1] =
+		data[x][DEFAULT_SIZE-1][2] =
+		data[x][DEFAULT_SIZE-1][3] = 255;
+	}
+	tr.defaultImage = R_CreateImage("*default", (byte *)data, DEFAULT_SIZE, DEFAULT_SIZE, qtrue, qfalse, GL_REPEAT );
+}
+
+/*
+==================
+R_CreateBuiltinImages
+==================
+*/
+void R_CreateBuiltinImages( void ) {
+	int		x,y;
+	byte	data[DEFAULT_SIZE][DEFAULT_SIZE][4];
+
+	R_CreateDefaultImage();
+
+	// we use a solid white image instead of disabling texturing
+	Com_Memset( data, 255, sizeof( data ) );
+	tr.whiteImage = R_CreateImage("*white", (byte *)data, 8, 8, qfalse, qfalse, GL_REPEAT );
+
+	// with overbright bits active, we need an image which is some fraction of full color,
+	// for default lightmaps, etc
+	for (x=0 ; x<DEFAULT_SIZE ; x++) {
+		for (y=0 ; y<DEFAULT_SIZE ; y++) {
+			data[y][x][0] = 
+			data[y][x][1] = 
+			data[y][x][2] = tr.identityLightByte;
+			data[y][x][3] = 255;			
+		}
+	}
+
+	tr.identityLightImage = R_CreateImage("*identityLight", (byte *)data, 8, 8, qfalse, qfalse, GL_REPEAT );
+
+
+	for(x=0;x<32;x++) {
+		// scratchimage is usually used for cinematic drawing
+		tr.scratchImage[x] = R_CreateImage("*scratch", (byte *)data, DEFAULT_SIZE, DEFAULT_SIZE, qfalse, qtrue, GL_CLAMP_TO_EDGE );
+	}
+
+	R_CreateDlightImage();
+	R_CreateFogImage();
+}
+
+
+/*
+===============
+R_SetColorMappings
+===============
+*/
+void R_SetColorMappings( void ) {
+	int		i, j;
+	float	g;
+	int		inf;
+	int		shift;
+
+	// setup the overbright lighting
+	tr.overbrightBits = r_overBrightBits->integer;
+	if ( !glConfig.deviceSupportsGamma ) {
+		tr.overbrightBits = 0;		// need hardware gamma for overbright
+	}
+
+	// never overbright in windowed mode
+	if ( !glConfig.isFullscreen ) 
+	{
+		tr.overbrightBits = 0;
+	}
+
+	// allow 2 overbright bits in 24 bit, but only 1 in 16 bit
+	if ( glConfig.colorBits > 16 ) {
+		if ( tr.overbrightBits > 2 ) {
+			tr.overbrightBits = 2;
+		}
+	} else {
+		if ( tr.overbrightBits > 1 ) {
+			tr.overbrightBits = 1;
+		}
+	}
+	if ( tr.overbrightBits < 0 ) {
+		tr.overbrightBits = 0;
+	}
+
+	tr.identityLight = 1.0f / ( 1 << tr.overbrightBits );
+	tr.identityLightByte = 255 * tr.identityLight;
+
+
+	if ( r_intensity->value <= 1 ) {
+		ri.Cvar_Set( "r_intensity", "1" );
+	}
+
+	if ( r_gamma->value < 0.5f ) {
+		ri.Cvar_Set( "r_gamma", "0.5" );
+	} else if ( r_gamma->value > 3.0f ) {
+		ri.Cvar_Set( "r_gamma", "3.0" );
+	}
+
+	g = r_gamma->value;
+
+	shift = tr.overbrightBits;
+
+	for ( i = 0; i < 256; i++ ) {
+		if ( g == 1 ) {
+			inf = i;
+		} else {
+			inf = 255 * pow ( i/255.0f, 1.0f / g ) + 0.5f;
+		}
+		inf <<= shift;
+		if (inf < 0) {
+			inf = 0;
+		}
+		if (inf > 255) {
+			inf = 255;
+		}
+		s_gammatable[i] = inf;
+	}
+
+	for (i=0 ; i<256 ; i++) {
+		j = i * r_intensity->value;
+		if (j > 255) {
+			j = 255;
+		}
+		s_intensitytable[i] = j;
+	}
+
+	if ( glConfig.deviceSupportsGamma )
+	{
+		GLimp_SetGamma( s_gammatable, s_gammatable, s_gammatable );
+	}
+}
+
+/*
+===============
+R_InitImages
+===============
+*/
+void	R_InitImages( void ) {
+	Com_Memset(hashTable, 0, sizeof(hashTable));
+	// build brightness translation tables
+	R_SetColorMappings();
+
+	// create default texture and white texture
+	R_CreateBuiltinImages();
+}
+
+/*
+===============
+R_DeleteTextures
+===============
+*/
+void R_DeleteTextures( void ) {
+	int		i;
+
+	for ( i=0; i<tr.numImages ; i++ ) {
+		qglDeleteTextures( 1, &tr.images[i]->texnum );
+	}
+	Com_Memset( tr.images, 0, sizeof( tr.images ) );
+
+	tr.numImages = 0;
+
+	Com_Memset( glState.currenttextures, 0, sizeof( glState.currenttextures ) );
+	if ( qglActiveTextureARB ) {
+		GL_SelectTexture( 1 );
+		qglBindTexture( GL_TEXTURE_2D, 0 );
+		GL_SelectTexture( 0 );
+		qglBindTexture( GL_TEXTURE_2D, 0 );
+	} else {
+		qglBindTexture( GL_TEXTURE_2D, 0 );
+	}
+}
+
+/*
+============================================================================
+
+SKINS
+
+============================================================================
+*/
+
+/*
+==================
+CommaParse
+
+This is unfortunate, but the skin files aren't
+compatable with our normal parsing rules.
+==================
+*/
+static char *CommaParse( char **data_p ) {
+	int c = 0, len;
+	char *data;
+	static	char	com_token[MAX_TOKEN_CHARS];
+
+	data = *data_p;
+	len = 0;
+	com_token[0] = 0;
+
+	// make sure incoming data is valid
+	if ( !data ) {
+		*data_p = NULL;
+		return com_token;
+	}
+
+	while ( 1 ) {
+		// skip whitespace
+		while( (c = *data) <= ' ') {
+			if( !c ) {
+				break;
+			}
+			data++;
+		}
+
+
+		c = *data;
+
+		// skip double slash comments
+		if ( c == '/' && data[1] == '/' )
+		{
+			while (*data && *data != '\n')
+				data++;
+		}
+		// skip /* */ comments
+		else if ( c=='/' && data[1] == '*' ) 
+		{
+			while ( *data && ( *data != '*' || data[1] != '/' ) ) 
+			{
+				data++;
+			}
+			if ( *data ) 
+			{
+				data += 2;
+			}
+		}
+		else
+		{
+			break;
+		}
+	}
+
+	if ( c == 0 ) {
+		return "";
+	}
+
+	// handle quoted strings
+	if (c == '\"')
+	{
+		data++;
+		while (1)
+		{
+			c = *data++;
+			if (c=='\"' || !c)
+			{
+				com_token[len] = 0;
+				*data_p = ( char * ) data;
+				return com_token;
+			}
+			if (len < MAX_TOKEN_CHARS)
+			{
+				com_token[len] = c;
+				len++;
+			}
+		}
+	}
+
+	// parse a regular word
+	do
+	{
+		if (len < MAX_TOKEN_CHARS)
+		{
+			com_token[len] = c;
+			len++;
+		}
+		data++;
+		c = *data;
+	} while (c>32 && c != ',' );
+
+	if (len == MAX_TOKEN_CHARS)
+	{
+//		Com_Printf ("Token exceeded %i chars, discarded.\n", MAX_TOKEN_CHARS);
+		len = 0;
+	}
+	com_token[len] = 0;
+
+	*data_p = ( char * ) data;
+	return com_token;
+}
+
+
+/*
+===============
+RE_RegisterSkin
+
+===============
+*/
+qhandle_t RE_RegisterSkin( const char *name ) {
+	qhandle_t	hSkin;
+	skin_t		*skin;
+	skinSurface_t	*surf;
+	union {
+		char *c;
+		void *v;
+	} text;
+	char		*text_p;
+	char		*token;
+	char		surfName[MAX_QPATH];
+
+	if ( !name || !name[0] ) {
+		Com_Printf( "Empty name passed to RE_RegisterSkin\n" );
+		return 0;
+	}
+
+	if ( strlen( name ) >= MAX_QPATH ) {
+		Com_Printf( "Skin name exceeds MAX_QPATH\n" );
+		return 0;
+	}
+
+
+	// see if the skin is already loaded
+	for ( hSkin = 1; hSkin < tr.numSkins ; hSkin++ ) {
+		skin = tr.skins[hSkin];
+		if ( !Q_stricmp( skin->name, name ) ) {
+			if( skin->numSurfaces == 0 ) {
+				return 0;		// default skin
+			}
+			return hSkin;
+		}
+	}
+
+	// allocate a new skin
+	if ( tr.numSkins == MAX_SKINS ) {
+		ri.Printf( PRINT_WARNING, "WARNING: RE_RegisterSkin( '%s' ) MAX_SKINS hit\n", name );
+		return 0;
+	}
+	tr.numSkins++;
+	skin = ri.Hunk_Alloc( sizeof( skin_t ), h_low );
+	tr.skins[hSkin] = skin;
+	Q_strncpyz( skin->name, name, sizeof( skin->name ) );
+	skin->numSurfaces = 0;
+
+	// make sure the render thread is stopped
+	R_SyncRenderThread();
+
+	// If not a .skin file, load as a single shader
+	if ( strcmp( name + strlen( name ) - 5, ".skin" ) ) {
+		skin->numSurfaces = 1;
+		skin->surfaces[0] = ri.Hunk_Alloc( sizeof(skin->surfaces[0]), h_low );
+		skin->surfaces[0]->shader = R_FindShader( name, LIGHTMAP_NONE, qtrue );
+		return hSkin;
+	}
+
+	// load and parse the skin file
+    ri.FS_ReadFile( name, &text.v );
+	if ( !text.c ) {
+		return 0;
+	}
+
+	text_p = text.c;
+	while ( text_p && *text_p ) {
+		// get surface name
+		token = CommaParse( &text_p );
+		Q_strncpyz( surfName, token, sizeof( surfName ) );
+
+		if ( !token[0] ) {
+			break;
+		}
+		// lowercase the surface name so skin compares are faster
+		Q_strlwr( surfName );
+
+		if ( *text_p == ',' ) {
+			text_p++;
+		}
+
+		if ( strstr( token, "tag_" ) ) {
+			continue;
+		}
+		
+		// parse the shader name
+		token = CommaParse( &text_p );
+
+		surf = skin->surfaces[ skin->numSurfaces ] = ri.Hunk_Alloc( sizeof( *skin->surfaces[0] ), h_low );
+		Q_strncpyz( surf->name, surfName, sizeof( surf->name ) );
+		surf->shader = R_FindShader( token, LIGHTMAP_NONE, qtrue );
+		skin->numSurfaces++;
+	}
+
+	ri.FS_FreeFile( text.v );
+
+
+	// never let a skin have 0 shaders
+	if ( skin->numSurfaces == 0 ) {
+		return 0;		// use default skin
+	}
+
+	return hSkin;
+}
+
+
+/*
+===============
+R_InitSkins
+===============
+*/
+void	R_InitSkins( void ) {
+	skin_t		*skin;
+
+	tr.numSkins = 1;
+
+	// make the default skin have all default shaders
+	skin = tr.skins[0] = ri.Hunk_Alloc( sizeof( skin_t ), h_low );
+	Q_strncpyz( skin->name, "<default skin>", sizeof( skin->name )  );
+	skin->numSurfaces = 1;
+	skin->surfaces[0] = ri.Hunk_Alloc( sizeof( *skin->surfaces ), h_low );
+	skin->surfaces[0]->shader = tr.defaultShader;
+}
+
+/*
+===============
+R_GetSkinByHandle
+===============
+*/
+skin_t	*R_GetSkinByHandle( qhandle_t hSkin ) {
+	if ( hSkin < 1 || hSkin >= tr.numSkins ) {
+		return tr.skins[0];
+	}
+	return tr.skins[ hSkin ];
+}
+
+/*
+===============
+R_SkinList_f
+===============
+*/
+void	R_SkinList_f( void ) {
+	int			i, j;
+	skin_t		*skin;
+
+	ri.Printf (PRINT_ALL, "------------------\n");
+
+	for ( i = 0 ; i < tr.numSkins ; i++ ) {
+		skin = tr.skins[i];
+
+		ri.Printf( PRINT_ALL, "%3i:%s\n", i, skin->name );
+		for ( j = 0 ; j < skin->numSurfaces ; j++ ) {
+			ri.Printf( PRINT_ALL, "       %s = %s\n", 
+				skin->surfaces[j]->name, skin->surfaces[j]->shader->name );
+		}
+	}
+	ri.Printf (PRINT_ALL, "------------------\n");
+}
+
diff --git a/src/renderer/tr_image_bmp.c b/src/renderer/tr_image_bmp.c
new file mode 100644
index 0000000..7537312
--- /dev/null
+++ b/src/renderer/tr_image_bmp.c
@@ -0,0 +1,240 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+
+#include "tr_local.h"
+
+typedef struct
+{
+	char id[2];
+	unsigned fileSize;
+	unsigned reserved0;
+	unsigned bitmapDataOffset;
+	unsigned bitmapHeaderSize;
+	unsigned width;
+	unsigned height;
+	unsigned short planes;
+	unsigned short bitsPerPixel;
+	unsigned compression;
+	unsigned bitmapDataSize;
+	unsigned hRes;
+	unsigned vRes;
+	unsigned colors;
+	unsigned importantColors;
+	unsigned char palette[256][4];
+} BMPHeader_t;
+
+void R_LoadBMP( const char *name, byte **pic, int *width, int *height )
+{
+	int		columns, rows;
+	unsigned	numPixels;
+	byte	*pixbuf;
+	int		row, column;
+	byte	*buf_p;
+	byte	*end;
+	union {
+		byte *b;
+		void *v;
+	} buffer;
+	int		length;
+	BMPHeader_t bmpHeader;
+	byte		*bmpRGBA;
+
+	*pic = NULL;
+
+	if(width)
+		*width = 0;
+
+	if(height)
+		*height = 0;
+
+	//
+	// load the file
+	//
+	length = ri.FS_ReadFile( ( char * ) name, &buffer.v);
+	if (!buffer.b || length < 0) {
+		return;
+	}
+
+	if (length < 54)
+	{
+		ri.Error( ERR_DROP, "LoadBMP: header too short (%s)\n", name );
+	}
+
+	buf_p = buffer.b;
+	end = buffer.b + length;
+
+	bmpHeader.id[0] = *buf_p++;
+	bmpHeader.id[1] = *buf_p++;
+	bmpHeader.fileSize = LittleLong( * ( int * ) buf_p );
+	buf_p += 4;
+	bmpHeader.reserved0 = LittleLong( * ( int * ) buf_p );
+	buf_p += 4;
+	bmpHeader.bitmapDataOffset = LittleLong( * ( int * ) buf_p );
+	buf_p += 4;
+	bmpHeader.bitmapHeaderSize = LittleLong( * ( int * ) buf_p );
+	buf_p += 4;
+	bmpHeader.width = LittleLong( * ( int * ) buf_p );
+	buf_p += 4;
+	bmpHeader.height = LittleLong( * ( int * ) buf_p );
+	buf_p += 4;
+	bmpHeader.planes = LittleShort( * ( short * ) buf_p );
+	buf_p += 2;
+	bmpHeader.bitsPerPixel = LittleShort( * ( short * ) buf_p );
+	buf_p += 2;
+	bmpHeader.compression = LittleLong( * ( int * ) buf_p );
+	buf_p += 4;
+	bmpHeader.bitmapDataSize = LittleLong( * ( int * ) buf_p );
+	buf_p += 4;
+	bmpHeader.hRes = LittleLong( * ( int * ) buf_p );
+	buf_p += 4;
+	bmpHeader.vRes = LittleLong( * ( int * ) buf_p );
+	buf_p += 4;
+	bmpHeader.colors = LittleLong( * ( int * ) buf_p );
+	buf_p += 4;
+	bmpHeader.importantColors = LittleLong( * ( int * ) buf_p );
+	buf_p += 4;
+
+	if ( bmpHeader.bitsPerPixel == 8 )
+	{
+		if (buf_p + sizeof(bmpHeader.palette) > end)
+			ri.Error( ERR_DROP, "LoadBMP: header too short (%s)\n", name );
+
+		Com_Memcpy( bmpHeader.palette, buf_p, sizeof( bmpHeader.palette ) );
+		buf_p += sizeof(bmpHeader.palette);
+	}
+
+	if (buffer.b + bmpHeader.bitmapDataOffset > end)
+	{
+		ri.Error( ERR_DROP, "LoadBMP: invalid offset value in header (%s)\n", name );
+	}
+
+	buf_p = buffer.b + bmpHeader.bitmapDataOffset;
+
+	if ( bmpHeader.id[0] != 'B' && bmpHeader.id[1] != 'M' ) 
+	{
+		ri.Error( ERR_DROP, "LoadBMP: only Windows-style BMP files supported (%s)\n", name );
+	}
+	if ( bmpHeader.fileSize != length )
+	{
+		ri.Error( ERR_DROP, "LoadBMP: header size does not match file size (%u vs. %u) (%s)\n", bmpHeader.fileSize, length, name );
+	}
+	if ( bmpHeader.compression != 0 )
+	{
+		ri.Error( ERR_DROP, "LoadBMP: only uncompressed BMP files supported (%s)\n", name );
+	}
+	if ( bmpHeader.bitsPerPixel < 8 )
+	{
+		ri.Error( ERR_DROP, "LoadBMP: monochrome and 4-bit BMP files not supported (%s)\n", name );
+	}
+
+	switch ( bmpHeader.bitsPerPixel )
+	{
+		case 8:
+		case 16:
+		case 24:
+		case 32:
+			break;
+		default:
+			ri.Error( ERR_DROP, "LoadBMP: illegal pixel_size '%hu' in file '%s'\n", bmpHeader.bitsPerPixel, name );
+			break;
+	}
+
+	columns = bmpHeader.width;
+	rows = bmpHeader.height;
+	if ( rows < 0 )
+		rows = -rows;
+	numPixels = columns * rows;
+
+	if(columns <= 0 || !rows || numPixels > 0x1FFFFFFF // 4*1FFFFFFF == 0x7FFFFFFC < 0x7FFFFFFF
+	    || ((numPixels * 4) / columns) / 4 != rows)
+	{
+	  ri.Error (ERR_DROP, "LoadBMP: %s has an invalid image size\n", name);
+	}
+	if(buf_p + numPixels*bmpHeader.bitsPerPixel/8 > end)
+	{
+	  ri.Error (ERR_DROP, "LoadBMP: file truncated (%s)\n", name);
+	}
+
+	if ( width ) 
+		*width = columns;
+	if ( height )
+		*height = rows;
+
+	bmpRGBA = ri.Malloc( numPixels * 4 );
+	*pic = bmpRGBA;
+
+
+	for ( row = rows-1; row >= 0; row-- )
+	{
+		pixbuf = bmpRGBA + row*columns*4;
+
+		for ( column = 0; column < columns; column++ )
+		{
+			unsigned char red, green, blue, alpha;
+			int palIndex;
+			unsigned short shortPixel;
+
+			switch ( bmpHeader.bitsPerPixel )
+			{
+			case 8:
+				palIndex = *buf_p++;
+				*pixbuf++ = bmpHeader.palette[palIndex][2];
+				*pixbuf++ = bmpHeader.palette[palIndex][1];
+				*pixbuf++ = bmpHeader.palette[palIndex][0];
+				*pixbuf++ = 0xff;
+				break;
+			case 16:
+				shortPixel = * ( unsigned short * ) pixbuf;
+				pixbuf += 2;
+				*pixbuf++ = ( shortPixel & ( 31 << 10 ) ) >> 7;
+				*pixbuf++ = ( shortPixel & ( 31 << 5 ) ) >> 2;
+				*pixbuf++ = ( shortPixel & ( 31 ) ) << 3;
+				*pixbuf++ = 0xff;
+				break;
+
+			case 24:
+				blue = *buf_p++;
+				green = *buf_p++;
+				red = *buf_p++;
+				*pixbuf++ = red;
+				*pixbuf++ = green;
+				*pixbuf++ = blue;
+				*pixbuf++ = 255;
+				break;
+			case 32:
+				blue = *buf_p++;
+				green = *buf_p++;
+				red = *buf_p++;
+				alpha = *buf_p++;
+				*pixbuf++ = red;
+				*pixbuf++ = green;
+				*pixbuf++ = blue;
+				*pixbuf++ = alpha;
+				break;
+			}
+		}
+	}
+
+	ri.FS_FreeFile( buffer.v );
+
+}
diff --git a/src/renderer/tr_image_jpg.c b/src/renderer/tr_image_jpg.c
new file mode 100644
index 0000000..7390e14
--- /dev/null
+++ b/src/renderer/tr_image_jpg.c
@@ -0,0 +1,438 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+
+#include "tr_local.h"
+
+/*
+ * Include file for users of JPEG library.
+ * You will need to have included system headers that define at least
+ * the typedefs FILE and size_t before you can include jpeglib.h.
+ * (stdio.h is sufficient on ANSI-conforming systems.)
+ * You may also wish to include "jerror.h".
+ */
+
+#ifdef USE_INTERNAL_JPEG
+#  define JPEG_INTERNALS
+#endif
+
+#include <jpeglib.h>
+
+#ifndef USE_INTERNAL_JPEG
+#  if JPEG_LIB_VERSION < 80
+#    error Need system libjpeg >= 80
+#  endif
+#endif
+
+static void R_JPGErrorExit(j_common_ptr cinfo)
+{
+  char buffer[JMSG_LENGTH_MAX];
+  
+  (*cinfo->err->format_message) (cinfo, buffer);
+  
+  /* Let the memory manager delete any temp files before we die */
+  jpeg_destroy(cinfo);
+  
+  ri.Error(ERR_FATAL, "%s\n", buffer);
+}
+
+static void R_JPGOutputMessage(j_common_ptr cinfo)
+{
+  char buffer[JMSG_LENGTH_MAX];
+  
+  /* Create the message */
+  (*cinfo->err->format_message) (cinfo, buffer);
+  
+  /* Send it to stderr, adding a newline */
+  ri.Printf(PRINT_ALL, "%s\n", buffer);
+}
+
+void R_LoadJPG(const char *filename, unsigned char **pic, int *width, int *height)
+{
+  /* This struct contains the JPEG decompression parameters and pointers to
+   * working space (which is allocated as needed by the JPEG library).
+   */
+  struct jpeg_decompress_struct cinfo = {NULL};
+  /* We use our private extension JPEG error handler.
+   * Note that this struct must live as long as the main JPEG parameter
+   * struct, to avoid dangling-pointer problems.
+   */
+  /* This struct represents a JPEG error handler.  It is declared separately
+   * because applications often want to supply a specialized error handler
+   * (see the second half of this file for an example).  But here we just
+   * take the easy way out and use the standard error handler, which will
+   * print a message on stderr and call exit() if compression fails.
+   * Note that this struct must live as long as the main JPEG parameter
+   * struct, to avoid dangling-pointer problems.
+   */
+  struct jpeg_error_mgr jerr;
+  /* More stuff */
+  JSAMPARRAY buffer;		/* Output row buffer */
+  unsigned int row_stride;	/* physical row width in output buffer */
+  unsigned int pixelcount, memcount;
+  unsigned int sindex, dindex;
+  byte *out;
+  int len;
+	union {
+		byte *b;
+		void *v;
+	} fbuffer;
+  byte  *buf;
+
+  /* In this example we want to open the input file before doing anything else,
+   * so that the setjmp() error recovery below can assume the file is open.
+   * VERY IMPORTANT: use "b" option to fopen() if you are on a machine that
+   * requires it in order to read binary files.
+   */
+
+  len = ri.FS_ReadFile ( ( char * ) filename, &fbuffer.v);
+  if (!fbuffer.b || len < 0) {
+	return;
+  }
+
+  /* Step 1: allocate and initialize JPEG decompression object */
+
+  /* We have to set up the error handler first, in case the initialization
+   * step fails.  (Unlikely, but it could happen if you are out of memory.)
+   * This routine fills in the contents of struct jerr, and returns jerr's
+   * address which we place into the link field in cinfo.
+   */
+  cinfo.err = jpeg_std_error(&jerr);
+  cinfo.err->error_exit = R_JPGErrorExit;
+  cinfo.err->output_message = R_JPGOutputMessage;
+
+  /* Now we can initialize the JPEG decompression object. */
+  jpeg_create_decompress(&cinfo);
+
+  /* Step 2: specify data source (eg, a file) */
+
+  jpeg_mem_src(&cinfo, fbuffer.b, len);
+
+  /* Step 3: read file parameters with jpeg_read_header() */
+
+  (void) jpeg_read_header(&cinfo, TRUE);
+  /* We can ignore the return value from jpeg_read_header since
+   *   (a) suspension is not possible with the stdio data source, and
+   *   (b) we passed TRUE to reject a tables-only JPEG file as an error.
+   * See libjpeg.doc for more info.
+   */
+
+  /* Step 4: set parameters for decompression */
+
+  /*
+   * Make sure it always converts images to RGB color space. This will
+   * automatically convert 8-bit greyscale images to RGB as well.
+   */
+  cinfo.out_color_space = JCS_RGB;
+
+  /* Step 5: Start decompressor */
+
+  (void) jpeg_start_decompress(&cinfo);
+  /* We can ignore the return value since suspension is not possible
+   * with the stdio data source.
+   */
+
+  /* We may need to do some setup of our own at this point before reading
+   * the data.  After jpeg_start_decompress() we have the correct scaled
+   * output image dimensions available, as well as the output colormap
+   * if we asked for color quantization.
+   * In this example, we need to make an output work buffer of the right size.
+   */ 
+  /* JSAMPLEs per row in output buffer */
+
+  pixelcount = cinfo.output_width * cinfo.output_height;
+
+  if(!cinfo.output_width || !cinfo.output_height
+      || ((pixelcount * 4) / cinfo.output_width) / 4 != cinfo.output_height
+      || pixelcount > 0x1FFFFFFF || cinfo.output_components != 3
+    )
+  {
+    // Free the memory to make sure we don't leak memory
+    ri.FS_FreeFile (fbuffer.v);
+    jpeg_destroy_decompress(&cinfo);
+  
+    ri.Error(ERR_DROP, "LoadJPG: %s has an invalid image format: %dx%d*4=%d, components: %d\n", filename,
+		    cinfo.output_width, cinfo.output_height, pixelcount * 4, cinfo.output_components);
+  }
+
+  memcount = pixelcount * 4;
+  row_stride = cinfo.output_width * cinfo.output_components;
+
+  out = ri.Malloc(memcount);
+
+  *width = cinfo.output_width;
+  *height = cinfo.output_height;
+
+  /* Step 6: while (scan lines remain to be read) */
+  /*           jpeg_read_scanlines(...); */
+
+  /* Here we use the library's state variable cinfo.output_scanline as the
+   * loop counter, so that we don't have to keep track ourselves.
+   */
+  while (cinfo.output_scanline < cinfo.output_height) {
+    /* jpeg_read_scanlines expects an array of pointers to scanlines.
+     * Here the array is only one element long, but you could ask for
+     * more than one scanline at a time if that's more convenient.
+     */
+	buf = ((out+(row_stride*cinfo.output_scanline)));
+	buffer = &buf;
+    (void) jpeg_read_scanlines(&cinfo, buffer, 1);
+  }
+  
+  buf = out;
+
+  // Expand from RGB to RGBA
+  sindex = pixelcount * cinfo.output_components;
+  dindex = memcount;
+
+  do
+  {	
+    buf[--dindex] = 255;
+    buf[--dindex] = buf[--sindex];
+    buf[--dindex] = buf[--sindex];
+    buf[--dindex] = buf[--sindex];
+  } while(sindex);
+
+  *pic = out;
+
+  /* Step 7: Finish decompression */
+
+  jpeg_finish_decompress(&cinfo);
+  /* We can ignore the return value since suspension is not possible
+   * with the stdio data source.
+   */
+
+  /* Step 8: Release JPEG decompression object */
+
+  /* This is an important step since it will release a good deal of memory. */
+  jpeg_destroy_decompress(&cinfo);
+
+  /* After finish_decompress, we can close the input file.
+   * Here we postpone it until after no more JPEG errors are possible,
+   * so as to simplify the setjmp error logic above.  (Actually, I don't
+   * think that jpeg_destroy can do an error exit, but why assume anything...)
+   */
+  ri.FS_FreeFile (fbuffer.v);
+
+  /* At this point you may want to check to see whether any corrupt-data
+   * warnings occurred (test whether jerr.pub.num_warnings is nonzero).
+   */
+
+  /* And we're done! */
+}
+
+
+/* Expanded data destination object for stdio output */
+
+typedef struct {
+  struct jpeg_destination_mgr pub; /* public fields */
+
+  byte* outfile;		/* target stream */
+  int	size;
+} my_destination_mgr;
+
+typedef my_destination_mgr * my_dest_ptr;
+
+
+/*
+ * Initialize destination --- called by jpeg_start_compress
+ * before any data is actually written.
+ */
+
+static void
+init_destination (j_compress_ptr cinfo)
+{
+  my_dest_ptr dest = (my_dest_ptr) cinfo->dest;
+
+  dest->pub.next_output_byte = dest->outfile;
+  dest->pub.free_in_buffer = dest->size;
+}
+
+
+/*
+ * Empty the output buffer --- called whenever buffer fills up.
+ *
+ * In typical applications, this should write the entire output buffer
+ * (ignoring the current state of next_output_byte & free_in_buffer),
+ * reset the pointer & count to the start of the buffer, and return TRUE
+ * indicating that the buffer has been dumped.
+ *
+ * In applications that need to be able to suspend compression due to output
+ * overrun, a FALSE return indicates that the buffer cannot be emptied now.
+ * In this situation, the compressor will return to its caller (possibly with
+ * an indication that it has not accepted all the supplied scanlines).  The
+ * application should resume compression after it has made more room in the
+ * output buffer.  Note that there are substantial restrictions on the use of
+ * suspension --- see the documentation.
+ *
+ * When suspending, the compressor will back up to a convenient restart point
+ * (typically the start of the current MCU). next_output_byte & free_in_buffer
+ * indicate where the restart point will be if the current call returns FALSE.
+ * Data beyond this point will be regenerated after resumption, so do not
+ * write it out when emptying the buffer externally.
+ */
+
+static boolean
+empty_output_buffer (j_compress_ptr cinfo)
+{
+  my_dest_ptr dest = (my_dest_ptr) cinfo->dest;
+  
+  jpeg_destroy_compress(cinfo);
+  
+  // Make crash fatal or we would probably leak memory.
+  ri.Error(ERR_FATAL, "Output buffer for encoded JPEG image has insufficient size of %d bytes\n",
+           dest->size);
+
+  return FALSE;
+}
+
+/*
+ * Terminate destination --- called by jpeg_finish_compress
+ * after all data has been written.  Usually needs to flush buffer.
+ *
+ * NB: *not* called by jpeg_abort or jpeg_destroy; surrounding
+ * application must deal with any cleanup that should happen even
+ * for error exit.
+ */
+
+static void term_destination(j_compress_ptr cinfo)
+{
+}
+
+
+/*
+ * Prepare for output to a stdio stream.
+ * The caller must have already opened the stream, and is responsible
+ * for closing it after finishing compression.
+ */
+
+static void
+jpegDest (j_compress_ptr cinfo, byte* outfile, int size)
+{
+  my_dest_ptr dest;
+
+  /* The destination object is made permanent so that multiple JPEG images
+   * can be written to the same file without re-executing jpeg_stdio_dest.
+   * This makes it dangerous to use this manager and a different destination
+   * manager serially with the same JPEG object, because their private object
+   * sizes may be different.  Caveat programmer.
+   */
+  if (cinfo->dest == NULL) {	/* first time for this JPEG object? */
+    cinfo->dest = (struct jpeg_destination_mgr *)
+      (*cinfo->mem->alloc_small) ((j_common_ptr) cinfo, JPOOL_PERMANENT,
+				  sizeof(my_destination_mgr));
+  }
+
+  dest = (my_dest_ptr) cinfo->dest;
+  dest->pub.init_destination = init_destination;
+  dest->pub.empty_output_buffer = empty_output_buffer;
+  dest->pub.term_destination = term_destination;
+  dest->outfile = outfile;
+  dest->size = size;
+}
+
+/*
+=================
+SaveJPGToBuffer
+
+Encodes JPEG from image in image_buffer and writes to buffer.
+Expects RGB input data
+=================
+*/
+size_t RE_SaveJPGToBuffer(byte *buffer, size_t bufSize, int quality,
+    int image_width, int image_height, byte *image_buffer, int padding)
+{
+  struct jpeg_compress_struct cinfo;
+  struct jpeg_error_mgr jerr;
+  JSAMPROW row_pointer[1];	/* pointer to JSAMPLE row[s] */
+  my_dest_ptr dest;
+  int row_stride;		/* physical row width in image buffer */
+  size_t outcount;
+
+  /* Step 1: allocate and initialize JPEG compression object */
+  cinfo.err = jpeg_std_error(&jerr);
+  cinfo.err->error_exit = R_JPGErrorExit;
+  cinfo.err->output_message = R_JPGOutputMessage;
+
+  /* Now we can initialize the JPEG compression object. */
+  jpeg_create_compress(&cinfo);
+
+  /* Step 2: specify data destination (eg, a file) */
+  /* Note: steps 2 and 3 can be done in either order. */
+  jpegDest(&cinfo, buffer, bufSize);
+
+  /* Step 3: set parameters for compression */
+  cinfo.image_width = image_width; 	/* image width and height, in pixels */
+  cinfo.image_height = image_height;
+  cinfo.input_components = 3;		/* # of color components per pixel */
+  cinfo.in_color_space = JCS_RGB; 	/* colorspace of input image */
+
+  jpeg_set_defaults(&cinfo);
+  jpeg_set_quality(&cinfo, quality, TRUE /* limit to baseline-JPEG values */);
+  /* If quality is set high, disable chroma subsampling */
+  if (quality >= 85) {
+    cinfo.comp_info[0].h_samp_factor = 1;
+    cinfo.comp_info[0].v_samp_factor = 1;
+  }
+
+  /* Step 4: Start compressor */
+  jpeg_start_compress(&cinfo, TRUE);
+
+  /* Step 5: while (scan lines remain to be written) */
+  /*           jpeg_write_scanlines(...); */
+  row_stride = image_width * cinfo.input_components + padding; /* JSAMPLEs per row in image_buffer */
+  
+  while (cinfo.next_scanline < cinfo.image_height) {
+    /* jpeg_write_scanlines expects an array of pointers to scanlines.
+     * Here the array is only one element long, but you could pass
+     * more than one scanline at a time if that's more convenient.
+     */
+    row_pointer[0] = &image_buffer[((cinfo.image_height-1)*row_stride)-cinfo.next_scanline * row_stride];
+    (void) jpeg_write_scanlines(&cinfo, row_pointer, 1);
+  }
+
+  /* Step 6: Finish compression */
+  jpeg_finish_compress(&cinfo);
+  
+  dest = (my_dest_ptr) cinfo.dest;
+  outcount = dest->size - dest->pub.free_in_buffer;
+ 
+  /* Step 7: release JPEG compression object */
+  jpeg_destroy_compress(&cinfo);
+
+  /* And we're done! */
+  return outcount;
+}
+
+void RE_SaveJPG(char * filename, int quality, int image_width, int image_height, byte *image_buffer, int padding)
+{
+  byte *out;
+  size_t bufSize;
+
+  bufSize = image_width * image_height * 3;
+  out = ri.Hunk_AllocateTempMemory(bufSize);
+
+  bufSize = RE_SaveJPGToBuffer(out, bufSize, quality, image_width, image_height, image_buffer, padding);
+  ri.FS_WriteFile(filename, out, bufSize);
+
+  ri.Hunk_FreeTempMemory(out);
+}
diff --git a/src/renderer/tr_image_pcx.c b/src/renderer/tr_image_pcx.c
new file mode 100644
index 0000000..8837d5b
--- /dev/null
+++ b/src/renderer/tr_image_pcx.c
@@ -0,0 +1,176 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+              2008 Ludwig Nussel
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+
+#include "tr_local.h"
+
+/*
+========================================================================
+
+PCX files are used for 8 bit images
+
+========================================================================
+*/
+
+typedef struct {
+	char	manufacturer;
+	char	version;
+	char	encoding;
+	char	bits_per_pixel;
+	unsigned short	xmin,ymin,xmax,ymax;
+	unsigned short	hres,vres;
+	unsigned char	palette[48];
+	char	reserved;
+	char	color_planes;
+	unsigned short	bytes_per_line;
+	unsigned short	palette_type;
+	unsigned short	hscreensize, vscreensize;
+	char	filler[54];
+	unsigned char	data[];
+} pcx_t;
+
+void R_LoadPCX ( const char *filename, byte **pic, int *width, int *height)
+{
+	union {
+		byte *b;
+		void *v;
+	} raw;
+	byte	*end;
+	pcx_t	*pcx;
+	int		len;
+	unsigned char	dataByte = 0, runLength = 0;
+	byte	*out, *pix;
+	unsigned short w, h;
+	byte	*pic8;
+	byte	*palette;
+	int	i;
+	unsigned size = 0;
+
+	if (width)
+		*width = 0;
+	if (height)
+		*height = 0;
+	*pic = NULL;
+
+	//
+	// load the file
+	//
+	len = ri.FS_ReadFile( ( char * ) filename, &raw.v);
+	if (!raw.b || len < 0) {
+		return;
+	}
+
+	if((unsigned)len < sizeof(pcx_t))
+	{
+		ri.Printf (PRINT_ALL, "PCX truncated: %s\n", filename);
+		ri.FS_FreeFile (raw.v);
+		return;
+	}
+
+	//
+	// parse the PCX file
+	//
+	pcx = (pcx_t *)raw.b;
+	end = raw.b+len;
+
+	w = LittleShort(pcx->xmax)+1;
+	h = LittleShort(pcx->ymax)+1;
+	size = w*h;
+
+	if (pcx->manufacturer != 0x0a
+		|| pcx->version != 5
+		|| pcx->encoding != 1
+		|| pcx->color_planes != 1
+		|| pcx->bits_per_pixel != 8
+		|| w >= 1024
+		|| h >= 1024)
+	{
+		ri.Printf (PRINT_ALL, "Bad or unsupported pcx file %s (%dx%d@%d)\n", filename, w, h, pcx->bits_per_pixel);
+		return;
+	}
+
+	pix = pic8 = ri.Malloc ( size );
+
+	raw.b = pcx->data;
+	// FIXME: should use bytes_per_line but original q3 didn't do that either
+	while(pix < pic8+size)
+	{
+		if(runLength > 0) {
+			*pix++ = dataByte;
+			--runLength;
+			continue;
+		}
+
+		if(raw.b+1 > end)
+			break;
+		dataByte = *raw.b++;
+
+		if((dataByte & 0xC0) == 0xC0)
+		{
+			if(raw.b+1 > end)
+				break;
+			runLength = dataByte & 0x3F;
+			dataByte = *raw.b++;
+		}
+		else
+			runLength = 1;
+	}
+
+	if(pix < pic8+size)
+	{
+		ri.Printf (PRINT_ALL, "PCX file truncated: %s\n", filename);
+		ri.FS_FreeFile (pcx);
+		ri.Free (pic8);
+	}
+
+	if (raw.b-(byte*)pcx >= end - (byte*)769 || end[-769] != 0x0c)
+	{
+		ri.Printf (PRINT_ALL, "PCX missing palette: %s\n", filename);
+		ri.FS_FreeFile (pcx);
+		ri.Free (pic8);
+		return;
+	}
+
+	palette = end-768;
+
+	pix = out = ri.Malloc(4 * size );
+	for (i = 0 ; i < size ; i++)
+	{
+		unsigned char p = pic8[i];
+		pix[0] = palette[p*3];
+		pix[1] = palette[p*3 + 1];
+		pix[2] = palette[p*3 + 2];
+		pix[3] = 255;
+		pix += 4;
+	}
+
+	if (width)
+		*width = w;
+	if (height)
+		*height = h;
+
+	*pic = out;
+
+	ri.FS_FreeFile (pcx);
+	ri.Free (pic8);
+}
diff --git a/src/renderer/tr_image_png.c b/src/renderer/tr_image_png.c
new file mode 100644
index 0000000..ef44c16
--- /dev/null
+++ b/src/renderer/tr_image_png.c
@@ -0,0 +1,2488 @@
+/*
+===========================================================================
+ioquake3 png decoder
+Copyright (C) 2007,2008 Joerg Dietrich
+
+This program is free software; you can redistribute it and/or
+modify it under the terms of the GNU General Public License
+as published by the Free Software Foundation; either version 2
+of the License, or (at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program; if not, write to the Free Software
+Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
+===========================================================================
+*/
+
+#include "tr_local.h"
+
+#include "../qcommon/puff.h"
+
+// we could limit the png size to a lower value here
+#ifndef INT_MAX
+#define INT_MAX 0x1fffffff
+#endif
+
+/*
+=================
+PNG LOADING
+=================
+*/
+
+/*
+ *  Quake 3 image format : RGBA
+ */
+
+#define Q3IMAGE_BYTESPERPIXEL (4)
+
+/*
+ *  PNG specifications
+ */
+
+/*
+ *  The first 8 Bytes of every PNG-File are a fixed signature
+ *  to identify the file as a PNG.
+ */
+
+#define PNG_Signature "\x89\x50\x4E\x47\xD\xA\x1A\xA"
+#define PNG_Signature_Size (8)
+
+/*
+ *  After the signature diverse chunks follow.
+ *  A chunk consists of a header and if Length
+ *  is bigger than 0 a body and a CRC of the body follow.
+ */
+
+struct PNG_ChunkHeader
+{
+	uint32_t Length;
+	uint32_t Type;
+};
+
+#define PNG_ChunkHeader_Size (8)
+
+typedef uint32_t PNG_ChunkCRC;
+
+#define PNG_ChunkCRC_Size (4)
+
+/*
+ *  We use the following ChunkTypes.
+ *  All others are ignored.
+ */
+
+#define MAKE_CHUNKTYPE(a,b,c,d) (((a) << 24) | ((b) << 16) | ((c) << 8) | ((d)))
+
+#define PNG_ChunkType_IHDR MAKE_CHUNKTYPE('I', 'H', 'D', 'R')
+#define PNG_ChunkType_PLTE MAKE_CHUNKTYPE('P', 'L', 'T', 'E')
+#define PNG_ChunkType_IDAT MAKE_CHUNKTYPE('I', 'D', 'A', 'T')
+#define PNG_ChunkType_IEND MAKE_CHUNKTYPE('I', 'E', 'N', 'D')
+#define PNG_ChunkType_tRNS MAKE_CHUNKTYPE('t', 'R', 'N', 'S')
+
+/*
+ *  Per specification the first chunk after the signature SHALL be IHDR.
+ */
+
+struct PNG_Chunk_IHDR
+{
+	uint32_t Width;
+	uint32_t Height;
+	uint8_t  BitDepth;
+	uint8_t  ColourType;
+	uint8_t  CompressionMethod;
+	uint8_t  FilterMethod;
+	uint8_t  InterlaceMethod;
+};
+
+#define PNG_Chunk_IHDR_Size (13)
+
+/*
+ *  ColourTypes
+ */
+
+#define PNG_ColourType_Grey      (0)
+#define PNG_ColourType_True      (2)
+#define PNG_ColourType_Indexed   (3)
+#define PNG_ColourType_GreyAlpha (4)
+#define PNG_ColourType_TrueAlpha (6)
+
+/*
+ *  number of colour components
+ *
+ *  Grey      : 1 grey
+ *  True      : 1 R, 1 G, 1 B
+ *  Indexed   : 1 index
+ *  GreyAlpha : 1 grey, 1 alpha
+ *  TrueAlpha : 1 R, 1 G, 1 B, 1 alpha
+ */
+
+#define PNG_NumColourComponents_Grey      (1)
+#define PNG_NumColourComponents_True      (3)
+#define PNG_NumColourComponents_Indexed   (1)
+#define PNG_NumColourComponents_GreyAlpha (2)
+#define PNG_NumColourComponents_TrueAlpha (4)
+
+/*
+ *  For the different ColourTypes
+ *  different BitDepths are specified.
+ */
+
+#define PNG_BitDepth_1  ( 1)
+#define PNG_BitDepth_2  ( 2)
+#define PNG_BitDepth_4  ( 4)
+#define PNG_BitDepth_8  ( 8)
+#define PNG_BitDepth_16 (16)
+
+/*
+ *  Only one valid CompressionMethod is standardized.
+ */
+
+#define PNG_CompressionMethod_0 (0)
+
+/*
+ *  Only one valid FilterMethod is currently standardized.
+ */
+
+#define PNG_FilterMethod_0 (0)
+
+/*
+ *  This FilterMethod defines 5 FilterTypes
+ */
+
+#define PNG_FilterType_None    (0)
+#define PNG_FilterType_Sub     (1)
+#define PNG_FilterType_Up      (2)
+#define PNG_FilterType_Average (3)
+#define PNG_FilterType_Paeth   (4)
+
+/*
+ *  Two InterlaceMethods are standardized :
+ *  0 - NonInterlaced
+ *  1 - Interlaced
+ */
+
+#define PNG_InterlaceMethod_NonInterlaced (0)
+#define PNG_InterlaceMethod_Interlaced    (1)
+
+/*
+ *  The Adam7 interlace method uses 7 passes.
+ */
+
+#define PNG_Adam7_NumPasses (7)
+
+/*
+ *  The compressed data starts with a header ...
+ */
+
+struct PNG_ZlibHeader
+{
+	uint8_t CompressionMethod;
+	uint8_t Flags;
+};
+
+#define PNG_ZlibHeader_Size (2)
+
+/*
+ *  ... and is followed by a check value
+ */
+
+#define PNG_ZlibCheckValue_Size (4)
+
+/*
+ *  Some support functions for buffered files follow.
+ */
+
+/*
+ *  buffered file representation
+ */
+
+struct BufferedFile
+{
+	byte *Buffer;
+	int   Length;
+	byte *Ptr;
+	int   BytesLeft;
+};
+
+/*
+ *  Read a file into a buffer.
+ */
+
+static struct BufferedFile *ReadBufferedFile(const char *name)
+{
+	struct BufferedFile *BF;
+	union {
+		byte *b;
+		void *v;
+	} buffer;
+
+	/*
+	 *  input verification
+	 */
+
+	if(!name)
+	{
+		return(NULL);
+	}
+
+	/*
+	 *  Allocate control struct.
+	 */
+
+	BF = ri.Malloc(sizeof(struct BufferedFile));
+	if(!BF)
+	{
+		return(NULL);
+	}
+
+	/*
+	 *  Initialize the structs components.
+	 */
+
+	BF->Length    = 0;
+	BF->Buffer    = NULL;
+	BF->Ptr       = NULL;
+	BF->BytesLeft = 0;
+
+	/*
+	 *  Read the file.
+	 */
+
+	BF->Length = ri.FS_ReadFile((char *) name, &buffer.v);
+	BF->Buffer = buffer.b;
+
+	/*
+	 *  Did we get it? Is it big enough?
+	 */
+
+	if(!(BF->Buffer && (BF->Length > 0)))
+	{
+		ri.Free(BF);
+
+		return(NULL);
+	}
+
+	/*
+	 *  Set the pointers and counters.
+	 */
+
+	BF->Ptr       = BF->Buffer;
+	BF->BytesLeft = BF->Length;
+
+	return(BF);
+}
+
+/*
+ *  Close a buffered file.
+ */
+
+static void CloseBufferedFile(struct BufferedFile *BF)
+{
+	if(BF)
+	{
+		if(BF->Buffer)
+		{
+			ri.FS_FreeFile(BF->Buffer);
+		}
+
+		ri.Free(BF);
+	}
+}
+
+/*
+ *  Get a pointer to the requested bytes.
+ */
+
+static void *BufferedFileRead(struct BufferedFile *BF, unsigned Length)
+{
+	void *RetVal;
+
+	/*
+	 *  input verification
+	 */
+
+	if(!(BF && Length))
+	{
+		return(NULL);
+	}
+
+	/*
+	 *  not enough bytes left
+	 */
+
+	if(Length > BF->BytesLeft)
+	{
+		return(NULL);
+	}
+
+	/*
+	 *  the pointer to the requested data
+	 */
+
+	RetVal = BF->Ptr;
+
+	/*
+	 *  Raise the pointer and counter.
+	 */
+
+	BF->Ptr       += Length;
+	BF->BytesLeft -= Length;
+
+	return(RetVal);
+}
+
+/*
+ *  Rewind the buffer.
+ */
+
+static qboolean BufferedFileRewind(struct BufferedFile *BF, unsigned Offset)
+{
+	unsigned BytesRead; 
+
+	/*
+	 *  input verification
+	 */
+
+	if(!BF)
+	{
+		return(qfalse);
+	}
+
+	/*
+	 *  special trick to rewind to the beginning of the buffer
+	 */
+
+	if(Offset == (unsigned)-1)
+	{
+		BF->Ptr       = BF->Buffer;
+		BF->BytesLeft = BF->Length;
+
+		return(qtrue);
+	}
+
+	/*
+	 *  How many bytes do we have already read?
+	 */
+
+	BytesRead = BF->Ptr - BF->Buffer;
+
+	/*
+	 *  We can only rewind to the beginning of the BufferedFile.
+	 */
+
+	if(Offset > BytesRead)
+	{
+		return(qfalse);
+	}
+
+	/*
+	 *  lower the pointer and counter.
+	 */
+
+	BF->Ptr       -= Offset;
+	BF->BytesLeft += Offset;
+
+	return(qtrue);
+}
+
+/*
+ *  Skip some bytes.
+ */
+
+static qboolean BufferedFileSkip(struct BufferedFile *BF, unsigned Offset)
+{
+	/*
+	 *  input verification
+	 */
+
+	if(!BF)
+	{
+		return(qfalse);
+	}
+
+	/*
+	 *  We can only skip to the end of the BufferedFile.
+	 */
+
+	if(Offset > BF->BytesLeft)
+	{
+		return(qfalse);
+	}
+
+	/*
+	 *  lower the pointer and counter.
+	 */
+
+	BF->Ptr       += Offset;
+	BF->BytesLeft -= Offset;
+
+	return(qtrue);
+}
+
+/*
+ *  Find a chunk
+ */
+
+static qboolean FindChunk(struct BufferedFile *BF, uint32_t ChunkType)
+{
+	struct PNG_ChunkHeader *CH;
+
+	uint32_t Length;
+	uint32_t Type;
+
+	/*
+	 *  input verification
+	 */
+
+	if(!BF)
+	{
+		return(qfalse);
+	}
+
+	/*
+	 *  cycle trough the chunks
+	 */
+
+	while(qtrue)
+	{
+		/*
+		 *  Read the chunk-header.
+		 */
+
+		CH = BufferedFileRead(BF, PNG_ChunkHeader_Size);
+		if(!CH)
+		{
+			return(qfalse);
+		}
+
+		/*
+		 *  Do not swap the original types
+		 *  they might be needed later.
+		 */
+
+		Length = BigLong(CH->Length);
+		Type   = BigLong(CH->Type);
+
+		/*
+		 *  We found it!
+		 */
+
+		if(Type == ChunkType)
+		{
+			/*
+			 *  Rewind to the start of the chunk.
+			 */
+
+			BufferedFileRewind(BF, PNG_ChunkHeader_Size);
+
+			break;
+		}
+		else
+		{
+			/*
+			 *  Skip the rest of the chunk.
+			 */
+
+			if(Length)
+			{
+				if(!BufferedFileSkip(BF, Length + PNG_ChunkCRC_Size))
+				{
+					return(qfalse);
+				}  
+			}
+		}
+	}
+
+	return(qtrue);
+}
+
+/*
+ *  Decompress all IDATs
+ */
+
+static uint32_t DecompressIDATs(struct BufferedFile *BF, uint8_t **Buffer)
+{
+	uint8_t  *DecompressedData;
+	uint32_t  DecompressedDataLength;
+
+	uint8_t  *CompressedData;
+	uint8_t  *CompressedDataPtr;
+	uint32_t  CompressedDataLength;
+
+	struct PNG_ChunkHeader *CH;
+
+	uint32_t Length;
+	uint32_t Type;
+
+	int BytesToRewind;
+
+	int32_t   puffResult;
+	uint8_t  *puffDest;
+	uint32_t  puffDestLen;
+	uint8_t  *puffSrc;
+	uint32_t  puffSrcLen;
+
+	/*
+	 *  input verification
+	 */
+
+	if(!(BF && Buffer))
+	{
+		return(-1);
+	}
+
+	/*
+	 *  some zeroing
+	 */
+
+	DecompressedData = NULL;
+	DecompressedDataLength = 0;
+	*Buffer = DecompressedData;
+
+	CompressedData = NULL;
+	CompressedDataLength = 0;
+
+	BytesToRewind = 0;
+
+	/*
+	 *  Find the first IDAT chunk.
+	 */
+
+	if(!FindChunk(BF, PNG_ChunkType_IDAT))
+	{
+		return(-1);
+	}
+
+	/*
+	 *  Count the size of the uncompressed data
+	 */
+
+	while(qtrue)
+	{
+		/*
+		 *  Read chunk header
+		 */
+
+		CH = BufferedFileRead(BF, PNG_ChunkHeader_Size);
+		if(!CH)
+		{
+			/*
+			 *  Rewind to the start of this adventure
+			 *  and return unsuccessfull
+			 */
+
+			BufferedFileRewind(BF, BytesToRewind);
+
+			return(-1);
+		}
+
+		/*
+		 *  Length and Type of chunk
+		 */
+
+		Length = BigLong(CH->Length);
+		Type   = BigLong(CH->Type);
+
+		/*
+		 *  We have reached the end of the IDAT chunks
+		 */
+
+		if(!(Type == PNG_ChunkType_IDAT))
+		{
+			BufferedFileRewind(BF, PNG_ChunkHeader_Size); 
+
+			break;
+		}
+
+		/*
+		 *  Add chunk header to count.
+		 */
+
+		BytesToRewind += PNG_ChunkHeader_Size;
+
+		/*
+		 *  Skip to next chunk
+		 */
+
+		if(Length)
+		{
+			if(!BufferedFileSkip(BF, Length + PNG_ChunkCRC_Size))
+			{
+				BufferedFileRewind(BF, BytesToRewind);
+
+				return(-1);
+			}
+
+			BytesToRewind += Length + PNG_ChunkCRC_Size;
+			CompressedDataLength += Length;
+		} 
+	}
+
+	BufferedFileRewind(BF, BytesToRewind);
+
+	CompressedData = ri.Malloc(CompressedDataLength);
+	if(!CompressedData)
+	{
+		return(-1);
+	}
+
+	CompressedDataPtr = CompressedData;
+
+	/*
+	 *  Collect the compressed Data
+	 */
+
+	while(qtrue)
+	{
+		/*
+		 *  Read chunk header
+		 */
+
+		CH = BufferedFileRead(BF, PNG_ChunkHeader_Size);
+		if(!CH)
+		{
+			ri.Free(CompressedData); 
+
+			return(-1);
+		}
+
+		/*
+		 *  Length and Type of chunk
+		 */
+
+		Length = BigLong(CH->Length);
+		Type   = BigLong(CH->Type);
+
+		/*
+		 *  We have reached the end of the IDAT chunks
+		 */
+
+		if(!(Type == PNG_ChunkType_IDAT))
+		{
+			BufferedFileRewind(BF, PNG_ChunkHeader_Size); 
+
+			break;
+		}
+
+		/*
+		 *  Copy the Data
+		 */
+
+		if(Length)
+		{
+			uint8_t *OrigCompressedData;
+
+			OrigCompressedData = BufferedFileRead(BF, Length);
+			if(!OrigCompressedData)
+			{
+				ri.Free(CompressedData); 
+
+				return(-1);
+			}
+
+			if(!BufferedFileSkip(BF, PNG_ChunkCRC_Size))
+			{
+				ri.Free(CompressedData); 
+
+				return(-1);
+			}
+
+			memcpy(CompressedDataPtr, OrigCompressedData, Length);
+			CompressedDataPtr += Length;
+		} 
+	}
+
+	/*
+	 *  Let puff() calculate the decompressed data length.
+	 */
+
+	puffDest    = NULL;
+	puffDestLen = 0;
+
+	/*
+	 *  The zlib header and checkvalue don't belong to the compressed data.
+	 */
+
+	puffSrc    = CompressedData + PNG_ZlibHeader_Size;
+	puffSrcLen = CompressedDataLength - PNG_ZlibHeader_Size - PNG_ZlibCheckValue_Size;
+
+	/*
+	 *  first puff() to calculate the size of the uncompressed data
+	 */
+
+	puffResult = puff(puffDest, &puffDestLen, puffSrc, &puffSrcLen);
+	if(!((puffResult == 0) && (puffDestLen > 0)))
+	{
+		ri.Free(CompressedData);
+
+		return(-1);
+	}
+
+	/*
+	 *  Allocate the buffer for the uncompressed data.
+	 */
+
+	DecompressedData = ri.Malloc(puffDestLen);
+	if(!DecompressedData)
+	{
+		ri.Free(CompressedData);
+
+		return(-1);
+	}
+
+	/*
+	 *  Set the input again in case something was changed by the last puff() .
+	 */
+
+	puffDest   = DecompressedData;
+	puffSrc    = CompressedData + PNG_ZlibHeader_Size;
+	puffSrcLen = CompressedDataLength - PNG_ZlibHeader_Size - PNG_ZlibCheckValue_Size;
+
+	/*
+	 *  decompression puff()
+	 */
+
+	puffResult = puff(puffDest, &puffDestLen, puffSrc, &puffSrcLen);
+
+	/*
+	 *  The compressed data is not needed anymore.
+	 */
+
+	ri.Free(CompressedData);
+
+	/*
+	 *  Check if the last puff() was successfull.
+	 */
+
+	if(!((puffResult == 0) && (puffDestLen > 0)))
+	{
+		ri.Free(DecompressedData);
+
+		return(-1);
+	}
+
+	/*
+	 *  Set the output of this function.
+	 */
+
+	DecompressedDataLength = puffDestLen;
+	*Buffer = DecompressedData;
+
+	return(DecompressedDataLength);
+}
+
+/*
+ *  the Paeth predictor
+ */
+
+static uint8_t PredictPaeth(uint8_t a, uint8_t b, uint8_t c)
+{
+	/*
+	 *  a == Left
+	 *  b == Up
+	 *  c == UpLeft
+	 */
+
+	uint8_t Pr;
+	int p;
+	int pa, pb, pc;
+
+	Pr = 0;
+
+	p  = ((int) a) + ((int) b) - ((int) c);
+	pa = abs(p - ((int) a));
+	pb = abs(p - ((int) b));
+	pc = abs(p - ((int) c));
+
+	if((pa <= pb) && (pa <= pc))
+	{
+		Pr = a;
+	}
+	else if(pb <= pc)
+	{
+		Pr = b;
+	}
+	else
+	{
+		Pr = c;
+	}
+
+	return(Pr);
+
+}
+
+/*
+ *  Reverse the filters.
+ */
+
+static qboolean UnfilterImage(uint8_t  *DecompressedData, 
+		uint32_t  ImageHeight,
+		uint32_t  BytesPerScanline, 
+		uint32_t  BytesPerPixel)
+{
+	uint8_t   *DecompPtr;
+	uint8_t   FilterType;
+	uint8_t  *PixelLeft, *PixelUp, *PixelUpLeft;
+	uint32_t  w, h, p;
+
+	/*
+	 *  some zeros for the filters
+	 */
+
+	uint8_t Zeros[8] = {0, 0, 0, 0, 0, 0, 0, 0};
+
+	/*
+	 *  input verification
+	 */
+
+	if(!(DecompressedData && BytesPerPixel))
+	{
+		return(qfalse);
+	}
+
+	/*
+	 *  ImageHeight and BytesPerScanline can be zero in small interlaced images.
+	 */
+
+	if((!ImageHeight) || (!BytesPerScanline))
+	{
+		return(qtrue);
+	}
+
+	/*
+	 *  Set the pointer to the start of the decompressed Data.
+	 */
+
+	DecompPtr = DecompressedData;
+
+	/*
+	 *  Un-filtering is done in place.
+	 */
+
+	/*
+	 *  Go trough all scanlines.
+	 */
+
+	for(h = 0; h < ImageHeight; h++)
+	{
+		/*
+		 *  Every scanline starts with a FilterType byte.
+		 */
+
+		FilterType = *DecompPtr;
+		DecompPtr++;
+
+		/*
+		 *  Left pixel of the first byte in a scanline is zero.
+		 */
+
+		PixelLeft = Zeros;
+
+		/*
+		 *  Set PixelUp to previous line only if we are on the second line or above.
+		 *
+		 *  Plus one byte for the FilterType
+		 */
+
+		if(h > 0)
+		{
+			PixelUp = DecompPtr - (BytesPerScanline + 1);
+		}
+		else
+		{
+			PixelUp = Zeros;
+		}
+
+		/*
+		 * The pixel left to the first pixel of the previous scanline is zero too.
+		 */
+
+		PixelUpLeft = Zeros;
+
+		/*
+		 *  Cycle trough all pixels of the scanline.
+		 */
+
+		for(w = 0; w < (BytesPerScanline / BytesPerPixel); w++)
+		{
+			/*
+			 *  Cycle trough the bytes of the pixel.
+			 */
+
+			for(p = 0; p < BytesPerPixel; p++)
+			{
+				switch(FilterType)
+				{ 
+					case PNG_FilterType_None :
+					{
+						/*
+						 *  The byte is unfiltered.
+						 */
+
+						break;
+					}
+
+					case PNG_FilterType_Sub :
+					{
+						DecompPtr[p] += PixelLeft[p];
+
+						break;
+					}
+
+					case PNG_FilterType_Up :
+					{
+						DecompPtr[p] += PixelUp[p];
+
+						break;
+					}
+
+					case PNG_FilterType_Average :
+					{
+						DecompPtr[p] += ((uint8_t) ((((uint16_t) PixelLeft[p]) + ((uint16_t) PixelUp[p])) / 2));
+
+						break;
+					}
+
+					case PNG_FilterType_Paeth :
+					{
+						DecompPtr[p] += PredictPaeth(PixelLeft[p], PixelUp[p], PixelUpLeft[p]);
+
+						break;
+					}
+
+					default :
+					{
+						return(qfalse);
+					}
+				}
+			}
+
+			PixelLeft = DecompPtr;
+
+			/*
+			 *  We only have a upleft pixel if we are on the second line or above.
+			 */
+
+			if(h > 0)
+			{
+				PixelUpLeft = DecompPtr - (BytesPerScanline + 1);
+			}
+
+			/*
+			 *  Skip to the next pixel.
+			 */
+
+			DecompPtr += BytesPerPixel;
+
+			/*
+			 *  We only have a previous line if we are on the second line and above.
+			 */
+
+			if(h > 0)
+			{
+				PixelUp = DecompPtr - (BytesPerScanline + 1);
+			}
+		}
+	}
+
+	return(qtrue);
+}
+
+/*
+ *  Convert a raw input pixel to Quake 3 RGA format.
+ */
+
+static qboolean ConvertPixel(struct PNG_Chunk_IHDR *IHDR,
+		byte                  *OutPtr,
+		uint8_t               *DecompPtr,
+		qboolean               HasTransparentColour,
+		uint8_t               *TransparentColour,
+		uint8_t               *OutPal)
+{
+	/*
+	 *  input verification
+	 */
+
+	if(!(IHDR && OutPtr && DecompPtr && TransparentColour && OutPal))
+	{
+		return(qfalse);
+	}
+
+	switch(IHDR->ColourType)
+	{
+		case PNG_ColourType_Grey :
+		{
+			switch(IHDR->BitDepth)
+			{
+				case PNG_BitDepth_1 :
+				case PNG_BitDepth_2 :
+				case PNG_BitDepth_4 :
+				{
+					uint8_t Step;
+					uint8_t GreyValue;
+
+					Step = 0xFF / ((1 << IHDR->BitDepth) - 1);
+
+					GreyValue = DecompPtr[0] * Step;
+
+					OutPtr[0] = GreyValue;
+					OutPtr[1] = GreyValue;
+					OutPtr[2] = GreyValue;
+					OutPtr[3] = 0xFF;
+
+					/*
+					 *  Grey supports full transparency for one specified colour
+					 */
+
+					if(HasTransparentColour)
+					{
+						if(TransparentColour[1] == DecompPtr[0])
+						{
+							OutPtr[3] = 0x00;
+						}
+					}
+
+
+					break;
+				}
+
+				case PNG_BitDepth_8 :
+				case PNG_BitDepth_16 :
+				{
+					OutPtr[0] = DecompPtr[0];
+					OutPtr[1] = DecompPtr[0];
+					OutPtr[2] = DecompPtr[0];
+					OutPtr[3] = 0xFF;
+
+					/*
+					 *  Grey supports full transparency for one specified colour
+					 */
+
+					if(HasTransparentColour)
+					{
+						if(IHDR->BitDepth == PNG_BitDepth_8)
+						{
+							if(TransparentColour[1] == DecompPtr[0])
+							{
+								OutPtr[3] = 0x00;
+							}
+						}
+						else
+						{
+							if((TransparentColour[0] == DecompPtr[0]) && (TransparentColour[1] == DecompPtr[1]))
+							{
+								OutPtr[3] = 0x00;
+							}
+						}
+					}
+
+					break;
+				}
+
+				default :
+				{
+					return(qfalse);
+				}
+			}
+
+			break;
+		}
+
+		case PNG_ColourType_True :
+		{
+			switch(IHDR->BitDepth)
+			{
+				case PNG_BitDepth_8 :
+				{
+					OutPtr[0] = DecompPtr[0];
+					OutPtr[1] = DecompPtr[1];
+					OutPtr[2] = DecompPtr[2];
+					OutPtr[3] = 0xFF;
+
+					/*
+					 *  True supports full transparency for one specified colour
+					 */
+
+					if(HasTransparentColour)
+					{
+						if((TransparentColour[1] == DecompPtr[0]) &&
+								(TransparentColour[3] == DecompPtr[1]) &&
+								(TransparentColour[5] == DecompPtr[2]))
+						{
+							OutPtr[3] = 0x00;
+						}
+					}
+
+					break;
+				}
+
+				case PNG_BitDepth_16 :
+				{
+					/*
+					 *  We use only the upper byte.
+					 */
+
+					OutPtr[0] = DecompPtr[0];
+					OutPtr[1] = DecompPtr[2];
+					OutPtr[2] = DecompPtr[4];
+					OutPtr[3] = 0xFF;
+
+					/*
+					 *  True supports full transparency for one specified colour
+					 */
+
+					if(HasTransparentColour)
+					{
+						if((TransparentColour[0] == DecompPtr[0]) && (TransparentColour[1] == DecompPtr[1]) &&
+								(TransparentColour[2] == DecompPtr[2]) && (TransparentColour[3] == DecompPtr[3]) &&
+								(TransparentColour[4] == DecompPtr[4]) && (TransparentColour[5] == DecompPtr[5]))
+						{
+							OutPtr[3] = 0x00;
+						}
+					}
+
+					break;
+				}
+
+				default :
+				{
+					return(qfalse);
+				}
+			}
+
+			break;
+		}
+
+		case PNG_ColourType_Indexed :
+		{
+			OutPtr[0] = OutPal[DecompPtr[0] * Q3IMAGE_BYTESPERPIXEL + 0];
+			OutPtr[1] = OutPal[DecompPtr[0] * Q3IMAGE_BYTESPERPIXEL + 1];
+			OutPtr[2] = OutPal[DecompPtr[0] * Q3IMAGE_BYTESPERPIXEL + 2];
+			OutPtr[3] = OutPal[DecompPtr[0] * Q3IMAGE_BYTESPERPIXEL + 3];
+
+			break;
+		}
+
+		case PNG_ColourType_GreyAlpha :
+		{
+			switch(IHDR->BitDepth)
+			{
+				case PNG_BitDepth_8 :
+				{
+					OutPtr[0] = DecompPtr[0];
+					OutPtr[1] = DecompPtr[0];
+					OutPtr[2] = DecompPtr[0];
+					OutPtr[3] = DecompPtr[1];
+
+					break;
+				}
+
+				case PNG_BitDepth_16 :
+				{
+					/*
+					 *  We use only the upper byte.
+					 */
+
+					OutPtr[0] = DecompPtr[0];
+					OutPtr[1] = DecompPtr[0];
+					OutPtr[2] = DecompPtr[0];
+					OutPtr[3] = DecompPtr[2];
+
+					break;
+				}
+
+				default :
+				{
+					return(qfalse);
+				}
+			}
+
+			break;
+		}
+
+		case PNG_ColourType_TrueAlpha :
+		{
+			switch(IHDR->BitDepth)
+			{
+				case PNG_BitDepth_8 :
+				{
+					OutPtr[0] = DecompPtr[0];
+					OutPtr[1] = DecompPtr[1];
+					OutPtr[2] = DecompPtr[2];
+					OutPtr[3] = DecompPtr[3];
+
+					break;
+				}
+
+				case PNG_BitDepth_16 :
+				{
+					/*
+					 *  We use only the upper byte.
+					 */
+
+					OutPtr[0] = DecompPtr[0];
+					OutPtr[1] = DecompPtr[2];
+					OutPtr[2] = DecompPtr[4];
+					OutPtr[3] = DecompPtr[6];
+
+					break;
+				}
+
+				default :
+				{
+					return(qfalse);
+				}
+			}
+
+			break;
+		}
+
+		default :
+		{
+			return(qfalse);
+		}
+	}
+
+	return(qtrue);
+}
+
+
+/*
+ *  Decode a non-interlaced image.
+ */
+
+static qboolean DecodeImageNonInterlaced(struct PNG_Chunk_IHDR *IHDR,
+		byte                  *OutBuffer, 
+		uint8_t               *DecompressedData,
+		uint32_t               DecompressedDataLength,
+		qboolean               HasTransparentColour,
+		uint8_t               *TransparentColour,
+		uint8_t               *OutPal)
+{
+	uint32_t IHDR_Width;
+	uint32_t IHDR_Height;
+	uint32_t BytesPerScanline, BytesPerPixel, PixelsPerByte;
+	uint32_t  w, h, p;
+	byte *OutPtr;
+	uint8_t *DecompPtr;
+
+	/*
+	 *  input verification
+	 */
+
+	if(!(IHDR && OutBuffer && DecompressedData && DecompressedDataLength && TransparentColour && OutPal))
+	{
+		return(qfalse);
+	}
+
+	/*
+	 *  byte swapping
+	 */
+
+	IHDR_Width  = BigLong(IHDR->Width);
+	IHDR_Height = BigLong(IHDR->Height);
+
+	/*
+	 *  information for un-filtering
+	 */
+
+	switch(IHDR->ColourType)
+	{
+		case PNG_ColourType_Grey :
+		{
+			switch(IHDR->BitDepth)
+			{
+				case PNG_BitDepth_1 :
+				case PNG_BitDepth_2 :
+				case PNG_BitDepth_4 :
+				{
+					BytesPerPixel    = 1;
+					PixelsPerByte    = 8 / IHDR->BitDepth;
+
+					break;
+				}
+
+				case PNG_BitDepth_8  :
+				case PNG_BitDepth_16 :
+				{
+					BytesPerPixel    = (IHDR->BitDepth / 8) * PNG_NumColourComponents_Grey;
+					PixelsPerByte    = 1;
+
+					break;
+				}
+
+				default :
+				{
+					return(qfalse);
+				}
+			}
+
+			break;
+		}
+
+		case PNG_ColourType_True :
+		{
+			switch(IHDR->BitDepth)
+			{
+				case PNG_BitDepth_8  :
+				case PNG_BitDepth_16 :
+				{
+					BytesPerPixel    = (IHDR->BitDepth / 8) * PNG_NumColourComponents_True;
+					PixelsPerByte    = 1;
+
+					break;
+				}
+
+				default :
+				{
+					return(qfalse);
+				}
+			}
+
+			break;
+		}
+
+		case PNG_ColourType_Indexed :
+		{
+			switch(IHDR->BitDepth)
+			{
+				case PNG_BitDepth_1 :
+				case PNG_BitDepth_2 :
+				case PNG_BitDepth_4 :
+				{
+					BytesPerPixel    = 1;
+					PixelsPerByte    = 8 / IHDR->BitDepth;
+
+					break;
+				}
+
+				case PNG_BitDepth_8 :
+				{
+					BytesPerPixel    = PNG_NumColourComponents_Indexed;
+					PixelsPerByte    = 1;
+
+					break;
+				}
+
+				default :
+				{
+					return(qfalse);
+				}
+			}
+
+			break;
+		}
+
+		case PNG_ColourType_GreyAlpha :
+		{
+			switch(IHDR->BitDepth)
+			{
+				case PNG_BitDepth_8 :
+				case PNG_BitDepth_16 :
+				{
+					BytesPerPixel    = (IHDR->BitDepth / 8) * PNG_NumColourComponents_GreyAlpha;
+					PixelsPerByte    = 1;
+
+					break;
+				}
+
+				default :
+				{
+					return(qfalse);
+				}
+			}
+
+			break;
+		}
+
+		case PNG_ColourType_TrueAlpha :
+		{
+			switch(IHDR->BitDepth)
+			{
+				case PNG_BitDepth_8 :
+				case PNG_BitDepth_16 :
+				{
+					BytesPerPixel    = (IHDR->BitDepth / 8) * PNG_NumColourComponents_TrueAlpha;
+					PixelsPerByte    = 1;
+
+					break;
+				}
+
+				default :
+				{
+					return(qfalse);
+				}
+			}
+
+			break;
+		}
+
+		default :
+		{
+			return(qfalse);
+		}
+	}
+
+	/*
+	 *  Calculate the size of one scanline
+	 */
+
+	BytesPerScanline = (IHDR_Width * BytesPerPixel + (PixelsPerByte - 1)) / PixelsPerByte;
+
+	/*
+	 *  Check if we have enough data for the whole image.
+	 */
+
+	if(!(DecompressedDataLength == ((BytesPerScanline + 1) * IHDR_Height)))
+	{
+		return(qfalse);
+	}
+
+	/*
+	 *  Unfilter the image.
+	 */
+
+	if(!UnfilterImage(DecompressedData, IHDR_Height, BytesPerScanline, BytesPerPixel))
+	{
+		return(qfalse);
+	}
+
+	/*
+	 *  Set the working pointers to the beginning of the buffers.
+	 */
+
+	OutPtr = OutBuffer;
+	DecompPtr = DecompressedData;
+
+	/*
+	 *  Create the output image.
+	 */
+
+	for(h = 0; h < IHDR_Height; h++)
+	{
+		/*
+		 *  Count the pixels on the scanline for those multipixel bytes
+		 */
+
+		uint32_t CurrPixel;
+
+		/*
+		 *  skip FilterType
+		 */
+
+		DecompPtr++;
+
+		/*
+		 *  Reset the pixel count.
+		 */
+
+		CurrPixel = 0;
+
+		for(w = 0; w < (BytesPerScanline / BytesPerPixel); w++)
+		{
+			if(PixelsPerByte > 1)
+			{
+				uint8_t  Mask;
+				uint32_t Shift;
+				uint8_t  SinglePixel;
+
+				for(p = 0; p < PixelsPerByte; p++)
+				{
+					if(CurrPixel < IHDR_Width)
+					{
+						Mask  = (1 << IHDR->BitDepth) - 1;
+						Shift = (PixelsPerByte - 1 - p) * IHDR->BitDepth;
+
+						SinglePixel = ((DecompPtr[0] & (Mask << Shift)) >> Shift);
+
+						if(!ConvertPixel(IHDR, OutPtr, &SinglePixel, HasTransparentColour, TransparentColour, OutPal))
+						{
+							return(qfalse);
+						}
+
+						OutPtr += Q3IMAGE_BYTESPERPIXEL;
+						CurrPixel++;
+					}
+				}
+
+			}
+			else
+			{
+				if(!ConvertPixel(IHDR, OutPtr, DecompPtr, HasTransparentColour, TransparentColour, OutPal))
+				{
+					return(qfalse);
+				}
+
+
+				OutPtr += Q3IMAGE_BYTESPERPIXEL;
+			}
+
+			DecompPtr += BytesPerPixel;
+		}
+	}
+
+	return(qtrue);
+}
+
+/*
+ *  Decode an interlaced image.
+ */
+
+static qboolean DecodeImageInterlaced(struct PNG_Chunk_IHDR *IHDR,
+		byte                  *OutBuffer, 
+		uint8_t               *DecompressedData,
+		uint32_t               DecompressedDataLength,
+		qboolean               HasTransparentColour,
+		uint8_t               *TransparentColour,
+		uint8_t               *OutPal)
+{
+	uint32_t IHDR_Width;
+	uint32_t IHDR_Height;
+	uint32_t BytesPerScanline[PNG_Adam7_NumPasses], BytesPerPixel, PixelsPerByte;
+	uint32_t PassWidth[PNG_Adam7_NumPasses], PassHeight[PNG_Adam7_NumPasses];
+	uint32_t WSkip[PNG_Adam7_NumPasses], WOffset[PNG_Adam7_NumPasses], HSkip[PNG_Adam7_NumPasses], HOffset[PNG_Adam7_NumPasses];
+	uint32_t w, h, p, a;
+	byte *OutPtr;
+	uint8_t *DecompPtr;
+	uint32_t TargetLength;
+
+	/*
+	 *  input verification
+	 */
+
+	if(!(IHDR && OutBuffer && DecompressedData && DecompressedDataLength && TransparentColour && OutPal))
+	{
+		return(qfalse);
+	}
+
+	/*
+	 *  byte swapping
+	 */
+
+	IHDR_Width  = BigLong(IHDR->Width);
+	IHDR_Height = BigLong(IHDR->Height);
+
+	/*
+	 *  Skip and Offset for the passes.
+	 */
+
+	WSkip[0]   = 8;
+	WOffset[0] = 0;
+	HSkip[0]   = 8;
+	HOffset[0] = 0;
+
+	WSkip[1]   = 8;
+	WOffset[1] = 4;
+	HSkip[1]   = 8;
+	HOffset[1] = 0;
+
+	WSkip[2]   = 4;
+	WOffset[2] = 0;
+	HSkip[2]   = 8;
+	HOffset[2] = 4;
+
+	WSkip[3]   = 4;
+	WOffset[3] = 2;
+	HSkip[3]   = 4;
+	HOffset[3] = 0;
+
+	WSkip[4]   = 2;
+	WOffset[4] = 0;
+	HSkip[4]   = 4;
+	HOffset[4] = 2;
+
+	WSkip[5]   = 2;
+	WOffset[5] = 1;
+	HSkip[5]   = 2;
+	HOffset[5] = 0;
+
+	WSkip[6]   = 1;
+	WOffset[6] = 0;
+	HSkip[6]   = 2;
+	HOffset[6] = 1;
+
+	/*
+	 *  Calculate the sizes of the passes.
+	 */
+
+	PassWidth[0]  = (IHDR_Width  + 7) / 8;
+	PassHeight[0] = (IHDR_Height + 7) / 8;
+
+	PassWidth[1]  = (IHDR_Width  + 3) / 8;
+	PassHeight[1] = (IHDR_Height + 7) / 8;
+
+	PassWidth[2]  = (IHDR_Width  + 3) / 4;
+	PassHeight[2] = (IHDR_Height + 3) / 8;
+
+	PassWidth[3]  = (IHDR_Width  + 1) / 4;
+	PassHeight[3] = (IHDR_Height + 3) / 4;
+
+	PassWidth[4]  = (IHDR_Width  + 1) / 2;
+	PassHeight[4] = (IHDR_Height + 1) / 4;
+
+	PassWidth[5]  = (IHDR_Width  + 0) / 2;
+	PassHeight[5] = (IHDR_Height + 1) / 2;
+
+	PassWidth[6]  = (IHDR_Width  + 0) / 1;
+	PassHeight[6] = (IHDR_Height + 0) / 2;
+
+	/*
+	 *  information for un-filtering
+	 */
+
+	switch(IHDR->ColourType)
+	{
+		case PNG_ColourType_Grey :
+		{
+			switch(IHDR->BitDepth)
+			{
+				case PNG_BitDepth_1 :
+				case PNG_BitDepth_2 :
+				case PNG_BitDepth_4 :
+				{
+					BytesPerPixel    = 1;
+					PixelsPerByte    = 8 / IHDR->BitDepth;
+
+					break;
+				}
+
+				case PNG_BitDepth_8  :
+				case PNG_BitDepth_16 :
+				{
+					BytesPerPixel    = (IHDR->BitDepth / 8) * PNG_NumColourComponents_Grey;
+					PixelsPerByte    = 1;
+
+					break;
+				}
+
+				default :
+				{
+					return(qfalse);
+				}
+			}
+
+			break;
+		}
+
+		case PNG_ColourType_True :
+		{
+			switch(IHDR->BitDepth)
+			{
+				case PNG_BitDepth_8  :
+				case PNG_BitDepth_16 :
+				{
+					BytesPerPixel    = (IHDR->BitDepth / 8) * PNG_NumColourComponents_True;
+					PixelsPerByte    = 1;
+
+					break;
+				}
+
+				default :
+				{
+					return(qfalse);
+				}
+			}
+
+			break;
+		}
+
+		case PNG_ColourType_Indexed :
+		{
+			switch(IHDR->BitDepth)
+			{
+				case PNG_BitDepth_1 :
+				case PNG_BitDepth_2 :
+				case PNG_BitDepth_4 :
+				{
+					BytesPerPixel    = 1;
+					PixelsPerByte    = 8 / IHDR->BitDepth;
+
+					break;
+				}
+
+				case PNG_BitDepth_8 :
+				{
+					BytesPerPixel    = PNG_NumColourComponents_Indexed;
+					PixelsPerByte    = 1;
+
+					break;
+				}
+
+				default :
+				{
+					return(qfalse);
+				}
+			}
+
+			break;
+		}
+
+		case PNG_ColourType_GreyAlpha :
+		{
+			switch(IHDR->BitDepth)
+			{
+				case PNG_BitDepth_8 :
+				case PNG_BitDepth_16 :
+				{
+					BytesPerPixel    = (IHDR->BitDepth / 8) * PNG_NumColourComponents_GreyAlpha;
+					PixelsPerByte    = 1;
+
+					break;
+				}
+
+				default :
+				{
+					return(qfalse);
+				}
+			}
+
+			break;
+		}
+
+		case PNG_ColourType_TrueAlpha :
+		{
+			switch(IHDR->BitDepth)
+			{
+				case PNG_BitDepth_8 :
+				case PNG_BitDepth_16 :
+				{
+					BytesPerPixel    = (IHDR->BitDepth / 8) * PNG_NumColourComponents_TrueAlpha;
+					PixelsPerByte    = 1;
+
+					break;
+				}
+
+				default :
+				{
+					return(qfalse);
+				}
+			}
+
+			break;
+		}
+
+		default :
+		{
+			return(qfalse);
+		}
+	}
+
+	/*
+	 *  Calculate the size of the scanlines per pass
+	 */
+
+	for(a = 0; a < PNG_Adam7_NumPasses; a++)
+	{
+		BytesPerScanline[a] = (PassWidth[a] * BytesPerPixel + (PixelsPerByte - 1)) / PixelsPerByte;
+	}
+
+	/*
+	 *  Calculate the size of all passes
+	 */
+
+	TargetLength = 0;
+
+	for(a = 0; a < PNG_Adam7_NumPasses; a++)
+	{
+		TargetLength += ((BytesPerScanline[a] + (BytesPerScanline[a] ? 1 : 0)) * PassHeight[a]);
+	}
+
+	/*
+	 *  Check if we have enough data for the whole image.
+	 */
+
+	if(!(DecompressedDataLength == TargetLength))
+	{
+		return(qfalse);
+	}
+
+	/*
+	 *  Unfilter the image.
+	 */
+
+	DecompPtr = DecompressedData;
+
+	for(a = 0; a < PNG_Adam7_NumPasses; a++)
+	{
+		if(!UnfilterImage(DecompPtr, PassHeight[a], BytesPerScanline[a], BytesPerPixel))
+		{
+			return(qfalse);
+		}
+
+		DecompPtr += ((BytesPerScanline[a] + (BytesPerScanline[a] ? 1 : 0)) * PassHeight[a]);
+	}
+
+	/*
+	 *  Set the working pointers to the beginning of the buffers.
+	 */
+
+	DecompPtr = DecompressedData;
+
+	/*
+	 *  Create the output image.
+	 */
+
+	for(a = 0; a < PNG_Adam7_NumPasses; a++)
+	{
+		for(h = 0; h < PassHeight[a]; h++)
+		{
+			/*
+			 *  Count the pixels on the scanline for those multipixel bytes
+			 */
+
+			uint32_t CurrPixel;
+
+			/*
+			 *  skip FilterType
+			 *  but only when the pass has a width bigger than zero
+			 */
+
+			if(BytesPerScanline[a])
+			{
+				DecompPtr++;
+			}
+
+			/*
+			 *  Reset the pixel count.
+			 */
+
+			CurrPixel = 0;
+
+			for(w = 0; w < (BytesPerScanline[a] / BytesPerPixel); w++)
+			{
+				if(PixelsPerByte > 1)
+				{
+					uint8_t  Mask;
+					uint32_t Shift;
+					uint8_t  SinglePixel;
+
+					for(p = 0; p < PixelsPerByte; p++)
+					{
+						if(CurrPixel < PassWidth[a])
+						{
+							Mask  = (1 << IHDR->BitDepth) - 1;
+							Shift = (PixelsPerByte - 1 - p) * IHDR->BitDepth;
+
+							SinglePixel = ((DecompPtr[0] & (Mask << Shift)) >> Shift);
+
+							OutPtr = OutBuffer + (((((h * HSkip[a]) + HOffset[a]) * IHDR_Width) + ((CurrPixel * WSkip[a]) + WOffset[a])) * Q3IMAGE_BYTESPERPIXEL);
+
+							if(!ConvertPixel(IHDR, OutPtr, &SinglePixel, HasTransparentColour, TransparentColour, OutPal))
+							{
+								return(qfalse);
+							}
+
+							CurrPixel++;
+						}
+					}
+
+				}
+				else
+				{
+					OutPtr = OutBuffer + (((((h * HSkip[a]) + HOffset[a]) * IHDR_Width) + ((w * WSkip[a]) + WOffset[a])) * Q3IMAGE_BYTESPERPIXEL);
+
+					if(!ConvertPixel(IHDR, OutPtr, DecompPtr, HasTransparentColour, TransparentColour, OutPal))
+					{
+						return(qfalse);
+					}
+				}
+
+				DecompPtr += BytesPerPixel;
+			}
+		}
+	}
+
+	return(qtrue);
+}
+
+/*
+ *  The PNG loader
+ */
+
+void R_LoadPNG(const char *name, byte **pic, int *width, int *height)
+{
+	struct BufferedFile *ThePNG;
+	byte *OutBuffer;
+	uint8_t *Signature;
+	struct PNG_ChunkHeader *CH;
+	uint32_t ChunkHeaderLength;
+	uint32_t ChunkHeaderType;
+	struct PNG_Chunk_IHDR *IHDR;
+	uint32_t IHDR_Width;
+	uint32_t IHDR_Height;
+	PNG_ChunkCRC *CRC;
+	uint8_t *InPal;
+	uint8_t *DecompressedData;
+	uint32_t DecompressedDataLength;
+	uint32_t i;
+
+	/*
+	 *  palette with 256 RGBA entries
+	 */
+
+	uint8_t OutPal[1024];
+
+	/*
+	 *  transparent colour from the tRNS chunk
+	 */
+
+	qboolean HasTransparentColour = qfalse;
+	uint8_t TransparentColour[6] = {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF};
+
+	/*
+	 *  input verification
+	 */
+
+	if(!(name && pic))
+	{
+		return;
+	}
+
+	/*
+	 *  Zero out return values.
+	 */
+
+	*pic = NULL;
+
+	if(width)
+	{
+		*width = 0;
+	}
+
+	if(height)
+	{
+		*height = 0;
+	}
+
+	/*
+	 *  Read the file.
+	 */
+
+	ThePNG = ReadBufferedFile(name);
+	if(!ThePNG)
+	{
+		return;
+	}           
+
+	/*
+	 *  Read the siganture of the file.
+	 */
+
+	Signature = BufferedFileRead(ThePNG, PNG_Signature_Size);
+	if(!Signature)
+	{
+		CloseBufferedFile(ThePNG);
+
+		return;
+	}
+
+	/*
+	 *  Is it a PNG?
+	 */
+
+	if(memcmp(Signature, PNG_Signature, PNG_Signature_Size))
+	{
+		CloseBufferedFile(ThePNG);
+
+		return; 
+	}
+
+	/*
+	 *  Read the first chunk-header.
+	 */
+
+	CH = BufferedFileRead(ThePNG, PNG_ChunkHeader_Size);
+	if(!CH)
+	{
+		CloseBufferedFile(ThePNG);
+
+		return; 
+	}
+
+	/*
+	 *  PNG multi-byte types are in Big Endian
+	 */
+
+	ChunkHeaderLength = BigLong(CH->Length);
+	ChunkHeaderType   = BigLong(CH->Type);
+
+	/*
+	 *  Check if the first chunk is an IHDR.
+	 */
+
+	if(!((ChunkHeaderType == PNG_ChunkType_IHDR) && (ChunkHeaderLength == PNG_Chunk_IHDR_Size)))
+	{
+		CloseBufferedFile(ThePNG);
+
+		return; 
+	}
+
+	/*
+	 *  Read the IHDR.
+	 */ 
+
+	IHDR = BufferedFileRead(ThePNG, PNG_Chunk_IHDR_Size);
+	if(!IHDR)
+	{
+		CloseBufferedFile(ThePNG);
+
+		return; 
+	}
+
+	/*
+	 *  Read the CRC for IHDR
+	 */
+
+	CRC = BufferedFileRead(ThePNG, PNG_ChunkCRC_Size);
+	if(!CRC)
+	{
+		CloseBufferedFile(ThePNG);
+
+		return; 
+	}
+
+	/*
+	 *  Here we could check the CRC if we wanted to.
+	 */
+
+	/*
+	 *  multi-byte type swapping
+	 */
+
+	IHDR_Width  = BigLong(IHDR->Width);
+	IHDR_Height = BigLong(IHDR->Height);
+
+	/*
+	 *  Check if Width and Height are valid.
+	 */
+
+	if(!((IHDR_Width > 0) && (IHDR_Height > 0))
+	|| IHDR_Width > INT_MAX / Q3IMAGE_BYTESPERPIXEL / IHDR_Height)
+	{
+		CloseBufferedFile(ThePNG);
+
+		Com_Printf(S_COLOR_YELLOW "%s: invalid image size\n", name);
+
+		return; 
+	}
+
+	/*
+	 *  Do we need to check if the dimensions of the image are valid for Quake3?
+	 */
+
+	/*
+	 *  Check if CompressionMethod and FilterMethod are valid.
+	 */
+
+	if(!((IHDR->CompressionMethod == PNG_CompressionMethod_0) && (IHDR->FilterMethod == PNG_FilterMethod_0)))
+	{
+		CloseBufferedFile(ThePNG);
+
+		return; 
+	}
+
+	/*
+	 *  Check if InterlaceMethod is valid.
+	 */
+
+	if(!((IHDR->InterlaceMethod == PNG_InterlaceMethod_NonInterlaced)  || (IHDR->InterlaceMethod == PNG_InterlaceMethod_Interlaced)))
+	{
+		CloseBufferedFile(ThePNG);
+
+		return;
+	}
+
+	/*
+	 *  Read palette for an indexed image.
+	 */
+
+	if(IHDR->ColourType == PNG_ColourType_Indexed)
+	{
+		/*
+		 *  We need the palette first.
+		 */
+
+		if(!FindChunk(ThePNG, PNG_ChunkType_PLTE))
+		{
+			CloseBufferedFile(ThePNG);
+
+			return;
+		}
+
+		/*
+		 *  Read the chunk-header.
+		 */
+
+		CH = BufferedFileRead(ThePNG, PNG_ChunkHeader_Size);
+		if(!CH)
+		{
+			CloseBufferedFile(ThePNG);
+
+			return; 
+		}
+
+		/*
+		 *  PNG multi-byte types are in Big Endian
+		 */
+
+		ChunkHeaderLength = BigLong(CH->Length);
+		ChunkHeaderType   = BigLong(CH->Type);
+
+		/*
+		 *  Check if the chunk is an PLTE.
+		 */
+
+		if(!(ChunkHeaderType == PNG_ChunkType_PLTE))
+		{
+			CloseBufferedFile(ThePNG);
+
+			return; 
+		}
+
+		/*
+		 *  Check if Length is divisible by 3
+		 */
+
+		if(ChunkHeaderLength % 3)
+		{
+			CloseBufferedFile(ThePNG);
+
+			return;   
+		}
+
+		/*
+		 *  Read the raw palette data
+		 */
+
+		InPal = BufferedFileRead(ThePNG, ChunkHeaderLength);
+		if(!InPal)
+		{
+			CloseBufferedFile(ThePNG);
+
+			return; 
+		}
+
+		/*
+		 *  Read the CRC for the palette
+		 */
+
+		CRC = BufferedFileRead(ThePNG, PNG_ChunkCRC_Size);
+		if(!CRC)
+		{
+			CloseBufferedFile(ThePNG);
+
+			return; 
+		}
+
+		/*
+		 *  Set some default values.
+		 */
+
+		for(i = 0; i < 256; i++)
+		{
+			OutPal[i * Q3IMAGE_BYTESPERPIXEL + 0] = 0x00;
+			OutPal[i * Q3IMAGE_BYTESPERPIXEL + 1] = 0x00;
+			OutPal[i * Q3IMAGE_BYTESPERPIXEL + 2] = 0x00;
+			OutPal[i * Q3IMAGE_BYTESPERPIXEL + 3] = 0xFF;  
+		}
+
+		/*
+		 *  Convert to the Quake3 RGBA-format.
+		 */
+
+		for(i = 0; i < (ChunkHeaderLength / 3); i++)
+		{
+			OutPal[i * Q3IMAGE_BYTESPERPIXEL + 0] = InPal[i*3+0];
+			OutPal[i * Q3IMAGE_BYTESPERPIXEL + 1] = InPal[i*3+1];
+			OutPal[i * Q3IMAGE_BYTESPERPIXEL + 2] = InPal[i*3+2];
+			OutPal[i * Q3IMAGE_BYTESPERPIXEL + 3] = 0xFF;
+		}
+	}
+
+	/*
+	 *  transparency information is sometimes stored in an tRNS chunk
+	 */
+
+	/*
+	 *  Let's see if there is a tRNS chunk
+	 */
+
+	if(FindChunk(ThePNG, PNG_ChunkType_tRNS))
+	{
+		uint8_t *Trans;
+
+		/*
+		 *  Read the chunk-header.
+		 */
+
+		CH = BufferedFileRead(ThePNG, PNG_ChunkHeader_Size);
+		if(!CH)
+		{
+			CloseBufferedFile(ThePNG);
+
+			return; 
+		}
+
+		/*
+		 *  PNG multi-byte types are in Big Endian
+		 */
+
+		ChunkHeaderLength = BigLong(CH->Length);
+		ChunkHeaderType   = BigLong(CH->Type);
+
+		/*
+		 *  Check if the chunk is an tRNS.
+		 */
+
+		if(!(ChunkHeaderType == PNG_ChunkType_tRNS))
+		{
+			CloseBufferedFile(ThePNG);
+
+			return; 
+		}
+
+		/*
+		 *  Read the transparency information.
+		 */
+
+		Trans = BufferedFileRead(ThePNG, ChunkHeaderLength);
+		if(!Trans)
+		{
+			CloseBufferedFile(ThePNG);
+
+			return;  
+		}
+
+		/*
+		 *  Read the CRC.
+		 */
+
+		CRC = BufferedFileRead(ThePNG, PNG_ChunkCRC_Size);
+		if(!CRC)
+		{
+			CloseBufferedFile(ThePNG);
+
+			return; 
+		}
+
+		/*
+		 *  Only for Grey, True and Indexed ColourType should tRNS exist.
+		 */
+
+		switch(IHDR->ColourType)
+		{
+			case PNG_ColourType_Grey :
+			{
+				if(!ChunkHeaderLength == 2)
+				{
+					CloseBufferedFile(ThePNG);
+
+					return;    
+				}
+
+				HasTransparentColour = qtrue;
+
+				/*
+				 *  Grey can have one colour which is completely transparent.
+				 *  This colour is always stored in 16 bits.
+				 */
+
+				TransparentColour[0] = Trans[0];
+				TransparentColour[1] = Trans[1];
+
+				break;
+			}
+
+			case PNG_ColourType_True :
+			{
+				if(!ChunkHeaderLength == 6)
+				{
+					CloseBufferedFile(ThePNG);
+
+					return;    
+				}
+
+				HasTransparentColour = qtrue;
+
+				/*
+				 *  True can have one colour which is completely transparent.
+				 *  This colour is always stored in 16 bits.
+				 */
+
+				TransparentColour[0] = Trans[0];
+				TransparentColour[1] = Trans[1];
+				TransparentColour[2] = Trans[2];
+				TransparentColour[3] = Trans[3];
+				TransparentColour[4] = Trans[4];
+				TransparentColour[5] = Trans[5];
+
+				break;
+			}
+
+			case PNG_ColourType_Indexed :
+			{
+				/*
+				 *  Maximum of 256 one byte transparency entries.
+				 */
+
+				if(ChunkHeaderLength > 256)
+				{
+					CloseBufferedFile(ThePNG);
+
+					return;    
+				}
+
+				HasTransparentColour = qtrue;
+
+				/*
+				 *  alpha values for palette entries
+				 */
+
+				for(i = 0; i < ChunkHeaderLength; i++)
+				{
+					OutPal[i * Q3IMAGE_BYTESPERPIXEL + 3] = Trans[i];
+				}
+
+				break;
+			}
+
+			/*
+			 *  All other ColourTypes should not have tRNS chunks
+			 */
+
+			default :
+			{
+				CloseBufferedFile(ThePNG);
+
+				return;
+			}
+		} 
+	}
+
+	/*
+	 *  Rewind to the start of the file.
+	 */
+
+	if(!BufferedFileRewind(ThePNG, -1))
+	{
+		CloseBufferedFile(ThePNG);
+
+		return; 
+	}
+
+	/*
+	 *  Skip the signature
+	 */
+
+	if(!BufferedFileSkip(ThePNG, PNG_Signature_Size))
+	{
+		CloseBufferedFile(ThePNG);
+
+		return; 
+	}
+
+	/*
+	 *  Decompress all IDAT chunks
+	 */
+
+	DecompressedDataLength = DecompressIDATs(ThePNG, &DecompressedData);
+	if(!(DecompressedDataLength && DecompressedData))
+	{
+		CloseBufferedFile(ThePNG);
+
+		return;
+	}
+
+	/*
+	 *  Allocate output buffer.
+	 */
+
+	OutBuffer = ri.Malloc(IHDR_Width * IHDR_Height * Q3IMAGE_BYTESPERPIXEL); 
+	if(!OutBuffer)
+	{
+		ri.Free(DecompressedData); 
+		CloseBufferedFile(ThePNG);
+
+		return;  
+	}
+
+	/*
+	 *  Interlaced and Non-interlaced images need to be handled differently.
+	 */
+
+	switch(IHDR->InterlaceMethod)
+	{
+		case PNG_InterlaceMethod_NonInterlaced :
+		{
+			if(!DecodeImageNonInterlaced(IHDR, OutBuffer, DecompressedData, DecompressedDataLength, HasTransparentColour, TransparentColour, OutPal))
+			{
+				ri.Free(OutBuffer); 
+				ri.Free(DecompressedData); 
+				CloseBufferedFile(ThePNG);
+
+				return;
+			}
+
+			break;
+		}
+
+		case PNG_InterlaceMethod_Interlaced :
+		{
+			if(!DecodeImageInterlaced(IHDR, OutBuffer, DecompressedData, DecompressedDataLength, HasTransparentColour, TransparentColour, OutPal))
+			{
+				ri.Free(OutBuffer); 
+				ri.Free(DecompressedData); 
+				CloseBufferedFile(ThePNG);
+
+				return;
+			}
+
+			break;
+		}
+
+		default :
+		{
+			ri.Free(OutBuffer); 
+			ri.Free(DecompressedData); 
+			CloseBufferedFile(ThePNG);
+
+			return;
+		}
+	}
+
+	/*
+	 *  update the pointer to the image data
+	 */
+
+	*pic = OutBuffer;
+
+	/*
+	 *  Fill width and height.
+	 */
+
+	if(width)
+	{
+		*width = IHDR_Width;
+	}
+
+	if(height)
+	{
+		*height = IHDR_Height;
+	}
+
+	/*
+	 *  DecompressedData is not needed anymore.
+	 */
+
+	ri.Free(DecompressedData); 
+
+	/*
+	 *  We have all data, so close the file.
+	 */
+
+	CloseBufferedFile(ThePNG);
+}
diff --git a/src/renderer/tr_image_tga.c b/src/renderer/tr_image_tga.c
new file mode 100644
index 0000000..b5375f8
--- /dev/null
+++ b/src/renderer/tr_image_tga.c
@@ -0,0 +1,321 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+
+#include "tr_local.h"
+
+/*
+========================================================================
+
+TGA files are used for 24/32 bit images
+
+========================================================================
+*/
+
+typedef struct _TargaHeader {
+	unsigned char 	id_length, colormap_type, image_type;
+	unsigned short	colormap_index, colormap_length;
+	unsigned char	colormap_size;
+	unsigned short	x_origin, y_origin, width, height;
+	unsigned char	pixel_size, attributes;
+} TargaHeader;
+
+void R_LoadTGA ( const char *name, byte **pic, int *width, int *height)
+{
+	unsigned	columns, rows, numPixels;
+	byte	*pixbuf;
+	int		row, column;
+	byte	*buf_p;
+	byte	*end;
+	union {
+		byte *b;
+		void *v;
+	} buffer;
+	TargaHeader	targa_header;
+	byte		*targa_rgba;
+	int length;
+
+	*pic = NULL;
+
+	if(width)
+		*width = 0;
+	if(height)
+		*height = 0;
+
+	//
+	// load the file
+	//
+	length = ri.FS_ReadFile ( ( char * ) name, &buffer.v);
+	if (!buffer.b || length < 0) {
+		return;
+	}
+
+	if(length < 18)
+	{
+		ri.Error( ERR_DROP, "LoadTGA: header too short (%s)\n", name );
+	}
+
+	buf_p = buffer.b;
+	end = buffer.b + length;
+
+	targa_header.id_length = buf_p[0];
+	targa_header.colormap_type = buf_p[1];
+	targa_header.image_type = buf_p[2];
+	
+	memcpy(&targa_header.colormap_index, &buf_p[3], 2);
+	memcpy(&targa_header.colormap_length, &buf_p[5], 2);
+	targa_header.colormap_size = buf_p[7];
+	memcpy(&targa_header.x_origin, &buf_p[8], 2);
+	memcpy(&targa_header.y_origin, &buf_p[10], 2);
+	memcpy(&targa_header.width, &buf_p[12], 2);
+	memcpy(&targa_header.height, &buf_p[14], 2);
+	targa_header.pixel_size = buf_p[16];
+	targa_header.attributes = buf_p[17];
+
+	targa_header.colormap_index = LittleShort(targa_header.colormap_index);
+	targa_header.colormap_length = LittleShort(targa_header.colormap_length);
+	targa_header.x_origin = LittleShort(targa_header.x_origin);
+	targa_header.y_origin = LittleShort(targa_header.y_origin);
+	targa_header.width = LittleShort(targa_header.width);
+	targa_header.height = LittleShort(targa_header.height);
+
+	buf_p += 18;
+
+	if (targa_header.image_type!=2 
+		&& targa_header.image_type!=10
+		&& targa_header.image_type != 3 ) 
+	{
+		ri.Error (ERR_DROP, "LoadTGA: Only type 2 (RGB), 3 (gray), and 10 (RGB) TGA images supported\n");
+	}
+
+	if ( targa_header.colormap_type != 0 )
+	{
+		ri.Error( ERR_DROP, "LoadTGA: colormaps not supported\n" );
+	}
+
+	if ( ( targa_header.pixel_size != 32 && targa_header.pixel_size != 24 ) && targa_header.image_type != 3 )
+	{
+		ri.Error (ERR_DROP, "LoadTGA: Only 32 or 24 bit images supported (no colormaps)\n");
+	}
+
+	columns = targa_header.width;
+	rows = targa_header.height;
+	numPixels = columns * rows * 4;
+
+	if(!columns || !rows || numPixels > 0x7FFFFFFF || numPixels / columns / 4 != rows)
+	{
+		ri.Error (ERR_DROP, "LoadTGA: %s has an invalid image size\n", name);
+	}
+
+
+	targa_rgba = ri.Malloc (numPixels);
+
+	if (targa_header.id_length != 0)
+	{
+		if (buf_p + targa_header.id_length > end)
+			ri.Error( ERR_DROP, "LoadTGA: header too short (%s)\n", name );
+
+		buf_p += targa_header.id_length;  // skip TARGA image comment
+	}
+	
+	if ( targa_header.image_type==2 || targa_header.image_type == 3 )
+	{ 
+		if(buf_p + columns*rows*targa_header.pixel_size/8 > end)
+		{
+			ri.Error (ERR_DROP, "LoadTGA: file truncated (%s)\n", name);
+		}
+
+		// Uncompressed RGB or gray scale image
+		for(row=rows-1; row>=0; row--) 
+		{
+			pixbuf = targa_rgba + row*columns*4;
+			for(column=0; column<columns; column++) 
+			{
+				unsigned char red,green,blue,alphabyte;
+				switch (targa_header.pixel_size) 
+				{
+					
+				case 8:
+					blue = *buf_p++;
+					green = blue;
+					red = blue;
+					*pixbuf++ = red;
+					*pixbuf++ = green;
+					*pixbuf++ = blue;
+					*pixbuf++ = 255;
+					break;
+
+				case 24:
+					blue = *buf_p++;
+					green = *buf_p++;
+					red = *buf_p++;
+					*pixbuf++ = red;
+					*pixbuf++ = green;
+					*pixbuf++ = blue;
+					*pixbuf++ = 255;
+					break;
+				case 32:
+					blue = *buf_p++;
+					green = *buf_p++;
+					red = *buf_p++;
+					alphabyte = *buf_p++;
+					*pixbuf++ = red;
+					*pixbuf++ = green;
+					*pixbuf++ = blue;
+					*pixbuf++ = alphabyte;
+					break;
+				default:
+					ri.Error( ERR_DROP, "LoadTGA: illegal pixel_size '%d' in file '%s'\n", targa_header.pixel_size, name );
+					break;
+				}
+			}
+		}
+	}
+	else if (targa_header.image_type==10) {   // Runlength encoded RGB images
+		unsigned char red,green,blue,alphabyte,packetHeader,packetSize,j;
+
+		red = 0;
+		green = 0;
+		blue = 0;
+		alphabyte = 0xff;
+
+		for(row=rows-1; row>=0; row--) {
+			pixbuf = targa_rgba + row*columns*4;
+			for(column=0; column<columns; ) {
+				if(buf_p + 1 > end)
+					ri.Error (ERR_DROP, "LoadTGA: file truncated (%s)\n", name);
+				packetHeader= *buf_p++;
+				packetSize = 1 + (packetHeader & 0x7f);
+				if (packetHeader & 0x80) {        // run-length packet
+					if(buf_p + targa_header.pixel_size/8 > end)
+						ri.Error (ERR_DROP, "LoadTGA: file truncated (%s)\n", name);
+					switch (targa_header.pixel_size) {
+						case 24:
+								blue = *buf_p++;
+								green = *buf_p++;
+								red = *buf_p++;
+								alphabyte = 255;
+								break;
+						case 32:
+								blue = *buf_p++;
+								green = *buf_p++;
+								red = *buf_p++;
+								alphabyte = *buf_p++;
+								break;
+						default:
+							ri.Error( ERR_DROP, "LoadTGA: illegal pixel_size '%d' in file '%s'\n", targa_header.pixel_size, name );
+							break;
+					}
+	
+					for(j=0;j<packetSize;j++) {
+						*pixbuf++=red;
+						*pixbuf++=green;
+						*pixbuf++=blue;
+						*pixbuf++=alphabyte;
+						column++;
+						if (column==columns) { // run spans across rows
+							column=0;
+							if (row>0)
+								row--;
+							else
+								goto breakOut;
+							pixbuf = targa_rgba + row*columns*4;
+						}
+					}
+				}
+				else {                            // non run-length packet
+
+					if(buf_p + targa_header.pixel_size/8*packetSize > end)
+						ri.Error (ERR_DROP, "LoadTGA: file truncated (%s)\n", name);
+					for(j=0;j<packetSize;j++) {
+						switch (targa_header.pixel_size) {
+							case 24:
+									blue = *buf_p++;
+									green = *buf_p++;
+									red = *buf_p++;
+									*pixbuf++ = red;
+									*pixbuf++ = green;
+									*pixbuf++ = blue;
+									*pixbuf++ = 255;
+									break;
+							case 32:
+									blue = *buf_p++;
+									green = *buf_p++;
+									red = *buf_p++;
+									alphabyte = *buf_p++;
+									*pixbuf++ = red;
+									*pixbuf++ = green;
+									*pixbuf++ = blue;
+									*pixbuf++ = alphabyte;
+									break;
+							default:
+								ri.Error( ERR_DROP, "LoadTGA: illegal pixel_size '%d' in file '%s'\n", targa_header.pixel_size, name );
+								break;
+						}
+						column++;
+						if (column==columns) { // pixel packet run spans across rows
+							column=0;
+							if (row>0)
+								row--;
+							else
+								goto breakOut;
+							pixbuf = targa_rgba + row*columns*4;
+						}						
+					}
+				}
+			}
+			breakOut:;
+		}
+	}
+
+#if 0 
+  // TTimo: this is the chunk of code to ensure a behavior that meets TGA specs 
+  // bit 5 set => top-down
+  if (targa_header.attributes & 0x20) {
+    unsigned char *flip = (unsigned char*)malloc (columns*4);
+    unsigned char *src, *dst;
+
+    for (row = 0; row < rows/2; row++) {
+      src = targa_rgba + row * 4 * columns;
+      dst = targa_rgba + (rows - row - 1) * 4 * columns;
+
+      memcpy (flip, src, columns*4);
+      memcpy (src, dst, columns*4);
+      memcpy (dst, flip, columns*4);
+    }
+    free (flip);
+  }
+#endif
+  // instead we just print a warning
+  if (targa_header.attributes & 0x20) {
+    ri.Printf( PRINT_WARNING, "WARNING: '%s' TGA file header declares top-down image, ignoring\n", name);
+  }
+
+  if (width)
+	  *width = columns;
+  if (height)
+	  *height = rows;
+
+  *pic = targa_rgba;
+
+  ri.FS_FreeFile (buffer.v);
+}
diff --git a/src/renderer/tr_init.c b/src/renderer/tr_init.c
new file mode 100644
index 0000000..10ea222
--- /dev/null
+++ b/src/renderer/tr_init.c
@@ -0,0 +1,1358 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+// tr_init.c -- functions that are not called every frame
+
+#include "tr_local.h"
+
+glconfig_t  glConfig;
+glstate_t	glState;
+
+static void GfxInfo_f( void );
+
+cvar_t	*r_flareSize;
+cvar_t	*r_flareFade;
+cvar_t	*r_flareCoeff;
+
+cvar_t	*r_railWidth;
+cvar_t	*r_railCoreWidth;
+cvar_t	*r_railSegmentLength;
+
+cvar_t	*r_ignoreFastPath;
+
+cvar_t	*r_verbose;
+cvar_t	*r_ignore;
+
+cvar_t	*r_detailTextures;
+
+cvar_t	*r_znear;
+cvar_t	*r_zproj;
+cvar_t	*r_stereoSeparation;
+
+cvar_t	*r_smp;
+cvar_t	*r_showSmp;
+cvar_t	*r_skipBackEnd;
+
+cvar_t	*r_stereoEnabled;
+cvar_t	*r_anaglyphMode;
+
+cvar_t	*r_greyscale;
+
+cvar_t	*r_ignorehwgamma;
+cvar_t	*r_measureOverdraw;
+
+cvar_t	*r_inGameVideo;
+cvar_t	*r_fastsky;
+cvar_t	*r_drawSun;
+cvar_t	*r_dynamiclight;
+cvar_t	*r_dlightBacks;
+
+cvar_t	*r_lodbias;
+cvar_t	*r_lodscale;
+
+cvar_t	*r_norefresh;
+cvar_t	*r_drawentities;
+cvar_t	*r_drawworld;
+cvar_t	*r_speeds;
+cvar_t	*r_fullbright;
+cvar_t	*r_novis;
+cvar_t	*r_nocull;
+cvar_t	*r_facePlaneCull;
+cvar_t	*r_showcluster;
+cvar_t	*r_nocurves;
+
+cvar_t	*r_allowExtensions;
+
+cvar_t	*r_ext_compressed_textures;
+cvar_t	*r_ext_multitexture;
+cvar_t	*r_ext_compiled_vertex_array;
+cvar_t	*r_ext_texture_env_add;
+cvar_t	*r_ext_texture_filter_anisotropic;
+cvar_t	*r_ext_max_anisotropy;
+
+cvar_t	*r_ignoreGLErrors;
+cvar_t	*r_logFile;
+
+cvar_t	*r_stencilbits;
+cvar_t	*r_depthbits;
+cvar_t	*r_colorbits;
+cvar_t	*r_primitives;
+cvar_t	*r_texturebits;
+cvar_t  *r_ext_multisample;
+
+cvar_t	*r_drawBuffer;
+cvar_t	*r_lightmap;
+cvar_t	*r_vertexLight;
+cvar_t	*r_uiFullScreen;
+cvar_t	*r_shadows;
+cvar_t	*r_flares;
+cvar_t	*r_nobind;
+cvar_t	*r_singleShader;
+cvar_t	*r_roundImagesDown;
+cvar_t	*r_colorMipLevels;
+cvar_t	*r_picmip;
+cvar_t	*r_showtris;
+cvar_t	*r_showsky;
+cvar_t	*r_shownormals;
+cvar_t	*r_finish;
+cvar_t	*r_clear;
+cvar_t	*r_swapInterval;
+cvar_t	*r_textureMode;
+cvar_t	*r_offsetFactor;
+cvar_t	*r_offsetUnits;
+cvar_t	*r_gamma;
+cvar_t	*r_intensity;
+cvar_t	*r_lockpvs;
+cvar_t	*r_noportals;
+cvar_t	*r_portalOnly;
+
+cvar_t	*r_subdivisions;
+cvar_t	*r_lodCurveError;
+
+cvar_t	*r_fullscreen;
+cvar_t  *r_noborder;
+
+cvar_t	*r_width;
+cvar_t	*r_height;
+cvar_t	*r_pixelAspect;
+
+cvar_t	*r_overBrightBits;
+cvar_t	*r_mapOverBrightBits;
+
+cvar_t	*r_debugSurface;
+cvar_t	*r_simpleMipMaps;
+
+cvar_t	*r_showImages;
+
+cvar_t	*r_ambientScale;
+cvar_t	*r_directedScale;
+cvar_t	*r_debugLight;
+cvar_t	*r_debugSort;
+cvar_t	*r_printShaders;
+cvar_t	*r_saveFontData;
+
+cvar_t	*r_marksOnTriangleMeshes;
+
+cvar_t	*r_aviMotionJpegQuality;
+cvar_t	*r_screenshotJpegQuality;
+
+cvar_t	*r_maxpolys;
+int		max_polys;
+cvar_t	*r_maxpolyverts;
+int		max_polyverts;
+
+#define GENERIC_HW_R_PICMIP_DEFAULT				"0"
+#define GENERIC_HW_R_TEXTUREMODE_DEFAULT	"GL_LINEAR_MIPMAP_LINEAR"
+
+/*
+==================
+GL_ResolveHardwareType
+
+Chipset specific configuration
+==================
+*/
+void GL_ResolveHardwareType( void )
+{
+	char		buf[ 1024 ];
+	cvar_t	*lastValidRenderer = ri.Cvar_Get(
+			"r_lastValidRenderer", "(uninitialized)", CVAR_ARCHIVE );
+
+	Q_strncpyz( buf, glConfig.renderer_string, sizeof( buf ) );
+	Q_strlwr( buf );
+
+	// NOTE: if changing cvars, do it within this block.  This allows them
+	// to be overridden when testing driver fixes, etc. but only sets
+	// them to their default state when the hardware is first installed/run.
+	if( Q_stricmp( lastValidRenderer->string, glConfig.renderer_string ) )
+	{
+		glConfig.hardwareType = GLHW_GENERIC;
+
+		ri.Cvar_Set( "r_textureMode", GENERIC_HW_R_TEXTUREMODE_DEFAULT );
+
+		// VOODOO GRAPHICS w/ 2MB
+		if ( strstr( buf, "voodoo graphics/1 tmu/2 mb" ) )
+		{
+			ri.Cvar_Set( "r_picmip", "2" );
+			ri.Cvar_Get( "r_picmip", "1", CVAR_ARCHIVE | CVAR_LATCH );
+		}
+		else
+		{
+			ri.Cvar_Set( "r_picmip", GENERIC_HW_R_PICMIP_DEFAULT );
+
+			if ( strstr( buf, "rage 128" ) || strstr( buf, "rage128" ) )
+			{
+				ri.Cvar_Set( "r_finish", "0" );
+			}
+			// Savage3D and Savage4 should always have trilinear enabled
+			else if ( strstr( buf, "savage3d" ) || strstr( buf, "s3 savage4" ) )
+			{
+				ri.Cvar_Set( "r_texturemode", "GL_LINEAR_MIPMAP_LINEAR" );
+			}
+		}
+	}
+	
+	//
+	// this is where hardware specific workarounds that should be
+	// detected/initialized every startup should go.
+	//
+	if ( strstr( buf, "banshee" ) || strstr( buf, "voodoo3" ) )
+	{
+		glConfig.hardwareType = GLHW_3DFX_2D3D;
+	}
+	// VOODOO GRAPHICS w/ 2MB
+	else if ( strstr( buf, "voodoo graphics/1 tmu/2 mb" ) )
+	{
+	}
+	else if ( strstr( buf, "glzicd" ) )
+	{
+	}
+	else if ( strstr( buf, "rage pro" ) ||
+			strstr( buf, "Rage Pro" ) ||
+			strstr( buf, "ragepro" ) )
+	{
+		glConfig.hardwareType = GLHW_RAGEPRO;
+	}
+	else if ( strstr( buf, "rage 128" ) )
+	{
+	}
+	else if ( strstr( buf, "permedia2" ) )
+	{
+		glConfig.hardwareType = GLHW_PERMEDIA2;
+	}
+	else if ( strstr( buf, "riva 128" ) )
+	{
+		glConfig.hardwareType = GLHW_RIVA128;
+	}
+	else if ( strstr( buf, "riva tnt " ) )
+	{
+	}
+}
+
+/*
+** InitOpenGL
+**
+** This function is responsible for initializing a valid OpenGL subsystem.  This
+** is done by calling GLimp_Init (which gives us a working OGL subsystem) then
+** setting variables, checking GL constants, and reporting the gfx system config
+** to the user.
+*/
+static void InitOpenGL( void )
+{
+	char renderer_buffer[1024];
+
+	//
+	// initialize OS specific portions of the renderer
+	//
+	// GLimp_Init directly or indirectly references the following cvars:
+	//		- r_fullscreen
+	//		- r_(width|height|pixelAspect)
+	//		- r_(color|depth|stencil)bits
+	//		- r_ignorehwgamma
+	//		- r_gamma
+	//
+	
+	if ( glConfig.vidWidth == 0 )
+	{
+		GLint		temp;
+		
+		GLimp_Init();
+
+		strcpy( renderer_buffer, glConfig.renderer_string );
+		Q_strlwr( renderer_buffer );
+
+		// OpenGL driver constants
+		qglGetIntegerv( GL_MAX_TEXTURE_SIZE, &temp );
+		glConfig.maxTextureSize = temp;
+
+		// stubbed or broken drivers may have reported 0...
+		if ( glConfig.maxTextureSize <= 0 ) 
+		{
+			glConfig.maxTextureSize = 0;
+		}
+	}
+
+	// init command buffers and SMP
+	R_InitCommandBuffers();
+
+	// print info
+	GfxInfo_f();
+
+	// set default state
+	GL_SetDefaultState();
+}
+
+/*
+==================
+GL_CheckErrors
+==================
+*/
+void GL_CheckErrors( void ) {
+	int		err;
+	char	s[64];
+
+	err = qglGetError();
+	if ( err == GL_NO_ERROR ) {
+		return;
+	}
+	if ( r_ignoreGLErrors->integer ) {
+		return;
+	}
+	switch( err ) {
+		case GL_INVALID_ENUM:
+			strcpy( s, "GL_INVALID_ENUM" );
+			break;
+		case GL_INVALID_VALUE:
+			strcpy( s, "GL_INVALID_VALUE" );
+			break;
+		case GL_INVALID_OPERATION:
+			strcpy( s, "GL_INVALID_OPERATION" );
+			break;
+		case GL_STACK_OVERFLOW:
+			strcpy( s, "GL_STACK_OVERFLOW" );
+			break;
+		case GL_STACK_UNDERFLOW:
+			strcpy( s, "GL_STACK_UNDERFLOW" );
+			break;
+		case GL_OUT_OF_MEMORY:
+			strcpy( s, "GL_OUT_OF_MEMORY" );
+			break;
+		default:
+			Com_sprintf( s, sizeof(s), "%i", err);
+			break;
+	}
+
+	ri.Error( ERR_FATAL, "GL_CheckErrors: %s", s );
+}
+
+
+/* 
+============================================================================== 
+ 
+						SCREEN SHOTS 
+
+NOTE TTimo
+some thoughts about the screenshots system:
+screenshots get written in fs_homepath + fs_gamedir
+vanilla q3 .. baseq3/screenshots/ *.tga
+team arena .. missionpack/screenshots/ *.tga
+
+two commands: "screenshot" and "screenshotJPEG"
+we use statics to store a count and start writing the first screenshot/screenshot????.tga (.jpg) available
+(with FS_FileExists / FS_FOpenFileWrite calls)
+FIXME: the statics don't get a reinit between fs_game changes
+
+============================================================================== 
+*/ 
+
+/* 
+================== 
+RB_ReadPixels
+
+Reads an image but takes care of alignment issues for reading RGB images.
+
+Reads a minimum offset for where the RGB data starts in the image from
+integer stored at pointer offset. When the function has returned the actual
+offset was written back to address offset. This address will always have an
+alignment of packAlign to ensure efficient copying.
+
+Stores the length of padding after a line of pixels to address padlen
+
+Return value must be freed with ri.Hunk_FreeTempMemory()
+================== 
+*/  
+
+byte *RB_ReadPixels(int x, int y, int width, int height, size_t *offset, int *padlen)
+{
+	byte *buffer, *bufstart;
+	int padwidth, linelen;
+	GLint packAlign;
+	
+	qglGetIntegerv(GL_PACK_ALIGNMENT, &packAlign);
+	
+	linelen = width * 3;
+	padwidth = PAD(linelen, packAlign);
+	
+	// Allocate a few more bytes so that we can choose an alignment we like
+	buffer = ri.Hunk_AllocateTempMemory(padwidth * height + *offset + packAlign - 1);
+	
+	bufstart = (byte *) PAD((intptr_t) buffer + *offset, packAlign);
+	qglReadPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, bufstart);
+	
+	*offset = bufstart - buffer;
+	*padlen = padwidth - linelen;
+	
+	return buffer;
+}
+
+/* 
+================== 
+RB_TakeScreenshot
+================== 
+*/  
+void RB_TakeScreenshot(int x, int y, int width, int height, char *fileName)
+{
+	byte *allbuf, *buffer;
+	byte *srcptr, *destptr;
+	byte *endline, *endmem;
+	byte temp;
+	
+	int linelen, padlen;
+	size_t offset = 18, memcount;
+		
+	allbuf = RB_ReadPixels(x, y, width, height, &offset, &padlen);
+	buffer = allbuf + offset - 18;
+	
+	Com_Memset (buffer, 0, 18);
+	buffer[2] = 2;		// uncompressed type
+	buffer[12] = width & 255;
+	buffer[13] = width >> 8;
+	buffer[14] = height & 255;
+	buffer[15] = height >> 8;
+	buffer[16] = 24;	// pixel size
+
+	// swap rgb to bgr and remove padding from line endings
+	linelen = width * 3;
+	
+	srcptr = destptr = allbuf + offset;
+	endmem = srcptr + (linelen + padlen) * height;
+	
+	while(srcptr < endmem)
+	{
+		endline = srcptr + linelen;
+
+		while(srcptr < endline)
+		{
+			temp = srcptr[0];
+			*destptr++ = srcptr[2];
+			*destptr++ = srcptr[1];
+			*destptr++ = temp;
+			
+			srcptr += 3;
+		}
+		
+		// Skip the pad
+		srcptr += padlen;
+	}
+
+	memcount = linelen * height;
+
+	// gamma correct
+	if(glConfig.deviceSupportsGamma)
+		R_GammaCorrect(allbuf + offset, memcount);
+
+	ri.FS_WriteFile(fileName, buffer, memcount + 18);
+
+	ri.Hunk_FreeTempMemory(allbuf);
+}
+
+/* 
+================== 
+RB_TakeScreenshotJPEG
+================== 
+*/
+
+void RB_TakeScreenshotJPEG(int x, int y, int width, int height, char *fileName)
+{
+	byte *buffer;
+	size_t offset = 0, memcount;
+	int padlen;
+
+	buffer = RB_ReadPixels(x, y, width, height, &offset, &padlen);
+	memcount = (width * 3 + padlen) * height;
+
+	// gamma correct
+	if(glConfig.deviceSupportsGamma)
+		R_GammaCorrect(buffer + offset, memcount);
+
+	RE_SaveJPG(fileName, r_screenshotJpegQuality->integer, width, height, buffer + offset, padlen);
+	ri.Hunk_FreeTempMemory(buffer);
+}
+
+/*
+==================
+RB_TakeScreenshotCmd
+==================
+*/
+const void *RB_TakeScreenshotCmd( const void *data ) {
+	const screenshotCommand_t	*cmd;
+	
+	cmd = (const screenshotCommand_t *)data;
+	
+	if (cmd->jpeg)
+		RB_TakeScreenshotJPEG( cmd->x, cmd->y, cmd->width, cmd->height, cmd->fileName);
+	else
+		RB_TakeScreenshot( cmd->x, cmd->y, cmd->width, cmd->height, cmd->fileName);
+	
+	return (const void *)(cmd + 1);	
+}
+
+/*
+==================
+R_TakeScreenshot
+==================
+*/
+void R_TakeScreenshot( int x, int y, int width, int height, char *name, qboolean jpeg ) {
+	static char	fileName[MAX_OSPATH]; // bad things if two screenshots per frame?
+	screenshotCommand_t	*cmd;
+
+	cmd = R_GetCommandBuffer( sizeof( *cmd ) );
+	if ( !cmd ) {
+		return;
+	}
+	cmd->commandId = RC_SCREENSHOT;
+
+	cmd->x = x;
+	cmd->y = y;
+	cmd->width = width;
+	cmd->height = height;
+	Q_strncpyz( fileName, name, sizeof(fileName) );
+	cmd->fileName = fileName;
+	cmd->jpeg = jpeg;
+}
+
+/* 
+================== 
+R_ScreenshotFilename
+================== 
+*/  
+void R_ScreenshotFilename( int lastNumber, char *fileName ) {
+	int		a,b,c,d;
+
+	if ( lastNumber < 0 || lastNumber > 9999 ) {
+		Com_sprintf( fileName, MAX_OSPATH, "screenshots/shot9999.tga" );
+		return;
+	}
+
+	a = lastNumber / 1000;
+	lastNumber -= a*1000;
+	b = lastNumber / 100;
+	lastNumber -= b*100;
+	c = lastNumber / 10;
+	lastNumber -= c*10;
+	d = lastNumber;
+
+	Com_sprintf( fileName, MAX_OSPATH, "screenshots/shot%i%i%i%i.tga"
+		, a, b, c, d );
+}
+
+/* 
+================== 
+R_ScreenshotFilename
+================== 
+*/  
+void R_ScreenshotFilenameJPEG( int lastNumber, char *fileName ) {
+	int		a,b,c,d;
+
+	if ( lastNumber < 0 || lastNumber > 9999 ) {
+		Com_sprintf( fileName, MAX_OSPATH, "screenshots/shot9999.jpg" );
+		return;
+	}
+
+	a = lastNumber / 1000;
+	lastNumber -= a*1000;
+	b = lastNumber / 100;
+	lastNumber -= b*100;
+	c = lastNumber / 10;
+	lastNumber -= c*10;
+	d = lastNumber;
+
+	Com_sprintf( fileName, MAX_OSPATH, "screenshots/shot%i%i%i%i.jpg"
+		, a, b, c, d );
+}
+
+/*
+====================
+R_LevelShot
+
+levelshots are specialized 128*128 thumbnails for
+the menu system, sampled down from full screen distorted images
+====================
+*/
+void R_LevelShot( void ) {
+	char		checkname[MAX_OSPATH];
+	byte		*buffer;
+	byte		*source, *allsource;
+	byte		*src, *dst;
+	size_t			offset = 0;
+	int			padlen;
+	int			x, y;
+	int			r, g, b;
+	float		xScale, yScale;
+	int			xx, yy;
+
+	Com_sprintf(checkname, sizeof(checkname), "levelshots/%s.tga", tr.world->baseName);
+
+	allsource = RB_ReadPixels(0, 0, glConfig.vidWidth, glConfig.vidHeight, &offset, &padlen);
+	source = allsource + offset;
+
+	buffer = ri.Hunk_AllocateTempMemory(128 * 128*3 + 18);
+	Com_Memset (buffer, 0, 18);
+	buffer[2] = 2;		// uncompressed type
+	buffer[12] = 128;
+	buffer[14] = 128;
+	buffer[16] = 24;	// pixel size
+
+	// resample from source
+	xScale = glConfig.vidWidth / 512.0f;
+	yScale = glConfig.vidHeight / 384.0f;
+	for ( y = 0 ; y < 128 ; y++ ) {
+		for ( x = 0 ; x < 128 ; x++ ) {
+			r = g = b = 0;
+			for ( yy = 0 ; yy < 3 ; yy++ ) {
+				for ( xx = 0 ; xx < 4 ; xx++ ) {
+					src = source + (3 * glConfig.vidWidth + padlen) * (int)((y*3 + yy) * yScale) +
+						3 * (int) ((x*4 + xx) * xScale);
+					r += src[0];
+					g += src[1];
+					b += src[2];
+				}
+			}
+			dst = buffer + 18 + 3 * ( y * 128 + x );
+			dst[0] = b / 12;
+			dst[1] = g / 12;
+			dst[2] = r / 12;
+		}
+	}
+
+	// gamma correct
+	if ( glConfig.deviceSupportsGamma ) {
+		R_GammaCorrect( buffer + 18, 128 * 128 * 3 );
+	}
+
+	ri.FS_WriteFile( checkname, buffer, 128 * 128*3 + 18 );
+
+	ri.Hunk_FreeTempMemory(buffer);
+	ri.Hunk_FreeTempMemory(allsource);
+
+	ri.Printf( PRINT_ALL, "Wrote %s\n", checkname );
+}
+
+/* 
+================== 
+R_ScreenShot_f
+
+screenshot
+screenshot [silent]
+screenshot [levelshot]
+screenshot [filename]
+
+Doesn't print the pacifier message if there is a second arg
+================== 
+*/  
+void R_ScreenShot_f (void) {
+	char	checkname[MAX_OSPATH];
+	static	int	lastNumber = -1;
+	qboolean	silent;
+
+	if ( !strcmp( ri.Cmd_Argv(1), "levelshot" ) ) {
+		R_LevelShot();
+		return;
+	}
+
+	if ( !strcmp( ri.Cmd_Argv(1), "silent" ) ) {
+		silent = qtrue;
+	} else {
+		silent = qfalse;
+	}
+
+	if ( ri.Cmd_Argc() == 2 && !silent ) {
+		// explicit filename
+		Com_sprintf( checkname, MAX_OSPATH, "screenshots/%s.tga", ri.Cmd_Argv( 1 ) );
+	} else {
+		// scan for a free filename
+
+		// if we have saved a previous screenshot, don't scan
+		// again, because recording demo avis can involve
+		// thousands of shots
+		if ( lastNumber == -1 ) {
+			lastNumber = 0;
+		}
+		// scan for a free number
+		for ( ; lastNumber <= 9999 ; lastNumber++ ) {
+			R_ScreenshotFilename( lastNumber, checkname );
+
+      if (!ri.FS_FileExists( checkname ))
+      {
+        break; // file doesn't exist
+      }
+		}
+
+		if ( lastNumber >= 9999 ) {
+			ri.Printf (PRINT_ALL, "ScreenShot: Couldn't create a file\n"); 
+			return;
+ 		}
+
+		lastNumber++;
+	}
+
+	R_TakeScreenshot( 0, 0, glConfig.vidWidth, glConfig.vidHeight, checkname, qfalse );
+
+	if ( !silent ) {
+		ri.Printf (PRINT_ALL, "Wrote %s\n", checkname);
+	}
+} 
+
+void R_ScreenShotJPEG_f (void) {
+	char		checkname[MAX_OSPATH];
+	static	int	lastNumber = -1;
+	qboolean	silent;
+
+	if ( !strcmp( ri.Cmd_Argv(1), "levelshot" ) ) {
+		R_LevelShot();
+		return;
+	}
+
+	if ( !strcmp( ri.Cmd_Argv(1), "silent" ) ) {
+		silent = qtrue;
+	} else {
+		silent = qfalse;
+	}
+
+	if ( ri.Cmd_Argc() == 2 && !silent ) {
+		// explicit filename
+		Com_sprintf( checkname, MAX_OSPATH, "screenshots/%s.jpg", ri.Cmd_Argv( 1 ) );
+	} else {
+		// scan for a free filename
+
+		// if we have saved a previous screenshot, don't scan
+		// again, because recording demo avis can involve
+		// thousands of shots
+		if ( lastNumber == -1 ) {
+			lastNumber = 0;
+		}
+		// scan for a free number
+		for ( ; lastNumber <= 9999 ; lastNumber++ ) {
+			R_ScreenshotFilenameJPEG( lastNumber, checkname );
+
+      if (!ri.FS_FileExists( checkname ))
+      {
+        break; // file doesn't exist
+      }
+		}
+
+		if ( lastNumber == 10000 ) {
+			ri.Printf (PRINT_ALL, "ScreenShot: Couldn't create a file\n"); 
+			return;
+ 		}
+
+		lastNumber++;
+	}
+
+	R_TakeScreenshot( 0, 0, glConfig.vidWidth, glConfig.vidHeight, checkname, qtrue );
+
+	if ( !silent ) {
+		ri.Printf (PRINT_ALL, "Wrote %s\n", checkname);
+	}
+} 
+
+//============================================================================
+
+/*
+==================
+RB_TakeVideoFrameCmd
+==================
+*/
+const void *RB_TakeVideoFrameCmd( const void *data )
+{
+	const videoFrameCommand_t	*cmd;
+	byte				*cBuf;
+	size_t				memcount, linelen;
+	int				padwidth, avipadwidth, padlen, avipadlen;
+	GLint packAlign;
+	
+	cmd = (const videoFrameCommand_t *)data;
+	
+	qglGetIntegerv(GL_PACK_ALIGNMENT, &packAlign);
+
+	linelen = cmd->width * 3;
+
+	// Alignment stuff for glReadPixels
+	padwidth = PAD(linelen, packAlign);
+	padlen = padwidth - linelen;
+	// AVI line padding
+	avipadwidth = PAD(linelen, AVI_LINE_PADDING);
+	avipadlen = avipadwidth - linelen;
+
+	cBuf = (byte *) PAD((intptr_t) cmd->captureBuffer, packAlign);
+		
+	qglReadPixels(0, 0, cmd->width, cmd->height, GL_RGB,
+		GL_UNSIGNED_BYTE, cBuf);
+
+	memcount = padwidth * cmd->height;
+
+	// gamma correct
+	if(glConfig.deviceSupportsGamma)
+		R_GammaCorrect(cBuf, memcount);
+
+	if(cmd->motionJpeg)
+	{
+		memcount = RE_SaveJPGToBuffer(cmd->encodeBuffer, linelen * cmd->height,
+			r_aviMotionJpegQuality->integer,
+			cmd->width, cmd->height, cBuf, padlen);
+		ri.CL_WriteAVIVideoFrame(cmd->encodeBuffer, memcount);
+	}
+	else
+	{
+		byte *lineend, *memend;
+		byte *srcptr, *destptr;
+	
+		srcptr = cBuf;
+		destptr = cmd->encodeBuffer;
+		memend = srcptr + memcount;
+		
+		// swap R and B and remove line paddings
+		while(srcptr < memend)
+		{
+			lineend = srcptr + linelen;
+			while(srcptr < lineend)
+			{
+				*destptr++ = srcptr[2];
+				*destptr++ = srcptr[1];
+				*destptr++ = srcptr[0];
+				srcptr += 3;
+			}
+			
+			Com_Memset(destptr, '\0', avipadlen);
+			destptr += avipadlen;
+			
+			srcptr += padlen;
+		}
+		
+		ri.CL_WriteAVIVideoFrame(cmd->encodeBuffer, avipadwidth * cmd->height);
+	}
+
+	return (const void *)(cmd + 1);	
+}
+
+//============================================================================
+
+/*
+** GL_SetDefaultState
+*/
+void GL_SetDefaultState( void )
+{
+	qglClearDepth( 1.0f );
+
+	qglCullFace(GL_FRONT);
+
+	qglColor4f (1,1,1,1);
+
+	// initialize downstream texture unit if we're running
+	// in a multitexture environment
+	if ( qglActiveTextureARB ) {
+		GL_SelectTexture( 1 );
+		GL_TextureMode( r_textureMode->string );
+		GL_TexEnv( GL_MODULATE );
+		qglDisable( GL_TEXTURE_2D );
+		GL_SelectTexture( 0 );
+	}
+
+	qglEnable(GL_TEXTURE_2D);
+	GL_TextureMode( r_textureMode->string );
+	GL_TexEnv( GL_MODULATE );
+
+	qglShadeModel( GL_SMOOTH );
+	qglDepthFunc( GL_LEQUAL );
+
+	// the vertex array is always enabled, but the color and texture
+	// arrays are enabled and disabled around the compiled vertex array call
+	qglEnableClientState (GL_VERTEX_ARRAY);
+
+	//
+	// make sure our GL state vector is set correctly
+	//
+	glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;
+
+	qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
+	qglDepthMask( GL_TRUE );
+	qglDisable( GL_DEPTH_TEST );
+	qglEnable( GL_SCISSOR_TEST );
+	qglDisable( GL_CULL_FACE );
+	qglDisable( GL_BLEND );
+}
+
+
+/*
+================
+GfxInfo_f
+================
+*/
+void GfxInfo_f( void ) 
+{
+	const char *enablestrings[] =
+	{
+		"disabled",
+		"enabled"
+	};
+	const char *fsstrings[] =
+	{
+		"windowed",
+		"fullscreen"
+	};
+
+	ri.Printf( PRINT_ALL, "\nGL_VENDOR: %s\n", glConfig.vendor_string );
+	ri.Printf( PRINT_ALL, "GL_RENDERER: %s\n", glConfig.renderer_string );
+	ri.Printf( PRINT_ALL, "GL_VERSION: %s\n", glConfig.version_string );
+	ri.Printf( PRINT_ALL, "GL_EXTENSIONS: %s\n", glConfig.extensions_string );
+	ri.Printf( PRINT_ALL, "GL_MAX_TEXTURE_SIZE: %d\n", glConfig.maxTextureSize );
+	ri.Printf( PRINT_ALL, "GL_MAX_TEXTURE_UNITS_ARB: %d\n", glConfig.numTextureUnits );
+	ri.Printf( PRINT_ALL, "\nPIXELFORMAT: color(%d-bits) Z(%d-bit) stencil(%d-bits)\n", glConfig.colorBits, glConfig.depthBits, glConfig.stencilBits );
+	ri.Printf( PRINT_ALL, "MODE: %d x %d %s hz:", glConfig.vidWidth, glConfig.vidHeight, fsstrings[r_fullscreen->integer == 1] );
+	if ( glConfig.displayFrequency )
+	{
+		ri.Printf( PRINT_ALL, "%d\n", glConfig.displayFrequency );
+	}
+	else
+	{
+		ri.Printf( PRINT_ALL, "N/A\n" );
+	}
+	if ( glConfig.deviceSupportsGamma )
+	{
+		ri.Printf( PRINT_ALL, "GAMMA: hardware w/ %d overbright bits\n", tr.overbrightBits );
+	}
+	else
+	{
+		ri.Printf( PRINT_ALL, "GAMMA: software w/ %d overbright bits\n", tr.overbrightBits );
+	}
+
+	// rendering primitives
+	{
+		int		primitives;
+
+		// default is to use triangles if compiled vertex arrays are present
+		ri.Printf( PRINT_ALL, "rendering primitives: " );
+		primitives = r_primitives->integer;
+		if ( primitives == 0 ) {
+			if ( qglLockArraysEXT ) {
+				primitives = 2;
+			} else {
+				primitives = 1;
+			}
+		}
+		if ( primitives == -1 ) {
+			ri.Printf( PRINT_ALL, "none\n" );
+		} else if ( primitives == 2 ) {
+			ri.Printf( PRINT_ALL, "single glDrawElements\n" );
+		} else if ( primitives == 1 ) {
+			ri.Printf( PRINT_ALL, "multiple glArrayElement\n" );
+		} else if ( primitives == 3 ) {
+			ri.Printf( PRINT_ALL, "multiple glColor4ubv + glTexCoord2fv + glVertex3fv\n" );
+		}
+	}
+
+	ri.Printf( PRINT_ALL, "texturemode: %s\n", r_textureMode->string );
+	ri.Printf( PRINT_ALL, "picmip: %d\n", r_picmip->integer );
+	ri.Printf( PRINT_ALL, "texture bits: %d\n", r_texturebits->integer );
+	ri.Printf( PRINT_ALL, "multitexture: %s\n", enablestrings[qglActiveTextureARB != 0] );
+	ri.Printf( PRINT_ALL, "compiled vertex arrays: %s\n", enablestrings[qglLockArraysEXT != 0 ] );
+	ri.Printf( PRINT_ALL, "texenv add: %s\n", enablestrings[glConfig.textureEnvAddAvailable != 0] );
+	ri.Printf( PRINT_ALL, "compressed textures: %s\n", enablestrings[glConfig.textureCompression!=TC_NONE] );
+	if ( r_vertexLight->integer || glConfig.hardwareType == GLHW_PERMEDIA2 )
+	{
+		ri.Printf( PRINT_ALL, "HACK: using vertex lightmap approximation\n" );
+	}
+	if ( glConfig.hardwareType == GLHW_RAGEPRO )
+	{
+		ri.Printf( PRINT_ALL, "HACK: ragePro approximations\n" );
+	}
+	if ( glConfig.hardwareType == GLHW_RIVA128 )
+	{
+		ri.Printf( PRINT_ALL, "HACK: riva128 approximations\n" );
+	}
+	if ( glConfig.smpActive ) {
+		ri.Printf( PRINT_ALL, "Using dual processor acceleration\n" );
+	}
+	if ( r_finish->integer ) {
+		ri.Printf( PRINT_ALL, "Forcing glFinish\n" );
+	}
+}
+
+/*
+===============
+R_Register
+===============
+*/
+void R_Register( void ) 
+{
+	//
+	// latched and archived variables
+	//
+	r_allowExtensions = ri.Cvar_Get( "r_allowExtensions", "1", CVAR_ARCHIVE | CVAR_LATCH );
+	r_ext_compressed_textures = ri.Cvar_Get( "r_ext_compressed_textures", "0", CVAR_ARCHIVE | CVAR_LATCH );
+	r_ext_multitexture = ri.Cvar_Get( "r_ext_multitexture", "1", CVAR_ARCHIVE | CVAR_LATCH );
+	r_ext_compiled_vertex_array = ri.Cvar_Get( "r_ext_compiled_vertex_array", "1", CVAR_ARCHIVE | CVAR_LATCH);
+	r_ext_texture_env_add = ri.Cvar_Get( "r_ext_texture_env_add", "1", CVAR_ARCHIVE | CVAR_LATCH);
+
+	r_picmip = ri.Cvar_Get ("r_picmip", GENERIC_HW_R_PICMIP_DEFAULT,
+			CVAR_ARCHIVE | CVAR_LATCH );
+	r_ext_texture_filter_anisotropic = ri.Cvar_Get( "r_ext_texture_filter_anisotropic",
+			"0", CVAR_ARCHIVE | CVAR_LATCH );
+	r_ext_max_anisotropy = ri.Cvar_Get( "r_ext_max_anisotropy", "2", CVAR_ARCHIVE | CVAR_LATCH );
+
+	r_roundImagesDown = ri.Cvar_Get ("r_roundImagesDown", "1", CVAR_ARCHIVE | CVAR_LATCH );
+	r_colorMipLevels = ri.Cvar_Get ("r_colorMipLevels", "0", CVAR_LATCH );
+	ri.Cvar_CheckRange( r_picmip, 0, 16, qtrue );
+	r_detailTextures = ri.Cvar_Get( "r_detailtextures", "1", CVAR_ARCHIVE | CVAR_LATCH );
+	r_texturebits = ri.Cvar_Get( "r_texturebits", "0", CVAR_ARCHIVE | CVAR_LATCH );
+	r_colorbits = ri.Cvar_Get( "r_colorbits", "0", CVAR_ARCHIVE | CVAR_LATCH );
+	r_stencilbits = ri.Cvar_Get( "r_stencilbits", "8", CVAR_ARCHIVE | CVAR_LATCH );
+	r_depthbits = ri.Cvar_Get( "r_depthbits", "0", CVAR_ARCHIVE | CVAR_LATCH );
+	r_ext_multisample = ri.Cvar_Get( "r_ext_multisample", "0", CVAR_ARCHIVE | CVAR_LATCH );
+	ri.Cvar_CheckRange( r_ext_multisample, 0, 4, qtrue );
+	r_overBrightBits = ri.Cvar_Get ("r_overBrightBits", "1", CVAR_ARCHIVE | CVAR_LATCH );
+	r_ignorehwgamma = ri.Cvar_Get( "r_ignorehwgamma", "0", CVAR_ARCHIVE | CVAR_LATCH);
+	r_fullscreen = ri.Cvar_Get( "r_fullscreen", "1", CVAR_ARCHIVE );
+	r_noborder = Cvar_Get("r_noborder", "0", CVAR_ARCHIVE);
+	r_width = ri.Cvar_Get( "r_width", "640", CVAR_ARCHIVE | CVAR_LATCH );
+	r_height = ri.Cvar_Get( "r_height", "480", CVAR_ARCHIVE | CVAR_LATCH );
+	r_pixelAspect = ri.Cvar_Get( "r_pixelAspect", "1", CVAR_ARCHIVE | CVAR_LATCH );
+	r_simpleMipMaps = ri.Cvar_Get( "r_simpleMipMaps", "1", CVAR_ARCHIVE | CVAR_LATCH );
+	r_vertexLight = ri.Cvar_Get( "r_vertexLight", "0", CVAR_ARCHIVE | CVAR_LATCH );
+	r_uiFullScreen = ri.Cvar_Get( "r_uifullscreen", "0", 0);
+	r_subdivisions = ri.Cvar_Get ("r_subdivisions", "4", CVAR_ARCHIVE | CVAR_LATCH);
+	r_smp = ri.Cvar_Get( "r_smp", "0", CVAR_ARCHIVE | CVAR_LATCH);
+	r_stereoEnabled = ri.Cvar_Get( "r_stereoEnabled", "0", CVAR_ARCHIVE | CVAR_LATCH);
+	r_ignoreFastPath = ri.Cvar_Get( "r_ignoreFastPath", "1", CVAR_ARCHIVE | CVAR_LATCH );
+	r_greyscale = ri.Cvar_Get("r_greyscale", "0", CVAR_ARCHIVE | CVAR_LATCH);
+	ri.Cvar_CheckRange(r_greyscale, 0, 1, qfalse);
+
+	//
+	// temporary latched variables that can only change over a restart
+	//
+	r_fullbright = ri.Cvar_Get ("r_fullbright", "0", CVAR_LATCH|CVAR_CHEAT );
+	r_mapOverBrightBits = ri.Cvar_Get ("r_mapOverBrightBits", "2", CVAR_LATCH );
+	r_intensity = ri.Cvar_Get ("r_intensity", "1", CVAR_LATCH );
+	r_singleShader = ri.Cvar_Get ("r_singleShader", "0", CVAR_CHEAT | CVAR_LATCH );
+
+	//
+	// archived variables that can change at any time
+	//
+	r_lodCurveError = ri.Cvar_Get( "r_lodCurveError", "250", CVAR_ARCHIVE|CVAR_CHEAT );
+	r_lodbias = ri.Cvar_Get( "r_lodbias", "0", CVAR_ARCHIVE );
+	r_flares = ri.Cvar_Get ("r_flares", "0", CVAR_ARCHIVE );
+	r_znear = ri.Cvar_Get( "r_znear", "1", CVAR_CHEAT );
+	ri.Cvar_CheckRange( r_znear, 0.001f, 200, qfalse );
+	r_zproj = ri.Cvar_Get( "r_zproj", "64", CVAR_ARCHIVE );
+	r_stereoSeparation = ri.Cvar_Get( "r_stereoSeparation", "64", CVAR_ARCHIVE );
+	r_ignoreGLErrors = ri.Cvar_Get( "r_ignoreGLErrors", "1", CVAR_ARCHIVE );
+	r_fastsky = ri.Cvar_Get( "r_fastsky", "0", CVAR_ARCHIVE );
+	r_inGameVideo = ri.Cvar_Get( "r_inGameVideo", "1", CVAR_ARCHIVE );
+	r_drawSun = ri.Cvar_Get( "r_drawSun", "0", CVAR_ARCHIVE );
+	r_dynamiclight = ri.Cvar_Get( "r_dynamiclight", "1", CVAR_ARCHIVE );
+	r_dlightBacks = ri.Cvar_Get( "r_dlightBacks", "1", CVAR_ARCHIVE );
+	r_finish = ri.Cvar_Get ("r_finish", "0", CVAR_ARCHIVE);
+	r_textureMode = ri.Cvar_Get( "r_textureMode",
+			GENERIC_HW_R_TEXTUREMODE_DEFAULT, CVAR_ARCHIVE );
+	r_swapInterval = ri.Cvar_Get( "r_swapInterval", "0",
+					CVAR_ARCHIVE | CVAR_LATCH );
+	r_gamma = ri.Cvar_Get( "r_gamma", "1", CVAR_ARCHIVE );
+	r_facePlaneCull = ri.Cvar_Get ("r_facePlaneCull", "1", CVAR_ARCHIVE );
+
+	r_railWidth = ri.Cvar_Get( "r_railWidth", "16", CVAR_ARCHIVE );
+	r_railCoreWidth = ri.Cvar_Get( "r_railCoreWidth", "6", CVAR_ARCHIVE );
+	r_railSegmentLength = ri.Cvar_Get( "r_railSegmentLength", "32", CVAR_ARCHIVE );
+
+	r_primitives = ri.Cvar_Get( "r_primitives", "0", CVAR_ARCHIVE );
+
+	r_ambientScale = ri.Cvar_Get( "r_ambientScale", "0.6", CVAR_CHEAT );
+	r_directedScale = ri.Cvar_Get( "r_directedScale", "1", CVAR_CHEAT );
+
+	r_anaglyphMode = ri.Cvar_Get("r_anaglyphMode", "0", CVAR_ARCHIVE);
+
+	//
+	// temporary variables that can change at any time
+	//
+	r_showImages = ri.Cvar_Get( "r_showImages", "0", CVAR_TEMP );
+
+	r_debugLight = ri.Cvar_Get( "r_debuglight", "0", CVAR_TEMP );
+	r_debugSort = ri.Cvar_Get( "r_debugSort", "0", CVAR_CHEAT );
+	r_printShaders = ri.Cvar_Get( "r_printShaders", "0", 0 );
+	r_saveFontData = ri.Cvar_Get( "r_saveFontData", "0", 0 );
+
+	r_nocurves = ri.Cvar_Get ("r_nocurves", "0", CVAR_CHEAT );
+	r_drawworld = ri.Cvar_Get ("r_drawworld", "1", CVAR_CHEAT );
+	r_lightmap = ri.Cvar_Get ("r_lightmap", "0", CVAR_CHEAT );
+	r_portalOnly = ri.Cvar_Get ("r_portalOnly", "0", CVAR_CHEAT );
+
+	r_flareSize = ri.Cvar_Get ("r_flareSize", "40", CVAR_CHEAT);
+	r_flareFade = ri.Cvar_Get ("r_flareFade", "7", CVAR_CHEAT);
+	r_flareCoeff = ri.Cvar_Get ("r_flareCoeff", FLARE_STDCOEFF, CVAR_CHEAT);
+
+	r_showSmp = ri.Cvar_Get ("r_showSmp", "0", CVAR_CHEAT);
+	r_skipBackEnd = ri.Cvar_Get ("r_skipBackEnd", "0", CVAR_CHEAT);
+
+	r_measureOverdraw = ri.Cvar_Get( "r_measureOverdraw", "0", CVAR_CHEAT );
+	r_lodscale = ri.Cvar_Get( "r_lodscale", "5", CVAR_CHEAT );
+	r_norefresh = ri.Cvar_Get ("r_norefresh", "0", CVAR_CHEAT);
+	r_drawentities = ri.Cvar_Get ("r_drawentities", "1", CVAR_CHEAT );
+	r_ignore = ri.Cvar_Get( "r_ignore", "1", CVAR_CHEAT );
+	r_nocull = ri.Cvar_Get ("r_nocull", "0", CVAR_CHEAT);
+	r_novis = ri.Cvar_Get ("r_novis", "0", CVAR_CHEAT);
+	r_showcluster = ri.Cvar_Get ("r_showcluster", "0", CVAR_CHEAT);
+	r_speeds = ri.Cvar_Get ("r_speeds", "0", CVAR_CHEAT);
+	r_verbose = ri.Cvar_Get( "r_verbose", "0", CVAR_CHEAT );
+	r_logFile = ri.Cvar_Get( "r_logFile", "0", CVAR_CHEAT );
+	r_debugSurface = ri.Cvar_Get ("r_debugSurface", "0", CVAR_CHEAT);
+	r_nobind = ri.Cvar_Get ("r_nobind", "0", CVAR_CHEAT);
+	r_showtris = ri.Cvar_Get ("r_showtris", "0", CVAR_CHEAT);
+	r_showsky = ri.Cvar_Get ("r_showsky", "0", CVAR_CHEAT);
+	r_shownormals = ri.Cvar_Get ("r_shownormals", "0", CVAR_CHEAT);
+	r_clear = ri.Cvar_Get ("r_clear", "0", CVAR_CHEAT);
+	r_offsetFactor = ri.Cvar_Get( "r_offsetfactor", "-1", CVAR_CHEAT );
+	r_offsetUnits = ri.Cvar_Get( "r_offsetunits", "-2", CVAR_CHEAT );
+	r_drawBuffer = ri.Cvar_Get( "r_drawBuffer", "GL_BACK", CVAR_CHEAT );
+	r_lockpvs = ri.Cvar_Get ("r_lockpvs", "0", CVAR_CHEAT);
+	r_noportals = ri.Cvar_Get ("r_noportals", "0", CVAR_CHEAT);
+	r_shadows = ri.Cvar_Get( "cg_shadows", "1", 0 );
+
+	r_marksOnTriangleMeshes = ri.Cvar_Get("r_marksOnTriangleMeshes", "0", CVAR_ARCHIVE);
+
+	r_aviMotionJpegQuality = ri.Cvar_Get("r_aviMotionJpegQuality", "90", CVAR_ARCHIVE);
+	r_screenshotJpegQuality = ri.Cvar_Get("r_screenshotJpegQuality", "90", CVAR_ARCHIVE);
+
+	r_maxpolys = ri.Cvar_Get( "r_maxpolys", va("%d", MAX_POLYS), 0);
+	r_maxpolyverts = ri.Cvar_Get( "r_maxpolyverts", va("%d", MAX_POLYVERTS), 0);
+
+	// make sure all the commands added here are also
+	// removed in R_Shutdown
+	ri.Cmd_AddCommand( "imagelist", R_ImageList_f );
+	ri.Cmd_AddCommand( "shaderlist", R_ShaderList_f );
+	ri.Cmd_AddCommand( "skinlist", R_SkinList_f );
+	ri.Cmd_AddCommand( "modellist", R_Modellist_f );
+	ri.Cmd_AddCommand( "screenshot", R_ScreenShot_f );
+	ri.Cmd_AddCommand( "screenshotJPEG", R_ScreenShotJPEG_f );
+	ri.Cmd_AddCommand( "gfxinfo", GfxInfo_f );
+}
+
+/*
+===============
+R_Init
+===============
+*/
+void R_Init( void ) {	
+	int	err;
+	int i;
+	byte *ptr;
+
+	ri.Printf( PRINT_ALL, "----- R_Init -----\n" );
+
+	// clear all our internal state
+	Com_Memset( &tr, 0, sizeof( tr ) );
+	Com_Memset( &backEnd, 0, sizeof( backEnd ) );
+	Com_Memset( &tess, 0, sizeof( tess ) );
+
+//	Swap_Init();
+
+	if ( (intptr_t)tess.xyz & 15 ) {
+		Com_Printf( "WARNING: tess.xyz not 16 byte aligned\n" );
+	}
+	Com_Memset( tess.constantColor255, 255, sizeof( tess.constantColor255 ) );
+
+	//
+	// init function tables
+	//
+	for ( i = 0; i < FUNCTABLE_SIZE; i++ )
+	{
+		tr.sinTable[i]		= sin( DEG2RAD( i * 360.0f / ( ( float ) ( FUNCTABLE_SIZE - 1 ) ) ) );
+		tr.squareTable[i]	= ( i < FUNCTABLE_SIZE/2 ) ? 1.0f : -1.0f;
+		tr.sawToothTable[i] = (float)i / FUNCTABLE_SIZE;
+		tr.inverseSawToothTable[i] = 1.0f - tr.sawToothTable[i];
+
+		if ( i < FUNCTABLE_SIZE / 2 )
+		{
+			if ( i < FUNCTABLE_SIZE / 4 )
+			{
+				tr.triangleTable[i] = ( float ) i / ( FUNCTABLE_SIZE / 4 );
+			}
+			else
+			{
+				tr.triangleTable[i] = 1.0f - tr.triangleTable[i-FUNCTABLE_SIZE / 4];
+			}
+		}
+		else
+		{
+			tr.triangleTable[i] = -tr.triangleTable[i-FUNCTABLE_SIZE/2];
+		}
+	}
+
+	R_InitFogTable();
+
+	R_NoiseInit();
+
+	R_Register();
+
+	max_polys = r_maxpolys->integer;
+	if (max_polys < MAX_POLYS)
+		max_polys = MAX_POLYS;
+
+	max_polyverts = r_maxpolyverts->integer;
+	if (max_polyverts < MAX_POLYVERTS)
+		max_polyverts = MAX_POLYVERTS;
+
+	ptr = ri.Hunk_Alloc( sizeof( *backEndData[0] ) + sizeof(srfPoly_t) * max_polys + sizeof(polyVert_t) * max_polyverts, h_low);
+	backEndData[0] = (backEndData_t *) ptr;
+	backEndData[0]->polys = (srfPoly_t *) ((char *) ptr + sizeof( *backEndData[0] ));
+	backEndData[0]->polyVerts = (polyVert_t *) ((char *) ptr + sizeof( *backEndData[0] ) + sizeof(srfPoly_t) * max_polys);
+	if ( r_smp->integer ) {
+		ptr = ri.Hunk_Alloc( sizeof( *backEndData[1] ) + sizeof(srfPoly_t) * max_polys + sizeof(polyVert_t) * max_polyverts, h_low);
+		backEndData[1] = (backEndData_t *) ptr;
+		backEndData[1]->polys = (srfPoly_t *) ((char *) ptr + sizeof( *backEndData[1] ));
+		backEndData[1]->polyVerts = (polyVert_t *) ((char *) ptr + sizeof( *backEndData[1] ) + sizeof(srfPoly_t) * max_polys);
+	} else {
+		backEndData[1] = NULL;
+	}
+	R_ToggleSmpFrame();
+
+	InitOpenGL();
+
+	R_InitImages();
+
+	R_InitShaders();
+
+	R_InitSkins();
+
+	R_ModelInit();
+
+	R_InitFreeType();
+
+
+	err = qglGetError();
+	if ( err != GL_NO_ERROR )
+		ri.Printf (PRINT_ALL, "glGetError() = 0x%x\n", err);
+
+	ri.Printf( PRINT_ALL, "----- finished R_Init -----\n" );
+}
+
+/*
+===============
+RE_Shutdown
+===============
+*/
+void RE_Shutdown( qboolean destroyWindow ) {	
+
+	ri.Printf( PRINT_ALL, "RE_Shutdown( %i )\n", destroyWindow );
+
+	ri.Cmd_RemoveCommand ("modellist");
+	ri.Cmd_RemoveCommand ("screenshotJPEG");
+	ri.Cmd_RemoveCommand ("screenshot");
+	ri.Cmd_RemoveCommand ("imagelist");
+	ri.Cmd_RemoveCommand ("shaderlist");
+	ri.Cmd_RemoveCommand ("skinlist");
+	ri.Cmd_RemoveCommand ("gfxinfo");
+	ri.Cmd_RemoveCommand( "modelist" );
+	ri.Cmd_RemoveCommand( "shaderstate" );
+
+
+	if ( tr.registered ) {
+		R_SyncRenderThread();
+		R_ShutdownCommandBuffers();
+		R_DeleteTextures();
+	}
+
+	R_DoneFreeType();
+
+	// shut down platform specific OpenGL stuff
+	if ( destroyWindow ) {
+		GLimp_Shutdown();
+	}
+
+	tr.registered = qfalse;
+}
+
+
+/*
+=============
+RE_EndRegistration
+
+Touch all images to make sure they are resident
+=============
+*/
+void RE_EndRegistration( void ) {
+	R_SyncRenderThread();
+	if (!Sys_LowPhysicalMemory()) {
+		RB_ShowImages();
+	}
+}
+
+
+/*
+@@@@@@@@@@@@@@@@@@@@@
+GetRefAPI
+
+@@@@@@@@@@@@@@@@@@@@@
+*/
+refexport_t *GetRefAPI ( int apiVersion, refimport_t *rimp ) {
+	static refexport_t	re;
+
+	ri = *rimp;
+
+	Com_Memset( &re, 0, sizeof( re ) );
+
+	if ( apiVersion != REF_API_VERSION ) {
+		ri.Printf(PRINT_ALL, "Mismatched REF_API_VERSION: expected %i, got %i\n", 
+			REF_API_VERSION, apiVersion );
+		return NULL;
+	}
+
+	// the RE_ functions are Renderer Entry points
+
+	re.Shutdown = RE_Shutdown;
+
+	re.BeginRegistration = RE_BeginRegistration;
+	re.RegisterModel = RE_RegisterModel;
+	re.RegisterSkin = RE_RegisterSkin;
+	re.RegisterShader = RE_RegisterShader;
+	re.RegisterShaderNoMip = RE_RegisterShaderNoMip;
+	re.LoadWorld = RE_LoadWorldMap;
+	re.SetWorldVisData = RE_SetWorldVisData;
+	re.EndRegistration = RE_EndRegistration;
+
+	re.BeginFrame = RE_BeginFrame;
+	re.EndFrame = RE_EndFrame;
+
+	re.MarkFragments = R_MarkFragments;
+	re.LerpTag = R_LerpTag;
+	re.ModelBounds = R_ModelBounds;
+
+	re.ClearScene = RE_ClearScene;
+	re.AddRefEntityToScene = RE_AddRefEntityToScene;
+	re.AddPolyToScene = RE_AddPolyToScene;
+	re.LightForPoint = R_LightForPoint;
+	re.AddLightToScene = RE_AddLightToScene;
+	re.AddAdditiveLightToScene = RE_AddAdditiveLightToScene;
+	re.RenderScene = RE_RenderScene;
+
+	re.SetColor = RE_SetColor;
+	re.SetClipRegion = RE_SetClipRegion;
+	re.DrawStretchPic = RE_StretchPic;
+	re.DrawStretchRaw = RE_StretchRaw;
+	re.UploadCinematic = RE_UploadCinematic;
+
+	re.RegisterFont = RE_RegisterFont;
+	re.RemapShader = R_RemapShader;
+	re.GetEntityToken = R_GetEntityToken;
+	re.inPVS = R_inPVS;
+
+	re.TakeVideoFrame = RE_TakeVideoFrame;
+
+	return &re;
+}
diff --git a/src/renderer/tr_light.c b/src/renderer/tr_light.c
new file mode 100644
index 0000000..18dea31
--- /dev/null
+++ b/src/renderer/tr_light.c
@@ -0,0 +1,395 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+// tr_light.c
+
+#include "tr_local.h"
+
+#define	DLIGHT_AT_RADIUS		16
+// at the edge of a dlight's influence, this amount of light will be added
+
+#define	DLIGHT_MINIMUM_RADIUS	16		
+// never calculate a range less than this to prevent huge light numbers
+
+
+/*
+===============
+R_TransformDlights
+
+Transforms the origins of an array of dlights.
+Used by both the front end (for DlightBmodel) and
+the back end (before doing the lighting calculation)
+===============
+*/
+void R_TransformDlights( int count, dlight_t *dl, orientationr_t *or) {
+	int		i;
+	vec3_t	temp;
+
+	for ( i = 0 ; i < count ; i++, dl++ ) {
+		VectorSubtract( dl->origin, or->origin, temp );
+		dl->transformed[0] = DotProduct( temp, or->axis[0] );
+		dl->transformed[1] = DotProduct( temp, or->axis[1] );
+		dl->transformed[2] = DotProduct( temp, or->axis[2] );
+	}
+}
+
+/*
+=============
+R_DlightBmodel
+
+Determine which dynamic lights may effect this bmodel
+=============
+*/
+void R_DlightBmodel( bmodel_t *bmodel ) {
+	int			i, j;
+	dlight_t	*dl;
+	int			mask;
+	msurface_t	*surf;
+
+	// transform all the lights
+	R_TransformDlights( tr.refdef.num_dlights, tr.refdef.dlights, &tr.or );
+
+	mask = 0;
+	for ( i=0 ; i<tr.refdef.num_dlights ; i++ ) {
+		dl = &tr.refdef.dlights[i];
+
+		// see if the point is close enough to the bounds to matter
+		for ( j = 0 ; j < 3 ; j++ ) {
+			if ( dl->transformed[j] - bmodel->bounds[1][j] > dl->radius ) {
+				break;
+			}
+			if ( bmodel->bounds[0][j] - dl->transformed[j] > dl->radius ) {
+				break;
+			}
+		}
+		if ( j < 3 ) {
+			continue;
+		}
+
+		// we need to check this light
+		mask |= 1 << i;
+	}
+
+	tr.currentEntity->needDlights = (mask != 0);
+
+	// set the dlight bits in all the surfaces
+	for ( i = 0 ; i < bmodel->numSurfaces ; i++ ) {
+		surf = bmodel->firstSurface + i;
+
+		if ( *surf->data == SF_FACE ) {
+			((srfSurfaceFace_t *)surf->data)->dlightBits[ tr.smpFrame ] = mask;
+		} else if ( *surf->data == SF_GRID ) {
+			((srfGridMesh_t *)surf->data)->dlightBits[ tr.smpFrame ] = mask;
+		} else if ( *surf->data == SF_TRIANGLES ) {
+			((srfTriangles_t *)surf->data)->dlightBits[ tr.smpFrame ] = mask;
+		}
+	}
+}
+
+
+/*
+=============================================================================
+
+LIGHT SAMPLING
+
+=============================================================================
+*/
+
+extern	cvar_t	*r_ambientScale;
+extern	cvar_t	*r_directedScale;
+extern	cvar_t	*r_debugLight;
+
+/*
+=================
+R_SetupEntityLightingGrid
+
+=================
+*/
+static void R_SetupEntityLightingGrid( trRefEntity_t *ent ) {
+	vec3_t	lightOrigin;
+	int		pos[3];
+	int		i, j;
+	byte	*gridData;
+	float	frac[3];
+	int		gridStep[3];
+	vec3_t	direction;
+	float	totalFactor;
+
+	if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
+		// seperate lightOrigins are needed so an object that is
+		// sinking into the ground can still be lit, and so
+		// multi-part models can be lit identically
+		VectorCopy( ent->e.lightingOrigin, lightOrigin );
+	} else {
+		VectorCopy( ent->e.origin, lightOrigin );
+	}
+
+	VectorSubtract( lightOrigin, tr.world->lightGridOrigin, lightOrigin );
+	for ( i = 0 ; i < 3 ; i++ ) {
+		float	v;
+
+		v = lightOrigin[i]*tr.world->lightGridInverseSize[i];
+		pos[i] = floor( v );
+		frac[i] = v - pos[i];
+		if ( pos[i] < 0 ) {
+			pos[i] = 0;
+		} else if ( pos[i] >= tr.world->lightGridBounds[i] - 1 ) {
+			pos[i] = tr.world->lightGridBounds[i] - 1;
+		}
+	}
+
+	VectorClear( ent->ambientLight );
+	VectorClear( ent->directedLight );
+	VectorClear( direction );
+
+	assert( tr.world->lightGridData ); // NULL with -nolight maps
+
+	// trilerp the light value
+	gridStep[0] = 8;
+	gridStep[1] = 8 * tr.world->lightGridBounds[0];
+	gridStep[2] = 8 * tr.world->lightGridBounds[0] * tr.world->lightGridBounds[1];
+	gridData = tr.world->lightGridData + pos[0] * gridStep[0]
+		+ pos[1] * gridStep[1] + pos[2] * gridStep[2];
+
+	totalFactor = 0;
+	for ( i = 0 ; i < 8 ; i++ ) {
+		float	factor;
+		byte	*data;
+		int		lat, lng;
+		vec3_t	normal;
+		#if idppc
+		float d0, d1, d2, d3, d4, d5;
+		#endif
+		factor = 1.0;
+		data = gridData;
+		for ( j = 0 ; j < 3 ; j++ ) {
+			if ( i & (1<<j) ) {
+				factor *= frac[j];
+				data += gridStep[j];
+			} else {
+				factor *= (1.0f - frac[j]);
+			}
+		}
+
+		if ( !(data[0]+data[1]+data[2]) ) {
+			continue;	// ignore samples in walls
+		}
+		totalFactor += factor;
+		#if idppc
+		d0 = data[0]; d1 = data[1]; d2 = data[2];
+		d3 = data[3]; d4 = data[4]; d5 = data[5];
+
+		ent->ambientLight[0] += factor * d0;
+		ent->ambientLight[1] += factor * d1;
+		ent->ambientLight[2] += factor * d2;
+
+		ent->directedLight[0] += factor * d3;
+		ent->directedLight[1] += factor * d4;
+		ent->directedLight[2] += factor * d5;
+		#else
+		ent->ambientLight[0] += factor * data[0];
+		ent->ambientLight[1] += factor * data[1];
+		ent->ambientLight[2] += factor * data[2];
+
+		ent->directedLight[0] += factor * data[3];
+		ent->directedLight[1] += factor * data[4];
+		ent->directedLight[2] += factor * data[5];
+		#endif
+		lat = data[7];
+		lng = data[6];
+		lat *= (FUNCTABLE_SIZE/256);
+		lng *= (FUNCTABLE_SIZE/256);
+
+		// decode X as cos( lat ) * sin( long )
+		// decode Y as sin( lat ) * sin( long )
+		// decode Z as cos( long )
+
+		normal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
+		normal[1] = tr.sinTable[lat] * tr.sinTable[lng];
+		normal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
+
+		VectorMA( direction, factor, normal, direction );
+	}
+
+	if ( totalFactor > 0 && totalFactor < 0.99 ) {
+		totalFactor = 1.0f / totalFactor;
+		VectorScale( ent->ambientLight, totalFactor, ent->ambientLight );
+		VectorScale( ent->directedLight, totalFactor, ent->directedLight );
+	}
+
+	VectorScale( ent->ambientLight, r_ambientScale->value, ent->ambientLight );
+	VectorScale( ent->directedLight, r_directedScale->value, ent->directedLight );
+
+	VectorNormalize2( direction, ent->lightDir );
+}
+
+
+/*
+===============
+LogLight
+===============
+*/
+static void LogLight( trRefEntity_t *ent ) {
+	int	max1, max2;
+
+	if ( !(ent->e.renderfx & RF_FIRST_PERSON ) ) {
+		return;
+	}
+
+	max1 = ent->ambientLight[0];
+	if ( ent->ambientLight[1] > max1 ) {
+		max1 = ent->ambientLight[1];
+	} else if ( ent->ambientLight[2] > max1 ) {
+		max1 = ent->ambientLight[2];
+	}
+
+	max2 = ent->directedLight[0];
+	if ( ent->directedLight[1] > max2 ) {
+		max2 = ent->directedLight[1];
+	} else if ( ent->directedLight[2] > max2 ) {
+		max2 = ent->directedLight[2];
+	}
+
+	ri.Printf( PRINT_ALL, "amb:%i  dir:%i\n", max1, max2 );
+}
+
+/*
+=================
+R_SetupEntityLighting
+
+Calculates all the lighting values that will be used
+by the Calc_* functions
+=================
+*/
+void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ) {
+	int				i;
+	dlight_t		*dl;
+	float			power;
+	vec3_t			dir;
+	float			d;
+	vec3_t			lightDir;
+	vec3_t			lightOrigin;
+
+	// lighting calculations 
+	if ( ent->lightingCalculated ) {
+		return;
+	}
+	ent->lightingCalculated = qtrue;
+
+	//
+	// trace a sample point down to find ambient light
+	//
+	if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
+		// seperate lightOrigins are needed so an object that is
+		// sinking into the ground can still be lit, and so
+		// multi-part models can be lit identically
+		VectorCopy( ent->e.lightingOrigin, lightOrigin );
+	} else {
+		VectorCopy( ent->e.origin, lightOrigin );
+	}
+
+	// if NOWORLDMODEL, only use dynamic lights (menu system, etc)
+	if ( !(refdef->rdflags & RDF_NOWORLDMODEL ) 
+		&& tr.world->lightGridData ) {
+		R_SetupEntityLightingGrid( ent );
+	} else {
+		ent->ambientLight[0] = ent->ambientLight[1] = 
+			ent->ambientLight[2] = tr.identityLight * 150;
+		ent->directedLight[0] = ent->directedLight[1] = 
+			ent->directedLight[2] = tr.identityLight * 150;
+		VectorCopy( tr.sunDirection, ent->lightDir );
+	}
+
+	// bonus items and view weapons have a fixed minimum add
+	if ( 1 /* ent->e.renderfx & RF_MINLIGHT */ ) {
+		// give everything a minimum light add
+		ent->ambientLight[0] += tr.identityLight * 32;
+		ent->ambientLight[1] += tr.identityLight * 32;
+		ent->ambientLight[2] += tr.identityLight * 32;
+	}
+
+	//
+	// modify the light by dynamic lights
+	//
+	d = VectorLength( ent->directedLight );
+	VectorScale( ent->lightDir, d, lightDir );
+
+	for ( i = 0 ; i < refdef->num_dlights ; i++ ) {
+		dl = &refdef->dlights[i];
+		VectorSubtract( dl->origin, lightOrigin, dir );
+		d = VectorNormalize( dir );
+
+		power = DLIGHT_AT_RADIUS * ( dl->radius * dl->radius );
+		if ( d < DLIGHT_MINIMUM_RADIUS ) {
+			d = DLIGHT_MINIMUM_RADIUS;
+		}
+		d = power / ( d * d );
+
+		VectorMA( ent->directedLight, d, dl->color, ent->directedLight );
+		VectorMA( lightDir, d, dir, lightDir );
+	}
+
+	// clamp ambient
+	for ( i = 0 ; i < 3 ; i++ ) {
+		if ( ent->ambientLight[i] > tr.identityLightByte ) {
+			ent->ambientLight[i] = tr.identityLightByte;
+		}
+	}
+
+	if ( r_debugLight->integer ) {
+		LogLight( ent );
+	}
+
+	// save out the byte packet version
+	((byte *)&ent->ambientLightInt)[0] = myftol( ent->ambientLight[0] );
+	((byte *)&ent->ambientLightInt)[1] = myftol( ent->ambientLight[1] );
+	((byte *)&ent->ambientLightInt)[2] = myftol( ent->ambientLight[2] );
+	((byte *)&ent->ambientLightInt)[3] = 0xff;
+	
+	// transform the direction to local space
+	VectorNormalize( lightDir );
+	ent->lightDir[0] = DotProduct( lightDir, ent->e.axis[0] );
+	ent->lightDir[1] = DotProduct( lightDir, ent->e.axis[1] );
+	ent->lightDir[2] = DotProduct( lightDir, ent->e.axis[2] );
+}
+
+/*
+=================
+R_LightForPoint
+=================
+*/
+int R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir )
+{
+	trRefEntity_t ent;
+	
+	if ( tr.world->lightGridData == NULL )
+	  return qfalse;
+
+	Com_Memset(&ent, 0, sizeof(ent));
+	VectorCopy( point, ent.e.origin );
+	R_SetupEntityLightingGrid( &ent );
+	VectorCopy(ent.ambientLight, ambientLight);
+	VectorCopy(ent.directedLight, directedLight);
+	VectorCopy(ent.lightDir, lightDir);
+
+	return qtrue;
+}
diff --git a/src/renderer/tr_local.h b/src/renderer/tr_local.h
new file mode 100644
index 0000000..a1978c3
--- /dev/null
+++ b/src/renderer/tr_local.h
@@ -0,0 +1,1711 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+
+
+#ifndef TR_LOCAL_H
+#define TR_LOCAL_H
+
+#include "../qcommon/q_shared.h"
+#include "../qcommon/qfiles.h"
+#include "../qcommon/qcommon.h"
+#include "tr_public.h"
+#include "qgl.h"
+
+#define GL_INDEX_TYPE		GL_UNSIGNED_INT
+typedef unsigned int glIndex_t;
+
+// fast float to int conversion
+#if id386 && !defined(__GNUC__)
+long myftol( float f );
+#else
+#define	myftol(x) ((int)(x))
+#endif
+
+
+// everything that is needed by the backend needs
+// to be double buffered to allow it to run in
+// parallel on a dual cpu machine
+#define	SMP_FRAMES		2
+
+// 12 bits
+// see QSORT_SHADERNUM_SHIFT
+#define	MAX_SHADERS				16384
+
+//#define MAX_SHADER_STATES 2048
+#define MAX_STATES_PER_SHADER 32
+#define MAX_STATE_NAME 32
+
+// can't be increased without changing bit packing for drawsurfs
+
+
+typedef struct dlight_s {
+	vec3_t	origin;
+	vec3_t	color;				// range from 0.0 to 1.0, should be color normalized
+	float	radius;
+
+	vec3_t	transformed;		// origin in local coordinate system
+	int		additive;			// texture detail is lost tho when the lightmap is dark
+} dlight_t;
+
+
+// a trRefEntity_t has all the information passed in by
+// the client game, as well as some locally derived info
+typedef struct {
+	refEntity_t	e;
+
+	float		axisLength;		// compensate for non-normalized axis
+
+	qboolean	needDlights;	// true for bmodels that touch a dlight
+	qboolean	lightingCalculated;
+	vec3_t		lightDir;		// normalized direction towards light
+	vec3_t		ambientLight;	// color normalized to 0-255
+	int			ambientLightInt;	// 32 bit rgba packed
+	vec3_t		directedLight;
+} trRefEntity_t;
+
+
+typedef struct {
+	vec3_t		origin;			// in world coordinates
+	vec3_t		axis[3];		// orientation in world
+	vec3_t		viewOrigin;		// viewParms->or.origin in local coordinates
+	float		modelMatrix[16];
+} orientationr_t;
+
+typedef struct image_s {
+	char		imgName[MAX_QPATH];		// game path, including extension
+	int			width, height;				// source image
+	int			uploadWidth, uploadHeight;	// after power of two and picmip but not including clamp to MAX_TEXTURE_SIZE
+	GLuint		texnum;					// gl texture binding
+
+	int			frameUsed;			// for texture usage in frame statistics
+
+	int			internalFormat;
+	int			TMU;				// only needed for voodoo2
+
+	qboolean	mipmap;
+	qboolean	allowPicmip;
+	int			wrapClampMode;		// GL_CLAMP_TO_EDGE or GL_REPEAT
+
+	struct image_s*	next;
+} image_t;
+
+//===============================================================================
+
+typedef enum {
+	SS_BAD,
+	SS_PORTAL,			// mirrors, portals, viewscreens
+	SS_ENVIRONMENT,		// sky box
+	SS_OPAQUE,			// opaque
+
+	SS_DECAL,			// scorch marks, etc.
+	SS_SEE_THROUGH,		// ladders, grates, grills that may have small blended edges
+						// in addition to alpha test
+	SS_BANNER,
+
+	SS_FOG,
+
+	SS_UNDERWATER,		// for items that should be drawn in front of the water plane
+
+	SS_BLEND0,			// regular transparency and filters
+	SS_BLEND1,			// generally only used for additive type effects
+	SS_BLEND2,
+	SS_BLEND3,
+
+	SS_BLEND6,
+	SS_STENCIL_SHADOW,
+	SS_ALMOST_NEAREST,	// gun smoke puffs
+
+	SS_NEAREST			// blood blobs
+} shaderSort_t;
+
+
+#define MAX_SHADER_STAGES 8
+
+typedef enum {
+	GF_NONE,
+
+	GF_SIN,
+	GF_SQUARE,
+	GF_TRIANGLE,
+	GF_SAWTOOTH, 
+	GF_INVERSE_SAWTOOTH, 
+
+	GF_NOISE
+
+} genFunc_t;
+
+
+typedef enum {
+	DEFORM_NONE,
+	DEFORM_WAVE,
+	DEFORM_NORMALS,
+	DEFORM_BULGE,
+	DEFORM_MOVE,
+	DEFORM_PROJECTION_SHADOW,
+	DEFORM_AUTOSPRITE,
+	DEFORM_AUTOSPRITE2,
+	DEFORM_TEXT0,
+	DEFORM_TEXT1,
+	DEFORM_TEXT2,
+	DEFORM_TEXT3,
+	DEFORM_TEXT4,
+	DEFORM_TEXT5,
+	DEFORM_TEXT6,
+	DEFORM_TEXT7
+} deform_t;
+
+typedef enum {
+	AGEN_IDENTITY,
+	AGEN_SKIP,
+	AGEN_ENTITY,
+	AGEN_ONE_MINUS_ENTITY,
+	AGEN_VERTEX,
+	AGEN_ONE_MINUS_VERTEX,
+	AGEN_LIGHTING_SPECULAR,
+	AGEN_WAVEFORM,
+	AGEN_PORTAL,
+	AGEN_CONST
+} alphaGen_t;
+
+typedef enum {
+	CGEN_BAD,
+	CGEN_IDENTITY_LIGHTING,	// tr.identityLight
+	CGEN_IDENTITY,			// always (1,1,1,1)
+	CGEN_ENTITY,			// grabbed from entity's modulate field
+	CGEN_ONE_MINUS_ENTITY,	// grabbed from 1 - entity.modulate
+	CGEN_EXACT_VERTEX,		// tess.vertexColors
+	CGEN_VERTEX,			// tess.vertexColors * tr.identityLight
+	CGEN_ONE_MINUS_VERTEX,
+	CGEN_WAVEFORM,			// programmatically generated
+	CGEN_LIGHTING_DIFFUSE,
+	CGEN_FOG,				// standard fog
+	CGEN_CONST				// fixed color
+} colorGen_t;
+
+typedef enum {
+	TCGEN_BAD,
+	TCGEN_IDENTITY,			// clear to 0,0
+	TCGEN_LIGHTMAP,
+	TCGEN_TEXTURE,
+	TCGEN_ENVIRONMENT_MAPPED,
+	TCGEN_FOG,
+	TCGEN_VECTOR			// S and T from world coordinates
+} texCoordGen_t;
+
+typedef enum {
+	ACFF_NONE,
+	ACFF_MODULATE_RGB,
+	ACFF_MODULATE_RGBA,
+	ACFF_MODULATE_ALPHA
+} acff_t;
+
+typedef struct {
+	genFunc_t	func;
+
+	float base;
+	float amplitude;
+	float phase;
+	float frequency;
+} waveForm_t;
+
+#define TR_MAX_TEXMODS 4
+
+typedef enum {
+	TMOD_NONE,
+	TMOD_TRANSFORM,
+	TMOD_TURBULENT,
+	TMOD_SCROLL,
+	TMOD_SCALE,
+	TMOD_STRETCH,
+	TMOD_ROTATE,
+	TMOD_ENTITY_TRANSLATE
+} texMod_t;
+
+#define	MAX_SHADER_DEFORMS	3
+typedef struct {
+	deform_t	deformation;			// vertex coordinate modification type
+
+	vec3_t		moveVector;
+	waveForm_t	deformationWave;
+	float		deformationSpread;
+
+	float		bulgeWidth;
+	float		bulgeHeight;
+	float		bulgeSpeed;
+} deformStage_t;
+
+
+typedef struct {
+	texMod_t		type;
+
+	// used for TMOD_TURBULENT and TMOD_STRETCH
+	waveForm_t		wave;
+
+	// used for TMOD_TRANSFORM
+	float			matrix[2][2];		// s' = s * m[0][0] + t * m[1][0] + trans[0]
+	float			translate[2];		// t' = s * m[0][1] + t * m[0][1] + trans[1]
+
+	// used for TMOD_SCALE
+	float			scale[2];			// s *= scale[0]
+	                                    // t *= scale[1]
+
+	// used for TMOD_SCROLL
+	float			scroll[2];			// s' = s + scroll[0] * time
+										// t' = t + scroll[1] * time
+
+	// + = clockwise
+	// - = counterclockwise
+	float			rotateSpeed;
+
+} texModInfo_t;
+
+
+#define	MAX_IMAGE_ANIMATIONS	8
+
+typedef struct {
+	image_t			*image[MAX_IMAGE_ANIMATIONS];
+	int				numImageAnimations;
+	float			imageAnimationSpeed;
+
+	texCoordGen_t	tcGen;
+	vec3_t			tcGenVectors[2];
+
+	int				numTexMods;
+	texModInfo_t	*texMods;
+
+	int				videoMapHandle;
+	qboolean		isLightmap;
+	qboolean		vertexLightmap;
+	qboolean		isVideoMap;
+} textureBundle_t;
+
+#define NUM_TEXTURE_BUNDLES 2
+
+typedef struct {
+	qboolean		active;
+	
+	textureBundle_t	bundle[NUM_TEXTURE_BUNDLES];
+
+	waveForm_t		rgbWave;
+	colorGen_t		rgbGen;
+
+	waveForm_t		alphaWave;
+	alphaGen_t		alphaGen;
+
+	byte			constantColor[4];			// for CGEN_CONST and AGEN_CONST
+
+	unsigned		stateBits;					// GLS_xxxx mask
+
+	acff_t			adjustColorsForFog;
+
+	qboolean		isDetail;
+} shaderStage_t;
+
+struct shaderCommands_s;
+
+// any change in the LIGHTMAP_* defines here MUST be reflected in
+// R_FindShader() in tr_bsp.c
+#define LIGHTMAP_2D         -4	// shader is for 2D rendering
+#define LIGHTMAP_BY_VERTEX  -3	// pre-lit triangle models
+#define LIGHTMAP_WHITEIMAGE -2
+#define LIGHTMAP_NONE       -1
+
+typedef enum {
+	CT_FRONT_SIDED,
+	CT_BACK_SIDED,
+	CT_TWO_SIDED
+} cullType_t;
+
+typedef enum {
+	FP_NONE,		// surface is translucent and will just be adjusted properly
+	FP_EQUAL,		// surface is opaque but possibly alpha tested
+	FP_LE			// surface is trnaslucent, but still needs a fog pass (fog surface)
+} fogPass_t;
+
+typedef struct {
+	float		cloudHeight;
+	image_t		*outerbox[6], *innerbox[6];
+} skyParms_t;
+
+typedef struct {
+	vec3_t	color;
+	float	depthForOpaque;
+} fogParms_t;
+
+
+typedef struct shader_s {
+	char		name[MAX_QPATH];		// game path, including extension
+	int			lightmapIndex;			// for a shader to match, both name and lightmapIndex must match
+
+	int			index;					// this shader == tr.shaders[index]
+	int			sortedIndex;			// this shader == tr.sortedShaders[sortedIndex]
+
+	float		sort;					// lower numbered shaders draw before higher numbered
+
+	qboolean	defaultShader;			// we want to return index 0 if the shader failed to
+										// load for some reason, but R_FindShader should
+										// still keep a name allocated for it, so if
+										// something calls RE_RegisterShader again with
+										// the same name, we don't try looking for it again
+
+	qboolean	explicitlyDefined;		// found in a .shader file
+
+	int			surfaceFlags;			// if explicitlyDefined, this will have SURF_* flags
+	int			contentFlags;
+
+	qboolean	entityMergable;			// merge across entites optimizable (smoke, blood)
+
+	qboolean	isSky;
+	skyParms_t	sky;
+	fogParms_t	fogParms;
+
+	float		portalRange;			// distance to fog out at
+
+	int			multitextureEnv;		// 0, GL_MODULATE, GL_ADD (FIXME: put in stage)
+
+	cullType_t	cullType;				// CT_FRONT_SIDED, CT_BACK_SIDED, or CT_TWO_SIDED
+	qboolean	polygonOffset;			// set for decals and other items that must be offset 
+	qboolean	noMipMaps;				// for console fonts, 2D elements, etc.
+	qboolean	noPicMip;				// for images that must always be full resolution
+
+	fogPass_t	fogPass;				// draw a blended pass, possibly with depth test equals
+
+	qboolean	needsNormal;			// not all shaders will need all data to be gathered
+	qboolean	needsST1;
+	qboolean	needsST2;
+	qboolean	needsColor;
+
+	int			numDeforms;
+	deformStage_t	deforms[MAX_SHADER_DEFORMS];
+
+	int			numUnfoggedPasses;
+	shaderStage_t	*stages[MAX_SHADER_STAGES];		
+
+	void		(*optimalStageIteratorFunc)( void );
+
+  float clampTime;                                  // time this shader is clamped to
+  float timeOffset;                                 // current time offset for this shader
+
+  int numStates;                                    // if non-zero this is a state shader
+  struct shader_s *currentShader;                   // current state if this is a state shader
+  struct shader_s *parentShader;                    // current state if this is a state shader
+  int currentState;                                 // current state index for cycle purposes
+  long expireTime;                                  // time in milliseconds this expires
+
+  struct shader_s *remappedShader;                  // current shader this one is remapped too
+
+  int shaderStates[MAX_STATES_PER_SHADER];          // index to valid shader states
+
+	struct	shader_s	*next;
+} shader_t;
+
+typedef struct shaderState_s {
+  char shaderName[MAX_QPATH];     // name of shader this state belongs to
+  char name[MAX_STATE_NAME];      // name of this state
+  char stateShader[MAX_QPATH];    // shader this name invokes
+  int cycleTime;                  // time this cycle lasts, <= 0 is forever
+  shader_t *shader;
+} shaderState_t;
+
+
+// trRefdef_t holds everything that comes in refdef_t,
+// as well as the locally generated scene information
+typedef struct {
+	int			x, y, width, height;
+	float		fov_x, fov_y;
+	vec3_t		vieworg;
+	vec3_t		viewaxis[3];		// transformation matrix
+
+	stereoFrame_t	stereoFrame;
+
+	int			time;				// time in milliseconds for shader effects and other time dependent rendering issues
+	int			rdflags;			// RDF_NOWORLDMODEL, etc
+
+	// 1 bits will prevent the associated area from rendering at all
+	byte		areamask[MAX_MAP_AREA_BYTES];
+	qboolean	areamaskModified;	// qtrue if areamask changed since last scene
+
+	float		floatTime;			// tr.refdef.time / 1000.0
+
+	// text messages for deform text shaders
+	char		text[MAX_RENDER_STRINGS][MAX_RENDER_STRING_LENGTH];
+
+	int			num_entities;
+	trRefEntity_t	*entities;
+
+	int			num_dlights;
+	struct dlight_s	*dlights;
+
+	int			numPolys;
+	struct srfPoly_s	*polys;
+
+	int			numDrawSurfs;
+	struct drawSurf_s	*drawSurfs;
+
+
+} trRefdef_t;
+
+
+//=================================================================================
+
+// skins allow models to be retextured without modifying the model file
+typedef struct {
+	char		name[MAX_QPATH];
+	shader_t	*shader;
+} skinSurface_t;
+
+typedef struct skin_s {
+	char		name[MAX_QPATH];		// game path, including extension
+	int			numSurfaces;
+	skinSurface_t	*surfaces[MD3_MAX_SURFACES];
+} skin_t;
+
+
+typedef struct {
+	int			originalBrushNumber;
+	vec3_t		bounds[2];
+
+	unsigned	colorInt;				// in packed byte format
+	float		tcScale;				// texture coordinate vector scales
+	fogParms_t	parms;
+
+	// for clipping distance in fog when outside
+	qboolean	hasSurface;
+	float		surface[4];
+} fog_t;
+
+typedef struct {
+	orientationr_t	or;
+	orientationr_t	world;
+	vec3_t		pvsOrigin;			// may be different than or.origin for portals
+	qboolean	isPortal;			// true if this view is through a portal
+	qboolean	isMirror;			// the portal is a mirror, invert the face culling
+	int			frameSceneNum;		// copied from tr.frameSceneNum
+	int			frameCount;			// copied from tr.frameCount
+	cplane_t	portalPlane;		// clip anything behind this if mirroring
+	int			viewportX, viewportY, viewportWidth, viewportHeight;
+	float		fovX, fovY;
+	float		projectionMatrix[16];
+	cplane_t	frustum[4];
+	vec3_t		visBounds[2];
+	float		zFar;
+	stereoFrame_t	stereoFrame;
+} viewParms_t;
+
+
+/*
+==============================================================================
+
+SURFACES
+
+==============================================================================
+*/
+
+// any changes in surfaceType must be mirrored in rb_surfaceTable[]
+typedef enum {
+	SF_BAD,
+	SF_SKIP,				// ignore
+	SF_FACE,
+	SF_GRID,
+	SF_TRIANGLES,
+	SF_POLY,
+	SF_MD3,
+	SF_MD4,
+#ifdef RAVENMD4
+	SF_MDR,
+#endif
+	SF_FLARE,
+	SF_ENTITY,				// beams, rails, lightning, etc that can be determined by entity
+	SF_DISPLAY_LIST,
+
+	SF_NUM_SURFACE_TYPES,
+	SF_MAX = 0x7fffffff			// ensures that sizeof( surfaceType_t ) == sizeof( int )
+} surfaceType_t;
+
+typedef struct drawSurf_s {
+	unsigned			sort;			// bit combination for fast compares
+	surfaceType_t		*surface;		// any of surface*_t
+} drawSurf_t;
+
+#define	MAX_FACE_POINTS		64
+
+#define	MAX_PATCH_SIZE		32			// max dimensions of a patch mesh in map file
+#define	MAX_GRID_SIZE		65			// max dimensions of a grid mesh in memory
+
+// when cgame directly specifies a polygon, it becomes a srfPoly_t
+// as soon as it is called
+typedef struct srfPoly_s {
+	surfaceType_t	surfaceType;
+	qhandle_t		hShader;
+	int				fogIndex;
+	int				numVerts;
+	polyVert_t		*verts;
+} srfPoly_t;
+
+typedef struct srfDisplayList_s {
+	surfaceType_t	surfaceType;
+	int				listNum;
+} srfDisplayList_t;
+
+
+typedef struct srfFlare_s {
+	surfaceType_t	surfaceType;
+	vec3_t			origin;
+	vec3_t			normal;
+	vec3_t			color;
+} srfFlare_t;
+
+typedef struct srfGridMesh_s {
+	surfaceType_t	surfaceType;
+
+	// dynamic lighting information
+	int				dlightBits[SMP_FRAMES];
+
+	// culling information
+	vec3_t			meshBounds[2];
+	vec3_t			localOrigin;
+	float			meshRadius;
+
+	// lod information, which may be different
+	// than the culling information to allow for
+	// groups of curves that LOD as a unit
+	vec3_t			lodOrigin;
+	float			lodRadius;
+	int				lodFixed;
+	int				lodStitched;
+
+	// vertexes
+	int				width, height;
+	float			*widthLodError;
+	float			*heightLodError;
+	drawVert_t		verts[1];		// variable sized
+} srfGridMesh_t;
+
+
+
+#define	VERTEXSIZE	8
+typedef struct {
+	surfaceType_t	surfaceType;
+	cplane_t	plane;
+
+	// dynamic lighting information
+	int			dlightBits[SMP_FRAMES];
+
+	// triangle definitions (no normals at points)
+	int			numPoints;
+	int			numIndices;
+	int			ofsIndices;
+	float		points[1][VERTEXSIZE];	// variable sized
+										// there is a variable length list of indices here also
+} srfSurfaceFace_t;
+
+
+// misc_models in maps are turned into direct geometry by q3map
+typedef struct {
+	surfaceType_t	surfaceType;
+
+	// dynamic lighting information
+	int				dlightBits[SMP_FRAMES];
+
+	// culling information (FIXME: use this!)
+	vec3_t			bounds[2];
+	vec3_t			localOrigin;
+	float			radius;
+
+	// triangle definitions
+	int				numIndexes;
+	int				*indexes;
+
+	int				numVerts;
+	drawVert_t		*verts;
+} srfTriangles_t;
+
+
+extern	void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])(void *);
+
+/*
+==============================================================================
+
+BRUSH MODELS
+
+==============================================================================
+*/
+
+
+//
+// in memory representation
+//
+
+#define	SIDE_FRONT	0
+#define	SIDE_BACK	1
+#define	SIDE_ON		2
+
+typedef struct msurface_s {
+	int					viewCount;		// if == tr.viewCount, already added
+	struct shader_s		*shader;
+	int					fogIndex;
+
+	surfaceType_t		*data;			// any of srf*_t
+} msurface_t;
+
+
+
+#define	CONTENTS_NODE		-1
+typedef struct mnode_s {
+	// common with leaf and node
+	int			contents;		// -1 for nodes, to differentiate from leafs
+	int			visframe;		// node needs to be traversed if current
+	vec3_t		mins, maxs;		// for bounding box culling
+	struct mnode_s	*parent;
+
+	// node specific
+	cplane_t	*plane;
+	struct mnode_s	*children[2];	
+
+	// leaf specific
+	int			cluster;
+	int			area;
+
+	msurface_t	**firstmarksurface;
+	int			nummarksurfaces;
+} mnode_t;
+
+typedef struct {
+	vec3_t		bounds[2];		// for culling
+	msurface_t	*firstSurface;
+	int			numSurfaces;
+} bmodel_t;
+
+typedef struct {
+	char		name[MAX_QPATH];		// ie: maps/tim_dm2.bsp
+	char		baseName[MAX_QPATH];	// ie: tim_dm2
+
+	int			dataSize;
+
+	int			numShaders;
+	dshader_t	*shaders;
+
+	bmodel_t	*bmodels;
+
+	int			numplanes;
+	cplane_t	*planes;
+
+	int			numnodes;		// includes leafs
+	int			numDecisionNodes;
+	mnode_t		*nodes;
+
+	int			numsurfaces;
+	msurface_t	*surfaces;
+
+	int			nummarksurfaces;
+	msurface_t	**marksurfaces;
+
+	int			numfogs;
+	fog_t		*fogs;
+
+	vec3_t		lightGridOrigin;
+	vec3_t		lightGridSize;
+	vec3_t		lightGridInverseSize;
+	int			lightGridBounds[3];
+	byte		*lightGridData;
+
+
+	int			numClusters;
+	int			clusterBytes;
+	const byte	*vis;			// may be passed in by CM_LoadMap to save space
+
+	byte		*novis;			// clusterBytes of 0xff
+
+	char		*entityString;
+	char		*entityParsePoint;
+} world_t;
+
+//======================================================================
+
+typedef enum {
+	MOD_BAD,
+	MOD_BRUSH,
+	MOD_MESH,
+	MOD_MD4,
+#ifdef RAVENMD4
+	MOD_MDR
+#endif
+} modtype_t;
+
+typedef struct model_s {
+	char		name[MAX_QPATH];
+	modtype_t	type;
+	int			index;				// model = tr.models[model->index]
+
+	int			dataSize;			// just for listing purposes
+	bmodel_t	*bmodel;			// only if type == MOD_BRUSH
+	md3Header_t	*md3[MD3_MAX_LODS];	// only if type == MOD_MESH
+	void	*md4;				// only if type == (MOD_MD4 | MOD_MDR)
+
+	int			 numLods;
+} model_t;
+
+
+#define	MAX_MOD_KNOWN	1024
+
+void		R_ModelInit (void);
+model_t		*R_GetModelByHandle( qhandle_t hModel );
+int			R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame, 
+					 float frac, const char *tagName );
+void		R_ModelBounds( qhandle_t handle, vec3_t mins, vec3_t maxs );
+
+void		R_Modellist_f (void);
+
+//====================================================
+extern	refimport_t		ri;
+
+#define	MAX_DRAWIMAGES			2048
+#define	MAX_SKINS				1024
+
+
+#define	MAX_DRAWSURFS			0x10000
+#define	DRAWSURF_MASK			(MAX_DRAWSURFS-1)
+
+/*
+
+the drawsurf sort data is packed into a single 32 bit value so it can be
+compared quickly during the qsorting process
+
+the bits are allocated as follows:
+
+21 - 31	: sorted shader index
+11 - 20	: entity index
+2 - 6	: fog index
+//2		: used to be clipped flag REMOVED - 03.21.00 rad
+0 - 1	: dlightmap index
+
+	TTimo - 1.32
+17-31 : sorted shader index
+7-16  : entity index
+2-6   : fog index
+0-1   : dlightmap index
+*/
+#define	QSORT_SHADERNUM_SHIFT	17
+#define	QSORT_ENTITYNUM_SHIFT	7
+#define	QSORT_FOGNUM_SHIFT		2
+
+extern	int			gl_filter_min, gl_filter_max;
+
+/*
+** performanceCounters_t
+*/
+typedef struct {
+	int		c_sphere_cull_patch_in, c_sphere_cull_patch_clip, c_sphere_cull_patch_out;
+	int		c_box_cull_patch_in, c_box_cull_patch_clip, c_box_cull_patch_out;
+	int		c_sphere_cull_md3_in, c_sphere_cull_md3_clip, c_sphere_cull_md3_out;
+	int		c_box_cull_md3_in, c_box_cull_md3_clip, c_box_cull_md3_out;
+
+	int		c_leafs;
+	int		c_dlightSurfaces;
+	int		c_dlightSurfacesCulled;
+} frontEndCounters_t;
+
+#define	FOG_TABLE_SIZE		256
+#define FUNCTABLE_SIZE		1024
+#define FUNCTABLE_SIZE2		10
+#define FUNCTABLE_MASK		(FUNCTABLE_SIZE-1)
+
+
+// the renderer front end should never modify glstate_t
+typedef struct {
+	int			currenttextures[2];
+	int			currenttmu;
+	qboolean	finishCalled;
+	int			texEnv[2];
+	int			faceCulling;
+	unsigned long	glStateBits;
+} glstate_t;
+
+
+typedef struct {
+	int		c_surfaces, c_shaders, c_vertexes, c_indexes, c_totalIndexes;
+	float	c_overDraw;
+	
+	int		c_dlightVertexes;
+	int		c_dlightIndexes;
+
+	int		c_flareAdds;
+	int		c_flareTests;
+	int		c_flareRenders;
+
+	int		msec;			// total msec for backend run
+} backEndCounters_t;
+
+// all state modified by the back end is seperated
+// from the front end state
+typedef struct {
+	int			smpFrame;
+	trRefdef_t	refdef;
+	viewParms_t	viewParms;
+	orientationr_t	or;
+	backEndCounters_t	pc;
+	qboolean	isHyperspace;
+	trRefEntity_t	*currentEntity;
+	qboolean	skyRenderedThisView;	// flag for drawing sun
+
+	qboolean	projection2D;	// if qtrue, drawstretchpic doesn't need to change modes
+	byte		color2D[4];
+	qboolean	vertexes2D;		// shader needs to be finished
+	trRefEntity_t	entity2D;	// currentEntity will point at this when doing 2D rendering
+} backEndState_t;
+
+/*
+** trGlobals_t 
+**
+** Most renderer globals are defined here.
+** backend functions should never modify any of these fields,
+** but may read fields that aren't dynamically modified
+** by the frontend.
+*/
+typedef struct {
+	qboolean				registered;		// cleared at shutdown, set at beginRegistration
+
+	int						visCount;		// incremented every time a new vis cluster is entered
+	int						frameCount;		// incremented every frame
+	int						sceneCount;		// incremented every scene
+	int						viewCount;		// incremented every view (twice a scene if portaled)
+											// and every R_MarkFragments call
+
+	int						smpFrame;		// toggles from 0 to 1 every endFrame
+
+	int						frameSceneNum;	// zeroed at RE_BeginFrame
+
+	qboolean				worldMapLoaded;
+	world_t					*world;
+
+	const byte				*externalVisData;	// from RE_SetWorldVisData, shared with CM_Load
+
+	image_t					*defaultImage;
+	image_t					*scratchImage[32];
+	image_t					*fogImage;
+	image_t					*dlightImage;	// inverse-quare highlight for projective adding
+	image_t					*flareImage;
+	image_t					*whiteImage;			// full of 0xff
+	image_t					*identityLightImage;	// full of tr.identityLightByte
+
+	shader_t				*defaultShader;
+	shader_t				*shadowShader;
+	shader_t				*projectionShadowShader;
+
+	shader_t				*flareShader;
+	shader_t				*sunShader;
+
+	int						numLightmaps;
+	image_t					**lightmaps;
+
+	trRefEntity_t			*currentEntity;
+	trRefEntity_t			worldEntity;		// point currentEntity at this when rendering world
+	int						currentEntityNum;
+	int						shiftedEntityNum;	// currentEntityNum << QSORT_ENTITYNUM_SHIFT
+	model_t					*currentModel;
+
+	viewParms_t				viewParms;
+
+	float					identityLight;		// 1.0 / ( 1 << overbrightBits )
+	int						identityLightByte;	// identityLight * 255
+	int						overbrightBits;		// r_overbrightBits->integer, but set to 0 if no hw gamma
+
+	orientationr_t			or;					// for current entity
+
+	trRefdef_t				refdef;
+
+	int						viewCluster;
+
+	vec3_t					sunLight;			// from the sky shader for this level
+	vec3_t					sunDirection;
+
+	frontEndCounters_t		pc;
+	int						frontEndMsec;		// not in pc due to clearing issue
+
+	vec4_t					clipRegion;			// 2D clipping region
+
+	//
+	// put large tables at the end, so most elements will be
+	// within the +/32K indexed range on risc processors
+	//
+	model_t					*models[MAX_MOD_KNOWN];
+	int						numModels;
+
+	int						numImages;
+	image_t					*images[MAX_DRAWIMAGES];
+
+	// shader indexes from other modules will be looked up in tr.shaders[]
+	// shader indexes from drawsurfs will be looked up in sortedShaders[]
+	// lower indexed sortedShaders must be rendered first (opaque surfaces before translucent)
+	int						numShaders;
+	shader_t				*shaders[MAX_SHADERS];
+	shader_t				*sortedShaders[MAX_SHADERS];
+
+	int						numSkins;
+	skin_t					*skins[MAX_SKINS];
+
+	float					sinTable[FUNCTABLE_SIZE];
+	float					squareTable[FUNCTABLE_SIZE];
+	float					triangleTable[FUNCTABLE_SIZE];
+	float					sawToothTable[FUNCTABLE_SIZE];
+	float					inverseSawToothTable[FUNCTABLE_SIZE];
+	float					fogTable[FOG_TABLE_SIZE];
+} trGlobals_t;
+
+extern backEndState_t	backEnd;
+extern trGlobals_t	tr;
+extern glconfig_t	glConfig;		// outside of TR since it shouldn't be cleared during ref re-init
+extern glstate_t	glState;		// outside of TR since it shouldn't be cleared during ref re-init
+
+
+//
+// cvars
+//
+extern cvar_t	*r_flareSize;
+extern cvar_t	*r_flareFade;
+// coefficient for the flare intensity falloff function.
+#define FLARE_STDCOEFF "150"
+extern cvar_t	*r_flareCoeff;
+
+extern cvar_t	*r_railWidth;
+extern cvar_t	*r_railCoreWidth;
+extern cvar_t	*r_railSegmentLength;
+
+extern cvar_t	*r_ignore;				// used for debugging anything
+extern cvar_t	*r_verbose;				// used for verbose debug spew
+extern cvar_t	*r_ignoreFastPath;		// allows us to ignore our Tess fast paths
+
+extern cvar_t	*r_znear;				// near Z clip plane
+extern cvar_t	*r_zproj;				// z distance of projection plane
+extern cvar_t	*r_stereoSeparation;			// separation of cameras for stereo rendering
+
+extern cvar_t	*r_stencilbits;			// number of desired stencil bits
+extern cvar_t	*r_depthbits;			// number of desired depth bits
+extern cvar_t	*r_colorbits;			// number of desired color bits, only relevant for fullscreen
+extern cvar_t	*r_texturebits;			// number of desired texture bits
+extern cvar_t	*r_ext_multisample;
+										// 0 = use framebuffer depth
+										// 16 = use 16-bit textures
+										// 32 = use 32-bit textures
+										// all else = error
+
+extern cvar_t	*r_measureOverdraw;		// enables stencil buffer overdraw measurement
+
+extern cvar_t	*r_lodbias;				// push/pull LOD transitions
+extern cvar_t	*r_lodscale;
+
+extern cvar_t	*r_primitives;			// "0" = based on compiled vertex array existance
+										// "1" = glDrawElemet tristrips
+										// "2" = glDrawElements triangles
+										// "-1" = no drawing
+
+extern cvar_t	*r_inGameVideo;				// controls whether in game video should be draw
+extern cvar_t	*r_fastsky;				// controls whether sky should be cleared or drawn
+extern cvar_t	*r_drawSun;				// controls drawing of sun quad
+extern cvar_t	*r_dynamiclight;		// dynamic lights enabled/disabled
+extern cvar_t	*r_dlightBacks;			// dlight non-facing surfaces for continuity
+
+extern	cvar_t	*r_norefresh;			// bypasses the ref rendering
+extern	cvar_t	*r_drawentities;		// disable/enable entity rendering
+extern	cvar_t	*r_drawworld;			// disable/enable world rendering
+extern	cvar_t	*r_speeds;				// various levels of information display
+extern  cvar_t	*r_detailTextures;		// enables/disables detail texturing stages
+extern	cvar_t	*r_novis;				// disable/enable usage of PVS
+extern	cvar_t	*r_nocull;
+extern	cvar_t	*r_facePlaneCull;		// enables culling of planar surfaces with back side test
+extern	cvar_t	*r_nocurves;
+extern	cvar_t	*r_showcluster;
+
+extern cvar_t	*r_width;
+extern cvar_t	*r_height;
+extern cvar_t	*r_pixelAspect;
+
+extern cvar_t	*r_fullscreen;
+extern cvar_t	*r_noborder;
+extern cvar_t	*r_gamma;
+extern cvar_t	*r_ignorehwgamma;		// overrides hardware gamma capabilities
+
+extern cvar_t	*r_allowExtensions;				// global enable/disable of OpenGL extensions
+extern cvar_t	*r_ext_compressed_textures;		// these control use of specific extensions
+extern cvar_t	*r_ext_multitexture;
+extern cvar_t	*r_ext_compiled_vertex_array;
+extern cvar_t	*r_ext_texture_env_add;
+
+extern cvar_t	*r_ext_texture_filter_anisotropic;
+extern cvar_t	*r_ext_max_anisotropy;
+
+extern	cvar_t	*r_nobind;						// turns off binding to appropriate textures
+extern	cvar_t	*r_singleShader;				// make most world faces use default shader
+extern	cvar_t	*r_roundImagesDown;
+extern	cvar_t	*r_colorMipLevels;				// development aid to see texture mip usage
+extern	cvar_t	*r_picmip;						// controls picmip values
+extern	cvar_t	*r_finish;
+extern	cvar_t	*r_drawBuffer;
+extern	cvar_t	*r_swapInterval;
+extern	cvar_t	*r_textureMode;
+extern	cvar_t	*r_offsetFactor;
+extern	cvar_t	*r_offsetUnits;
+
+extern	cvar_t	*r_fullbright;					// avoid lightmap pass
+extern	cvar_t	*r_lightmap;					// render lightmaps only
+extern	cvar_t	*r_vertexLight;					// vertex lighting mode for better performance
+extern	cvar_t	*r_uiFullScreen;				// ui is running fullscreen
+
+extern	cvar_t	*r_logFile;						// number of frames to emit GL logs
+extern	cvar_t	*r_showtris;					// enables wireframe rendering of the world
+extern	cvar_t	*r_showsky;						// forces sky in front of all surfaces
+extern	cvar_t	*r_shownormals;					// draws wireframe normals
+extern	cvar_t	*r_clear;						// force screen clear every frame
+
+extern	cvar_t	*r_shadows;						// controls shadows: 0 = none, 1 = blur, 2 = stencil, 3 = black planar projection
+extern	cvar_t	*r_flares;						// light flares
+
+extern	cvar_t	*r_intensity;
+
+extern	cvar_t	*r_lockpvs;
+extern	cvar_t	*r_noportals;
+extern	cvar_t	*r_portalOnly;
+
+extern	cvar_t	*r_subdivisions;
+extern	cvar_t	*r_lodCurveError;
+extern	cvar_t	*r_smp;
+extern	cvar_t	*r_showSmp;
+extern	cvar_t	*r_skipBackEnd;
+
+extern	cvar_t	*r_stereoEnabled;
+extern	cvar_t	*r_anaglyphMode;
+
+extern	cvar_t	*r_greyscale;
+
+extern	cvar_t	*r_ignoreGLErrors;
+
+extern	cvar_t	*r_overBrightBits;
+extern	cvar_t	*r_mapOverBrightBits;
+
+extern	cvar_t	*r_debugSurface;
+extern	cvar_t	*r_simpleMipMaps;
+
+extern	cvar_t	*r_showImages;
+extern	cvar_t	*r_debugSort;
+
+extern	cvar_t	*r_printShaders;
+extern	cvar_t	*r_saveFontData;
+
+extern cvar_t	*r_marksOnTriangleMeshes;
+
+//====================================================================
+
+float R_NoiseGet4f( float x, float y, float z, float t );
+void  R_NoiseInit( void );
+
+void R_SwapBuffers( int );
+
+void R_RenderView( viewParms_t *parms );
+
+void R_AddMD3Surfaces( trRefEntity_t *e );
+void R_AddNullModelSurfaces( trRefEntity_t *e );
+void R_AddBeamSurfaces( trRefEntity_t *e );
+void R_AddRailSurfaces( trRefEntity_t *e, qboolean isUnderwater );
+void R_AddLightningBoltSurfaces( trRefEntity_t *e );
+
+void R_AddPolygonSurfaces( void );
+
+void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader, 
+					 int *fogNum, int *dlightMap );
+
+void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader, int fogIndex, int dlightMap );
+
+
+#define	CULL_IN		0		// completely unclipped
+#define	CULL_CLIP	1		// clipped by one or more planes
+#define	CULL_OUT	2		// completely outside the clipping planes
+void R_LocalNormalToWorld (vec3_t local, vec3_t world);
+void R_LocalPointToWorld (vec3_t local, vec3_t world);
+int R_CullLocalBox (vec3_t bounds[2]);
+int R_CullPointAndRadius( vec3_t origin, float radius );
+int R_CullLocalPointAndRadius( vec3_t origin, float radius );
+
+void R_SetupProjection(viewParms_t *dest, float zProj, qboolean computeFrustum);
+void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms, orientationr_t *or );
+
+/*
+** GL wrapper/helper functions
+*/
+void	GL_Bind( image_t *image );
+void	GL_SetDefaultState (void);
+void	GL_SelectTexture( int unit );
+void	GL_TextureMode( const char *string );
+void	GL_CheckErrors( void );
+void	GL_State( unsigned long stateVector );
+void	GL_TexEnv( int env );
+void	GL_Cull( int cullType );
+
+#define GLS_SRCBLEND_ZERO						0x00000001
+#define GLS_SRCBLEND_ONE						0x00000002
+#define GLS_SRCBLEND_DST_COLOR					0x00000003
+#define GLS_SRCBLEND_ONE_MINUS_DST_COLOR		0x00000004
+#define GLS_SRCBLEND_SRC_ALPHA					0x00000005
+#define GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA		0x00000006
+#define GLS_SRCBLEND_DST_ALPHA					0x00000007
+#define GLS_SRCBLEND_ONE_MINUS_DST_ALPHA		0x00000008
+#define GLS_SRCBLEND_ALPHA_SATURATE				0x00000009
+#define		GLS_SRCBLEND_BITS					0x0000000f
+
+#define GLS_DSTBLEND_ZERO						0x00000010
+#define GLS_DSTBLEND_ONE						0x00000020
+#define GLS_DSTBLEND_SRC_COLOR					0x00000030
+#define GLS_DSTBLEND_ONE_MINUS_SRC_COLOR		0x00000040
+#define GLS_DSTBLEND_SRC_ALPHA					0x00000050
+#define GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA		0x00000060
+#define GLS_DSTBLEND_DST_ALPHA					0x00000070
+#define GLS_DSTBLEND_ONE_MINUS_DST_ALPHA		0x00000080
+#define		GLS_DSTBLEND_BITS					0x000000f0
+
+#define GLS_DEPTHMASK_TRUE						0x00000100
+
+#define GLS_POLYMODE_LINE						0x00001000
+
+#define GLS_DEPTHTEST_DISABLE					0x00010000
+#define GLS_DEPTHFUNC_EQUAL						0x00020000
+
+#define GLS_ATEST_GT_0							0x10000000
+#define GLS_ATEST_LT_80							0x20000000
+#define GLS_ATEST_GE_80							0x40000000
+#define		GLS_ATEST_BITS						0x70000000
+
+#define GLS_DEFAULT			GLS_DEPTHMASK_TRUE
+
+void	RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
+void	RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
+
+void		RE_BeginFrame( stereoFrame_t stereoFrame );
+void		RE_BeginRegistration( glconfig_t *glconfig );
+void		RE_LoadWorldMap( const char *mapname );
+void		RE_SetWorldVisData( const byte *vis );
+qhandle_t	RE_RegisterModel( const char *name );
+qhandle_t	RE_RegisterSkin( const char *name );
+void		RE_Shutdown( qboolean destroyWindow );
+
+qboolean	R_GetEntityToken( char *buffer, int size );
+
+model_t		*R_AllocModel( void );
+
+void    	R_Init( void );
+image_t		*R_FindImageFile( const char *name, qboolean mipmap, qboolean allowPicmip, int glWrapClampMode );
+
+image_t		*R_CreateImage( const char *name, const byte *pic, int width, int height, qboolean mipmap,
+            qboolean allowPicmip, int wrapClampMode );
+
+void		R_SetColorMappings( void );
+void		R_GammaCorrect( byte *buffer, int bufSize );
+
+void	R_ImageList_f( void );
+void	R_SkinList_f( void );
+// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=516
+const void *RB_TakeScreenshotCmd( const void *data );
+void	R_ScreenShot_f( void );
+
+void	R_InitFogTable( void );
+float	R_FogFactor( float s, float t );
+void	R_InitImages( void );
+void	R_DeleteTextures( void );
+int		R_SumOfUsedImages( void );
+void	R_InitSkins( void );
+skin_t	*R_GetSkinByHandle( qhandle_t hSkin );
+
+int R_ComputeLOD( trRefEntity_t *ent );
+
+const void *RB_TakeVideoFrameCmd( const void *data );
+
+//
+// tr_shader.c
+//
+qhandle_t		 RE_RegisterShaderLightMap( const char *name, int lightmapIndex );
+qhandle_t		 RE_RegisterShader( const char *name );
+qhandle_t		 RE_RegisterShaderNoMip( const char *name );
+qhandle_t RE_RegisterShaderFromImage(const char *name, int lightmapIndex, image_t *image, qboolean mipRawImage);
+
+shader_t	*R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImage );
+shader_t	*R_GetShaderByHandle( qhandle_t hShader );
+shader_t	*R_GetShaderByState( int index, long *cycleTime );
+shader_t *R_FindShaderByName( const char *name );
+void		R_InitShaders( void );
+void		R_ShaderList_f( void );
+void    R_RemapShader(const char *oldShader, const char *newShader, const char *timeOffset);
+
+/*
+====================================================================
+
+IMPLEMENTATION SPECIFIC FUNCTIONS
+
+====================================================================
+*/
+
+void		GLimp_Init( void );
+void		GLimp_Shutdown( void );
+void		GLimp_EndFrame( void );
+
+qboolean	GLimp_SpawnRenderThread( void (*function)( void ) );
+void		*GLimp_RendererSleep( void );
+void		GLimp_FrontEndSleep( void );
+void		GLimp_WakeRenderer( void *data );
+
+void		GLimp_LogComment( char *comment );
+
+// NOTE TTimo linux works with float gamma value, not the gamma table
+//   the params won't be used, getting the r_gamma cvar directly
+void		GLimp_SetGamma( unsigned char red[256], 
+						    unsigned char green[256],
+							unsigned char blue[256] );
+
+void		GL_ResolveHardwareType( void );
+
+/*
+====================================================================
+
+TESSELATOR/SHADER DECLARATIONS
+
+====================================================================
+*/
+typedef byte color4ub_t[4];
+
+typedef struct stageVars
+{
+	color4ub_t	colors[SHADER_MAX_VERTEXES];
+	vec2_t		texcoords[NUM_TEXTURE_BUNDLES][SHADER_MAX_VERTEXES];
+} stageVars_t;
+
+
+typedef struct shaderCommands_s 
+{
+	glIndex_t	indexes[SHADER_MAX_INDEXES] QALIGN(16);
+	vec4_t		xyz[SHADER_MAX_VERTEXES] QALIGN(16);
+	vec4_t		normal[SHADER_MAX_VERTEXES] QALIGN(16);
+	vec2_t		texCoords[SHADER_MAX_VERTEXES][2] QALIGN(16);
+	color4ub_t	vertexColors[SHADER_MAX_VERTEXES] QALIGN(16);
+	int			vertexDlightBits[SHADER_MAX_VERTEXES] QALIGN(16);
+
+	stageVars_t	svars QALIGN(16);
+
+	color4ub_t	constantColor255[SHADER_MAX_VERTEXES] QALIGN(16);
+
+	shader_t	*shader;
+	float		shaderTime;
+	int			fogNum;
+
+	int			dlightBits;	// or together of all vertexDlightBits
+
+	int			numIndexes;
+	int			numVertexes;
+
+	// info extracted from current shader
+	int			numPasses;
+	void		(*currentStageIteratorFunc)( void );
+	shaderStage_t	**xstages;
+} shaderCommands_t;
+
+extern	shaderCommands_t	tess;
+
+void RB_BeginSurface(shader_t *shader, int fogNum );
+void RB_EndSurface(void);
+void RB_CheckOverflow( int verts, int indexes );
+#define RB_CHECKOVERFLOW(v,i) if (tess.numVertexes + (v) >= SHADER_MAX_VERTEXES || tess.numIndexes + (i) >= SHADER_MAX_INDEXES ) {RB_CheckOverflow(v,i);}
+
+void RB_StageIteratorGeneric( void );
+void RB_StageIteratorSky( void );
+void RB_StageIteratorVertexLitTexture( void );
+void RB_StageIteratorLightmappedMultitexture( void );
+
+void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, byte *color );
+void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, byte *color, float s1, float t1, float s2, float t2 );
+
+void RB_ShowImages( void );
+
+
+/*
+============================================================
+
+WORLD MAP
+
+============================================================
+*/
+
+void R_AddBrushModelSurfaces( trRefEntity_t *e );
+void R_AddWorldSurfaces( void );
+qboolean R_inPVS( const vec3_t p1, const vec3_t p2 );
+
+
+/*
+============================================================
+
+FLARES
+
+============================================================
+*/
+
+void R_ClearFlares( void );
+
+void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal );
+void RB_AddDlightFlares( void );
+void RB_RenderFlares (void);
+
+/*
+============================================================
+
+LIGHTS
+
+============================================================
+*/
+
+void R_DlightBmodel( bmodel_t *bmodel );
+void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent );
+void R_TransformDlights( int count, dlight_t *dl, orientationr_t *or );
+int R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
+
+
+/*
+============================================================
+
+SHADOWS
+
+============================================================
+*/
+
+void RB_ShadowTessEnd( void );
+void RB_ShadowFinish( void );
+void RB_ProjectionShadowDeform( void );
+
+/*
+============================================================
+
+SKIES
+
+============================================================
+*/
+
+void R_BuildCloudData( shaderCommands_t *shader );
+void R_InitSkyTexCoords( float cloudLayerHeight );
+void R_DrawSkyBox( shaderCommands_t *shader );
+void RB_DrawSun( void );
+void RB_ClipSkyPolygons( shaderCommands_t *shader );
+
+/*
+============================================================
+
+CURVE TESSELATION
+
+============================================================
+*/
+
+#define PATCH_STITCHING
+
+srfGridMesh_t *R_SubdividePatchToGrid( int width, int height,
+								drawVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] );
+srfGridMesh_t *R_GridInsertColumn( srfGridMesh_t *grid, int column, int row, vec3_t point, float loderror );
+srfGridMesh_t *R_GridInsertRow( srfGridMesh_t *grid, int row, int column, vec3_t point, float loderror );
+void R_FreeSurfaceGridMesh( srfGridMesh_t *grid );
+
+/*
+============================================================
+
+MARKERS, POLYGON PROJECTION ON WORLD POLYGONS
+
+============================================================
+*/
+
+int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection,
+				   int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer );
+
+
+/*
+============================================================
+
+SCENE GENERATION
+
+============================================================
+*/
+
+void R_ToggleSmpFrame( void );
+
+void RE_ClearScene( void );
+void RE_AddRefEntityToScene( const refEntity_t *ent );
+void RE_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num );
+void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
+void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b );
+void RE_RenderScene( const refdef_t *fd );
+
+#ifdef RAVENMD4
+/*
+=============================================================
+
+UNCOMPRESSING BONES
+
+=============================================================
+*/
+
+#define MC_BITS_X (16)
+#define MC_BITS_Y (16)
+#define MC_BITS_Z (16)
+#define MC_BITS_VECT (16)
+
+#define MC_SCALE_X (1.0f/64)
+#define MC_SCALE_Y (1.0f/64)
+#define MC_SCALE_Z (1.0f/64)
+
+void MC_UnCompress(float mat[3][4],const unsigned char * comp);
+#endif
+
+/*
+=============================================================
+
+ANIMATED MODELS
+
+=============================================================
+*/
+
+// void R_MakeAnimModel( model_t *model );      haven't seen this one really, so not needed I guess.
+void R_AddAnimSurfaces( trRefEntity_t *ent );
+void RB_SurfaceAnim( md4Surface_t *surfType );
+#ifdef RAVENMD4
+void R_MDRAddAnimSurfaces( trRefEntity_t *ent );
+void RB_MDRSurfaceAnim( md4Surface_t *surface );
+#endif
+
+/*
+=============================================================
+
+IMAGE LOADERS
+
+=============================================================
+*/
+
+void R_LoadBMP( const char *name, byte **pic, int *width, int *height );
+void R_LoadJPG( const char *name, byte **pic, int *width, int *height );
+void R_LoadPCX( const char *name, byte **pic, int *width, int *height );
+void R_LoadPNG( const char *name, byte **pic, int *width, int *height );
+void R_LoadTGA( const char *name, byte **pic, int *width, int *height );
+
+/*
+=============================================================
+=============================================================
+*/
+void	R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix,
+							vec4_t eye, vec4_t dst );
+void	R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window );
+
+void	RB_DeformTessGeometry( void );
+
+void	RB_CalcEnvironmentTexCoords( float *dstTexCoords );
+void	RB_CalcFogTexCoords( float *dstTexCoords );
+void	RB_CalcScrollTexCoords( const float scroll[2], float *dstTexCoords );
+void	RB_CalcRotateTexCoords( float rotSpeed, float *dstTexCoords );
+void	RB_CalcScaleTexCoords( const float scale[2], float *dstTexCoords );
+void	RB_CalcTurbulentTexCoords( const waveForm_t *wf, float *dstTexCoords );
+void	RB_CalcTransformTexCoords( const texModInfo_t *tmi, float *dstTexCoords );
+void	RB_CalcModulateColorsByFog( unsigned char *dstColors );
+void	RB_CalcModulateAlphasByFog( unsigned char *dstColors );
+void	RB_CalcModulateRGBAsByFog( unsigned char *dstColors );
+void	RB_CalcWaveAlpha( const waveForm_t *wf, unsigned char *dstColors );
+void	RB_CalcWaveColor( const waveForm_t *wf, unsigned char *dstColors );
+void	RB_CalcAlphaFromEntity( unsigned char *dstColors );
+void	RB_CalcAlphaFromOneMinusEntity( unsigned char *dstColors );
+void	RB_CalcStretchTexCoords( const waveForm_t *wf, float *texCoords );
+void	RB_CalcColorFromEntity( unsigned char *dstColors );
+void	RB_CalcColorFromOneMinusEntity( unsigned char *dstColors );
+void	RB_CalcSpecularAlpha( unsigned char *alphas );
+void	RB_CalcDiffuseColor( unsigned char *colors );
+
+/*
+=============================================================
+
+RENDERER BACK END FUNCTIONS
+
+=============================================================
+*/
+
+void RB_RenderThread( void );
+void RB_ExecuteRenderCommands( const void *data );
+
+/*
+=============================================================
+
+RENDERER BACK END COMMAND QUEUE
+
+=============================================================
+*/
+
+#define	MAX_RENDER_COMMANDS	0x40000
+
+typedef struct {
+	byte	cmds[MAX_RENDER_COMMANDS];
+	int		used;
+} renderCommandList_t;
+
+typedef struct {
+	int		commandId;
+	float	color[4];
+} setColorCommand_t;
+
+typedef struct {
+	int		commandId;
+	int		buffer;
+} drawBufferCommand_t;
+
+typedef struct {
+	int		commandId;
+	image_t	*image;
+	int		width;
+	int		height;
+	void	*data;
+} subImageCommand_t;
+
+typedef struct {
+	int		commandId;
+} swapBuffersCommand_t;
+
+typedef struct {
+	int		commandId;
+	int		buffer;
+} endFrameCommand_t;
+
+typedef struct {
+	int		commandId;
+	shader_t	*shader;
+	float	x, y;
+	float	w, h;
+	float	s1, t1;
+	float	s2, t2;
+} stretchPicCommand_t;
+
+typedef struct {
+	int		commandId;
+	trRefdef_t	refdef;
+	viewParms_t	viewParms;
+	drawSurf_t *drawSurfs;
+	int		numDrawSurfs;
+} drawSurfsCommand_t;
+
+typedef struct {
+	int commandId;
+	int x;
+	int y;
+	int width;
+	int height;
+	char *fileName;
+	qboolean jpeg;
+} screenshotCommand_t;
+
+typedef struct {
+	int						commandId;
+	int						width;
+	int						height;
+	byte					*captureBuffer;
+	byte					*encodeBuffer;
+	qboolean			motionJpeg;
+} videoFrameCommand_t;
+
+typedef struct
+{
+	int commandId;
+
+	GLboolean rgba[4];
+} colorMaskCommand_t;
+
+typedef struct
+{
+	int commandId;
+} clearDepthCommand_t;
+
+typedef enum {
+	RC_END_OF_LIST,
+	RC_SET_COLOR,
+	RC_STRETCH_PIC,
+	RC_DRAW_SURFS,
+	RC_DRAW_BUFFER,
+	RC_SWAP_BUFFERS,
+	RC_SCREENSHOT,
+	RC_VIDEOFRAME,
+	RC_COLORMASK,
+	RC_CLEARDEPTH
+} renderCommand_t;
+
+
+// these are sort of arbitrary limits.
+// the limits apply to the sum of all scenes in a frame --
+// the main view, all the 3D icons, etc
+#define	MAX_POLYS		600
+#define	MAX_POLYVERTS	3000
+
+// all of the information needed by the back end must be
+// contained in a backEndData_t.  This entire structure is
+// duplicated so the front and back end can run in parallel
+// on an SMP machine
+typedef struct {
+	drawSurf_t	drawSurfs[MAX_DRAWSURFS];
+	dlight_t	dlights[MAX_DLIGHTS];
+	trRefEntity_t	entities[MAX_ENTITIES];
+	srfPoly_t	*polys;//[MAX_POLYS];
+	polyVert_t	*polyVerts;//[MAX_POLYVERTS];
+	renderCommandList_t	commands;
+} backEndData_t;
+
+extern	int		max_polys;
+extern	int		max_polyverts;
+
+extern	backEndData_t	*backEndData[SMP_FRAMES];	// the second one may not be allocated
+
+extern	volatile renderCommandList_t	*renderCommandList;
+
+extern	volatile qboolean	renderThreadActive;
+
+
+void *R_GetCommandBuffer( int bytes );
+void RB_ExecuteRenderCommands( const void *data );
+
+void R_InitCommandBuffers( void );
+void R_ShutdownCommandBuffers( void );
+
+void R_SyncRenderThread( void );
+
+void R_AddDrawSurfCmd( drawSurf_t *drawSurfs, int numDrawSurfs );
+
+void RE_SetColor( const float *rgba );
+void RE_SetClipRegion( const float *region );
+void RE_StretchPic ( float x, float y, float w, float h, 
+					  float s1, float t1, float s2, float t2, qhandle_t hShader );
+void RE_BeginFrame( stereoFrame_t stereoFrame );
+void RE_EndFrame( int *frontEndMsec, int *backEndMsec );
+void RE_SaveJPG(char * filename, int quality, int image_width, int image_height,
+                unsigned char *image_buffer, int padding);
+size_t RE_SaveJPGToBuffer(byte *buffer, size_t bufSize, int quality,
+		          int image_width, int image_height, byte *image_buffer, int padding);
+void RE_TakeVideoFrame( int width, int height,
+		byte *captureBuffer, byte *encodeBuffer, qboolean motionJpeg );
+
+// font stuff
+void R_InitFreeType( void );
+void R_DoneFreeType( void );
+void RE_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font);
+
+
+#endif //TR_LOCAL_H
diff --git a/src/renderer/tr_main.c b/src/renderer/tr_main.c
new file mode 100644
index 0000000..298d2d9
--- /dev/null
+++ b/src/renderer/tr_main.c
@@ -0,0 +1,1403 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+// tr_main.c -- main control flow for each frame
+
+#include "tr_local.h"
+
+#include <string.h> // memcpy
+
+trGlobals_t		tr;
+
+static float	s_flipMatrix[16] = {
+	// convert from our coordinate system (looking down X)
+	// to OpenGL's coordinate system (looking down -Z)
+	0, 0, -1, 0,
+	-1, 0, 0, 0,
+	0, 1, 0, 0,
+	0, 0, 0, 1
+};
+
+
+refimport_t	ri;
+
+// entities that will have procedurally generated surfaces will just
+// point at this for their sorting surface
+surfaceType_t	entitySurface = SF_ENTITY;
+
+/*
+=================
+R_CullLocalBox
+
+Returns CULL_IN, CULL_CLIP, or CULL_OUT
+=================
+*/
+int R_CullLocalBox (vec3_t bounds[2]) {
+	int		i, j;
+	vec3_t	transformed[8];
+	float	dists[8];
+	vec3_t	v;
+	cplane_t	*frust;
+	int			anyBack;
+	int			front, back;
+
+	if ( r_nocull->integer ) {
+		return CULL_CLIP;
+	}
+
+	// transform into world space
+	for (i = 0 ; i < 8 ; i++) {
+		v[0] = bounds[i&1][0];
+		v[1] = bounds[(i>>1)&1][1];
+		v[2] = bounds[(i>>2)&1][2];
+
+		VectorCopy( tr.or.origin, transformed[i] );
+		VectorMA( transformed[i], v[0], tr.or.axis[0], transformed[i] );
+		VectorMA( transformed[i], v[1], tr.or.axis[1], transformed[i] );
+		VectorMA( transformed[i], v[2], tr.or.axis[2], transformed[i] );
+	}
+
+	// check against frustum planes
+	anyBack = 0;
+	for (i = 0 ; i < 4 ; i++) {
+		frust = &tr.viewParms.frustum[i];
+
+		front = back = 0;
+		for (j = 0 ; j < 8 ; j++) {
+			dists[j] = DotProduct(transformed[j], frust->normal);
+			if ( dists[j] > frust->dist ) {
+				front = 1;
+				if ( back ) {
+					break;		// a point is in front
+				}
+			} else {
+				back = 1;
+			}
+		}
+		if ( !front ) {
+			// all points were behind one of the planes
+			return CULL_OUT;
+		}
+		anyBack |= back;
+	}
+
+	if ( !anyBack ) {
+		return CULL_IN;		// completely inside frustum
+	}
+
+	return CULL_CLIP;		// partially clipped
+}
+
+/*
+** R_CullLocalPointAndRadius
+*/
+int R_CullLocalPointAndRadius( vec3_t pt, float radius )
+{
+	vec3_t transformed;
+
+	R_LocalPointToWorld( pt, transformed );
+
+	return R_CullPointAndRadius( transformed, radius );
+}
+
+/*
+** R_CullPointAndRadius
+*/
+int R_CullPointAndRadius( vec3_t pt, float radius )
+{
+	int		i;
+	float	dist;
+	cplane_t	*frust;
+	qboolean mightBeClipped = qfalse;
+
+	if ( r_nocull->integer ) {
+		return CULL_CLIP;
+	}
+
+	// check against frustum planes
+	for (i = 0 ; i < 4 ; i++) 
+	{
+		frust = &tr.viewParms.frustum[i];
+
+		dist = DotProduct( pt, frust->normal) - frust->dist;
+		if ( dist < -radius )
+		{
+			return CULL_OUT;
+		}
+		else if ( dist <= radius ) 
+		{
+			mightBeClipped = qtrue;
+		}
+	}
+
+	if ( mightBeClipped )
+	{
+		return CULL_CLIP;
+	}
+
+	return CULL_IN;		// completely inside frustum
+}
+
+
+/*
+=================
+R_LocalNormalToWorld
+
+=================
+*/
+void R_LocalNormalToWorld (vec3_t local, vec3_t world) {
+	world[0] = local[0] * tr.or.axis[0][0] + local[1] * tr.or.axis[1][0] + local[2] * tr.or.axis[2][0];
+	world[1] = local[0] * tr.or.axis[0][1] + local[1] * tr.or.axis[1][1] + local[2] * tr.or.axis[2][1];
+	world[2] = local[0] * tr.or.axis[0][2] + local[1] * tr.or.axis[1][2] + local[2] * tr.or.axis[2][2];
+}
+
+/*
+=================
+R_LocalPointToWorld
+
+=================
+*/
+void R_LocalPointToWorld (vec3_t local, vec3_t world) {
+	world[0] = local[0] * tr.or.axis[0][0] + local[1] * tr.or.axis[1][0] + local[2] * tr.or.axis[2][0] + tr.or.origin[0];
+	world[1] = local[0] * tr.or.axis[0][1] + local[1] * tr.or.axis[1][1] + local[2] * tr.or.axis[2][1] + tr.or.origin[1];
+	world[2] = local[0] * tr.or.axis[0][2] + local[1] * tr.or.axis[1][2] + local[2] * tr.or.axis[2][2] + tr.or.origin[2];
+}
+
+/*
+=================
+R_WorldToLocal
+
+=================
+*/
+void R_WorldToLocal (vec3_t world, vec3_t local) {
+	local[0] = DotProduct(world, tr.or.axis[0]);
+	local[1] = DotProduct(world, tr.or.axis[1]);
+	local[2] = DotProduct(world, tr.or.axis[2]);
+}
+
+/*
+==========================
+R_TransformModelToClip
+
+==========================
+*/
+void R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix,
+							vec4_t eye, vec4_t dst ) {
+	int i;
+
+	for ( i = 0 ; i < 4 ; i++ ) {
+		eye[i] = 
+			src[0] * modelMatrix[ i + 0 * 4 ] +
+			src[1] * modelMatrix[ i + 1 * 4 ] +
+			src[2] * modelMatrix[ i + 2 * 4 ] +
+			1 * modelMatrix[ i + 3 * 4 ];
+	}
+
+	for ( i = 0 ; i < 4 ; i++ ) {
+		dst[i] = 
+			eye[0] * projectionMatrix[ i + 0 * 4 ] +
+			eye[1] * projectionMatrix[ i + 1 * 4 ] +
+			eye[2] * projectionMatrix[ i + 2 * 4 ] +
+			eye[3] * projectionMatrix[ i + 3 * 4 ];
+	}
+}
+
+/*
+==========================
+R_TransformClipToWindow
+
+==========================
+*/
+void R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window ) {
+	normalized[0] = clip[0] / clip[3];
+	normalized[1] = clip[1] / clip[3];
+	normalized[2] = ( clip[2] + clip[3] ) / ( 2 * clip[3] );
+
+	window[0] = 0.5f * ( 1.0f + normalized[0] ) * view->viewportWidth;
+	window[1] = 0.5f * ( 1.0f + normalized[1] ) * view->viewportHeight;
+	window[2] = normalized[2];
+
+	window[0] = (int) ( window[0] + 0.5 );
+	window[1] = (int) ( window[1] + 0.5 );
+}
+
+
+/*
+==========================
+myGlMultMatrix
+
+==========================
+*/
+void myGlMultMatrix( const float *a, const float *b, float *out ) {
+	int		i, j;
+
+	for ( i = 0 ; i < 4 ; i++ ) {
+		for ( j = 0 ; j < 4 ; j++ ) {
+			out[ i * 4 + j ] =
+				a [ i * 4 + 0 ] * b [ 0 * 4 + j ]
+				+ a [ i * 4 + 1 ] * b [ 1 * 4 + j ]
+				+ a [ i * 4 + 2 ] * b [ 2 * 4 + j ]
+				+ a [ i * 4 + 3 ] * b [ 3 * 4 + j ];
+		}
+	}
+}
+
+/*
+=================
+R_RotateForEntity
+
+Generates an orientation for an entity and viewParms
+Does NOT produce any GL calls
+Called by both the front end and the back end
+=================
+*/
+void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms,
+					   orientationr_t *or ) {
+	float	glMatrix[16];
+	vec3_t	delta;
+	float	axisLength;
+
+	if ( ent->e.reType != RT_MODEL ) {
+		*or = viewParms->world;
+		return;
+	}
+
+	VectorCopy( ent->e.origin, or->origin );
+
+	VectorCopy( ent->e.axis[0], or->axis[0] );
+	VectorCopy( ent->e.axis[1], or->axis[1] );
+	VectorCopy( ent->e.axis[2], or->axis[2] );
+
+	glMatrix[0] = or->axis[0][0];
+	glMatrix[4] = or->axis[1][0];
+	glMatrix[8] = or->axis[2][0];
+	glMatrix[12] = or->origin[0];
+
+	glMatrix[1] = or->axis[0][1];
+	glMatrix[5] = or->axis[1][1];
+	glMatrix[9] = or->axis[2][1];
+	glMatrix[13] = or->origin[1];
+
+	glMatrix[2] = or->axis[0][2];
+	glMatrix[6] = or->axis[1][2];
+	glMatrix[10] = or->axis[2][2];
+	glMatrix[14] = or->origin[2];
+
+	glMatrix[3] = 0;
+	glMatrix[7] = 0;
+	glMatrix[11] = 0;
+	glMatrix[15] = 1;
+
+	myGlMultMatrix( glMatrix, viewParms->world.modelMatrix, or->modelMatrix );
+
+	// calculate the viewer origin in the model's space
+	// needed for fog, specular, and environment mapping
+	VectorSubtract( viewParms->or.origin, or->origin, delta );
+
+	// compensate for scale in the axes if necessary
+	if ( ent->e.nonNormalizedAxes ) {
+		axisLength = VectorLength( ent->e.axis[0] );
+		if ( !axisLength ) {
+			axisLength = 0;
+		} else {
+			axisLength = 1.0f / axisLength;
+		}
+	} else {
+		axisLength = 1.0f;
+	}
+
+	or->viewOrigin[0] = DotProduct( delta, or->axis[0] ) * axisLength;
+	or->viewOrigin[1] = DotProduct( delta, or->axis[1] ) * axisLength;
+	or->viewOrigin[2] = DotProduct( delta, or->axis[2] ) * axisLength;
+}
+
+/*
+=================
+R_RotateForViewer
+
+Sets up the modelview matrix for a given viewParm
+=================
+*/
+void R_RotateForViewer (void) 
+{
+	float	viewerMatrix[16];
+	vec3_t	origin;
+
+	Com_Memset (&tr.or, 0, sizeof(tr.or));
+	tr.or.axis[0][0] = 1;
+	tr.or.axis[1][1] = 1;
+	tr.or.axis[2][2] = 1;
+	VectorCopy (tr.viewParms.or.origin, tr.or.viewOrigin);
+
+	// transform by the camera placement
+	VectorCopy( tr.viewParms.or.origin, origin );
+
+	viewerMatrix[0] = tr.viewParms.or.axis[0][0];
+	viewerMatrix[4] = tr.viewParms.or.axis[0][1];
+	viewerMatrix[8] = tr.viewParms.or.axis[0][2];
+	viewerMatrix[12] = -origin[0] * viewerMatrix[0] + -origin[1] * viewerMatrix[4] + -origin[2] * viewerMatrix[8];
+
+	viewerMatrix[1] = tr.viewParms.or.axis[1][0];
+	viewerMatrix[5] = tr.viewParms.or.axis[1][1];
+	viewerMatrix[9] = tr.viewParms.or.axis[1][2];
+	viewerMatrix[13] = -origin[0] * viewerMatrix[1] + -origin[1] * viewerMatrix[5] + -origin[2] * viewerMatrix[9];
+
+	viewerMatrix[2] = tr.viewParms.or.axis[2][0];
+	viewerMatrix[6] = tr.viewParms.or.axis[2][1];
+	viewerMatrix[10] = tr.viewParms.or.axis[2][2];
+	viewerMatrix[14] = -origin[0] * viewerMatrix[2] + -origin[1] * viewerMatrix[6] + -origin[2] * viewerMatrix[10];
+
+	viewerMatrix[3] = 0;
+	viewerMatrix[7] = 0;
+	viewerMatrix[11] = 0;
+	viewerMatrix[15] = 1;
+
+	// convert from our coordinate system (looking down X)
+	// to OpenGL's coordinate system (looking down -Z)
+	myGlMultMatrix( viewerMatrix, s_flipMatrix, tr.or.modelMatrix );
+
+	tr.viewParms.world = tr.or;
+
+}
+
+/*
+** SetFarClip
+*/
+static void R_SetFarClip( void )
+{
+	float	farthestCornerDistance = 0;
+	int		i;
+
+	// if not rendering the world (icons, menus, etc)
+	// set a 2k far clip plane
+	if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
+		tr.viewParms.zFar = 2048;
+		return;
+	}
+
+	//
+	// set far clipping planes dynamically
+	//
+	farthestCornerDistance = 0;
+	for ( i = 0; i < 8; i++ )
+	{
+		vec3_t v;
+		vec3_t vecTo;
+		float distance;
+
+		if ( i & 1 )
+		{
+			v[0] = tr.viewParms.visBounds[0][0];
+		}
+		else
+		{
+			v[0] = tr.viewParms.visBounds[1][0];
+		}
+
+		if ( i & 2 )
+		{
+			v[1] = tr.viewParms.visBounds[0][1];
+		}
+		else
+		{
+			v[1] = tr.viewParms.visBounds[1][1];
+		}
+
+		if ( i & 4 )
+		{
+			v[2] = tr.viewParms.visBounds[0][2];
+		}
+		else
+		{
+			v[2] = tr.viewParms.visBounds[1][2];
+		}
+
+		VectorSubtract( v, tr.viewParms.or.origin, vecTo );
+
+		distance = vecTo[0] * vecTo[0] + vecTo[1] * vecTo[1] + vecTo[2] * vecTo[2];
+
+		if ( distance > farthestCornerDistance )
+		{
+			farthestCornerDistance = distance;
+		}
+	}
+	tr.viewParms.zFar = sqrt( farthestCornerDistance );
+}
+
+/*
+=================
+R_SetupFrustum
+
+Set up the culling frustum planes for the current view using the results we got from computing the first two rows of
+the projection matrix.
+=================
+*/
+void R_SetupFrustum (viewParms_t *dest, float xmin, float xmax, float ymax, float zProj, float stereoSep)
+{
+	vec3_t ofsorigin;
+	float oppleg, adjleg, length;
+	int i;
+	
+	if(stereoSep == 0 && xmin == -xmax)
+	{
+		// symmetric case can be simplified
+		VectorCopy(dest->or.origin, ofsorigin);
+
+		length = sqrt(xmax * xmax + zProj * zProj);
+		oppleg = xmax / length;
+		adjleg = zProj / length;
+
+		VectorScale(dest->or.axis[0], oppleg, dest->frustum[0].normal);
+		VectorMA(dest->frustum[0].normal, adjleg, dest->or.axis[1], dest->frustum[0].normal);
+
+		VectorScale(dest->or.axis[0], oppleg, dest->frustum[1].normal);
+		VectorMA(dest->frustum[1].normal, -adjleg, dest->or.axis[1], dest->frustum[1].normal);
+	}
+	else
+	{
+		// In stereo rendering, due to the modification of the projection matrix, dest->or.origin is not the
+		// actual origin that we're rendering so offset the tip of the view pyramid.
+		VectorMA(dest->or.origin, stereoSep, dest->or.axis[1], ofsorigin);
+	
+		oppleg = xmax + stereoSep;
+		length = sqrt(oppleg * oppleg + zProj * zProj);
+		VectorScale(dest->or.axis[0], oppleg / length, dest->frustum[0].normal);
+		VectorMA(dest->frustum[0].normal, zProj / length, dest->or.axis[1], dest->frustum[0].normal);
+
+		oppleg = xmin + stereoSep;
+		length = sqrt(oppleg * oppleg + zProj * zProj);
+		VectorScale(dest->or.axis[0], -oppleg / length, dest->frustum[1].normal);
+		VectorMA(dest->frustum[1].normal, -zProj / length, dest->or.axis[1], dest->frustum[1].normal);
+	}
+
+	length = sqrt(ymax * ymax + zProj * zProj);
+	oppleg = ymax / length;
+	adjleg = zProj / length;
+
+	VectorScale(dest->or.axis[0], oppleg, dest->frustum[2].normal);
+	VectorMA(dest->frustum[2].normal, adjleg, dest->or.axis[2], dest->frustum[2].normal);
+
+	VectorScale(dest->or.axis[0], oppleg, dest->frustum[3].normal);
+	VectorMA(dest->frustum[3].normal, -adjleg, dest->or.axis[2], dest->frustum[3].normal);
+	
+	for (i=0 ; i<4 ; i++) {
+		dest->frustum[i].type = PLANE_NON_AXIAL;
+		dest->frustum[i].dist = DotProduct (ofsorigin, dest->frustum[i].normal);
+		SetPlaneSignbits( &dest->frustum[i] );
+	}
+}
+
+/*
+===============
+R_SetupProjection
+===============
+*/
+void R_SetupProjection(viewParms_t *dest, float zProj, qboolean computeFrustum)
+{
+	float	xmin, xmax, ymin, ymax;
+	float	width, height, stereoSep = r_stereoSeparation->value;
+
+	/*
+	 * offset the view origin of the viewer for stereo rendering 
+	 * by setting the projection matrix appropriately.
+	 */
+
+	if(stereoSep != 0)
+	{
+		if(dest->stereoFrame == STEREO_LEFT)
+			stereoSep = zProj / stereoSep;
+		else if(dest->stereoFrame == STEREO_RIGHT)
+			stereoSep = zProj / -stereoSep;
+		else
+			stereoSep = 0;
+	}
+
+	ymax = zProj * tan(dest->fovY * M_PI / 360.0f);
+	ymin = -ymax;
+
+	xmax = zProj * tan(dest->fovX * M_PI / 360.0f);
+	xmin = -xmax;
+
+	width = xmax - xmin;
+	height = ymax - ymin;
+	
+	dest->projectionMatrix[0] = 2 * zProj / width;
+	dest->projectionMatrix[4] = 0;
+	dest->projectionMatrix[8] = (xmax + xmin + 2 * stereoSep) / width;
+	dest->projectionMatrix[12] = 2 * zProj * stereoSep / width;
+
+	dest->projectionMatrix[1] = 0;
+	dest->projectionMatrix[5] = 2 * zProj / height;
+	dest->projectionMatrix[9] = ( ymax + ymin ) / height;	// normally 0
+	dest->projectionMatrix[13] = 0;
+
+	dest->projectionMatrix[3] = 0;
+	dest->projectionMatrix[7] = 0;
+	dest->projectionMatrix[11] = -1;
+	dest->projectionMatrix[15] = 0;
+	
+	// Now that we have all the data for the projection matrix we can also setup the view frustum.
+	if(computeFrustum)
+		R_SetupFrustum(dest, xmin, xmax, ymax, zProj, stereoSep);
+}
+
+/*
+===============
+R_SetupProjectionZ
+
+Sets the z-component transformation part in the projection matrix
+===============
+*/
+void R_SetupProjectionZ(viewParms_t *dest)
+{
+	float zNear, zFar, depth;
+	
+	zNear	= r_znear->value;
+	zFar	= dest->zFar;	
+	depth	= zFar - zNear;
+
+	dest->projectionMatrix[2] = 0;
+	dest->projectionMatrix[6] = 0;
+	dest->projectionMatrix[10] = -( zFar + zNear ) / depth;
+	dest->projectionMatrix[14] = -2 * zFar * zNear / depth;
+}
+
+/*
+=================
+R_MirrorPoint
+=================
+*/
+void R_MirrorPoint (vec3_t in, orientation_t *surface, orientation_t *camera, vec3_t out) {
+	int		i;
+	vec3_t	local;
+	vec3_t	transformed;
+	float	d;
+
+	VectorSubtract( in, surface->origin, local );
+
+	VectorClear( transformed );
+	for ( i = 0 ; i < 3 ; i++ ) {
+		d = DotProduct(local, surface->axis[i]);
+		VectorMA( transformed, d, camera->axis[i], transformed );
+	}
+
+	VectorAdd( transformed, camera->origin, out );
+}
+
+void R_MirrorVector (vec3_t in, orientation_t *surface, orientation_t *camera, vec3_t out) {
+	int		i;
+	float	d;
+
+	VectorClear( out );
+	for ( i = 0 ; i < 3 ; i++ ) {
+		d = DotProduct(in, surface->axis[i]);
+		VectorMA( out, d, camera->axis[i], out );
+	}
+}
+
+
+/*
+=============
+R_PlaneForSurface
+=============
+*/
+void R_PlaneForSurface (surfaceType_t *surfType, cplane_t *plane) {
+	srfTriangles_t	*tri;
+	srfPoly_t		*poly;
+	drawVert_t		*v1, *v2, *v3;
+	vec4_t			plane4;
+
+	if (!surfType) {
+		Com_Memset (plane, 0, sizeof(*plane));
+		plane->normal[0] = 1;
+		return;
+	}
+	switch (*surfType) {
+	case SF_FACE:
+		*plane = ((srfSurfaceFace_t *)surfType)->plane;
+		return;
+	case SF_TRIANGLES:
+		tri = (srfTriangles_t *)surfType;
+		v1 = tri->verts + tri->indexes[0];
+		v2 = tri->verts + tri->indexes[1];
+		v3 = tri->verts + tri->indexes[2];
+		PlaneFromPoints( plane4, v1->xyz, v2->xyz, v3->xyz );
+		VectorCopy( plane4, plane->normal ); 
+		plane->dist = plane4[3];
+		return;
+	case SF_POLY:
+		poly = (srfPoly_t *)surfType;
+		PlaneFromPoints( plane4, poly->verts[0].xyz, poly->verts[1].xyz, poly->verts[2].xyz );
+		VectorCopy( plane4, plane->normal ); 
+		plane->dist = plane4[3];
+		return;
+	default:
+		Com_Memset (plane, 0, sizeof(*plane));
+		plane->normal[0] = 1;		
+		return;
+	}
+}
+
+/*
+=================
+R_GetPortalOrientation
+
+entityNum is the entity that the portal surface is a part of, which may
+be moving and rotating.
+
+Returns qtrue if it should be mirrored
+=================
+*/
+qboolean R_GetPortalOrientations( drawSurf_t *drawSurf, int entityNum, 
+							 orientation_t *surface, orientation_t *camera,
+							 vec3_t pvsOrigin, qboolean *mirror ) {
+	int			i;
+	cplane_t	originalPlane, plane;
+	trRefEntity_t	*e;
+	float		d;
+	vec3_t		transformed;
+
+	// create plane axis for the portal we are seeing
+	R_PlaneForSurface( drawSurf->surface, &originalPlane );
+
+	// rotate the plane if necessary
+	if ( entityNum != ENTITYNUM_WORLD ) {
+		tr.currentEntityNum = entityNum;
+		tr.currentEntity = &tr.refdef.entities[entityNum];
+
+		// get the orientation of the entity
+		R_RotateForEntity( tr.currentEntity, &tr.viewParms, &tr.or );
+
+		// rotate the plane, but keep the non-rotated version for matching
+		// against the portalSurface entities
+		R_LocalNormalToWorld( originalPlane.normal, plane.normal );
+		plane.dist = originalPlane.dist + DotProduct( plane.normal, tr.or.origin );
+
+		// translate the original plane
+		originalPlane.dist = originalPlane.dist + DotProduct( originalPlane.normal, tr.or.origin );
+	} else {
+		plane = originalPlane;
+	}
+
+	VectorCopy( plane.normal, surface->axis[0] );
+	PerpendicularVector( surface->axis[1], surface->axis[0] );
+	CrossProduct( surface->axis[0], surface->axis[1], surface->axis[2] );
+
+	// locate the portal entity closest to this plane.
+	// origin will be the origin of the portal, origin2 will be
+	// the origin of the camera
+	for ( i = 0 ; i < tr.refdef.num_entities ; i++ ) {
+		e = &tr.refdef.entities[i];
+		if ( e->e.reType != RT_PORTALSURFACE ) {
+			continue;
+		}
+
+		d = DotProduct( e->e.origin, originalPlane.normal ) - originalPlane.dist;
+		if ( d > 64 || d < -64) {
+			continue;
+		}
+
+		// get the pvsOrigin from the entity
+		VectorCopy( e->e.oldorigin, pvsOrigin );
+
+		// if the entity is just a mirror, don't use as a camera point
+		if ( e->e.oldorigin[0] == e->e.origin[0] && 
+			e->e.oldorigin[1] == e->e.origin[1] && 
+			e->e.oldorigin[2] == e->e.origin[2] ) {
+			VectorScale( plane.normal, plane.dist, surface->origin );
+			VectorCopy( surface->origin, camera->origin );
+			VectorSubtract( vec3_origin, surface->axis[0], camera->axis[0] );
+			VectorCopy( surface->axis[1], camera->axis[1] );
+			VectorCopy( surface->axis[2], camera->axis[2] );
+
+			*mirror = qtrue;
+			return qtrue;
+		}
+
+		// project the origin onto the surface plane to get
+		// an origin point we can rotate around
+		d = DotProduct( e->e.origin, plane.normal ) - plane.dist;
+		VectorMA( e->e.origin, -d, surface->axis[0], surface->origin );
+			
+		// now get the camera origin and orientation
+		VectorCopy( e->e.oldorigin, camera->origin );
+		AxisCopy( e->e.axis, camera->axis );
+		VectorSubtract( vec3_origin, camera->axis[0], camera->axis[0] );
+		VectorSubtract( vec3_origin, camera->axis[1], camera->axis[1] );
+
+		// optionally rotate
+		if ( e->e.oldframe ) {
+			// if a speed is specified
+			if ( e->e.frame ) {
+				// continuous rotate
+				d = (tr.refdef.time/1000.0f) * e->e.frame;
+				VectorCopy( camera->axis[1], transformed );
+				RotatePointAroundVector( camera->axis[1], camera->axis[0], transformed, d );
+				CrossProduct( camera->axis[0], camera->axis[1], camera->axis[2] );
+			} else {
+				// bobbing rotate, with skinNum being the rotation offset
+				d = sin( tr.refdef.time * 0.003f );
+				d = e->e.skinNum + d * 4;
+				VectorCopy( camera->axis[1], transformed );
+				RotatePointAroundVector( camera->axis[1], camera->axis[0], transformed, d );
+				CrossProduct( camera->axis[0], camera->axis[1], camera->axis[2] );
+			}
+		}
+		else if ( e->e.skinNum ) {
+			d = e->e.skinNum;
+			VectorCopy( camera->axis[1], transformed );
+			RotatePointAroundVector( camera->axis[1], camera->axis[0], transformed, d );
+			CrossProduct( camera->axis[0], camera->axis[1], camera->axis[2] );
+		}
+		*mirror = qfalse;
+		return qtrue;
+	}
+
+	// if we didn't locate a portal entity, don't render anything.
+	// We don't want to just treat it as a mirror, because without a
+	// portal entity the server won't have communicated a proper entity set
+	// in the snapshot
+
+	// unfortunately, with local movement prediction it is easily possible
+	// to see a surface before the server has communicated the matching
+	// portal surface entity, so we don't want to print anything here...
+
+	//ri.Printf( PRINT_ALL, "Portal surface without a portal entity\n" );
+
+	return qfalse;
+}
+
+static qboolean IsMirror( const drawSurf_t *drawSurf, int entityNum )
+{
+	int			i;
+	cplane_t	originalPlane, plane;
+	trRefEntity_t	*e;
+	float		d;
+
+	// create plane axis for the portal we are seeing
+	R_PlaneForSurface( drawSurf->surface, &originalPlane );
+
+	// rotate the plane if necessary
+	if ( entityNum != ENTITYNUM_WORLD ) 
+	{
+		tr.currentEntityNum = entityNum;
+		tr.currentEntity = &tr.refdef.entities[entityNum];
+
+		// get the orientation of the entity
+		R_RotateForEntity( tr.currentEntity, &tr.viewParms, &tr.or );
+
+		// rotate the plane, but keep the non-rotated version for matching
+		// against the portalSurface entities
+		R_LocalNormalToWorld( originalPlane.normal, plane.normal );
+		plane.dist = originalPlane.dist + DotProduct( plane.normal, tr.or.origin );
+
+		// translate the original plane
+		originalPlane.dist = originalPlane.dist + DotProduct( originalPlane.normal, tr.or.origin );
+	} 
+	else 
+	{
+		plane = originalPlane;
+	}
+
+	// locate the portal entity closest to this plane.
+	// origin will be the origin of the portal, origin2 will be
+	// the origin of the camera
+	for ( i = 0 ; i < tr.refdef.num_entities ; i++ ) 
+	{
+		e = &tr.refdef.entities[i];
+		if ( e->e.reType != RT_PORTALSURFACE ) {
+			continue;
+		}
+
+		d = DotProduct( e->e.origin, originalPlane.normal ) - originalPlane.dist;
+		if ( d > 64 || d < -64) {
+			continue;
+		}
+
+		// if the entity is just a mirror, don't use as a camera point
+		if ( e->e.oldorigin[0] == e->e.origin[0] && 
+			e->e.oldorigin[1] == e->e.origin[1] && 
+			e->e.oldorigin[2] == e->e.origin[2] ) 
+		{
+			return qtrue;
+		}
+
+		return qfalse;
+	}
+	return qfalse;
+}
+
+/*
+** SurfIsOffscreen
+**
+** Determines if a surface is completely offscreen.
+*/
+static qboolean SurfIsOffscreen( const drawSurf_t *drawSurf, vec4_t clipDest[128] ) {
+	float shortest = 100000000;
+	int entityNum;
+	int numTriangles;
+	shader_t *shader;
+	int		fogNum;
+	int dlighted;
+	vec4_t clip, eye;
+	int i;
+	unsigned int pointOr = 0;
+	unsigned int pointAnd = (unsigned int)~0;
+
+	if ( glConfig.smpActive ) {		// FIXME!  we can't do RB_BeginSurface/RB_EndSurface stuff with smp!
+		return qfalse;
+	}
+
+	R_RotateForViewer();
+
+	R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted );
+	RB_BeginSurface( shader, fogNum );
+	rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
+
+	assert( tess.numVertexes < 128 );
+
+	for ( i = 0; i < tess.numVertexes; i++ )
+	{
+		int j;
+		unsigned int pointFlags = 0;
+
+		R_TransformModelToClip( tess.xyz[i], tr.or.modelMatrix, tr.viewParms.projectionMatrix, eye, clip );
+
+		for ( j = 0; j < 3; j++ )
+		{
+			if ( clip[j] >= clip[3] )
+			{
+				pointFlags |= (1 << (j*2));
+			}
+			else if ( clip[j] <= -clip[3] )
+			{
+				pointFlags |= ( 1 << (j*2+1));
+			}
+		}
+		pointAnd &= pointFlags;
+		pointOr |= pointFlags;
+	}
+
+	// trivially reject
+	if ( pointAnd )
+	{
+		return qtrue;
+	}
+
+	// determine if this surface is backfaced and also determine the distance
+	// to the nearest vertex so we can cull based on portal range.  Culling
+	// based on vertex distance isn't 100% correct (we should be checking for
+	// range to the surface), but it's good enough for the types of portals
+	// we have in the game right now.
+	numTriangles = tess.numIndexes / 3;
+
+	for ( i = 0; i < tess.numIndexes; i += 3 )
+	{
+		vec3_t normal;
+		float dot;
+		float len;
+
+		VectorSubtract( tess.xyz[tess.indexes[i]], tr.viewParms.or.origin, normal );
+
+		len = VectorLengthSquared( normal );			// lose the sqrt
+		if ( len < shortest )
+		{
+			shortest = len;
+		}
+
+		if ( ( dot = DotProduct( normal, tess.normal[tess.indexes[i]] ) ) >= 0 )
+		{
+			numTriangles--;
+		}
+	}
+	if ( !numTriangles )
+	{
+		return qtrue;
+	}
+
+	// mirrors can early out at this point, since we don't do a fade over distance
+	// with them (although we could)
+	if ( IsMirror( drawSurf, entityNum ) )
+	{
+		return qfalse;
+	}
+
+	if ( shortest > (tess.shader->portalRange*tess.shader->portalRange) )
+	{
+		return qtrue;
+	}
+
+	return qfalse;
+}
+
+/*
+========================
+R_MirrorViewBySurface
+
+Returns qtrue if another view has been rendered
+========================
+*/
+qboolean R_MirrorViewBySurface (drawSurf_t *drawSurf, int entityNum) {
+	vec4_t			clipDest[128];
+	viewParms_t		newParms;
+	viewParms_t		oldParms;
+	orientation_t	surface, camera;
+
+	// don't recursively mirror
+	if (tr.viewParms.isPortal) {
+		ri.Printf( PRINT_DEVELOPER, "WARNING: recursive mirror/portal found\n" );
+		return qfalse;
+	}
+
+	if ( r_noportals->integer || (r_fastsky->integer == 1) ) {
+		return qfalse;
+	}
+
+	// trivially reject portal/mirror
+	if ( SurfIsOffscreen( drawSurf, clipDest ) ) {
+		return qfalse;
+	}
+
+	// save old viewParms so we can return to it after the mirror view
+	oldParms = tr.viewParms;
+
+	newParms = tr.viewParms;
+	newParms.isPortal = qtrue;
+	if ( !R_GetPortalOrientations( drawSurf, entityNum, &surface, &camera, 
+		newParms.pvsOrigin, &newParms.isMirror ) ) {
+		return qfalse;		// bad portal, no portalentity
+	}
+
+	R_MirrorPoint (oldParms.or.origin, &surface, &camera, newParms.or.origin );
+
+	VectorSubtract( vec3_origin, camera.axis[0], newParms.portalPlane.normal );
+	newParms.portalPlane.dist = DotProduct( camera.origin, newParms.portalPlane.normal );
+	
+	R_MirrorVector (oldParms.or.axis[0], &surface, &camera, newParms.or.axis[0]);
+	R_MirrorVector (oldParms.or.axis[1], &surface, &camera, newParms.or.axis[1]);
+	R_MirrorVector (oldParms.or.axis[2], &surface, &camera, newParms.or.axis[2]);
+
+	// OPTIMIZE: restrict the viewport on the mirrored view
+
+	// render the mirror view
+	R_RenderView (&newParms);
+
+	tr.viewParms = oldParms;
+
+	return qtrue;
+}
+
+/*
+=================
+R_SpriteFogNum
+
+See if a sprite is inside a fog volume
+=================
+*/
+int R_SpriteFogNum( trRefEntity_t *ent ) {
+	int				i, j;
+	fog_t			*fog;
+
+	if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
+		return 0;
+	}
+
+	for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
+		fog = &tr.world->fogs[i];
+		for ( j = 0 ; j < 3 ; j++ ) {
+			if ( ent->e.origin[j] - ent->e.radius >= fog->bounds[1][j] ) {
+				break;
+			}
+			if ( ent->e.origin[j] + ent->e.radius <= fog->bounds[0][j] ) {
+				break;
+			}
+		}
+		if ( j == 3 ) {
+			return i;
+		}
+	}
+
+	return 0;
+}
+
+/*
+==========================================================================================
+
+DRAWSURF SORTING
+
+==========================================================================================
+*/
+
+/*
+===============
+R_Radix
+===============
+*/
+static ID_INLINE void R_Radix( int byte, int size, drawSurf_t *source, drawSurf_t *dest )
+{
+  int           count[ 256 ] = { 0 };
+  int           index[ 256 ];
+  int           i;
+  unsigned char *sortKey = NULL;
+  unsigned char *end = NULL;
+
+  sortKey = ( (unsigned char *)&source[ 0 ].sort ) + byte;
+  end = sortKey + ( size * sizeof( drawSurf_t ) );
+  for( ; sortKey < end; sortKey += sizeof( drawSurf_t ) )
+    ++count[ *sortKey ];
+
+  index[ 0 ] = 0;
+
+  for( i = 1; i < 256; ++i )
+    index[ i ] = index[ i - 1 ] + count[ i - 1 ];
+
+  sortKey = ( (unsigned char *)&source[ 0 ].sort ) + byte;
+  for( i = 0; i < size; ++i, sortKey += sizeof( drawSurf_t ) )
+    dest[ index[ *sortKey ]++ ] = source[ i ];
+}
+
+/*
+===============
+R_RadixSort
+
+Radix sort with 4 byte size buckets
+===============
+*/
+static void R_RadixSort( drawSurf_t *source, int size )
+{
+  static drawSurf_t scratch[ MAX_DRAWSURFS ];
+#ifdef Q3_LITTLE_ENDIAN
+  R_Radix( 0, size, source, scratch );
+  R_Radix( 1, size, scratch, source );
+  R_Radix( 2, size, source, scratch );
+  R_Radix( 3, size, scratch, source );
+#else
+  R_Radix( 3, size, source, scratch );
+  R_Radix( 2, size, scratch, source );
+  R_Radix( 1, size, source, scratch );
+  R_Radix( 0, size, scratch, source );
+#endif //Q3_LITTLE_ENDIAN
+}
+
+//==========================================================================================
+
+/*
+=================
+R_AddDrawSurf
+=================
+*/
+void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader, 
+				   int fogIndex, int dlightMap ) {
+	int			index;
+
+	// instead of checking for overflow, we just mask the index
+	// so it wraps around
+	index = tr.refdef.numDrawSurfs & DRAWSURF_MASK;
+	// the sort data is packed into a single 32 bit value so it can be
+	// compared quickly during the qsorting process
+	tr.refdef.drawSurfs[index].sort = (shader->sortedIndex << QSORT_SHADERNUM_SHIFT) 
+		| tr.shiftedEntityNum | ( fogIndex << QSORT_FOGNUM_SHIFT ) | (int)dlightMap;
+	tr.refdef.drawSurfs[index].surface = surface;
+	tr.refdef.numDrawSurfs++;
+}
+
+/*
+=================
+R_DecomposeSort
+=================
+*/
+void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader, 
+					 int *fogNum, int *dlightMap ) {
+	*fogNum = ( sort >> QSORT_FOGNUM_SHIFT ) & 31;
+	*shader = tr.sortedShaders[ ( sort >> QSORT_SHADERNUM_SHIFT ) & (MAX_SHADERS-1) ];
+	*entityNum = ( sort >> QSORT_ENTITYNUM_SHIFT ) & 1023;
+	*dlightMap = sort & 3;
+}
+
+/*
+=================
+R_SortDrawSurfs
+=================
+*/
+void R_SortDrawSurfs( drawSurf_t *drawSurfs, int numDrawSurfs ) {
+	shader_t		*shader;
+	int				fogNum;
+	int				entityNum;
+	int				dlighted;
+	int				i;
+
+	// it is possible for some views to not have any surfaces
+	if ( numDrawSurfs < 1 ) {
+		// we still need to add it for hyperspace cases
+		R_AddDrawSurfCmd( drawSurfs, numDrawSurfs );
+		return;
+	}
+
+	// if we overflowed MAX_DRAWSURFS, the drawsurfs
+	// wrapped around in the buffer and we will be missing
+	// the first surfaces, not the last ones
+	if ( numDrawSurfs > MAX_DRAWSURFS ) {
+		numDrawSurfs = MAX_DRAWSURFS;
+	}
+
+	// sort the drawsurfs by sort type, then orientation, then shader
+	R_RadixSort( drawSurfs, numDrawSurfs );
+
+	// check for any pass through drawing, which
+	// may cause another view to be rendered first
+	for ( i = 0 ; i < numDrawSurfs ; i++ ) {
+		R_DecomposeSort( (drawSurfs+i)->sort, &entityNum, &shader, &fogNum, &dlighted );
+
+		if ( shader->sort > SS_PORTAL ) {
+			break;
+		}
+
+		// no shader should ever have this sort type
+		if ( shader->sort == SS_BAD ) {
+			ri.Error (ERR_DROP, "Shader '%s'with sort == SS_BAD", shader->name );
+		}
+
+		// if the mirror was completely clipped away, we may need to check another surface
+		if ( R_MirrorViewBySurface( (drawSurfs+i), entityNum) ) {
+			// this is a debug option to see exactly what is being mirrored
+			if ( r_portalOnly->integer ) {
+				return;
+			}
+			break;		// only one mirror view at a time
+		}
+	}
+
+	R_AddDrawSurfCmd( drawSurfs, numDrawSurfs );
+}
+
+/*
+=============
+R_AddEntitySurfaces
+=============
+*/
+void R_AddEntitySurfaces (void) {
+	trRefEntity_t	*ent;
+	shader_t		*shader;
+
+	if ( !r_drawentities->integer ) {
+		return;
+	}
+
+	for ( tr.currentEntityNum = 0; 
+	      tr.currentEntityNum < tr.refdef.num_entities; 
+		  tr.currentEntityNum++ ) {
+		ent = tr.currentEntity = &tr.refdef.entities[tr.currentEntityNum];
+
+		ent->needDlights = qfalse;
+
+		// preshift the value we are going to OR into the drawsurf sort
+		tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
+
+		//
+		// the weapon model must be handled special --
+		// we don't want the hacked weapon position showing in 
+		// mirrors, because the true body position will already be drawn
+		//
+		if ( (ent->e.renderfx & RF_FIRST_PERSON) && tr.viewParms.isPortal) {
+			continue;
+		}
+
+		// simple generated models, like sprites and beams, are not culled
+		switch ( ent->e.reType ) {
+		case RT_PORTALSURFACE:
+			break;		// don't draw anything
+		case RT_SPRITE:
+		case RT_BEAM:
+		case RT_LIGHTNING:
+		case RT_RAIL_CORE:
+		case RT_RAIL_RINGS:
+			// self blood sprites, talk balloons, etc should not be drawn in the primary
+			// view.  We can't just do this check for all entities, because md3
+			// entities may still want to cast shadows from them
+			if ( (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal) {
+				continue;
+			}
+			shader = R_GetShaderByHandle( ent->e.customShader );
+			R_AddDrawSurf( &entitySurface, shader, R_SpriteFogNum( ent ), 0 );
+			break;
+
+		case RT_MODEL:
+			// we must set up parts of tr.or for model culling
+			R_RotateForEntity( ent, &tr.viewParms, &tr.or );
+
+			tr.currentModel = R_GetModelByHandle( ent->e.hModel );
+			if (!tr.currentModel) {
+				R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0 );
+			} else {
+				switch ( tr.currentModel->type ) {
+				case MOD_MESH:
+					R_AddMD3Surfaces( ent );
+					break;
+				case MOD_MD4:
+					R_AddAnimSurfaces( ent );
+					break;
+#ifdef RAVENMD4
+				case MOD_MDR:
+					R_MDRAddAnimSurfaces( ent );
+					break;
+#endif
+				case MOD_BRUSH:
+					R_AddBrushModelSurfaces( ent );
+					break;
+				case MOD_BAD:		// null model axis
+					if ( (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal) {
+						break;
+					}
+					shader = R_GetShaderByHandle( ent->e.customShader );
+					R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0 );
+					break;
+				default:
+					ri.Error( ERR_DROP, "R_AddEntitySurfaces: Bad modeltype" );
+					break;
+				}
+			}
+			break;
+		default:
+			ri.Error( ERR_DROP, "R_AddEntitySurfaces: Bad reType" );
+		}
+	}
+
+}
+
+
+/*
+====================
+R_GenerateDrawSurfs
+====================
+*/
+void R_GenerateDrawSurfs( void ) {
+	R_AddWorldSurfaces ();
+
+	R_AddPolygonSurfaces();
+
+	// set the projection matrix with the minimum zfar
+	// now that we have the world bounded
+	// this needs to be done before entities are
+	// added, because they use the projection
+	// matrix for lod calculation
+
+	// dynamically compute far clip plane distance
+	R_SetFarClip();
+
+	// we know the size of the clipping volume. Now set the rest of the projection matrix.
+	R_SetupProjectionZ (&tr.viewParms);
+
+	R_AddEntitySurfaces ();
+}
+
+/*
+================
+R_DebugPolygon
+================
+*/
+void R_DebugPolygon( int color, int numPoints, float *points ) {
+	int		i;
+
+	GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
+
+	// draw solid shade
+
+	qglColor3f( color&1, (color>>1)&1, (color>>2)&1 );
+	qglBegin( GL_POLYGON );
+	for ( i = 0 ; i < numPoints ; i++ ) {
+		qglVertex3fv( points + i * 3 );
+	}
+	qglEnd();
+
+	// draw wireframe outline
+	GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
+	qglDepthRange( 0, 0 );
+	qglColor3f( 1, 1, 1 );
+	qglBegin( GL_POLYGON );
+	for ( i = 0 ; i < numPoints ; i++ ) {
+		qglVertex3fv( points + i * 3 );
+	}
+	qglEnd();
+	qglDepthRange( 0, 1 );
+}
+
+/*
+====================
+R_DebugGraphics
+
+Visualization aid for movement clipping debugging
+====================
+*/
+void R_DebugGraphics( void ) {
+	if ( !r_debugSurface->integer ) {
+		return;
+	}
+
+	// the render thread can't make callbacks to the main thread
+	R_SyncRenderThread();
+
+	GL_Bind( tr.whiteImage);
+	GL_Cull( CT_FRONT_SIDED );
+	ri.CM_DrawDebugSurface( R_DebugPolygon );
+}
+
+
+/*
+================
+R_RenderView
+
+A view may be either the actual camera view,
+or a mirror / remote location
+================
+*/
+void R_RenderView (viewParms_t *parms) {
+	int		firstDrawSurf;
+
+	if ( parms->viewportWidth <= 0 || parms->viewportHeight <= 0 ) {
+		return;
+	}
+
+	tr.viewCount++;
+
+	tr.viewParms = *parms;
+	tr.viewParms.frameSceneNum = tr.frameSceneNum;
+	tr.viewParms.frameCount = tr.frameCount;
+
+	firstDrawSurf = tr.refdef.numDrawSurfs;
+
+	tr.viewCount++;
+
+	// set viewParms.world
+	R_RotateForViewer ();
+
+	R_SetupProjection(&tr.viewParms, r_zproj->value, qtrue);
+
+	R_GenerateDrawSurfs();
+
+	R_SortDrawSurfs( tr.refdef.drawSurfs + firstDrawSurf, tr.refdef.numDrawSurfs - firstDrawSurf );
+
+	// draw main system development information (surface outlines, etc)
+	R_DebugGraphics();
+}
+
+
+
diff --git a/src/renderer/tr_marks.c b/src/renderer/tr_marks.c
new file mode 100644
index 0000000..b3b5333
--- /dev/null
+++ b/src/renderer/tr_marks.c
@@ -0,0 +1,455 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+// tr_marks.c -- polygon projection on the world polygons
+
+#include "tr_local.h"
+//#include "assert.h"
+
+#define MAX_VERTS_ON_POLY		64
+
+#define MARKER_OFFSET			0	// 1
+
+/*
+=============
+R_ChopPolyBehindPlane
+
+Out must have space for two more vertexes than in
+=============
+*/
+#define	SIDE_FRONT	0
+#define	SIDE_BACK	1
+#define	SIDE_ON		2
+static void R_ChopPolyBehindPlane( int numInPoints, vec3_t inPoints[MAX_VERTS_ON_POLY],
+								   int *numOutPoints, vec3_t outPoints[MAX_VERTS_ON_POLY], 
+							vec3_t normal, vec_t dist, vec_t epsilon) {
+	float		dists[MAX_VERTS_ON_POLY+4];
+	int			sides[MAX_VERTS_ON_POLY+4];
+	int			counts[3];
+	float		dot;
+	int			i, j;
+	float		*p1, *p2, *clip;
+	float		d;
+
+	// don't clip if it might overflow
+	if ( numInPoints >= MAX_VERTS_ON_POLY - 2 ) {
+		*numOutPoints = 0;
+		return;
+	}
+
+	counts[0] = counts[1] = counts[2] = 0;
+
+	// determine sides for each point
+	for ( i = 0 ; i < numInPoints ; i++ ) {
+		dot = DotProduct( inPoints[i], normal );
+		dot -= dist;
+		dists[i] = dot;
+		if ( dot > epsilon ) {
+			sides[i] = SIDE_FRONT;
+		} else if ( dot < -epsilon ) {
+			sides[i] = SIDE_BACK;
+		} else {
+			sides[i] = SIDE_ON;
+		}
+		counts[sides[i]]++;
+	}
+	sides[i] = sides[0];
+	dists[i] = dists[0];
+
+	*numOutPoints = 0;
+
+	if ( !counts[0] ) {
+		return;
+	}
+	if ( !counts[1] ) {
+		*numOutPoints = numInPoints;
+		Com_Memcpy( outPoints, inPoints, numInPoints * sizeof(vec3_t) );
+		return;
+	}
+
+	for ( i = 0 ; i < numInPoints ; i++ ) {
+		p1 = inPoints[i];
+		clip = outPoints[ *numOutPoints ];
+		
+		if ( sides[i] == SIDE_ON ) {
+			VectorCopy( p1, clip );
+			(*numOutPoints)++;
+			continue;
+		}
+	
+		if ( sides[i] == SIDE_FRONT ) {
+			VectorCopy( p1, clip );
+			(*numOutPoints)++;
+			clip = outPoints[ *numOutPoints ];
+		}
+
+		if ( sides[i+1] == SIDE_ON || sides[i+1] == sides[i] ) {
+			continue;
+		}
+			
+		// generate a split point
+		p2 = inPoints[ (i+1) % numInPoints ];
+
+		d = dists[i] - dists[i+1];
+		if ( d == 0 ) {
+			dot = 0;
+		} else {
+			dot = dists[i] / d;
+		}
+
+		// clip xyz
+
+		for (j=0 ; j<3 ; j++) {
+			clip[j] = p1[j] + dot * ( p2[j] - p1[j] );
+		}
+
+		(*numOutPoints)++;
+	}
+}
+
+/*
+=================
+R_BoxSurfaces_r
+
+=================
+*/
+void R_BoxSurfaces_r(mnode_t *node, vec3_t mins, vec3_t maxs, surfaceType_t **list, int listsize, int *listlength, vec3_t dir) {
+
+	int			s, c;
+	msurface_t	*surf, **mark;
+
+	// do the tail recursion in a loop
+	while ( node->contents == -1 ) {
+		s = BoxOnPlaneSide( mins, maxs, node->plane );
+		if (s == 1) {
+			node = node->children[0];
+		} else if (s == 2) {
+			node = node->children[1];
+		} else {
+			R_BoxSurfaces_r(node->children[0], mins, maxs, list, listsize, listlength, dir);
+			node = node->children[1];
+		}
+	}
+
+	// add the individual surfaces
+	mark = node->firstmarksurface;
+	c = node->nummarksurfaces;
+	while (c--) {
+		//
+		if (*listlength >= listsize) break;
+		//
+		surf = *mark;
+		// check if the surface has NOIMPACT or NOMARKS set
+		if ( ( surf->shader->surfaceFlags & ( SURF_NOIMPACT | SURF_NOMARKS ) )
+			|| ( surf->shader->contentFlags & CONTENTS_FOG ) ) {
+			surf->viewCount = tr.viewCount;
+		}
+		// extra check for surfaces to avoid list overflows
+		else if (*(surf->data) == SF_FACE) {
+			// the face plane should go through the box
+			s = BoxOnPlaneSide( mins, maxs, &(( srfSurfaceFace_t * ) surf->data)->plane );
+			if (s == 1 || s == 2) {
+				surf->viewCount = tr.viewCount;
+			} else if (DotProduct((( srfSurfaceFace_t * ) surf->data)->plane.normal, dir) > -0.5) {
+			// don't add faces that make sharp angles with the projection direction
+				surf->viewCount = tr.viewCount;
+			}
+		}
+		else if (*(surfaceType_t *) (surf->data) != SF_GRID &&
+			 *(surfaceType_t *) (surf->data) != SF_TRIANGLES)
+			surf->viewCount = tr.viewCount;
+		// check the viewCount because the surface may have
+		// already been added if it spans multiple leafs
+		if (surf->viewCount != tr.viewCount) {
+			surf->viewCount = tr.viewCount;
+			list[*listlength] = (surfaceType_t *) surf->data;
+			(*listlength)++;
+		}
+		mark++;
+	}
+}
+
+/*
+=================
+R_AddMarkFragments
+
+=================
+*/
+void R_AddMarkFragments(int numClipPoints, vec3_t clipPoints[2][MAX_VERTS_ON_POLY],
+				   int numPlanes, vec3_t *normals, float *dists,
+				   int maxPoints, vec3_t pointBuffer,
+				   int maxFragments, markFragment_t *fragmentBuffer,
+				   int *returnedPoints, int *returnedFragments,
+				   vec3_t mins, vec3_t maxs) {
+	int pingPong, i;
+	markFragment_t	*mf;
+
+	// chop the surface by all the bounding planes of the to be projected polygon
+	pingPong = 0;
+
+	for ( i = 0 ; i < numPlanes ; i++ ) {
+
+		R_ChopPolyBehindPlane( numClipPoints, clipPoints[pingPong],
+						   &numClipPoints, clipPoints[!pingPong],
+							normals[i], dists[i], 0.5 );
+		pingPong ^= 1;
+		if ( numClipPoints == 0 ) {
+			break;
+		}
+	}
+	// completely clipped away?
+	if ( numClipPoints == 0 ) {
+		return;
+	}
+
+	// add this fragment to the returned list
+	if ( numClipPoints + (*returnedPoints) > maxPoints ) {
+		return;	// not enough space for this polygon
+	}
+	/*
+	// all the clip points should be within the bounding box
+	for ( i = 0 ; i < numClipPoints ; i++ ) {
+		int j;
+		for ( j = 0 ; j < 3 ; j++ ) {
+			if (clipPoints[pingPong][i][j] < mins[j] - 0.5) break;
+			if (clipPoints[pingPong][i][j] > maxs[j] + 0.5) break;
+		}
+		if (j < 3) break;
+	}
+	if (i < numClipPoints) return;
+	*/
+
+	mf = fragmentBuffer + (*returnedFragments);
+	mf->firstPoint = (*returnedPoints);
+	mf->numPoints = numClipPoints;
+	Com_Memcpy( pointBuffer + (*returnedPoints) * 3, clipPoints[pingPong], numClipPoints * sizeof(vec3_t) );
+
+	(*returnedPoints) += numClipPoints;
+	(*returnedFragments)++;
+}
+
+/*
+=================
+R_MarkFragments
+
+=================
+*/
+int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection,
+				   int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer ) {
+	int				numsurfaces, numPlanes;
+	int				i, j, k, m, n;
+	surfaceType_t	*surfaces[64];
+	vec3_t			mins, maxs;
+	int				returnedFragments;
+	int				returnedPoints;
+	vec3_t			normals[MAX_VERTS_ON_POLY+2];
+	float			dists[MAX_VERTS_ON_POLY+2];
+	vec3_t			clipPoints[2][MAX_VERTS_ON_POLY];
+	int				numClipPoints;
+	float			*v;
+	srfGridMesh_t	*cv;
+	drawVert_t		*dv;
+	vec3_t			normal;
+	vec3_t			projectionDir;
+	vec3_t			v1, v2;
+	int				*indexes;
+
+	//increment view count for double check prevention
+	tr.viewCount++;
+
+	//
+	VectorNormalize2( projection, projectionDir );
+	// find all the brushes that are to be considered
+	ClearBounds( mins, maxs );
+	for ( i = 0 ; i < numPoints ; i++ ) {
+		vec3_t	temp;
+
+		AddPointToBounds( points[i], mins, maxs );
+		VectorAdd( points[i], projection, temp );
+		AddPointToBounds( temp, mins, maxs );
+		// make sure we get all the leafs (also the one(s) in front of the hit surface)
+		VectorMA( points[i], -20, projectionDir, temp );
+		AddPointToBounds( temp, mins, maxs );
+	}
+
+	if (numPoints > MAX_VERTS_ON_POLY) numPoints = MAX_VERTS_ON_POLY;
+	// create the bounding planes for the to be projected polygon
+	for ( i = 0 ; i < numPoints ; i++ ) {
+		VectorSubtract(points[(i+1)%numPoints], points[i], v1);
+		VectorAdd(points[i], projection, v2);
+		VectorSubtract(points[i], v2, v2);
+		CrossProduct(v1, v2, normals[i]);
+		VectorNormalizeFast(normals[i]);
+		dists[i] = DotProduct(normals[i], points[i]);
+	}
+	// add near and far clipping planes for projection
+	VectorCopy(projectionDir, normals[numPoints]);
+	dists[numPoints] = DotProduct(normals[numPoints], points[0]) - 32;
+	VectorCopy(projectionDir, normals[numPoints+1]);
+	VectorInverse(normals[numPoints+1]);
+	dists[numPoints+1] = DotProduct(normals[numPoints+1], points[0]) - 20;
+	numPlanes = numPoints + 2;
+
+	numsurfaces = 0;
+	R_BoxSurfaces_r(tr.world->nodes, mins, maxs, surfaces, 64, &numsurfaces, projectionDir);
+	//assert(numsurfaces <= 64);
+	//assert(numsurfaces != 64);
+
+	returnedPoints = 0;
+	returnedFragments = 0;
+
+	for ( i = 0 ; i < numsurfaces ; i++ ) {
+
+		if (*surfaces[i] == SF_GRID) {
+
+			cv = (srfGridMesh_t *) surfaces[i];
+			for ( m = 0 ; m < cv->height - 1 ; m++ ) {
+				for ( n = 0 ; n < cv->width - 1 ; n++ ) {
+					// We triangulate the grid and chop all triangles within
+					// the bounding planes of the to be projected polygon.
+					// LOD is not taken into account, not such a big deal though.
+					//
+					// It's probably much nicer to chop the grid itself and deal
+					// with this grid as a normal SF_GRID surface so LOD will
+					// be applied. However the LOD of that chopped grid must
+					// be synced with the LOD of the original curve.
+					// One way to do this; the chopped grid shares vertices with
+					// the original curve. When LOD is applied to the original
+					// curve the unused vertices are flagged. Now the chopped curve
+					// should skip the flagged vertices. This still leaves the
+					// problems with the vertices at the chopped grid edges.
+					//
+					// To avoid issues when LOD applied to "hollow curves" (like
+					// the ones around many jump pads) we now just add a 2 unit
+					// offset to the triangle vertices.
+					// The offset is added in the vertex normal vector direction
+					// so all triangles will still fit together.
+					// The 2 unit offset should avoid pretty much all LOD problems.
+
+					numClipPoints = 3;
+
+					dv = cv->verts + m * cv->width + n;
+
+					VectorCopy(dv[0].xyz, clipPoints[0][0]);
+					VectorMA(clipPoints[0][0], MARKER_OFFSET, dv[0].normal, clipPoints[0][0]);
+					VectorCopy(dv[cv->width].xyz, clipPoints[0][1]);
+					VectorMA(clipPoints[0][1], MARKER_OFFSET, dv[cv->width].normal, clipPoints[0][1]);
+					VectorCopy(dv[1].xyz, clipPoints[0][2]);
+					VectorMA(clipPoints[0][2], MARKER_OFFSET, dv[1].normal, clipPoints[0][2]);
+					// check the normal of this triangle
+					VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1);
+					VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2);
+					CrossProduct(v1, v2, normal);
+					VectorNormalizeFast(normal);
+					if (DotProduct(normal, projectionDir) < -0.1) {
+						// add the fragments of this triangle
+						R_AddMarkFragments(numClipPoints, clipPoints,
+										   numPlanes, normals, dists,
+										   maxPoints, pointBuffer,
+										   maxFragments, fragmentBuffer,
+										   &returnedPoints, &returnedFragments, mins, maxs);
+
+						if ( returnedFragments == maxFragments ) {
+							return returnedFragments;	// not enough space for more fragments
+						}
+					}
+
+					VectorCopy(dv[1].xyz, clipPoints[0][0]);
+					VectorMA(clipPoints[0][0], MARKER_OFFSET, dv[1].normal, clipPoints[0][0]);
+					VectorCopy(dv[cv->width].xyz, clipPoints[0][1]);
+					VectorMA(clipPoints[0][1], MARKER_OFFSET, dv[cv->width].normal, clipPoints[0][1]);
+					VectorCopy(dv[cv->width+1].xyz, clipPoints[0][2]);
+					VectorMA(clipPoints[0][2], MARKER_OFFSET, dv[cv->width+1].normal, clipPoints[0][2]);
+					// check the normal of this triangle
+					VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1);
+					VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2);
+					CrossProduct(v1, v2, normal);
+					VectorNormalizeFast(normal);
+					if (DotProduct(normal, projectionDir) < -0.05) {
+						// add the fragments of this triangle
+						R_AddMarkFragments(numClipPoints, clipPoints,
+										   numPlanes, normals, dists,
+										   maxPoints, pointBuffer,
+										   maxFragments, fragmentBuffer,
+										   &returnedPoints, &returnedFragments, mins, maxs);
+
+						if ( returnedFragments == maxFragments ) {
+							return returnedFragments;	// not enough space for more fragments
+						}
+					}
+				}
+			}
+		}
+		else if (*surfaces[i] == SF_FACE) {
+
+			srfSurfaceFace_t *surf = ( srfSurfaceFace_t * ) surfaces[i];
+
+			// check the normal of this face
+			if (DotProduct(surf->plane.normal, projectionDir) > -0.5) {
+				continue;
+			}
+
+			indexes = (int *)( (byte *)surf + surf->ofsIndices );
+			for ( k = 0 ; k < surf->numIndices ; k += 3 ) {
+				for ( j = 0 ; j < 3 ; j++ ) {
+					v = surf->points[0] + VERTEXSIZE * indexes[k+j];;
+					VectorMA( v, MARKER_OFFSET, surf->plane.normal, clipPoints[0][j] );
+				}
+
+				// add the fragments of this face
+				R_AddMarkFragments( 3 , clipPoints,
+								   numPlanes, normals, dists,
+								   maxPoints, pointBuffer,
+								   maxFragments, fragmentBuffer,
+								   &returnedPoints, &returnedFragments, mins, maxs);
+				if ( returnedFragments == maxFragments ) {
+					return returnedFragments;	// not enough space for more fragments
+				}
+			}
+		}
+		else if(*surfaces[i] == SF_TRIANGLES && r_marksOnTriangleMeshes->integer) {
+
+			srfTriangles_t *surf = (srfTriangles_t *) surfaces[i];
+
+			for (k = 0; k < surf->numIndexes; k += 3)
+			{
+				for(j = 0; j < 3; j++)
+				{
+					v = surf->verts[surf->indexes[k + j]].xyz;
+					VectorMA(v, MARKER_OFFSET, surf->verts[surf->indexes[k + j]].normal, clipPoints[0][j]);
+				}
+
+				// add the fragments of this face
+				R_AddMarkFragments(3, clipPoints,
+								   numPlanes, normals, dists,
+								   maxPoints, pointBuffer,
+								   maxFragments, fragmentBuffer, &returnedPoints, &returnedFragments, mins, maxs);
+				if(returnedFragments == maxFragments)
+				{
+					return returnedFragments;	// not enough space for more fragments
+				}
+			}
+		}
+	}
+	return returnedFragments;
+}
+
diff --git a/src/renderer/tr_mesh.c b/src/renderer/tr_mesh.c
new file mode 100644
index 0000000..38c58ed
--- /dev/null
+++ b/src/renderer/tr_mesh.c
@@ -0,0 +1,419 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+// tr_mesh.c: triangle model functions
+
+#include "tr_local.h"
+
+static float ProjectRadius( float r, vec3_t location )
+{
+	float pr;
+	float dist;
+	float c;
+	vec3_t	p;
+	float	projected[4];
+
+	c = DotProduct( tr.viewParms.or.axis[0], tr.viewParms.or.origin );
+	dist = DotProduct( tr.viewParms.or.axis[0], location ) - c;
+
+	if ( dist <= 0 )
+		return 0;
+
+	p[0] = 0;
+	p[1] = fabs( r );
+	p[2] = -dist;
+
+	projected[0] = p[0] * tr.viewParms.projectionMatrix[0] + 
+		           p[1] * tr.viewParms.projectionMatrix[4] +
+				   p[2] * tr.viewParms.projectionMatrix[8] +
+				   tr.viewParms.projectionMatrix[12];
+
+	projected[1] = p[0] * tr.viewParms.projectionMatrix[1] + 
+		           p[1] * tr.viewParms.projectionMatrix[5] +
+				   p[2] * tr.viewParms.projectionMatrix[9] +
+				   tr.viewParms.projectionMatrix[13];
+
+	projected[2] = p[0] * tr.viewParms.projectionMatrix[2] + 
+		           p[1] * tr.viewParms.projectionMatrix[6] +
+				   p[2] * tr.viewParms.projectionMatrix[10] +
+				   tr.viewParms.projectionMatrix[14];
+
+	projected[3] = p[0] * tr.viewParms.projectionMatrix[3] + 
+		           p[1] * tr.viewParms.projectionMatrix[7] +
+				   p[2] * tr.viewParms.projectionMatrix[11] +
+				   tr.viewParms.projectionMatrix[15];
+
+
+	pr = projected[1] / projected[3];
+
+	if ( pr > 1.0f )
+		pr = 1.0f;
+
+	return pr;
+}
+
+/*
+=============
+R_CullModel
+=============
+*/
+static int R_CullModel( md3Header_t *header, trRefEntity_t *ent ) {
+	vec3_t		bounds[2];
+	md3Frame_t	*oldFrame, *newFrame;
+	int			i;
+
+	// compute frame pointers
+	newFrame = ( md3Frame_t * ) ( ( byte * ) header + header->ofsFrames ) + ent->e.frame;
+	oldFrame = ( md3Frame_t * ) ( ( byte * ) header + header->ofsFrames ) + ent->e.oldframe;
+
+	// cull bounding sphere ONLY if this is not an upscaled entity
+	if ( !ent->e.nonNormalizedAxes )
+	{
+		if ( ent->e.frame == ent->e.oldframe )
+		{
+			switch ( R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ) )
+			{
+			case CULL_OUT:
+				tr.pc.c_sphere_cull_md3_out++;
+				return CULL_OUT;
+
+			case CULL_IN:
+				tr.pc.c_sphere_cull_md3_in++;
+				return CULL_IN;
+
+			case CULL_CLIP:
+				tr.pc.c_sphere_cull_md3_clip++;
+				break;
+			}
+		}
+		else
+		{
+			int sphereCull, sphereCullB;
+
+			sphereCull  = R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius );
+			if ( newFrame == oldFrame ) {
+				sphereCullB = sphereCull;
+			} else {
+				sphereCullB = R_CullLocalPointAndRadius( oldFrame->localOrigin, oldFrame->radius );
+			}
+
+			if ( sphereCull == sphereCullB )
+			{
+				if ( sphereCull == CULL_OUT )
+				{
+					tr.pc.c_sphere_cull_md3_out++;
+					return CULL_OUT;
+				}
+				else if ( sphereCull == CULL_IN )
+				{
+					tr.pc.c_sphere_cull_md3_in++;
+					return CULL_IN;
+				}
+				else
+				{
+					tr.pc.c_sphere_cull_md3_clip++;
+				}
+			}
+		}
+	}
+	
+	// calculate a bounding box in the current coordinate system
+	for (i = 0 ; i < 3 ; i++) {
+		bounds[0][i] = oldFrame->bounds[0][i] < newFrame->bounds[0][i] ? oldFrame->bounds[0][i] : newFrame->bounds[0][i];
+		bounds[1][i] = oldFrame->bounds[1][i] > newFrame->bounds[1][i] ? oldFrame->bounds[1][i] : newFrame->bounds[1][i];
+	}
+
+	switch ( R_CullLocalBox( bounds ) )
+	{
+	case CULL_IN:
+		tr.pc.c_box_cull_md3_in++;
+		return CULL_IN;
+	case CULL_CLIP:
+		tr.pc.c_box_cull_md3_clip++;
+		return CULL_CLIP;
+	case CULL_OUT:
+	default:
+		tr.pc.c_box_cull_md3_out++;
+		return CULL_OUT;
+	}
+}
+
+
+/*
+=================
+R_ComputeLOD
+
+=================
+*/
+int R_ComputeLOD( trRefEntity_t *ent ) {
+	float radius;
+	float flod, lodscale;
+	float projectedRadius;
+	md3Frame_t *frame;
+#ifdef RAVENMD4
+	mdrHeader_t *mdr;
+	mdrFrame_t *mdrframe;
+#endif
+	int lod;
+
+	if ( tr.currentModel->numLods < 2 )
+	{
+		// model has only 1 LOD level, skip computations and bias
+		lod = 0;
+	}
+	else
+	{
+		// multiple LODs exist, so compute projected bounding sphere
+		// and use that as a criteria for selecting LOD
+
+#ifdef RAVENMD4
+		// This is an MDR model.
+		
+		if(tr.currentModel->md4)
+		{
+			int frameSize;
+			mdr = (mdrHeader_t *) tr.currentModel->md4;
+			frameSize = (size_t) (&((mdrFrame_t *)0)->bones[mdr->numBones]);
+			
+			mdrframe = (mdrFrame_t *) ((byte *) mdr + mdr->ofsFrames + frameSize * ent->e.frame);
+			
+			radius = RadiusFromBounds(mdrframe->bounds[0], mdrframe->bounds[1]);
+		}
+		else
+#endif
+		{
+			frame = ( md3Frame_t * ) ( ( ( unsigned char * ) tr.currentModel->md3[0] ) + tr.currentModel->md3[0]->ofsFrames );
+
+			frame += ent->e.frame;
+
+			radius = RadiusFromBounds( frame->bounds[0], frame->bounds[1] );
+		}
+
+		if ( ( projectedRadius = ProjectRadius( radius, ent->e.origin ) ) != 0 )
+		{
+			lodscale = r_lodscale->value;
+			if (lodscale > 20) lodscale = 20;
+			flod = 1.0f - projectedRadius * lodscale;
+		}
+		else
+		{
+			// object intersects near view plane, e.g. view weapon
+			flod = 0;
+		}
+
+		flod *= tr.currentModel->numLods;
+		lod = myftol( flod );
+
+		if ( lod < 0 )
+		{
+			lod = 0;
+		}
+		else if ( lod >= tr.currentModel->numLods )
+		{
+			lod = tr.currentModel->numLods - 1;
+		}
+	}
+
+	lod += r_lodbias->integer;
+	
+	if ( lod >= tr.currentModel->numLods )
+		lod = tr.currentModel->numLods - 1;
+	if ( lod < 0 )
+		lod = 0;
+
+	return lod;
+}
+
+/*
+=================
+R_ComputeFogNum
+
+=================
+*/
+int R_ComputeFogNum( md3Header_t *header, trRefEntity_t *ent ) {
+	int				i, j;
+	fog_t			*fog;
+	md3Frame_t		*md3Frame;
+	vec3_t			localOrigin;
+
+	if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
+		return 0;
+	}
+
+	// FIXME: non-normalized axis issues
+	md3Frame = ( md3Frame_t * ) ( ( byte * ) header + header->ofsFrames ) + ent->e.frame;
+	VectorAdd( ent->e.origin, md3Frame->localOrigin, localOrigin );
+	for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
+		fog = &tr.world->fogs[i];
+		for ( j = 0 ; j < 3 ; j++ ) {
+			if ( localOrigin[j] - md3Frame->radius >= fog->bounds[1][j] ) {
+				break;
+			}
+			if ( localOrigin[j] + md3Frame->radius <= fog->bounds[0][j] ) {
+				break;
+			}
+		}
+		if ( j == 3 ) {
+			return i;
+		}
+	}
+
+	return 0;
+}
+
+/*
+=================
+R_AddMD3Surfaces
+
+=================
+*/
+void R_AddMD3Surfaces( trRefEntity_t *ent ) {
+	int				i;
+	md3Header_t		*header = NULL;
+	md3Surface_t	*surface = NULL;
+	md3Shader_t		*md3Shader = NULL;
+	shader_t		*shader = NULL;
+	int				cull;
+	int				lod;
+	int				fogNum;
+	qboolean		personalModel;
+
+	// don't add third_person objects if not in a portal
+	personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal;
+
+	if ( ent->e.renderfx & RF_WRAP_FRAMES ) {
+		ent->e.frame %= tr.currentModel->md3[0]->numFrames;
+		ent->e.oldframe %= tr.currentModel->md3[0]->numFrames;
+	}
+
+	//
+	// Validate the frames so there is no chance of a crash.
+	// This will write directly into the entity structure, so
+	// when the surfaces are rendered, they don't need to be
+	// range checked again.
+	//
+	if ( (ent->e.frame >= tr.currentModel->md3[0]->numFrames) 
+		|| (ent->e.frame < 0)
+		|| (ent->e.oldframe >= tr.currentModel->md3[0]->numFrames)
+		|| (ent->e.oldframe < 0) ) {
+			ri.Printf( PRINT_DEVELOPER, "R_AddMD3Surfaces: no such frame %d to %d for '%s'\n",
+				ent->e.oldframe, ent->e.frame,
+				tr.currentModel->name );
+			ent->e.frame = 0;
+			ent->e.oldframe = 0;
+	}
+
+	//
+	// compute LOD
+	//
+	lod = R_ComputeLOD( ent );
+
+	header = tr.currentModel->md3[lod];
+
+	//
+	// cull the entire model if merged bounding box of both frames
+	// is outside the view frustum.
+	//
+	cull = R_CullModel ( header, ent );
+	if ( cull == CULL_OUT ) {
+		return;
+	}
+
+	//
+	// set up lighting now that we know we aren't culled
+	//
+	if ( !personalModel || r_shadows->integer > 1 ) {
+		R_SetupEntityLighting( &tr.refdef, ent );
+	}
+
+	//
+	// see if we are in a fog volume
+	//
+	fogNum = R_ComputeFogNum( header, ent );
+
+	//
+	// draw all surfaces
+	//
+	surface = (md3Surface_t *)( (byte *)header + header->ofsSurfaces );
+	for ( i = 0 ; i < header->numSurfaces ; i++ ) {
+
+		if ( ent->e.customShader ) {
+			shader = R_GetShaderByHandle( ent->e.customShader );
+		} else if ( ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins ) {
+			skin_t *skin;
+			int		j;
+
+			skin = R_GetSkinByHandle( ent->e.customSkin );
+
+			// match the surface name to something in the skin file
+			shader = tr.defaultShader;
+			for ( j = 0 ; j < skin->numSurfaces ; j++ ) {
+				// the names have both been lowercased
+				if ( !strcmp( skin->surfaces[j]->name, surface->name ) ) {
+					shader = skin->surfaces[j]->shader;
+					break;
+				}
+			}
+			if (shader == tr.defaultShader) {
+				ri.Printf( PRINT_DEVELOPER, "WARNING: no shader for surface %s in skin %s\n", surface->name, skin->name);
+			}
+			else if (shader->defaultShader) {
+				ri.Printf( PRINT_DEVELOPER, "WARNING: shader %s in skin %s not found\n", shader->name, skin->name);
+			}
+		} else if ( surface->numShaders <= 0 ) {
+			shader = tr.defaultShader;
+		} else {
+			md3Shader = (md3Shader_t *) ( (byte *)surface + surface->ofsShaders );
+			md3Shader += ent->e.skinNum % surface->numShaders;
+			shader = tr.shaders[ md3Shader->shaderIndex ];
+		}
+
+
+		// we will add shadows even if the main object isn't visible in the view
+
+		// stencil shadows can't do personal models unless I polyhedron clip
+		if ( !personalModel
+			&& r_shadows->integer == 2 
+			&& fogNum == 0
+			&& !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) ) 
+			&& shader->sort == SS_OPAQUE ) {
+			R_AddDrawSurf( (void *)surface, tr.shadowShader, 0, qfalse );
+		}
+
+		// projection shadows work fine with personal models
+		if ( r_shadows->integer == 3
+			&& fogNum == 0
+			&& (ent->e.renderfx & RF_SHADOW_PLANE )
+			&& shader->sort == SS_OPAQUE ) {
+			R_AddDrawSurf( (void *)surface, tr.projectionShadowShader, 0, qfalse );
+		}
+
+		// don't add third_person objects if not viewing through a portal
+		if ( !personalModel ) {
+			R_AddDrawSurf( (void *)surface, shader, fogNum, qfalse );
+		}
+
+		surface = (md3Surface_t *)( (byte *)surface + surface->ofsEnd );
+	}
+
+}
+
diff --git a/src/renderer/tr_model.c b/src/renderer/tr_model.c
new file mode 100644
index 0000000..b02d52a
--- /dev/null
+++ b/src/renderer/tr_model.c
@@ -0,0 +1,1149 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+// tr_models.c -- model loading and caching
+
+#include "tr_local.h"
+
+#define	LL(x) x=LittleLong(x)
+
+static qboolean R_LoadMD3 (model_t *mod, int lod, void *buffer, const char *name );
+static qboolean R_LoadMD4 (model_t *mod, void *buffer, const char *name );
+#ifdef RAVENMD4
+static qboolean R_LoadMDR (model_t *mod, void *buffer, int filesize, const char *name );
+#endif
+
+model_t	*loadmodel;
+
+/*
+** R_GetModelByHandle
+*/
+model_t	*R_GetModelByHandle( qhandle_t index ) {
+	model_t		*mod;
+
+	// out of range gets the defualt model
+	if ( index < 1 || index >= tr.numModels ) {
+		return tr.models[0];
+	}
+
+	mod = tr.models[index];
+
+	return mod;
+}
+
+//===============================================================================
+
+/*
+** R_AllocModel
+*/
+model_t *R_AllocModel( void ) {
+	model_t		*mod;
+
+	if ( tr.numModels == MAX_MOD_KNOWN ) {
+		return NULL;
+	}
+
+	mod = ri.Hunk_Alloc( sizeof( *tr.models[tr.numModels] ), h_low );
+	mod->index = tr.numModels;
+	tr.models[tr.numModels] = mod;
+	tr.numModels++;
+
+	return mod;
+}
+
+/*
+====================
+RE_RegisterModel
+
+Loads in a model for the given name
+
+Zero will be returned if the model fails to load.
+An entry will be retained for failed models as an
+optimization to prevent disk rescanning if they are
+asked for again.
+====================
+*/
+qhandle_t RE_RegisterModel( const char *name ) {
+	model_t		*mod;
+	union {
+		unsigned *u;
+		void *v;
+	} buf;
+	int			lod;
+	int			ident;
+	qboolean	loaded = qfalse;
+	qhandle_t	hModel;
+	int			numLoaded;
+	char		*fext, defex[] = "md3", filename[MAX_QPATH], namebuf[MAX_QPATH+20];
+
+	if ( !name || !name[0] ) {
+		ri.Printf( PRINT_ALL, "RE_RegisterModel: NULL name\n" );
+		return 0;
+	}
+
+	if ( strlen( name ) >= MAX_QPATH ) {
+		Com_Printf( "Model name exceeds MAX_QPATH\n" );
+		return 0;
+	}
+
+	//
+	// search the currently loaded models
+	//
+	for ( hModel = 1 ; hModel < tr.numModels; hModel++ ) {
+		mod = tr.models[hModel];
+		if ( !strcmp( mod->name, name ) ) {
+			if( mod->type == MOD_BAD ) {
+				return 0;
+			}
+			return hModel;
+		}
+	}
+
+	// allocate a new model_t
+
+	if ( ( mod = R_AllocModel() ) == NULL ) {
+		ri.Printf( PRINT_WARNING, "RE_RegisterModel: R_AllocModel() failed for '%s'\n", name);
+		return 0;
+	}
+
+	// only set the name after the model has been successfully loaded
+	Q_strncpyz( mod->name, name, sizeof( mod->name ) );
+
+
+	// make sure the render thread is stopped
+	R_SyncRenderThread();
+
+	mod->numLods = 0;
+
+	//
+	// load the files
+	//
+	numLoaded = 0;
+
+	strcpy(filename, name);
+
+	fext = strchr(filename, '.');
+	if(!fext)
+		fext = defex;
+	else
+	{
+		*fext = '\0';
+		fext++;
+	}
+
+#ifdef RAVENMD4
+	if(!Q_stricmp(fext, "mdr"))
+	{
+		int filesize;
+		
+		filesize = ri.FS_ReadFile(name, (void **) &buf.v);
+		if(!buf.u)
+		{
+			ri.Printf (PRINT_WARNING,"RE_RegisterModel: couldn't load %s\n", name);
+			mod->type = MOD_BAD;
+			return 0;
+		}
+		
+		ident = LittleLong(*(unsigned *)buf.u);
+		if(ident == MDR_IDENT)
+			loaded = R_LoadMDR(mod, buf.u, filesize, name);
+
+		ri.FS_FreeFile (buf.v);
+		
+		if(!loaded)
+		{
+			ri.Printf(PRINT_WARNING,"RE_RegisterModel: couldn't load mdr file %s\n", name);
+			mod->type = MOD_BAD;
+			return 0;
+		}
+		
+		return mod->index;
+	}
+#endif
+
+	fext = defex;
+
+	for ( lod = MD3_MAX_LODS - 1 ; lod >= 0 ; lod-- ) {
+		if ( lod )
+			Com_sprintf(namebuf, sizeof(namebuf), "%s_%d.%s", filename, lod, fext);
+		else
+			Com_sprintf(namebuf, sizeof(namebuf), "%s.%s", filename, fext);
+
+		ri.FS_ReadFile( namebuf, &buf.v );
+		if ( !buf.u ) {
+			continue;
+		}
+		
+		loadmodel = mod;
+		
+		ident = LittleLong(*(unsigned *)buf.u);
+		if ( ident == MD4_IDENT ) {
+			loaded = R_LoadMD4( mod, buf.u, name );
+		} else {
+			if ( ident != MD3_IDENT ) {
+				ri.Printf (PRINT_WARNING,"RE_RegisterModel: unknown fileid for %s\n", name);
+				goto fail;
+			}
+
+			loaded = R_LoadMD3( mod, lod, buf.u, name );
+		}
+		
+		ri.FS_FreeFile (buf.v);
+
+		if ( !loaded ) {
+			if ( lod == 0 ) {
+				goto fail;
+			} else {
+				break;
+			}
+		} else {
+			mod->numLods++;
+			numLoaded++;
+			// if we have a valid model and are biased
+			// so that we won't see any higher detail ones,
+			// stop loading them
+//			if ( lod <= r_lodbias->integer ) {
+//				break;
+//			}
+		}
+	}
+
+	if ( numLoaded ) {
+		// duplicate into higher lod spots that weren't
+		// loaded, in case the user changes r_lodbias on the fly
+		for ( lod-- ; lod >= 0 ; lod-- ) {
+			mod->numLods++;
+			mod->md3[lod] = mod->md3[lod+1];
+		}
+
+		return mod->index;
+	}
+#ifdef _DEBUG
+	else {
+		ri.Printf (PRINT_WARNING,"RE_RegisterModel: couldn't load %s\n", name);
+	}
+#endif
+
+fail:
+	// we still keep the model_t around, so if the model name is asked for
+	// again, we won't bother scanning the filesystem
+	mod->type = MOD_BAD;
+	return 0;
+}
+
+
+/*
+=================
+R_LoadMD3
+=================
+*/
+static qboolean R_LoadMD3 (model_t *mod, int lod, void *buffer, const char *mod_name ) {
+	int					i, j;
+	md3Header_t			*pinmodel;
+    md3Frame_t			*frame;
+	md3Surface_t		*surf;
+	md3Shader_t			*shader;
+	md3Triangle_t		*tri;
+	md3St_t				*st;
+	md3XyzNormal_t		*xyz;
+	md3Tag_t			*tag;
+	int					version;
+	int					size;
+
+	pinmodel = (md3Header_t *)buffer;
+
+	version = LittleLong (pinmodel->version);
+	if (version != MD3_VERSION) {
+		ri.Printf( PRINT_WARNING, "R_LoadMD3: %s has wrong version (%i should be %i)\n",
+				 mod_name, version, MD3_VERSION);
+		return qfalse;
+	}
+
+	mod->type = MOD_MESH;
+	size = LittleLong(pinmodel->ofsEnd);
+	mod->dataSize += size;
+	mod->md3[lod] = ri.Hunk_Alloc( size, h_low );
+
+	Com_Memcpy (mod->md3[lod], buffer, LittleLong(pinmodel->ofsEnd) );
+
+    LL(mod->md3[lod]->ident);
+    LL(mod->md3[lod]->version);
+    LL(mod->md3[lod]->numFrames);
+    LL(mod->md3[lod]->numTags);
+    LL(mod->md3[lod]->numSurfaces);
+    LL(mod->md3[lod]->ofsFrames);
+    LL(mod->md3[lod]->ofsTags);
+    LL(mod->md3[lod]->ofsSurfaces);
+    LL(mod->md3[lod]->ofsEnd);
+
+	if ( mod->md3[lod]->numFrames < 1 ) {
+		ri.Printf( PRINT_WARNING, "R_LoadMD3: %s has no frames\n", mod_name );
+		return qfalse;
+	}
+    
+	// swap all the frames
+    frame = (md3Frame_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsFrames );
+    for ( i = 0 ; i < mod->md3[lod]->numFrames ; i++, frame++) {
+    	frame->radius = LittleFloat( frame->radius );
+        for ( j = 0 ; j < 3 ; j++ ) {
+            frame->bounds[0][j] = LittleFloat( frame->bounds[0][j] );
+            frame->bounds[1][j] = LittleFloat( frame->bounds[1][j] );
+	    	frame->localOrigin[j] = LittleFloat( frame->localOrigin[j] );
+        }
+	}
+
+	// swap all the tags
+    tag = (md3Tag_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsTags );
+    for ( i = 0 ; i < mod->md3[lod]->numTags * mod->md3[lod]->numFrames ; i++, tag++) {
+        for ( j = 0 ; j < 3 ; j++ ) {
+			tag->origin[j] = LittleFloat( tag->origin[j] );
+			tag->axis[0][j] = LittleFloat( tag->axis[0][j] );
+			tag->axis[1][j] = LittleFloat( tag->axis[1][j] );
+			tag->axis[2][j] = LittleFloat( tag->axis[2][j] );
+        }
+	}
+
+	// swap all the surfaces
+	surf = (md3Surface_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsSurfaces );
+	for ( i = 0 ; i < mod->md3[lod]->numSurfaces ; i++) {
+
+        LL(surf->ident);
+        LL(surf->flags);
+        LL(surf->numFrames);
+        LL(surf->numShaders);
+        LL(surf->numTriangles);
+        LL(surf->ofsTriangles);
+        LL(surf->numVerts);
+        LL(surf->ofsShaders);
+        LL(surf->ofsSt);
+        LL(surf->ofsXyzNormals);
+        LL(surf->ofsEnd);
+		
+		if ( surf->numVerts > SHADER_MAX_VERTEXES ) {
+			ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i verts on a surface (%i)",
+				mod_name, SHADER_MAX_VERTEXES, surf->numVerts );
+		}
+		if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) {
+			ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i triangles on a surface (%i)",
+				mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles );
+		}
+	
+		// change to surface identifier
+		surf->ident = SF_MD3;
+
+		// lowercase the surface name so skin compares are faster
+		Q_strlwr( surf->name );
+
+		// strip off a trailing _1 or _2
+		// this is a crutch for q3data being a mess
+		j = strlen( surf->name );
+		if ( j > 2 && surf->name[j-2] == '_' ) {
+			surf->name[j-2] = 0;
+		}
+
+        // register the shaders
+        shader = (md3Shader_t *) ( (byte *)surf + surf->ofsShaders );
+        for ( j = 0 ; j < surf->numShaders ; j++, shader++ ) {
+            shader_t	*sh;
+
+            sh = R_FindShader( shader->name, LIGHTMAP_NONE, qtrue );
+			if ( sh->defaultShader ) {
+				shader->shaderIndex = 0;
+			} else {
+				shader->shaderIndex = sh->index;
+			}
+        }
+
+		// swap all the triangles
+		tri = (md3Triangle_t *) ( (byte *)surf + surf->ofsTriangles );
+		for ( j = 0 ; j < surf->numTriangles ; j++, tri++ ) {
+			LL(tri->indexes[0]);
+			LL(tri->indexes[1]);
+			LL(tri->indexes[2]);
+		}
+
+		// swap all the ST
+        st = (md3St_t *) ( (byte *)surf + surf->ofsSt );
+        for ( j = 0 ; j < surf->numVerts ; j++, st++ ) {
+            st->st[0] = LittleFloat( st->st[0] );
+            st->st[1] = LittleFloat( st->st[1] );
+        }
+
+		// swap all the XyzNormals
+        xyz = (md3XyzNormal_t *) ( (byte *)surf + surf->ofsXyzNormals );
+        for ( j = 0 ; j < surf->numVerts * surf->numFrames ; j++, xyz++ ) 
+		{
+            xyz->xyz[0] = LittleShort( xyz->xyz[0] );
+            xyz->xyz[1] = LittleShort( xyz->xyz[1] );
+            xyz->xyz[2] = LittleShort( xyz->xyz[2] );
+
+            xyz->normal = LittleShort( xyz->normal );
+        }
+
+
+		// find the next surface
+		surf = (md3Surface_t *)( (byte *)surf + surf->ofsEnd );
+	}
+    
+	return qtrue;
+}
+
+
+#ifdef RAVENMD4
+
+/*
+=================
+R_LoadMDR
+=================
+*/
+static qboolean R_LoadMDR( model_t *mod, void *buffer, int filesize, const char *mod_name ) 
+{
+	int					i, j, k, l;
+	mdrHeader_t			*pinmodel, *mdr;
+        mdrFrame_t			*frame;
+	mdrLOD_t			*lod, *curlod;
+	mdrSurface_t			*surf, *cursurf;
+	mdrTriangle_t			*tri, *curtri;
+	mdrVertex_t			*v, *curv;
+	mdrWeight_t			*weight, *curweight;
+	mdrTag_t			*tag, *curtag;
+	int					size;
+	shader_t			*sh;
+
+	pinmodel = (mdrHeader_t *)buffer;
+
+	pinmodel->version = LittleLong(pinmodel->version);
+	if (pinmodel->version != MDR_VERSION) 
+	{
+		ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has wrong version (%i should be %i)\n", mod_name, pinmodel->version, MDR_VERSION);
+		return qfalse;
+	}
+
+	size = LittleLong(pinmodel->ofsEnd);
+	
+	if(size > filesize)
+	{
+		ri.Printf(PRINT_WARNING, "R_LoadMDR: Header of %s is broken. Wrong filesize declared!\n", mod_name);
+		return qfalse;
+	}
+	
+	mod->type = MOD_MDR;
+
+	LL(pinmodel->numFrames);
+	LL(pinmodel->numBones);
+	LL(pinmodel->ofsFrames);
+
+	// This is a model that uses some type of compressed Bones. We don't want to uncompress every bone for each rendered frame
+	// over and over again, we'll uncompress it in this function already, so we must adjust the size of the target md4.
+	if(pinmodel->ofsFrames < 0)
+	{
+		// mdrFrame_t is larger than mdrCompFrame_t:
+		size += pinmodel->numFrames * sizeof(frame->name);
+		// now add enough space for the uncompressed bones.
+		size += pinmodel->numFrames * pinmodel->numBones * ((sizeof(mdrBone_t) - sizeof(mdrCompBone_t)));
+	}
+	
+	// simple bounds check
+	if(pinmodel->numBones < 0 ||
+		sizeof(*mdr) + pinmodel->numFrames * (sizeof(*frame) + (pinmodel->numBones - 1) * sizeof(*frame->bones)) > size)
+	{
+		ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name);
+		return qfalse;
+	}
+
+	mod->dataSize += size;
+	mod->md4 = mdr = ri.Hunk_Alloc( size, h_low );
+
+	// Copy all the values over from the file and fix endian issues in the process, if necessary.
+	
+	mdr->ident = LittleLong(pinmodel->ident);
+	mdr->version = pinmodel->version;	// Don't need to swap byte order on this one, we already did above.
+	Q_strncpyz(mdr->name, pinmodel->name, sizeof(mdr->name));
+	mdr->numFrames = pinmodel->numFrames;
+	mdr->numBones = pinmodel->numBones;
+	mdr->numLODs = LittleLong(pinmodel->numLODs);
+	mdr->numTags = LittleLong(pinmodel->numTags);
+	// We don't care about the other offset values, we'll generate them ourselves while loading.
+
+	mod->numLods = mdr->numLODs;
+
+	if ( mdr->numFrames < 1 ) 
+	{
+		ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has no frames\n", mod_name);
+		return qfalse;
+	}
+
+	/* The first frame will be put into the first free space after the header */
+	frame = (mdrFrame_t *)(mdr + 1);
+	mdr->ofsFrames = (int)((byte *) frame - (byte *) mdr);
+		
+	if (pinmodel->ofsFrames < 0)
+	{
+		mdrCompFrame_t *cframe;
+				
+		// compressed model...				
+		cframe = (mdrCompFrame_t *)((byte *) pinmodel - pinmodel->ofsFrames);
+		
+		for(i = 0; i < mdr->numFrames; i++)
+		{
+			for(j = 0; j < 3; j++)
+			{
+				frame->bounds[0][j] = LittleFloat(cframe->bounds[0][j]);
+				frame->bounds[1][j] = LittleFloat(cframe->bounds[1][j]);
+				frame->localOrigin[j] = LittleFloat(cframe->localOrigin[j]);
+			}
+
+			frame->radius = LittleFloat(cframe->radius);
+			frame->name[0] = '\0';	// No name supplied in the compressed version.
+			
+			for(j = 0; j < mdr->numBones; j++)
+			{
+				for(k = 0; k < (sizeof(cframe->bones[j].Comp) / 2); k++)
+				{
+					// Do swapping for the uncompressing functions. They seem to use shorts
+					// values only, so I assume this will work. Never tested it on other
+					// platforms, though.
+					
+					((unsigned short *)(cframe->bones[j].Comp))[k] =
+						LittleShort( ((unsigned short *)(cframe->bones[j].Comp))[k] );
+				}
+				
+				/* Now do the actual uncompressing */
+				MC_UnCompress(frame->bones[j].matrix, cframe->bones[j].Comp);
+			}
+			
+			// Next Frame...
+			cframe = (mdrCompFrame_t *) &cframe->bones[j];
+			frame = (mdrFrame_t *) &frame->bones[j];
+		}
+	}
+	else
+	{
+		mdrFrame_t *curframe;
+		
+		// uncompressed model...
+		//
+    
+		curframe = (mdrFrame_t *)((byte *) pinmodel + pinmodel->ofsFrames);
+		
+		// swap all the frames
+		for ( i = 0 ; i < mdr->numFrames ; i++) 
+		{
+			for(j = 0; j < 3; j++)
+			{
+				frame->bounds[0][j] = LittleFloat(curframe->bounds[0][j]);
+				frame->bounds[1][j] = LittleFloat(curframe->bounds[1][j]);
+				frame->localOrigin[j] = LittleFloat(curframe->localOrigin[j]);
+			}
+			
+			frame->radius = LittleFloat(curframe->radius);
+			Q_strncpyz(frame->name, curframe->name, sizeof(frame->name));
+			
+			for (j = 0; j < (int) (mdr->numBones * sizeof(mdrBone_t) / 4); j++) 
+			{
+				((float *)frame->bones)[j] = LittleFloat( ((float *)curframe->bones)[j] );
+			}
+			
+			curframe = (mdrFrame_t *) &curframe->bones[mdr->numBones];
+			frame = (mdrFrame_t *) &frame->bones[mdr->numBones];
+		}
+	}
+	
+	// frame should now point to the first free address after all frames.
+	lod = (mdrLOD_t *) frame;
+	mdr->ofsLODs = (int) ((byte *) lod - (byte *)mdr);
+	
+	curlod = (mdrLOD_t *)((byte *) pinmodel + LittleLong(pinmodel->ofsLODs));
+		
+	// swap all the LOD's
+	for ( l = 0 ; l < mdr->numLODs ; l++)
+	{
+		// simple bounds check
+		if((byte *) (lod + 1) > (byte *) mdr + size)
+		{
+			ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name);
+			return qfalse;
+		}
+
+		lod->numSurfaces = LittleLong(curlod->numSurfaces);
+		
+		// swap all the surfaces
+		surf = (mdrSurface_t *) (lod + 1);
+		lod->ofsSurfaces = (int)((byte *) surf - (byte *) lod);
+		cursurf = (mdrSurface_t *) ((byte *)curlod + LittleLong(curlod->ofsSurfaces));
+		
+		for ( i = 0 ; i < lod->numSurfaces ; i++)
+		{
+			// simple bounds check
+			if((byte *) (surf + 1) > (byte *) mdr + size)
+			{
+				ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name);
+				return qfalse;
+			}
+
+			// first do some copying stuff
+			
+			surf->ident = SF_MDR;
+			Q_strncpyz(surf->name, cursurf->name, sizeof(surf->name));
+			Q_strncpyz(surf->shader, cursurf->shader, sizeof(surf->shader));
+			
+			surf->ofsHeader = (byte *) mdr - (byte *) surf;
+			
+			surf->numVerts = LittleLong(cursurf->numVerts);
+			surf->numTriangles = LittleLong(cursurf->numTriangles);
+			// numBoneReferences and BoneReferences generally seem to be unused
+			
+			// now do the checks that may fail.
+			if ( surf->numVerts > SHADER_MAX_VERTEXES ) 
+			{
+				ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has more than %i verts on a surface (%i)",
+					  mod_name, SHADER_MAX_VERTEXES, surf->numVerts );
+				return qfalse;
+			}
+			if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) 
+			{
+				ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has more than %i triangles on a surface (%i)",
+					  mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles );
+				return qfalse;
+			}
+			// lowercase the surface name so skin compares are faster
+			Q_strlwr( surf->name );
+
+			// register the shaders
+			sh = R_FindShader(surf->shader, LIGHTMAP_NONE, qtrue);
+			if ( sh->defaultShader ) {
+				surf->shaderIndex = 0;
+			} else {
+				surf->shaderIndex = sh->index;
+			}
+			
+			// now copy the vertexes.
+			v = (mdrVertex_t *) (surf + 1);
+			surf->ofsVerts = (int)((byte *) v - (byte *) surf);
+			curv = (mdrVertex_t *) ((byte *)cursurf + LittleLong(cursurf->ofsVerts));
+			
+			for(j = 0; j < surf->numVerts; j++)
+			{
+				LL(curv->numWeights);
+			
+				// simple bounds check
+				if(curv->numWeights < 0 || (byte *) (v + 1) + (curv->numWeights - 1) * sizeof(*weight) > (byte *) mdr + size)
+				{
+					ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name);
+					return qfalse;
+				}
+
+				v->normal[0] = LittleFloat(curv->normal[0]);
+				v->normal[1] = LittleFloat(curv->normal[1]);
+				v->normal[2] = LittleFloat(curv->normal[2]);
+				
+				v->texCoords[0] = LittleFloat(curv->texCoords[0]);
+				v->texCoords[1] = LittleFloat(curv->texCoords[1]);
+				
+				v->numWeights = curv->numWeights;
+				weight = &v->weights[0];
+				curweight = &curv->weights[0];
+				
+				// Now copy all the weights
+				for(k = 0; k < v->numWeights; k++)
+				{
+					weight->boneIndex = LittleLong(curweight->boneIndex);
+					weight->boneWeight = LittleFloat(curweight->boneWeight);
+					
+					weight->offset[0] = LittleFloat(curweight->offset[0]);
+					weight->offset[1] = LittleFloat(curweight->offset[1]);
+					weight->offset[2] = LittleFloat(curweight->offset[2]);
+					
+					weight++;
+					curweight++;
+				}
+				
+				v = (mdrVertex_t *) weight;
+				curv = (mdrVertex_t *) curweight;
+			}
+						
+			// we know the offset to the triangles now:
+			tri = (mdrTriangle_t *) v;
+			surf->ofsTriangles = (int)((byte *) tri - (byte *) surf);
+			curtri = (mdrTriangle_t *)((byte *) cursurf + LittleLong(cursurf->ofsTriangles));
+			
+			// simple bounds check
+			if(surf->numTriangles < 0 || (byte *) (tri + surf->numTriangles) > (byte *) mdr + size)
+			{
+				ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name);
+				return qfalse;
+			}
+
+			for(j = 0; j < surf->numTriangles; j++)
+			{
+				tri->indexes[0] = LittleLong(curtri->indexes[0]);
+				tri->indexes[1] = LittleLong(curtri->indexes[1]);
+				tri->indexes[2] = LittleLong(curtri->indexes[2]);
+				
+				tri++;
+				curtri++;
+			}
+			
+			// tri now points to the end of the surface.
+			surf->ofsEnd = (byte *) tri - (byte *) surf;
+			surf = (mdrSurface_t *) tri;
+
+			// find the next surface.
+			cursurf = (mdrSurface_t *) ((byte *) cursurf + LittleLong(cursurf->ofsEnd));
+		}
+
+		// surf points to the next lod now.
+		lod->ofsEnd = (int)((byte *) surf - (byte *) lod);
+		lod = (mdrLOD_t *) surf;
+
+		// find the next LOD.
+		curlod = (mdrLOD_t *)((byte *) curlod + LittleLong(curlod->ofsEnd));
+	}
+	
+	// lod points to the first tag now, so update the offset too.
+	tag = (mdrTag_t *) lod;
+	mdr->ofsTags = (int)((byte *) tag - (byte *) mdr);
+	curtag = (mdrTag_t *) ((byte *)pinmodel + LittleLong(pinmodel->ofsTags));
+
+	// simple bounds check
+	if(mdr->numTags < 0 || (byte *) (tag + mdr->numTags) > (byte *) mdr + size)
+	{
+		ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has broken structure.\n", mod_name);
+		return qfalse;
+	}
+	
+	for (i = 0 ; i < mdr->numTags ; i++)
+	{
+		tag->boneIndex = LittleLong(curtag->boneIndex);
+		Q_strncpyz(tag->name, curtag->name, sizeof(tag->name));
+		
+		tag++;
+		curtag++;
+	}
+	
+	// And finally we know the real offset to the end.
+	mdr->ofsEnd = (int)((byte *) tag - (byte *) mdr);
+
+	// phew! we're done.
+	
+	return qtrue;
+}
+#endif
+
+/*
+=================
+R_LoadMD4
+=================
+*/
+
+static qboolean R_LoadMD4( model_t *mod, void *buffer, const char *mod_name ) {
+	int					i, j, k, lodindex;
+	md4Header_t			*pinmodel, *md4;
+    md4Frame_t			*frame;
+	md4LOD_t			*lod;
+	md4Surface_t		*surf;
+	md4Triangle_t		*tri;
+	md4Vertex_t			*v;
+	int					version;
+	int					size;
+	shader_t			*sh;
+	int					frameSize;
+
+	pinmodel = (md4Header_t *)buffer;
+
+	version = LittleLong (pinmodel->version);
+	if (version != MD4_VERSION) {
+		ri.Printf( PRINT_WARNING, "R_LoadMD4: %s has wrong version (%i should be %i)\n",
+				 mod_name, version, MD4_VERSION);
+		return qfalse;
+	}
+
+	mod->type = MOD_MD4;
+	size = LittleLong(pinmodel->ofsEnd);
+	mod->dataSize += size;
+	md4 = mod->md4 = ri.Hunk_Alloc( size, h_low );
+
+	Com_Memcpy(md4, buffer, size);
+
+    LL(md4->ident);
+    LL(md4->version);
+    LL(md4->numFrames);
+    LL(md4->numBones);
+    LL(md4->numLODs);
+    LL(md4->ofsFrames);
+    LL(md4->ofsLODs);
+    md4->ofsEnd = size;
+
+	if ( md4->numFrames < 1 ) {
+		ri.Printf( PRINT_WARNING, "R_LoadMD4: %s has no frames\n", mod_name );
+		return qfalse;
+	}
+
+    // we don't need to swap tags in the renderer, they aren't used
+    
+	// swap all the frames
+	frameSize = (size_t)( &((md4Frame_t *)0)->bones[ md4->numBones ] );
+    for ( i = 0 ; i < md4->numFrames ; i++, frame++) {
+	    frame = (md4Frame_t *) ( (byte *)md4 + md4->ofsFrames + i * frameSize );
+    	frame->radius = LittleFloat( frame->radius );
+        for ( j = 0 ; j < 3 ; j++ ) {
+            frame->bounds[0][j] = LittleFloat( frame->bounds[0][j] );
+            frame->bounds[1][j] = LittleFloat( frame->bounds[1][j] );
+	    	frame->localOrigin[j] = LittleFloat( frame->localOrigin[j] );
+        }
+		for ( j = 0 ; j < md4->numBones * sizeof( md4Bone_t ) / 4 ; j++ ) {
+			((float *)frame->bones)[j] = LittleFloat( ((float *)frame->bones)[j] );
+		}
+	}
+
+	// swap all the LOD's
+	lod = (md4LOD_t *) ( (byte *)md4 + md4->ofsLODs );
+	for ( lodindex = 0 ; lodindex < md4->numLODs ; lodindex++ ) {
+
+		// swap all the surfaces
+		surf = (md4Surface_t *) ( (byte *)lod + lod->ofsSurfaces );
+		for ( i = 0 ; i < lod->numSurfaces ; i++) {
+			LL(surf->ident);
+			LL(surf->numTriangles);
+			LL(surf->ofsTriangles);
+			LL(surf->numVerts);
+			LL(surf->ofsVerts);
+			LL(surf->ofsEnd);
+			
+			if ( surf->numVerts > SHADER_MAX_VERTEXES ) {
+				ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i verts on a surface (%i)",
+					mod_name, SHADER_MAX_VERTEXES, surf->numVerts );
+			}
+			if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) {
+				ri.Error (ERR_DROP, "R_LoadMD3: %s has more than %i triangles on a surface (%i)",
+					mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles );
+			}
+
+			// change to surface identifier
+			surf->ident = SF_MD4;
+
+			// lowercase the surface name so skin compares are faster
+			Q_strlwr( surf->name );
+		
+			// register the shaders
+			sh = R_FindShader( surf->shader, LIGHTMAP_NONE, qtrue );
+			if ( sh->defaultShader ) {
+				surf->shaderIndex = 0;
+			} else {
+				surf->shaderIndex = sh->index;
+			}
+
+			// swap all the triangles
+			tri = (md4Triangle_t *) ( (byte *)surf + surf->ofsTriangles );
+			for ( j = 0 ; j < surf->numTriangles ; j++, tri++ ) {
+				LL(tri->indexes[0]);
+				LL(tri->indexes[1]);
+				LL(tri->indexes[2]);
+			}
+
+			// swap all the vertexes
+			// FIXME
+			// This makes TFC's skeletons work.  Shouldn't be necessary anymore, but left
+			// in for reference.
+			//v = (md4Vertex_t *) ( (byte *)surf + surf->ofsVerts + 12);
+			v = (md4Vertex_t *) ( (byte *)surf + surf->ofsVerts);
+			for ( j = 0 ; j < surf->numVerts ; j++ ) {
+				v->normal[0] = LittleFloat( v->normal[0] );
+				v->normal[1] = LittleFloat( v->normal[1] );
+				v->normal[2] = LittleFloat( v->normal[2] );
+
+				v->texCoords[0] = LittleFloat( v->texCoords[0] );
+				v->texCoords[1] = LittleFloat( v->texCoords[1] );
+
+				v->numWeights = LittleLong( v->numWeights );
+
+				for ( k = 0 ; k < v->numWeights ; k++ ) {
+					v->weights[k].boneIndex = LittleLong( v->weights[k].boneIndex );
+					v->weights[k].boneWeight = LittleFloat( v->weights[k].boneWeight );
+				   v->weights[k].offset[0] = LittleFloat( v->weights[k].offset[0] );
+				   v->weights[k].offset[1] = LittleFloat( v->weights[k].offset[1] );
+				   v->weights[k].offset[2] = LittleFloat( v->weights[k].offset[2] );
+				}
+				// FIXME
+				// This makes TFC's skeletons work.  Shouldn't be necessary anymore, but left
+				// in for reference.
+				//v = (md4Vertex_t *)( ( byte * )&v->weights[v->numWeights] + 12 );
+				v = (md4Vertex_t *)( ( byte * )&v->weights[v->numWeights]);
+			}
+
+			// find the next surface
+			surf = (md4Surface_t *)( (byte *)surf + surf->ofsEnd );
+		}
+
+		// find the next LOD
+		lod = (md4LOD_t *)( (byte *)lod + lod->ofsEnd );
+	}
+
+	return qtrue;
+}
+
+
+
+//=============================================================================
+
+/*
+** RE_BeginRegistration
+*/
+void RE_BeginRegistration( glconfig_t *glconfigOut ) {
+
+	R_Init();
+
+	*glconfigOut = glConfig;
+
+	R_SyncRenderThread();
+
+	tr.viewCluster = -1;		// force markleafs to regenerate
+	R_ClearFlares();
+	RE_ClearScene();
+
+	tr.registered = qtrue;
+
+	// NOTE: this sucks, for some reason the first stretch pic is never drawn
+	// without this we'd see a white flash on a level load because the very
+	// first time the level shot would not be drawn
+//	RE_StretchPic(0, 0, 0, 0, 0, 0, 1, 1, 0);
+}
+
+//=============================================================================
+
+/*
+===============
+R_ModelInit
+===============
+*/
+void R_ModelInit( void ) {
+	model_t		*mod;
+
+	// leave a space for NULL model
+	tr.numModels = 0;
+
+	mod = R_AllocModel();
+	mod->type = MOD_BAD;
+}
+
+
+/*
+================
+R_Modellist_f
+================
+*/
+void R_Modellist_f( void ) {
+	int		i, j;
+	model_t	*mod;
+	int		total;
+	int		lods;
+
+	total = 0;
+	for ( i = 1 ; i < tr.numModels; i++ ) {
+		mod = tr.models[i];
+		lods = 1;
+		for ( j = 1 ; j < MD3_MAX_LODS ; j++ ) {
+			if ( mod->md3[j] && mod->md3[j] != mod->md3[j-1] ) {
+				lods++;
+			}
+		}
+		ri.Printf( PRINT_ALL, "%8i : (%i) %s\n",mod->dataSize, lods, mod->name );
+		total += mod->dataSize;
+	}
+	ri.Printf( PRINT_ALL, "%8i : Total models\n", total );
+
+#if	0		// not working right with new hunk
+	if ( tr.world ) {
+		ri.Printf( PRINT_ALL, "\n%8i : %s\n", tr.world->dataSize, tr.world->name );
+	}
+#endif
+}
+
+
+//=============================================================================
+
+
+/*
+================
+R_GetTag
+================
+*/
+static md3Tag_t *R_GetTag( md3Header_t *mod, int frame, const char *tagName ) {
+	md3Tag_t		*tag;
+	int				i;
+
+	if ( frame >= mod->numFrames ) {
+		// it is possible to have a bad frame while changing models, so don't error
+		frame = mod->numFrames - 1;
+	}
+
+	tag = (md3Tag_t *)((byte *)mod + mod->ofsTags) + frame * mod->numTags;
+	for ( i = 0 ; i < mod->numTags ; i++, tag++ ) {
+		if ( !strcmp( tag->name, tagName ) ) {
+			return tag;	// found it
+		}
+	}
+
+	return NULL;
+}
+
+#ifdef RAVENMD4
+void R_GetAnimTag( mdrHeader_t *mod, int framenum, const char *tagName, md3Tag_t * dest) 
+{
+	int				i, j, k;
+	int				frameSize;
+	mdrFrame_t		*frame;
+	mdrTag_t		*tag;
+
+	if ( framenum >= mod->numFrames ) 
+	{
+		// it is possible to have a bad frame while changing models, so don't error
+		framenum = mod->numFrames - 1;
+	}
+
+	tag = (mdrTag_t *)((byte *)mod + mod->ofsTags);
+	for ( i = 0 ; i < mod->numTags ; i++, tag++ )
+	{
+		if ( !strcmp( tag->name, tagName ) )
+		{
+			Q_strncpyz(dest->name, tag->name, sizeof(dest->name));
+
+			// uncompressed model...
+			//
+			frameSize = (long)( &((mdrFrame_t *)0)->bones[ mod->numBones ] );
+			frame = (mdrFrame_t *)((byte *)mod + mod->ofsFrames + framenum * frameSize );
+
+			for (j = 0; j < 3; j++)
+			{
+				for (k = 0; k < 3; k++)
+					dest->axis[j][k]=frame->bones[tag->boneIndex].matrix[k][j];
+			}
+
+			dest->origin[0]=frame->bones[tag->boneIndex].matrix[0][3];
+			dest->origin[1]=frame->bones[tag->boneIndex].matrix[1][3];
+			dest->origin[2]=frame->bones[tag->boneIndex].matrix[2][3];				
+
+			return;
+		}
+	}
+
+	AxisClear( dest->axis );
+	VectorClear( dest->origin );
+	strcpy(dest->name,"");
+}
+#endif
+
+/*
+================
+R_LerpTag
+================
+*/
+int R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame, 
+					 float frac, const char *tagName ) {
+	md3Tag_t	*start, *end;
+#ifdef RAVENMD4
+	md3Tag_t	start_space, end_space;
+#endif
+	int		i;
+	float		frontLerp, backLerp;
+	model_t		*model;
+
+	model = R_GetModelByHandle( handle );
+	if ( !model->md3[0] )
+	{
+#ifdef RAVENMD4
+		if(model->md4)
+		{
+			start = &start_space;
+			end = &end_space;
+			R_GetAnimTag((mdrHeader_t *) model->md4, startFrame, tagName, start);
+			R_GetAnimTag((mdrHeader_t *) model->md4, endFrame, tagName, end);
+		}
+		else
+#endif
+		{
+
+			AxisClear( tag->axis );
+			VectorClear( tag->origin );
+			return qfalse;
+
+		}
+	}
+	else
+	{
+		start = R_GetTag( model->md3[0], startFrame, tagName );
+		end = R_GetTag( model->md3[0], endFrame, tagName );
+		if ( !start || !end ) {
+			AxisClear( tag->axis );
+			VectorClear( tag->origin );
+			return qfalse;
+		}
+	}
+	
+	frontLerp = frac;
+	backLerp = 1.0f - frac;
+
+	for ( i = 0 ; i < 3 ; i++ ) {
+		tag->origin[i] = start->origin[i] * backLerp +  end->origin[i] * frontLerp;
+		tag->axis[0][i] = start->axis[0][i] * backLerp +  end->axis[0][i] * frontLerp;
+		tag->axis[1][i] = start->axis[1][i] * backLerp +  end->axis[1][i] * frontLerp;
+		tag->axis[2][i] = start->axis[2][i] * backLerp +  end->axis[2][i] * frontLerp;
+	}
+	VectorNormalize( tag->axis[0] );
+	VectorNormalize( tag->axis[1] );
+	VectorNormalize( tag->axis[2] );
+	return qtrue;
+}
+
+
+/*
+====================
+R_ModelBounds
+====================
+*/
+void R_ModelBounds( qhandle_t handle, vec3_t mins, vec3_t maxs ) {
+	model_t		*model;
+	md3Header_t	*header;
+	md3Frame_t	*frame;
+
+	model = R_GetModelByHandle( handle );
+
+	if ( model->bmodel ) {
+		VectorCopy( model->bmodel->bounds[0], mins );
+		VectorCopy( model->bmodel->bounds[1], maxs );
+		return;
+	}
+
+	if ( !model->md3[0] ) {
+		VectorClear( mins );
+		VectorClear( maxs );
+		return;
+	}
+
+	header = model->md3[0];
+
+	frame = (md3Frame_t *)( (byte *)header + header->ofsFrames );
+
+	VectorCopy( frame->bounds[0], mins );
+	VectorCopy( frame->bounds[1], maxs );
+}
+
diff --git a/src/renderer/tr_noise.c b/src/renderer/tr_noise.c
new file mode 100644
index 0000000..b4c4082
--- /dev/null
+++ b/src/renderer/tr_noise.c
@@ -0,0 +1,92 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+// tr_noise.c
+#include "tr_local.h"
+
+#define NOISE_SIZE 256
+#define NOISE_MASK ( NOISE_SIZE - 1 )
+
+#define VAL( a ) s_noise_perm[ ( a ) & ( NOISE_MASK )]
+#define INDEX( x, y, z, t ) VAL( x + VAL( y + VAL( z + VAL( t ) ) ) )
+
+static float s_noise_table[NOISE_SIZE];
+static int s_noise_perm[NOISE_SIZE];
+
+static float GetNoiseValue( int x, int y, int z, int t )
+{
+	int index = INDEX( ( int ) x, ( int ) y, ( int ) z, ( int ) t );
+
+	return s_noise_table[index];
+}
+
+void R_NoiseInit( void )
+{
+	int i;
+
+	for ( i = 0; i < NOISE_SIZE; i++ )
+	{
+		s_noise_table[i] = ( float ) ( ( ( rand() / ( float ) RAND_MAX ) * 2.0 - 1.0 ) );
+		s_noise_perm[i] = ( unsigned char ) ( rand() / ( float ) RAND_MAX * 255 );
+	}
+}
+
+float R_NoiseGet4f( float x, float y, float z, float t )
+{
+	int i;
+	int ix, iy, iz, it;
+	float fx, fy, fz, ft;
+	float front[4];
+	float back[4];
+	float fvalue, bvalue, value[2], finalvalue;
+
+	ix = ( int ) floor( x );
+	fx = x - ix;
+	iy = ( int ) floor( y );
+	fy = y - iy;
+	iz = ( int ) floor( z );
+	fz = z - iz;
+	it = ( int ) floor( t );
+	ft = t - it;
+
+	for ( i = 0; i < 2; i++ )
+	{
+		front[0] = GetNoiseValue( ix, iy, iz, it + i );
+		front[1] = GetNoiseValue( ix+1, iy, iz, it + i );
+		front[2] = GetNoiseValue( ix, iy+1, iz, it + i );
+		front[3] = GetNoiseValue( ix+1, iy+1, iz, it + i );
+
+		back[0] = GetNoiseValue( ix, iy, iz + 1, it + i );
+		back[1] = GetNoiseValue( ix+1, iy, iz + 1, it + i );
+		back[2] = GetNoiseValue( ix, iy+1, iz + 1, it + i );
+		back[3] = GetNoiseValue( ix+1, iy+1, iz + 1, it + i );
+
+		fvalue = LERP( LERP( front[0], front[1], fx ), LERP( front[2], front[3], fx ), fy );
+		bvalue = LERP( LERP( back[0], back[1], fx ), LERP( back[2], back[3], fx ), fy );
+
+		value[i] = LERP( fvalue, bvalue, fz );
+	}
+
+	finalvalue = LERP( value[0], value[1], ft );
+
+	return finalvalue;
+}
diff --git a/src/renderer/tr_public.h b/src/renderer/tr_public.h
new file mode 100644
index 0000000..5126ab4
--- /dev/null
+++ b/src/renderer/tr_public.h
@@ -0,0 +1,173 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+#ifndef __TR_PUBLIC_H
+#define __TR_PUBLIC_H
+
+#include "tr_types.h"
+
+#define	REF_API_VERSION		8
+
+//
+// these are the functions exported by the refresh module
+//
+typedef struct {
+	// called before the library is unloaded
+	// if the system is just reconfiguring, pass destroyWindow = qfalse,
+	// which will keep the screen from flashing to the desktop.
+	void	(*Shutdown)( qboolean destroyWindow );
+
+	// All data that will be used in a level should be
+	// registered before rendering any frames to prevent disk hits,
+	// but they can still be registered at a later time
+	// if necessary.
+	//
+	// BeginRegistration makes any existing media pointers invalid
+	// and returns the current gl configuration, including screen width
+	// and height, which can be used by the client to intelligently
+	// size display elements
+	void	(*BeginRegistration)( glconfig_t *config );
+	qhandle_t (*RegisterModel)( const char *name );
+	qhandle_t (*RegisterSkin)( const char *name );
+	qhandle_t (*RegisterShader)( const char *name );
+	qhandle_t (*RegisterShaderNoMip)( const char *name );
+	void	(*LoadWorld)( const char *name );
+
+	// the vis data is a large enough block of data that we go to the trouble
+	// of sharing it with the clipmodel subsystem
+	void	(*SetWorldVisData)( const byte *vis );
+
+	// EndRegistration will draw a tiny polygon with each texture, forcing
+	// them to be loaded into card memory
+	void	(*EndRegistration)( void );
+
+	// a scene is built up by calls to R_ClearScene and the various R_Add functions.
+	// Nothing is drawn until R_RenderScene is called.
+	void	(*ClearScene)( void );
+	void	(*AddRefEntityToScene)( const refEntity_t *re );
+	void	(*AddPolyToScene)( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num );
+	int		(*LightForPoint)( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
+	void	(*AddLightToScene)( const vec3_t org, float intensity, float r, float g, float b );
+	void	(*AddAdditiveLightToScene)( const vec3_t org, float intensity, float r, float g, float b );
+	void	(*RenderScene)( const refdef_t *fd );
+
+	void	(*SetColor)( const float *rgba );	// NULL = 1,1,1,1
+	void	(*SetClipRegion)( const float *region );
+	void	(*DrawStretchPic) ( float x, float y, float w, float h, 
+		float s1, float t1, float s2, float t2, qhandle_t hShader );	// 0 = white
+
+	// Draw images for cinematic rendering, pass as 32 bit rgba
+	void	(*DrawStretchRaw) (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
+	void	(*UploadCinematic) (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
+
+	void	(*BeginFrame)( stereoFrame_t stereoFrame );
+
+	// if the pointers are not NULL, timing info will be returned
+	void	(*EndFrame)( int *frontEndMsec, int *backEndMsec );
+
+
+	int		(*MarkFragments)( int numPoints, const vec3_t *points, const vec3_t projection,
+				   int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer );
+
+	int		(*LerpTag)( orientation_t *tag,  qhandle_t model, int startFrame, int endFrame, 
+					 float frac, const char *tagName );
+	void	(*ModelBounds)( qhandle_t model, vec3_t mins, vec3_t maxs );
+
+#ifdef __USEA3D
+	void    (*A3D_RenderGeometry) (void *pVoidA3D, void *pVoidGeom, void *pVoidMat, void *pVoidGeomStatus);
+#endif
+	void	(*RegisterFont)(const char *fontName, int pointSize, fontInfo_t *font);
+	void	(*RemapShader)(const char *oldShader, const char *newShader, const char *offsetTime);
+	qboolean (*GetEntityToken)( char *buffer, int size );
+	qboolean (*inPVS)( const vec3_t p1, const vec3_t p2 );
+
+	void (*TakeVideoFrame)( int h, int w, byte* captureBuffer, byte *encodeBuffer, qboolean motionJpeg );
+} refexport_t;
+
+//
+// these are the functions imported by the refresh module
+//
+typedef struct {
+	// print message on the local console
+	void	(QDECL *Printf)( int printLevel, const char *fmt, ...);
+
+	// abort the game
+	void	(QDECL *Error)( int errorLevel, const char *fmt, ...);
+
+	// milliseconds should only be used for profiling, never
+	// for anything game related.  Get time from the refdef
+	int		(*Milliseconds)( void );
+
+	// stack based memory allocation for per-level things that
+	// won't be freed
+#ifdef HUNK_DEBUG
+	void	*(*Hunk_AllocDebug)( int size, ha_pref pref, char *label, char *file, int line );
+#else
+	void	*(*Hunk_Alloc)( int size, ha_pref pref );
+#endif
+	void	*(*Hunk_AllocateTempMemory)( int size );
+	void	(*Hunk_FreeTempMemory)( void *block );
+
+	// dynamic memory allocator for things that need to be freed
+	void	*(*Malloc)( int bytes );
+	void	(*Free)( void *buf );
+
+	cvar_t	*(*Cvar_Get)( const char *name, const char *value, int flags );
+	void	(*Cvar_Set)( const char *name, const char *value );
+	void	(*Cvar_CheckRange)( cvar_t *cv, float minVal, float maxVal, qboolean shouldBeIntegral );
+
+	void	(*Cmd_AddCommand)( const char *name, void(*cmd)(void) );
+	void	(*Cmd_RemoveCommand)( const char *name );
+
+	int		(*Cmd_Argc) (void);
+	char	*(*Cmd_Argv) (int i);
+
+	void	(*Cmd_ExecuteText) (int exec_when, const char *text);
+
+	// visualization for debugging collision detection
+	void	(*CM_DrawDebugSurface)( void (*drawPoly)(int color, int numPoints, float *points) );
+
+	// a -1 return means the file does not exist
+	// NULL can be passed for buf to just determine existance
+	int		(*FS_FileIsInPAK)( const char *name, int *pCheckSum );
+	int		(*FS_ReadFile)( const char *name, void **buf );
+	void	(*FS_FreeFile)( void *buf );
+	char **	(*FS_ListFiles)( const char *name, const char *extension, int *numfilesfound );
+	void	(*FS_FreeFileList)( char **filelist );
+	void	(*FS_WriteFile)( const char *qpath, const void *buffer, int size );
+	qboolean (*FS_FileExists)( const char *file );
+
+	// cinematic stuff
+	void	(*CIN_UploadCinematic)(int handle);
+	int		(*CIN_PlayCinematic)( const char *arg0, int xpos, int ypos, int width, int height, int bits);
+	e_status (*CIN_RunCinematic) (int handle);
+
+	void	(*CL_WriteAVIVideoFrame)( const byte *buffer, int size );
+} refimport_t;
+
+
+// this is the only function actually exported at the linker level
+// If the module can't init to a valid rendering state, NULL will be
+// returned.
+refexport_t*GetRefAPI( int apiVersion, refimport_t *rimp );
+
+#endif	// __TR_PUBLIC_H
diff --git a/src/renderer/tr_scene.c b/src/renderer/tr_scene.c
new file mode 100644
index 0000000..232cb68
--- /dev/null
+++ b/src/renderer/tr_scene.c
@@ -0,0 +1,419 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+
+#include "tr_local.h"
+
+int			r_firstSceneDrawSurf;
+
+int			r_numdlights;
+int			r_firstSceneDlight;
+
+int			r_numentities;
+int			r_firstSceneEntity;
+
+int			r_numpolys;
+int			r_firstScenePoly;
+
+int			r_numpolyverts;
+
+
+/*
+====================
+R_ToggleSmpFrame
+
+====================
+*/
+void R_ToggleSmpFrame( void ) {
+	if ( r_smp->integer ) {
+		// use the other buffers next frame, because another CPU
+		// may still be rendering into the current ones
+		tr.smpFrame ^= 1;
+	} else {
+		tr.smpFrame = 0;
+	}
+
+	backEndData[tr.smpFrame]->commands.used = 0;
+
+	r_firstSceneDrawSurf = 0;
+
+	r_numdlights = 0;
+	r_firstSceneDlight = 0;
+
+	r_numentities = 0;
+	r_firstSceneEntity = 0;
+
+	r_numpolys = 0;
+	r_firstScenePoly = 0;
+
+	r_numpolyverts = 0;
+}
+
+
+/*
+====================
+RE_ClearScene
+
+====================
+*/
+void RE_ClearScene( void ) {
+	r_firstSceneDlight = r_numdlights;
+	r_firstSceneEntity = r_numentities;
+	r_firstScenePoly = r_numpolys;
+}
+
+/*
+===========================================================================
+
+DISCRETE POLYS
+
+===========================================================================
+*/
+
+/*
+=====================
+R_AddPolygonSurfaces
+
+Adds all the scene's polys into this view's drawsurf list
+=====================
+*/
+void R_AddPolygonSurfaces( void ) {
+	int			i;
+	shader_t	*sh;
+	srfPoly_t	*poly;
+
+	tr.currentEntityNum = ENTITYNUM_WORLD;
+	tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
+
+	for ( i = 0, poly = tr.refdef.polys; i < tr.refdef.numPolys ; i++, poly++ ) {
+		sh = R_GetShaderByHandle( poly->hShader );
+		R_AddDrawSurf( ( void * )poly, sh, poly->fogIndex, qfalse );
+	}
+}
+
+/*
+=====================
+RE_AddPolyToScene
+
+=====================
+*/
+void RE_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts, int numPolys ) {
+	srfPoly_t	*poly;
+	int			i, j;
+	int			fogIndex;
+	fog_t		*fog;
+	vec3_t		bounds[2];
+
+	if ( !tr.registered ) {
+		return;
+	}
+
+	if ( !hShader ) {
+		ri.Printf( PRINT_WARNING, "WARNING: RE_AddPolyToScene: NULL poly shader\n");
+		return;
+	}
+
+	for ( j = 0; j < numPolys; j++ ) {
+		if ( r_numpolyverts + numVerts > max_polyverts || r_numpolys >= max_polys ) {
+      /*
+      NOTE TTimo this was initially a PRINT_WARNING
+      but it happens a lot with high fighting scenes and particles
+      since we don't plan on changing the const and making for room for those effects
+      simply cut this message to developer only
+      */
+			ri.Printf( PRINT_DEVELOPER, "WARNING: RE_AddPolyToScene: r_max_polys or r_max_polyverts reached\n");
+			return;
+		}
+
+		poly = &backEndData[tr.smpFrame]->polys[r_numpolys];
+		poly->surfaceType = SF_POLY;
+		poly->hShader = hShader;
+		poly->numVerts = numVerts;
+		poly->verts = &backEndData[tr.smpFrame]->polyVerts[r_numpolyverts];
+		
+		Com_Memcpy( poly->verts, &verts[numVerts*j], numVerts * sizeof( *verts ) );
+
+		if ( glConfig.hardwareType == GLHW_RAGEPRO ) {
+			poly->verts->modulate[0] = 255;
+			poly->verts->modulate[1] = 255;
+			poly->verts->modulate[2] = 255;
+			poly->verts->modulate[3] = 255;
+		}
+		// done.
+		r_numpolys++;
+		r_numpolyverts += numVerts;
+
+		// if no world is loaded
+		if ( tr.world == NULL ) {
+			fogIndex = 0;
+		}
+		// see if it is in a fog volume
+		else if ( tr.world->numfogs == 1 ) {
+			fogIndex = 0;
+		} else {
+			// find which fog volume the poly is in
+			VectorCopy( poly->verts[0].xyz, bounds[0] );
+			VectorCopy( poly->verts[0].xyz, bounds[1] );
+			for ( i = 1 ; i < poly->numVerts ; i++ ) {
+				AddPointToBounds( poly->verts[i].xyz, bounds[0], bounds[1] );
+			}
+			for ( fogIndex = 1 ; fogIndex < tr.world->numfogs ; fogIndex++ ) {
+				fog = &tr.world->fogs[fogIndex]; 
+				if ( bounds[1][0] >= fog->bounds[0][0]
+					&& bounds[1][1] >= fog->bounds[0][1]
+					&& bounds[1][2] >= fog->bounds[0][2]
+					&& bounds[0][0] <= fog->bounds[1][0]
+					&& bounds[0][1] <= fog->bounds[1][1]
+					&& bounds[0][2] <= fog->bounds[1][2] ) {
+					break;
+				}
+			}
+			if ( fogIndex == tr.world->numfogs ) {
+				fogIndex = 0;
+			}
+		}
+		poly->fogIndex = fogIndex;
+	}
+}
+
+
+//=================================================================================
+
+
+/*
+=====================
+RE_AddRefEntityToScene
+
+=====================
+*/
+void RE_AddRefEntityToScene( const refEntity_t *ent ) {
+	if ( !tr.registered ) {
+		return;
+	}
+	if ( r_numentities >= MAX_ENTITIES ) {
+		return;
+	}
+	if ( Q_isnan(ent->origin[0]) || Q_isnan(ent->origin[1]) || Q_isnan(ent->origin[2]) ) {
+		static qboolean firstTime = qtrue;
+		if (firstTime) {
+			firstTime = qfalse;
+			Com_DPrintf(S_COLOR_YELLOW "WARNING: RE_AddRefEntityToScene passed a refEntity which has an origin with a NaN component\n");
+		}
+		return;
+	}
+	if ( ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE ) {
+		ri.Error( ERR_DROP, "RE_AddRefEntityToScene: bad reType %i", ent->reType );
+	}
+
+	backEndData[tr.smpFrame]->entities[r_numentities].e = *ent;
+	backEndData[tr.smpFrame]->entities[r_numentities].lightingCalculated = qfalse;
+
+	r_numentities++;
+}
+
+
+/*
+=====================
+RE_AddDynamicLightToScene
+
+=====================
+*/
+void RE_AddDynamicLightToScene( const vec3_t org, float intensity, float r, float g, float b, int additive ) {
+	dlight_t	*dl;
+
+	if ( !tr.registered ) {
+		return;
+	}
+	if ( r_numdlights >= MAX_DLIGHTS ) {
+		return;
+	}
+	if ( intensity <= 0 ) {
+		return;
+	}
+	// these cards don't have the correct blend mode
+	if ( glConfig.hardwareType == GLHW_RIVA128 || glConfig.hardwareType == GLHW_PERMEDIA2 ) {
+		return;
+	}
+	dl = &backEndData[tr.smpFrame]->dlights[r_numdlights++];
+	VectorCopy (org, dl->origin);
+	dl->radius = intensity;
+	dl->color[0] = r;
+	dl->color[1] = g;
+	dl->color[2] = b;
+	dl->additive = additive;
+}
+
+/*
+=====================
+RE_AddLightToScene
+
+=====================
+*/
+void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
+	RE_AddDynamicLightToScene( org, intensity, r, g, b, qfalse );
+}
+
+/*
+=====================
+RE_AddAdditiveLightToScene
+
+=====================
+*/
+void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
+	RE_AddDynamicLightToScene( org, intensity, r, g, b, qtrue );
+}
+
+/*
+@@@@@@@@@@@@@@@@@@@@@
+RE_RenderScene
+
+Draw a 3D view into a part of the window, then return
+to 2D drawing.
+
+Rendering a scene may require multiple views to be rendered
+to handle mirrors,
+@@@@@@@@@@@@@@@@@@@@@
+*/
+void RE_RenderScene( const refdef_t *fd ) {
+	viewParms_t		parms;
+	int				startTime;
+
+	if ( !tr.registered ) {
+		return;
+	}
+	GLimp_LogComment( "====== RE_RenderScene =====\n" );
+
+	if ( r_norefresh->integer ) {
+		return;
+	}
+
+	startTime = ri.Milliseconds();
+
+	if (!tr.world && !( fd->rdflags & RDF_NOWORLDMODEL ) ) {
+		ri.Error (ERR_DROP, "R_RenderScene: NULL worldmodel");
+	}
+
+	Com_Memcpy( tr.refdef.text, fd->text, sizeof( tr.refdef.text ) );
+
+	tr.refdef.x = fd->x;
+	tr.refdef.y = fd->y;
+	tr.refdef.width = fd->width;
+	tr.refdef.height = fd->height;
+	tr.refdef.fov_x = fd->fov_x;
+	tr.refdef.fov_y = fd->fov_y;
+
+	VectorCopy( fd->vieworg, tr.refdef.vieworg );
+	VectorCopy( fd->viewaxis[0], tr.refdef.viewaxis[0] );
+	VectorCopy( fd->viewaxis[1], tr.refdef.viewaxis[1] );
+	VectorCopy( fd->viewaxis[2], tr.refdef.viewaxis[2] );
+
+	tr.refdef.time = fd->time;
+	tr.refdef.rdflags = fd->rdflags;
+
+	// copy the areamask data over and note if it has changed, which
+	// will force a reset of the visible leafs even if the view hasn't moved
+	tr.refdef.areamaskModified = qfalse;
+	if ( ! (tr.refdef.rdflags & RDF_NOWORLDMODEL) ) {
+		int		areaDiff;
+		int		i;
+
+		// compare the area bits
+		areaDiff = 0;
+		for (i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++) {
+			areaDiff |= ((int *)tr.refdef.areamask)[i] ^ ((int *)fd->areamask)[i];
+			((int *)tr.refdef.areamask)[i] = ((int *)fd->areamask)[i];
+		}
+
+		if ( areaDiff ) {
+			// a door just opened or something
+			tr.refdef.areamaskModified = qtrue;
+		}
+	}
+
+
+	// derived info
+
+	tr.refdef.floatTime = tr.refdef.time * 0.001f;
+
+	tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
+	tr.refdef.drawSurfs = backEndData[tr.smpFrame]->drawSurfs;
+
+	tr.refdef.num_entities = r_numentities - r_firstSceneEntity;
+	tr.refdef.entities = &backEndData[tr.smpFrame]->entities[r_firstSceneEntity];
+
+	tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
+	tr.refdef.dlights = &backEndData[tr.smpFrame]->dlights[r_firstSceneDlight];
+
+	tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
+	tr.refdef.polys = &backEndData[tr.smpFrame]->polys[r_firstScenePoly];
+
+	// turn off dynamic lighting globally by clearing all the
+	// dlights if it needs to be disabled or if vertex lighting is enabled
+	if ( r_dynamiclight->integer == 0 ||
+		 r_vertexLight->integer == 1 ||
+		 glConfig.hardwareType == GLHW_PERMEDIA2 ) {
+		tr.refdef.num_dlights = 0;
+	}
+
+	// a single frame may have multiple scenes draw inside it --
+	// a 3D game view, 3D status bar renderings, 3D menus, etc.
+	// They need to be distinguished by the light flare code, because
+	// the visibility state for a given surface may be different in
+	// each scene / view.
+	tr.frameSceneNum++;
+	tr.sceneCount++;
+
+	// setup view parms for the initial view
+	//
+	// set up viewport
+	// The refdef takes 0-at-the-top y coordinates, so
+	// convert to GL's 0-at-the-bottom space
+	//
+	Com_Memset( &parms, 0, sizeof( parms ) );
+	parms.viewportX = tr.refdef.x;
+	parms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.refdef.height );
+	parms.viewportWidth = tr.refdef.width;
+	parms.viewportHeight = tr.refdef.height;
+	parms.isPortal = qfalse;
+
+	parms.fovX = tr.refdef.fov_x;
+	parms.fovY = tr.refdef.fov_y;
+	
+	parms.stereoFrame = tr.refdef.stereoFrame;
+
+	VectorCopy( fd->vieworg, parms.or.origin );
+	VectorCopy( fd->viewaxis[0], parms.or.axis[0] );
+	VectorCopy( fd->viewaxis[1], parms.or.axis[1] );
+	VectorCopy( fd->viewaxis[2], parms.or.axis[2] );
+
+	VectorCopy( fd->vieworg, parms.pvsOrigin );
+
+	R_RenderView( &parms );
+
+	// the next scene rendered in this frame will tack on after this one
+	r_firstSceneDrawSurf = tr.refdef.numDrawSurfs;
+	r_firstSceneEntity = r_numentities;
+	r_firstSceneDlight = r_numdlights;
+	r_firstScenePoly = r_numpolys;
+
+	tr.frontEndMsec += ri.Milliseconds() - startTime;
+}
diff --git a/src/renderer/tr_shade.c b/src/renderer/tr_shade.c
new file mode 100644
index 0000000..93ec88b
--- /dev/null
+++ b/src/renderer/tr_shade.c
@@ -0,0 +1,1525 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+// tr_shade.c
+
+#include "tr_local.h" 
+#if idppc_altivec && !defined(MACOS_X)
+#include <altivec.h>
+#endif
+
+/*
+
+  THIS ENTIRE FILE IS BACK END
+
+  This file deals with applying shaders to surface data in the tess struct.
+*/
+
+/*
+================
+R_ArrayElementDiscrete
+
+This is just for OpenGL conformance testing, it should never be the fastest
+================
+*/
+static void APIENTRY R_ArrayElementDiscrete( GLint index ) {
+	qglColor4ubv( tess.svars.colors[ index ] );
+	if ( glState.currenttmu ) {
+		qglMultiTexCoord2fARB( 0, tess.svars.texcoords[ 0 ][ index ][0], tess.svars.texcoords[ 0 ][ index ][1] );
+		qglMultiTexCoord2fARB( 1, tess.svars.texcoords[ 1 ][ index ][0], tess.svars.texcoords[ 1 ][ index ][1] );
+	} else {
+		qglTexCoord2fv( tess.svars.texcoords[ 0 ][ index ] );
+	}
+	qglVertex3fv( tess.xyz[ index ] );
+}
+
+/*
+===================
+R_DrawStripElements
+
+===================
+*/
+static int		c_vertexes;		// for seeing how long our average strips are
+static int		c_begins;
+static void R_DrawStripElements( int numIndexes, const glIndex_t *indexes, void ( APIENTRY *element )(GLint) ) {
+	int i;
+	int last[3] = { -1, -1, -1 };
+	qboolean even;
+
+	c_begins++;
+
+	if ( numIndexes <= 0 ) {
+		return;
+	}
+
+	qglBegin( GL_TRIANGLE_STRIP );
+
+	// prime the strip
+	element( indexes[0] );
+	element( indexes[1] );
+	element( indexes[2] );
+	c_vertexes += 3;
+
+	last[0] = indexes[0];
+	last[1] = indexes[1];
+	last[2] = indexes[2];
+
+	even = qfalse;
+
+	for ( i = 3; i < numIndexes; i += 3 )
+	{
+		// odd numbered triangle in potential strip
+		if ( !even )
+		{
+			// check previous triangle to see if we're continuing a strip
+			if ( ( indexes[i+0] == last[2] ) && ( indexes[i+1] == last[1] ) )
+			{
+				element( indexes[i+2] );
+				c_vertexes++;
+				assert( indexes[i+2] < tess.numVertexes );
+				even = qtrue;
+			}
+			// otherwise we're done with this strip so finish it and start
+			// a new one
+			else
+			{
+				qglEnd();
+
+				qglBegin( GL_TRIANGLE_STRIP );
+				c_begins++;
+
+				element( indexes[i+0] );
+				element( indexes[i+1] );
+				element( indexes[i+2] );
+
+				c_vertexes += 3;
+
+				even = qfalse;
+			}
+		}
+		else
+		{
+			// check previous triangle to see if we're continuing a strip
+			if ( ( last[2] == indexes[i+1] ) && ( last[0] == indexes[i+0] ) )
+			{
+				element( indexes[i+2] );
+				c_vertexes++;
+
+				even = qfalse;
+			}
+			// otherwise we're done with this strip so finish it and start
+			// a new one
+			else
+			{
+				qglEnd();
+
+				qglBegin( GL_TRIANGLE_STRIP );
+				c_begins++;
+
+				element( indexes[i+0] );
+				element( indexes[i+1] );
+				element( indexes[i+2] );
+				c_vertexes += 3;
+
+				even = qfalse;
+			}
+		}
+
+		// cache the last three vertices
+		last[0] = indexes[i+0];
+		last[1] = indexes[i+1];
+		last[2] = indexes[i+2];
+	}
+
+	qglEnd();
+}
+
+
+
+/*
+==================
+R_DrawElements
+
+Optionally performs our own glDrawElements that looks for strip conditions
+instead of using the single glDrawElements call that may be inefficient
+without compiled vertex arrays.
+==================
+*/
+static void R_DrawElements( int numIndexes, const glIndex_t *indexes ) {
+	int		primitives;
+
+	primitives = r_primitives->integer;
+
+	// default is to use triangles if compiled vertex arrays are present
+	if ( primitives == 0 ) {
+		if ( qglLockArraysEXT ) {
+			primitives = 2;
+		} else {
+			primitives = 1;
+		}
+	}
+
+
+	if ( primitives == 2 ) {
+		qglDrawElements( GL_TRIANGLES, 
+						numIndexes,
+						GL_INDEX_TYPE,
+						indexes );
+		return;
+	}
+
+	if ( primitives == 1 ) {
+		R_DrawStripElements( numIndexes,  indexes, qglArrayElement );
+		return;
+	}
+	
+	if ( primitives == 3 ) {
+		R_DrawStripElements( numIndexes,  indexes, R_ArrayElementDiscrete );
+		return;
+	}
+
+	// anything else will cause no drawing
+}
+
+
+/*
+=============================================================
+
+SURFACE SHADERS
+
+=============================================================
+*/
+
+shaderCommands_t	tess;
+static qboolean	setArraysOnce;
+
+/*
+=================
+R_BindAnimatedImage
+
+=================
+*/
+static void R_BindAnimatedImage( textureBundle_t *bundle ) {
+	int		index;
+
+	if ( bundle->isVideoMap ) {
+		ri.CIN_RunCinematic(bundle->videoMapHandle);
+		ri.CIN_UploadCinematic(bundle->videoMapHandle);
+		return;
+	}
+
+	if ( bundle->numImageAnimations <= 1 ) {
+		GL_Bind( bundle->image[0] );
+		return;
+	}
+
+	// it is necessary to do this messy calc to make sure animations line up
+	// exactly with waveforms of the same frequency
+	index = myftol( tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE );
+	index >>= FUNCTABLE_SIZE2;
+
+	if ( index < 0 ) {
+		index = 0;	// may happen with shader time offsets
+	}
+	index %= bundle->numImageAnimations;
+
+	GL_Bind( bundle->image[ index ] );
+}
+
+/*
+================
+DrawTris
+
+Draws triangle outlines for debugging
+================
+*/
+static void DrawTris (shaderCommands_t *input) {
+	GL_Bind( tr.whiteImage );
+	qglColor3f (1,1,1);
+
+	GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE );
+	qglDepthRange( 0, 0 );
+
+	qglDisableClientState (GL_COLOR_ARRAY);
+	qglDisableClientState (GL_TEXTURE_COORD_ARRAY);
+
+	qglVertexPointer (3, GL_FLOAT, 16, input->xyz);	// padded for SIMD
+
+	if (qglLockArraysEXT) {
+		qglLockArraysEXT(0, input->numVertexes);
+		GLimp_LogComment( "glLockArraysEXT\n" );
+	}
+
+	R_DrawElements( input->numIndexes, input->indexes );
+
+	if (qglUnlockArraysEXT) {
+		qglUnlockArraysEXT();
+		GLimp_LogComment( "glUnlockArraysEXT\n" );
+	}
+	qglDepthRange( 0, 1 );
+}
+
+
+/*
+================
+DrawNormals
+
+Draws vertex normals for debugging
+================
+*/
+static void DrawNormals (shaderCommands_t *input) {
+	int		i;
+	vec3_t	temp;
+
+	GL_Bind( tr.whiteImage );
+	qglColor3f (1,1,1);
+	qglDepthRange( 0, 0 );	// never occluded
+	GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE );
+
+	qglBegin (GL_LINES);
+	for (i = 0 ; i < input->numVertexes ; i++) {
+		qglVertex3fv (input->xyz[i]);
+		VectorMA (input->xyz[i], 2, input->normal[i], temp);
+		qglVertex3fv (temp);
+	}
+	qglEnd ();
+
+	qglDepthRange( 0, 1 );
+}
+
+/*
+==============
+RB_BeginSurface
+
+We must set some things up before beginning any tesselation,
+because a surface may be forced to perform a RB_End due
+to overflow.
+==============
+*/
+void RB_BeginSurface( shader_t *shader, int fogNum ) {
+
+	shader_t *state = (shader->remappedShader) ? shader->remappedShader : shader;
+
+	tess.numIndexes = 0;
+	tess.numVertexes = 0;
+	tess.shader = state;
+	tess.fogNum = fogNum;
+	tess.dlightBits = 0;		// will be OR'd in by surface functions
+	tess.xstages = state->stages;
+	tess.numPasses = state->numUnfoggedPasses;
+	tess.currentStageIteratorFunc = state->optimalStageIteratorFunc;
+
+	tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
+	if (tess.shader->clampTime && tess.shaderTime >= tess.shader->clampTime) {
+		tess.shaderTime = tess.shader->clampTime;
+	}
+
+
+}
+
+/*
+===================
+DrawMultitextured
+
+output = t0 * t1 or t0 + t1
+
+t0 = most upstream according to spec
+t1 = most downstream according to spec
+===================
+*/
+static void DrawMultitextured( shaderCommands_t *input, int stage ) {
+	shaderStage_t	*pStage;
+
+	pStage = tess.xstages[stage];
+
+	GL_State( pStage->stateBits );
+
+	// this is an ugly hack to work around a GeForce driver
+	// bug with multitexture and clip planes
+	if ( backEnd.viewParms.isPortal ) {
+		qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+	}
+
+	//
+	// base
+	//
+	GL_SelectTexture( 0 );
+	qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[0] );
+	R_BindAnimatedImage( &pStage->bundle[0] );
+
+	//
+	// lightmap/secondary pass
+	//
+	GL_SelectTexture( 1 );
+	qglEnable( GL_TEXTURE_2D );
+	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
+
+	if ( r_lightmap->integer ) {
+		GL_TexEnv( GL_REPLACE );
+	} else {
+		GL_TexEnv( tess.shader->multitextureEnv );
+	}
+
+	qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[1] );
+
+	R_BindAnimatedImage( &pStage->bundle[1] );
+
+	R_DrawElements( input->numIndexes, input->indexes );
+
+	//
+	// disable texturing on TEXTURE1, then select TEXTURE0
+	//
+	//qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
+	qglDisable( GL_TEXTURE_2D );
+
+	GL_SelectTexture( 0 );
+}
+
+
+
+/*
+===================
+ProjectDlightTexture
+
+Perform dynamic lighting with another rendering pass
+===================
+*/
+#if idppc_altivec
+static void ProjectDlightTexture_altivec( void ) {
+	int		i, l;
+	vec_t	origin0, origin1, origin2;
+	float   texCoords0, texCoords1;
+	vector float floatColorVec0, floatColorVec1;
+	vector float modulateVec, colorVec, zero;
+	vector short colorShort;
+	vector signed int colorInt;
+	vector unsigned char floatColorVecPerm, modulatePerm, colorChar;
+	vector unsigned char vSel = VECCONST_UINT8(0x00, 0x00, 0x00, 0xff,
+                                               0x00, 0x00, 0x00, 0xff,
+                                               0x00, 0x00, 0x00, 0xff,
+                                               0x00, 0x00, 0x00, 0xff);
+	float	*texCoords;
+	byte	*colors;
+	byte	clipBits[SHADER_MAX_VERTEXES];
+	float	texCoordsArray[SHADER_MAX_VERTEXES][2];
+	byte	colorArray[SHADER_MAX_VERTEXES][4];
+	unsigned	hitIndexes[SHADER_MAX_INDEXES];
+	int		numIndexes;
+	float	scale;
+	float	radius;
+	vec3_t	floatColor;
+	float	modulate = 0.0f;
+
+	if ( !backEnd.refdef.num_dlights ) {
+		return;
+	}
+
+	// There has to be a better way to do this so that floatColor
+	// and/or modulate are already 16-byte aligned.
+	floatColorVecPerm = vec_lvsl(0,(float *)floatColor);
+	modulatePerm = vec_lvsl(0,(float *)&modulate);
+	modulatePerm = (vector unsigned char)vec_splat((vector unsigned int)modulatePerm,0);
+	zero = (vector float)vec_splat_s8(0);
+
+	for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ ) {
+		dlight_t	*dl;
+
+		if ( !( tess.dlightBits & ( 1 << l ) ) ) {
+			continue;	// this surface definately doesn't have any of this light
+		}
+		texCoords = texCoordsArray[0];
+		colors = colorArray[0];
+
+		dl = &backEnd.refdef.dlights[l];
+		origin0 = dl->transformed[0];
+		origin1 = dl->transformed[1];
+		origin2 = dl->transformed[2];
+		radius = dl->radius;
+		scale = 1.0f / radius;
+
+		if(r_greyscale->integer)
+		{
+			float luminance;
+			
+			luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f;
+			floatColor[0] = floatColor[1] = floatColor[2] = luminance;
+		}
+		else if(r_greyscale->value)
+		{
+			float luminance;
+			
+			luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f;
+			floatColor[0] = LERP(dl->color[0] * 255.0f, luminance, r_greyscale->value);
+			floatColor[1] = LERP(dl->color[1] * 255.0f, luminance, r_greyscale->value);
+			floatColor[2] = LERP(dl->color[2] * 255.0f, luminance, r_greyscale->value);
+		}
+		else
+		{
+			floatColor[0] = dl->color[0] * 255.0f;
+			floatColor[1] = dl->color[1] * 255.0f;
+			floatColor[2] = dl->color[2] * 255.0f;
+		}
+		floatColorVec0 = vec_ld(0, floatColor);
+		floatColorVec1 = vec_ld(11, floatColor);
+		floatColorVec0 = vec_perm(floatColorVec0,floatColorVec0,floatColorVecPerm);
+		for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) {
+			int		clip = 0;
+			vec_t dist0, dist1, dist2;
+			
+			dist0 = origin0 - tess.xyz[i][0];
+			dist1 = origin1 - tess.xyz[i][1];
+			dist2 = origin2 - tess.xyz[i][2];
+
+			backEnd.pc.c_dlightVertexes++;
+
+			texCoords0 = 0.5f + dist0 * scale;
+			texCoords1 = 0.5f + dist1 * scale;
+
+			if( !r_dlightBacks->integer &&
+					// dist . tess.normal[i]
+					( dist0 * tess.normal[i][0] +
+					dist1 * tess.normal[i][1] +
+					dist2 * tess.normal[i][2] ) < 0.0f ) {
+				clip = 63;
+			} else {
+				if ( texCoords0 < 0.0f ) {
+					clip |= 1;
+				} else if ( texCoords0 > 1.0f ) {
+					clip |= 2;
+				}
+				if ( texCoords1 < 0.0f ) {
+					clip |= 4;
+				} else if ( texCoords1 > 1.0f ) {
+					clip |= 8;
+				}
+				texCoords[0] = texCoords0;
+				texCoords[1] = texCoords1;
+
+				// modulate the strength based on the height and color
+				if ( dist2 > radius ) {
+					clip |= 16;
+					modulate = 0.0f;
+				} else if ( dist2 < -radius ) {
+					clip |= 32;
+					modulate = 0.0f;
+				} else {
+					dist2 = Q_fabs(dist2);
+					if ( dist2 < radius * 0.5f ) {
+						modulate = 1.0f;
+					} else {
+						modulate = 2.0f * (radius - dist2) * scale;
+					}
+				}
+			}
+			clipBits[i] = clip;
+
+			modulateVec = vec_ld(0,(float *)&modulate);
+			modulateVec = vec_perm(modulateVec,modulateVec,modulatePerm);
+			colorVec = vec_madd(floatColorVec0,modulateVec,zero);
+			colorInt = vec_cts(colorVec,0);	// RGBx
+			colorShort = vec_pack(colorInt,colorInt);		// RGBxRGBx
+			colorChar = vec_packsu(colorShort,colorShort);	// RGBxRGBxRGBxRGBx
+			colorChar = vec_sel(colorChar,vSel,vSel);		// RGBARGBARGBARGBA replace alpha with 255
+			vec_ste((vector unsigned int)colorChar,0,(unsigned int *)colors);	// store color
+		}
+
+		// build a list of triangles that need light
+		numIndexes = 0;
+		for ( i = 0 ; i < tess.numIndexes ; i += 3 ) {
+			int		a, b, c;
+
+			a = tess.indexes[i];
+			b = tess.indexes[i+1];
+			c = tess.indexes[i+2];
+			if ( clipBits[a] & clipBits[b] & clipBits[c] ) {
+				continue;	// not lighted
+			}
+			hitIndexes[numIndexes] = a;
+			hitIndexes[numIndexes+1] = b;
+			hitIndexes[numIndexes+2] = c;
+			numIndexes += 3;
+		}
+
+		if ( !numIndexes ) {
+			continue;
+		}
+
+		qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
+		qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] );
+
+		qglEnableClientState( GL_COLOR_ARRAY );
+		qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );
+
+		GL_Bind( tr.dlightImage );
+		// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
+		// where they aren't rendered
+		if ( dl->additive ) {
+			GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
+		}
+		else {
+			GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
+		}
+		R_DrawElements( numIndexes, hitIndexes );
+		backEnd.pc.c_totalIndexes += numIndexes;
+		backEnd.pc.c_dlightIndexes += numIndexes;
+	}
+}
+#endif
+
+
+static void ProjectDlightTexture_scalar( void ) {
+	int		i, l;
+	vec3_t	origin;
+	float	*texCoords;
+	byte	*colors;
+	byte	clipBits[SHADER_MAX_VERTEXES];
+	float	texCoordsArray[SHADER_MAX_VERTEXES][2];
+	byte	colorArray[SHADER_MAX_VERTEXES][4];
+	unsigned	hitIndexes[SHADER_MAX_INDEXES];
+	int		numIndexes;
+	float	scale;
+	float	radius;
+	vec3_t	floatColor;
+	float	modulate = 0.0f;
+
+	if ( !backEnd.refdef.num_dlights ) {
+		return;
+	}
+
+	for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ ) {
+		dlight_t	*dl;
+
+		if ( !( tess.dlightBits & ( 1 << l ) ) ) {
+			continue;	// this surface definately doesn't have any of this light
+		}
+		texCoords = texCoordsArray[0];
+		colors = colorArray[0];
+
+		dl = &backEnd.refdef.dlights[l];
+		VectorCopy( dl->transformed, origin );
+		radius = dl->radius;
+		scale = 1.0f / radius;
+
+		if(r_greyscale->integer)
+		{
+			float luminance;
+
+			luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f;
+			floatColor[0] = floatColor[1] = floatColor[2] = luminance;
+		}
+		else if(r_greyscale->value)
+		{
+			float luminance;
+			
+			luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f;
+			floatColor[0] = LERP(dl->color[0] * 255.0f, luminance, r_greyscale->value);
+			floatColor[1] = LERP(dl->color[1] * 255.0f, luminance, r_greyscale->value);
+			floatColor[2] = LERP(dl->color[2] * 255.0f, luminance, r_greyscale->value);
+		}
+		else
+		{
+			floatColor[0] = dl->color[0] * 255.0f;
+			floatColor[1] = dl->color[1] * 255.0f;
+			floatColor[2] = dl->color[2] * 255.0f;
+		}
+
+		for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) {
+			int		clip = 0;
+			vec3_t	dist;
+			
+			VectorSubtract( origin, tess.xyz[i], dist );
+
+			backEnd.pc.c_dlightVertexes++;
+
+			texCoords[0] = 0.5f + dist[0] * scale;
+			texCoords[1] = 0.5f + dist[1] * scale;
+
+			if( !r_dlightBacks->integer &&
+					// dist . tess.normal[i]
+					( dist[0] * tess.normal[i][0] +
+					dist[1] * tess.normal[i][1] +
+					dist[2] * tess.normal[i][2] ) < 0.0f ) {
+				clip = 63;
+			} else {
+				if ( texCoords[0] < 0.0f ) {
+					clip |= 1;
+				} else if ( texCoords[0] > 1.0f ) {
+					clip |= 2;
+				}
+				if ( texCoords[1] < 0.0f ) {
+					clip |= 4;
+				} else if ( texCoords[1] > 1.0f ) {
+					clip |= 8;
+				}
+				texCoords[0] = texCoords[0];
+				texCoords[1] = texCoords[1];
+
+				// modulate the strength based on the height and color
+				if ( dist[2] > radius ) {
+					clip |= 16;
+					modulate = 0.0f;
+				} else if ( dist[2] < -radius ) {
+					clip |= 32;
+					modulate = 0.0f;
+				} else {
+					dist[2] = Q_fabs(dist[2]);
+					if ( dist[2] < radius * 0.5f ) {
+						modulate = 1.0f;
+					} else {
+						modulate = 2.0f * (radius - dist[2]) * scale;
+					}
+				}
+			}
+			clipBits[i] = clip;
+			colors[0] = myftol(floatColor[0] * modulate);
+			colors[1] = myftol(floatColor[1] * modulate);
+			colors[2] = myftol(floatColor[2] * modulate);
+			colors[3] = 255;
+		}
+
+		// build a list of triangles that need light
+		numIndexes = 0;
+		for ( i = 0 ; i < tess.numIndexes ; i += 3 ) {
+			int		a, b, c;
+
+			a = tess.indexes[i];
+			b = tess.indexes[i+1];
+			c = tess.indexes[i+2];
+			if ( clipBits[a] & clipBits[b] & clipBits[c] ) {
+				continue;	// not lighted
+			}
+			hitIndexes[numIndexes] = a;
+			hitIndexes[numIndexes+1] = b;
+			hitIndexes[numIndexes+2] = c;
+			numIndexes += 3;
+		}
+
+		if ( !numIndexes ) {
+			continue;
+		}
+
+		qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
+		qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] );
+
+		qglEnableClientState( GL_COLOR_ARRAY );
+		qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );
+
+		GL_Bind( tr.dlightImage );
+		// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
+		// where they aren't rendered
+		if ( dl->additive ) {
+			GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
+		}
+		else {
+			GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
+		}
+		R_DrawElements( numIndexes, hitIndexes );
+		backEnd.pc.c_totalIndexes += numIndexes;
+		backEnd.pc.c_dlightIndexes += numIndexes;
+	}
+}
+
+static void ProjectDlightTexture( void ) {
+#if idppc_altivec
+	if (com_altivec->integer) {
+		// must be in a seperate function or G3 systems will crash.
+		ProjectDlightTexture_altivec();
+		return;
+	}
+#endif
+	ProjectDlightTexture_scalar();
+}
+
+
+/*
+===================
+RB_FogPass
+
+Blends a fog texture on top of everything else
+===================
+*/
+static void RB_FogPass( void ) {
+	fog_t		*fog;
+	int			i;
+
+	qglEnableClientState( GL_COLOR_ARRAY );
+	qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors );
+
+	qglEnableClientState( GL_TEXTURE_COORD_ARRAY);
+	qglTexCoordPointer( 2, GL_FLOAT, 0, tess.svars.texcoords[0] );
+
+	fog = tr.world->fogs + tess.fogNum;
+
+	for ( i = 0; i < tess.numVertexes; i++ ) {
+		* ( int * )&tess.svars.colors[i] = fog->colorInt;
+	}
+
+	RB_CalcFogTexCoords( ( float * ) tess.svars.texcoords[0] );
+
+	GL_Bind( tr.fogImage );
+
+	if ( tess.shader->fogPass == FP_EQUAL ) {
+		GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL );
+	} else {
+		GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
+	}
+
+	R_DrawElements( tess.numIndexes, tess.indexes );
+}
+
+/*
+===============
+ComputeColors
+===============
+*/
+static void ComputeColors( shaderStage_t *pStage )
+{
+	int		i;
+
+	//
+	// rgbGen
+	//
+	switch ( pStage->rgbGen )
+	{
+		case CGEN_IDENTITY:
+			Com_Memset( tess.svars.colors, 0xff, tess.numVertexes * 4 );
+			break;
+		default:
+		case CGEN_IDENTITY_LIGHTING:
+			Com_Memset( tess.svars.colors, tr.identityLightByte, tess.numVertexes * 4 );
+			break;
+		case CGEN_LIGHTING_DIFFUSE:
+			RB_CalcDiffuseColor( ( unsigned char * ) tess.svars.colors );
+			break;
+		case CGEN_EXACT_VERTEX:
+			Com_Memcpy( tess.svars.colors, tess.vertexColors, tess.numVertexes * sizeof( tess.vertexColors[0] ) );
+			break;
+		case CGEN_CONST:
+			for ( i = 0; i < tess.numVertexes; i++ ) {
+				*(int *)tess.svars.colors[i] = *(int *)pStage->constantColor;
+			}
+			break;
+		case CGEN_VERTEX:
+			if ( tr.identityLight == 1 )
+			{
+				Com_Memcpy( tess.svars.colors, tess.vertexColors, tess.numVertexes * sizeof( tess.vertexColors[0] ) );
+			}
+			else
+			{
+				for ( i = 0; i < tess.numVertexes; i++ )
+				{
+					tess.svars.colors[i][0] = tess.vertexColors[i][0] * tr.identityLight;
+					tess.svars.colors[i][1] = tess.vertexColors[i][1] * tr.identityLight;
+					tess.svars.colors[i][2] = tess.vertexColors[i][2] * tr.identityLight;
+					tess.svars.colors[i][3] = tess.vertexColors[i][3];
+				}
+			}
+			break;
+		case CGEN_ONE_MINUS_VERTEX:
+			if ( tr.identityLight == 1 )
+			{
+				for ( i = 0; i < tess.numVertexes; i++ )
+				{
+					tess.svars.colors[i][0] = 255 - tess.vertexColors[i][0];
+					tess.svars.colors[i][1] = 255 - tess.vertexColors[i][1];
+					tess.svars.colors[i][2] = 255 - tess.vertexColors[i][2];
+				}
+			}
+			else
+			{
+				for ( i = 0; i < tess.numVertexes; i++ )
+				{
+					tess.svars.colors[i][0] = ( 255 - tess.vertexColors[i][0] ) * tr.identityLight;
+					tess.svars.colors[i][1] = ( 255 - tess.vertexColors[i][1] ) * tr.identityLight;
+					tess.svars.colors[i][2] = ( 255 - tess.vertexColors[i][2] ) * tr.identityLight;
+				}
+			}
+			break;
+		case CGEN_FOG:
+			{
+				fog_t		*fog;
+
+				fog = tr.world->fogs + tess.fogNum;
+
+				for ( i = 0; i < tess.numVertexes; i++ ) {
+					* ( int * )&tess.svars.colors[i] = fog->colorInt;
+				}
+			}
+			break;
+		case CGEN_WAVEFORM:
+			RB_CalcWaveColor( &pStage->rgbWave, ( unsigned char * ) tess.svars.colors );
+			break;
+		case CGEN_ENTITY:
+			RB_CalcColorFromEntity( ( unsigned char * ) tess.svars.colors );
+			break;
+		case CGEN_ONE_MINUS_ENTITY:
+			RB_CalcColorFromOneMinusEntity( ( unsigned char * ) tess.svars.colors );
+			break;
+	}
+
+	//
+	// alphaGen
+	//
+	switch ( pStage->alphaGen )
+	{
+	case AGEN_SKIP:
+		break;
+	case AGEN_IDENTITY:
+		if ( pStage->rgbGen != CGEN_IDENTITY ) {
+			if ( ( pStage->rgbGen == CGEN_VERTEX && tr.identityLight != 1 ) ||
+				 pStage->rgbGen != CGEN_VERTEX ) {
+				for ( i = 0; i < tess.numVertexes; i++ ) {
+					tess.svars.colors[i][3] = 0xff;
+				}
+			}
+		}
+		break;
+	case AGEN_CONST:
+		if ( pStage->rgbGen != CGEN_CONST ) {
+			for ( i = 0; i < tess.numVertexes; i++ ) {
+				tess.svars.colors[i][3] = pStage->constantColor[3];
+			}
+		}
+		break;
+	case AGEN_WAVEFORM:
+		RB_CalcWaveAlpha( &pStage->alphaWave, ( unsigned char * ) tess.svars.colors );
+		break;
+	case AGEN_LIGHTING_SPECULAR:
+		RB_CalcSpecularAlpha( ( unsigned char * ) tess.svars.colors );
+		break;
+	case AGEN_ENTITY:
+		RB_CalcAlphaFromEntity( ( unsigned char * ) tess.svars.colors );
+		break;
+	case AGEN_ONE_MINUS_ENTITY:
+		RB_CalcAlphaFromOneMinusEntity( ( unsigned char * ) tess.svars.colors );
+		break;
+    case AGEN_VERTEX:
+		if ( pStage->rgbGen != CGEN_VERTEX ) {
+			for ( i = 0; i < tess.numVertexes; i++ ) {
+				tess.svars.colors[i][3] = tess.vertexColors[i][3];
+			}
+		}
+        break;
+    case AGEN_ONE_MINUS_VERTEX:
+        for ( i = 0; i < tess.numVertexes; i++ )
+        {
+			tess.svars.colors[i][3] = 255 - tess.vertexColors[i][3];
+        }
+        break;
+	case AGEN_PORTAL:
+		{
+			unsigned char alpha;
+
+			for ( i = 0; i < tess.numVertexes; i++ )
+			{
+				float len;
+				vec3_t v;
+
+				VectorSubtract( tess.xyz[i], backEnd.viewParms.or.origin, v );
+				len = VectorLength( v );
+
+				len /= tess.shader->portalRange;
+
+				if ( len < 0 )
+				{
+					alpha = 0;
+				}
+				else if ( len > 1 )
+				{
+					alpha = 0xff;
+				}
+				else
+				{
+					alpha = len * 0xff;
+				}
+
+				tess.svars.colors[i][3] = alpha;
+			}
+		}
+		break;
+	}
+
+	//
+	// fog adjustment for colors to fade out as fog increases
+	//
+	if ( tess.fogNum )
+	{
+		switch ( pStage->adjustColorsForFog )
+		{
+		case ACFF_MODULATE_RGB:
+			RB_CalcModulateColorsByFog( ( unsigned char * ) tess.svars.colors );
+			break;
+		case ACFF_MODULATE_ALPHA:
+			RB_CalcModulateAlphasByFog( ( unsigned char * ) tess.svars.colors );
+			break;
+		case ACFF_MODULATE_RGBA:
+			RB_CalcModulateRGBAsByFog( ( unsigned char * ) tess.svars.colors );
+			break;
+		case ACFF_NONE:
+			break;
+		}
+	}
+	
+	// if in greyscale rendering mode turn all color values into greyscale.
+	if(r_greyscale->integer)
+	{
+		int scale;
+		for(i = 0; i < tess.numVertexes; i++)
+		{
+			scale = LUMA(tess.svars.colors[i][0], tess.svars.colors[i][1], tess.svars.colors[i][2]);
+ 			tess.svars.colors[i][0] = tess.svars.colors[i][1] = tess.svars.colors[i][2] = scale;
+		}
+	}
+	else if(r_greyscale->value)
+	{
+		float scale;
+		
+		for(i = 0; i < tess.numVertexes; i++)
+		{
+			scale = LUMA(tess.svars.colors[i][0], tess.svars.colors[i][1], tess.svars.colors[i][2]);
+			tess.svars.colors[i][0] = LERP(tess.svars.colors[i][0], scale, r_greyscale->value);
+			tess.svars.colors[i][1] = LERP(tess.svars.colors[i][1], scale, r_greyscale->value);
+			tess.svars.colors[i][2] = LERP(tess.svars.colors[i][2], scale, r_greyscale->value);
+		}
+	}
+}
+
+/*
+===============
+ComputeTexCoords
+===============
+*/
+static void ComputeTexCoords( shaderStage_t *pStage ) {
+	int		i;
+	int		b;
+
+	for ( b = 0; b < NUM_TEXTURE_BUNDLES; b++ ) {
+		int tm;
+
+		//
+		// generate the texture coordinates
+		//
+		switch ( pStage->bundle[b].tcGen )
+		{
+		case TCGEN_IDENTITY:
+			Com_Memset( tess.svars.texcoords[b], 0, sizeof( float ) * 2 * tess.numVertexes );
+			break;
+		case TCGEN_TEXTURE:
+			for ( i = 0 ; i < tess.numVertexes ; i++ ) {
+				tess.svars.texcoords[b][i][0] = tess.texCoords[i][0][0];
+				tess.svars.texcoords[b][i][1] = tess.texCoords[i][0][1];
+			}
+			break;
+		case TCGEN_LIGHTMAP:
+			for ( i = 0 ; i < tess.numVertexes ; i++ ) {
+				tess.svars.texcoords[b][i][0] = tess.texCoords[i][1][0];
+				tess.svars.texcoords[b][i][1] = tess.texCoords[i][1][1];
+			}
+			break;
+		case TCGEN_VECTOR:
+			for ( i = 0 ; i < tess.numVertexes ; i++ ) {
+				tess.svars.texcoords[b][i][0] = DotProduct( tess.xyz[i], pStage->bundle[b].tcGenVectors[0] );
+				tess.svars.texcoords[b][i][1] = DotProduct( tess.xyz[i], pStage->bundle[b].tcGenVectors[1] );
+			}
+			break;
+		case TCGEN_FOG:
+			RB_CalcFogTexCoords( ( float * ) tess.svars.texcoords[b] );
+			break;
+		case TCGEN_ENVIRONMENT_MAPPED:
+			RB_CalcEnvironmentTexCoords( ( float * ) tess.svars.texcoords[b] );
+			break;
+		case TCGEN_BAD:
+			return;
+		}
+
+		//
+		// alter texture coordinates
+		//
+		for ( tm = 0; tm < pStage->bundle[b].numTexMods ; tm++ ) {
+			switch ( pStage->bundle[b].texMods[tm].type )
+			{
+			case TMOD_NONE:
+				tm = TR_MAX_TEXMODS;		// break out of for loop
+				break;
+
+			case TMOD_TURBULENT:
+				RB_CalcTurbulentTexCoords( &pStage->bundle[b].texMods[tm].wave, 
+						                 ( float * ) tess.svars.texcoords[b] );
+				break;
+
+			case TMOD_ENTITY_TRANSLATE:
+				RB_CalcScrollTexCoords( backEnd.currentEntity->e.shaderTexCoord,
+									 ( float * ) tess.svars.texcoords[b] );
+				break;
+
+			case TMOD_SCROLL:
+				RB_CalcScrollTexCoords( pStage->bundle[b].texMods[tm].scroll,
+										 ( float * ) tess.svars.texcoords[b] );
+				break;
+
+			case TMOD_SCALE:
+				RB_CalcScaleTexCoords( pStage->bundle[b].texMods[tm].scale,
+									 ( float * ) tess.svars.texcoords[b] );
+				break;
+			
+			case TMOD_STRETCH:
+				RB_CalcStretchTexCoords( &pStage->bundle[b].texMods[tm].wave, 
+						               ( float * ) tess.svars.texcoords[b] );
+				break;
+
+			case TMOD_TRANSFORM:
+				RB_CalcTransformTexCoords( &pStage->bundle[b].texMods[tm],
+						                 ( float * ) tess.svars.texcoords[b] );
+				break;
+
+			case TMOD_ROTATE:
+				RB_CalcRotateTexCoords( pStage->bundle[b].texMods[tm].rotateSpeed,
+										( float * ) tess.svars.texcoords[b] );
+				break;
+
+			default:
+				ri.Error( ERR_DROP, "ERROR: unknown texmod '%d' in shader '%s'\n", pStage->bundle[b].texMods[tm].type, tess.shader->name );
+				break;
+			}
+		}
+	}
+}
+
+/*
+** RB_IterateStagesGeneric
+*/
+static void RB_IterateStagesGeneric( shaderCommands_t *input )
+{
+	int stage;
+
+	for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ )
+	{
+		shaderStage_t *pStage = tess.xstages[stage];
+
+		if ( !pStage )
+		{
+			break;
+		}
+
+		ComputeColors( pStage );
+		ComputeTexCoords( pStage );
+
+		if ( !setArraysOnce )
+		{
+			qglEnableClientState( GL_COLOR_ARRAY );
+			qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, input->svars.colors );
+		}
+
+		//
+		// do multitexture
+		//
+		if ( pStage->bundle[1].image[0] != 0 )
+		{
+			DrawMultitextured( input, stage );
+		}
+		else
+		{
+			if ( !setArraysOnce )
+			{
+				qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[0] );
+			}
+
+			//
+			// set state
+			//
+			if ( pStage->bundle[0].vertexLightmap && ( (r_vertexLight->integer && !r_uiFullScreen->integer) || glConfig.hardwareType == GLHW_PERMEDIA2 ) && r_lightmap->integer )
+			{
+				GL_Bind( tr.whiteImage );
+			}
+			else 
+				R_BindAnimatedImage( &pStage->bundle[0] );
+
+			GL_State( pStage->stateBits );
+
+			//
+			// draw
+			//
+			R_DrawElements( input->numIndexes, input->indexes );
+		}
+		// allow skipping out to show just lightmaps during development
+		if ( r_lightmap->integer && ( pStage->bundle[0].isLightmap || pStage->bundle[1].isLightmap || pStage->bundle[0].vertexLightmap ) )
+		{
+			break;
+		}
+	}
+}
+
+
+/*
+** RB_StageIteratorGeneric
+*/
+void RB_StageIteratorGeneric( void )
+{
+	shaderCommands_t *input;
+
+	input = &tess;
+
+	RB_DeformTessGeometry();
+
+	//
+	// log this call
+	//
+	if ( r_logFile->integer ) 
+	{
+		// don't just call LogComment, or we will get
+		// a call to va() every frame!
+		GLimp_LogComment( va("--- RB_StageIteratorGeneric( %s ) ---\n", tess.shader->name) );
+	}
+
+	//
+	// set face culling appropriately
+	//
+	GL_Cull( input->shader->cullType );
+
+	// set polygon offset if necessary
+	if ( input->shader->polygonOffset )
+	{
+		qglEnable( GL_POLYGON_OFFSET_FILL );
+		qglPolygonOffset( r_offsetFactor->value, r_offsetUnits->value );
+	}
+
+	//
+	// if there is only a single pass then we can enable color
+	// and texture arrays before we compile, otherwise we need
+	// to avoid compiling those arrays since they will change
+	// during multipass rendering
+	//
+	if ( tess.numPasses > 1 || input->shader->multitextureEnv )
+	{
+		setArraysOnce = qfalse;
+		qglDisableClientState (GL_COLOR_ARRAY);
+		qglDisableClientState (GL_TEXTURE_COORD_ARRAY);
+	}
+	else
+	{
+		setArraysOnce = qtrue;
+
+		qglEnableClientState( GL_COLOR_ARRAY);
+		qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors );
+
+		qglEnableClientState( GL_TEXTURE_COORD_ARRAY);
+		qglTexCoordPointer( 2, GL_FLOAT, 0, tess.svars.texcoords[0] );
+	}
+
+	//
+	// lock XYZ
+	//
+	qglVertexPointer (3, GL_FLOAT, 16, input->xyz);	// padded for SIMD
+	if (qglLockArraysEXT)
+	{
+		qglLockArraysEXT(0, input->numVertexes);
+		GLimp_LogComment( "glLockArraysEXT\n" );
+	}
+
+	//
+	// enable color and texcoord arrays after the lock if necessary
+	//
+	if ( !setArraysOnce )
+	{
+		qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
+		qglEnableClientState( GL_COLOR_ARRAY );
+	}
+
+	//
+	// call shader function
+	//
+	RB_IterateStagesGeneric( input );
+
+	// 
+	// now do any dynamic lighting needed
+	//
+	if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE
+		&& !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) ) {
+		ProjectDlightTexture();
+	}
+
+	//
+	// now do fog
+	//
+	if ( tess.fogNum && tess.shader->fogPass ) {
+		RB_FogPass();
+	}
+
+	// 
+	// unlock arrays
+	//
+	if (qglUnlockArraysEXT) 
+	{
+		qglUnlockArraysEXT();
+		GLimp_LogComment( "glUnlockArraysEXT\n" );
+	}
+
+	//
+	// reset polygon offset
+	//
+	if ( input->shader->polygonOffset )
+	{
+		qglDisable( GL_POLYGON_OFFSET_FILL );
+	}
+}
+
+
+/*
+** RB_StageIteratorVertexLitTexture
+*/
+void RB_StageIteratorVertexLitTexture( void )
+{
+	shaderCommands_t *input;
+	shader_t		*shader;
+
+	input = &tess;
+
+	shader = input->shader;
+
+	//
+	// compute colors
+	//
+	RB_CalcDiffuseColor( ( unsigned char * ) tess.svars.colors );
+
+	//
+	// log this call
+	//
+	if ( r_logFile->integer ) 
+	{
+		// don't just call LogComment, or we will get
+		// a call to va() every frame!
+		GLimp_LogComment( va("--- RB_StageIteratorVertexLitTexturedUnfogged( %s ) ---\n", tess.shader->name) );
+	}
+
+	//
+	// set face culling appropriately
+	//
+	GL_Cull( input->shader->cullType );
+
+	//
+	// set arrays and lock
+	//
+	qglEnableClientState( GL_COLOR_ARRAY);
+	qglEnableClientState( GL_TEXTURE_COORD_ARRAY);
+
+	qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors );
+	qglTexCoordPointer( 2, GL_FLOAT, 16, tess.texCoords[0][0] );
+	qglVertexPointer (3, GL_FLOAT, 16, input->xyz);
+
+	if ( qglLockArraysEXT )
+	{
+		qglLockArraysEXT(0, input->numVertexes);
+		GLimp_LogComment( "glLockArraysEXT\n" );
+	}
+
+	//
+	// call special shade routine
+	//
+	R_BindAnimatedImage( &tess.xstages[0]->bundle[0] );
+	GL_State( tess.xstages[0]->stateBits );
+	R_DrawElements( input->numIndexes, input->indexes );
+
+	// 
+	// now do any dynamic lighting needed
+	//
+	if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE ) {
+		ProjectDlightTexture();
+	}
+
+	//
+	// now do fog
+	//
+	if ( tess.fogNum && tess.shader->fogPass ) {
+		RB_FogPass();
+	}
+
+	// 
+	// unlock arrays
+	//
+	if (qglUnlockArraysEXT) 
+	{
+		qglUnlockArraysEXT();
+		GLimp_LogComment( "glUnlockArraysEXT\n" );
+	}
+}
+
+//define	REPLACE_MODE
+
+void RB_StageIteratorLightmappedMultitexture( void ) {
+	shaderCommands_t *input;
+
+	input = &tess;
+
+	//
+	// log this call
+	//
+	if ( r_logFile->integer ) {
+		// don't just call LogComment, or we will get
+		// a call to va() every frame!
+		GLimp_LogComment( va("--- RB_StageIteratorLightmappedMultitexture( %s ) ---\n", tess.shader->name) );
+	}
+
+	//
+	// set face culling appropriately
+	//
+	GL_Cull( input->shader->cullType );
+
+	//
+	// set color, pointers, and lock
+	//
+	GL_State( GLS_DEFAULT );
+	qglVertexPointer( 3, GL_FLOAT, 16, input->xyz );
+
+#ifdef REPLACE_MODE
+	qglDisableClientState( GL_COLOR_ARRAY );
+	qglColor3f( 1, 1, 1 );
+	qglShadeModel( GL_FLAT );
+#else
+	qglEnableClientState( GL_COLOR_ARRAY );
+	qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.constantColor255 );
+#endif
+
+	//
+	// select base stage
+	//
+	GL_SelectTexture( 0 );
+
+	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
+	R_BindAnimatedImage( &tess.xstages[0]->bundle[0] );
+	qglTexCoordPointer( 2, GL_FLOAT, 16, tess.texCoords[0][0] );
+
+	//
+	// configure second stage
+	//
+	GL_SelectTexture( 1 );
+	qglEnable( GL_TEXTURE_2D );
+	if ( r_lightmap->integer ) {
+		GL_TexEnv( GL_REPLACE );
+	} else {
+		GL_TexEnv( GL_MODULATE );
+	}
+	R_BindAnimatedImage( &tess.xstages[0]->bundle[1] );
+	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
+	qglTexCoordPointer( 2, GL_FLOAT, 16, tess.texCoords[0][1] );
+
+	//
+	// lock arrays
+	//
+	if ( qglLockArraysEXT ) {
+		qglLockArraysEXT(0, input->numVertexes);
+		GLimp_LogComment( "glLockArraysEXT\n" );
+	}
+
+	R_DrawElements( input->numIndexes, input->indexes );
+
+	//
+	// disable texturing on TEXTURE1, then select TEXTURE0
+	//
+	qglDisable( GL_TEXTURE_2D );
+	qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
+
+	GL_SelectTexture( 0 );
+#ifdef REPLACE_MODE
+	GL_TexEnv( GL_MODULATE );
+	qglShadeModel( GL_SMOOTH );
+#endif
+
+	// 
+	// now do any dynamic lighting needed
+	//
+	if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE ) {
+		ProjectDlightTexture();
+	}
+
+	//
+	// now do fog
+	//
+	if ( tess.fogNum && tess.shader->fogPass ) {
+		RB_FogPass();
+	}
+
+	//
+	// unlock arrays
+	//
+	if ( qglUnlockArraysEXT ) {
+		qglUnlockArraysEXT();
+		GLimp_LogComment( "glUnlockArraysEXT\n" );
+	}
+}
+
+/*
+** RB_EndSurface
+*/
+void RB_EndSurface( void ) {
+	shaderCommands_t *input;
+
+	input = &tess;
+
+	if (input->numIndexes == 0) {
+		return;
+	}
+
+	if (input->indexes[SHADER_MAX_INDEXES-1] != 0) {
+		ri.Error (ERR_DROP, "RB_EndSurface() - SHADER_MAX_INDEXES hit");
+	}	
+	if (input->xyz[SHADER_MAX_VERTEXES-1][0] != 0) {
+		ri.Error (ERR_DROP, "RB_EndSurface() - SHADER_MAX_VERTEXES hit");
+	}
+
+	if ( tess.shader == tr.shadowShader ) {
+		RB_ShadowTessEnd();
+		return;
+	}
+
+	// for debugging of sort order issues, stop rendering after a given sort value
+	if ( r_debugSort->integer && r_debugSort->integer < tess.shader->sort ) {
+		return;
+	}
+
+	//
+	// update performance counters
+	//
+	backEnd.pc.c_shaders++;
+	backEnd.pc.c_vertexes += tess.numVertexes;
+	backEnd.pc.c_indexes += tess.numIndexes;
+	backEnd.pc.c_totalIndexes += tess.numIndexes * tess.numPasses;
+
+	//
+	// call off to shader specific tess end function
+	//
+	tess.currentStageIteratorFunc();
+
+	//
+	// draw debugging stuff
+	//
+	if ( r_showtris->integer ) {
+		DrawTris (input);
+	}
+	if ( r_shownormals->integer ) {
+		DrawNormals (input);
+	}
+	// clear shader so we can tell we don't have any unclosed surfaces
+	tess.numIndexes = 0;
+
+	GLimp_LogComment( "----------\n" );
+}
+
diff --git a/src/renderer/tr_shade_calc.c b/src/renderer/tr_shade_calc.c
new file mode 100644
index 0000000..ba61a6d
--- /dev/null
+++ b/src/renderer/tr_shade_calc.c
@@ -0,0 +1,1232 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+// tr_shade_calc.c
+
+#include "tr_local.h"
+#if idppc_altivec && !defined(MACOS_X)
+#include <altivec.h>
+#endif
+
+
+#define	WAVEVALUE( table, base, amplitude, phase, freq )  ((base) + table[ myftol( ( ( (phase) + tess.shaderTime * (freq) ) * FUNCTABLE_SIZE ) ) & FUNCTABLE_MASK ] * (amplitude))
+
+static float *TableForFunc( genFunc_t func ) 
+{
+	switch ( func )
+	{
+	case GF_SIN:
+		return tr.sinTable;
+	case GF_TRIANGLE:
+		return tr.triangleTable;
+	case GF_SQUARE:
+		return tr.squareTable;
+	case GF_SAWTOOTH:
+		return tr.sawToothTable;
+	case GF_INVERSE_SAWTOOTH:
+		return tr.inverseSawToothTable;
+	case GF_NONE:
+	default:
+		break;
+	}
+
+	ri.Error( ERR_DROP, "TableForFunc called with invalid function '%d' in shader '%s'\n", func, tess.shader->name );
+	return NULL;
+}
+
+/*
+** EvalWaveForm
+**
+** Evaluates a given waveForm_t, referencing backEnd.refdef.time directly
+*/
+static float EvalWaveForm( const waveForm_t *wf ) 
+{
+	float	*table;
+
+	table = TableForFunc( wf->func );
+
+	return WAVEVALUE( table, wf->base, wf->amplitude, wf->phase, wf->frequency );
+}
+
+static float EvalWaveFormClamped( const waveForm_t *wf )
+{
+	float glow  = EvalWaveForm( wf );
+
+	if ( glow < 0 )
+	{
+		return 0;
+	}
+
+	if ( glow > 1 )
+	{
+		return 1;
+	}
+
+	return glow;
+}
+
+/*
+** RB_CalcStretchTexCoords
+*/
+void RB_CalcStretchTexCoords( const waveForm_t *wf, float *st )
+{
+	float p;
+	texModInfo_t tmi;
+
+	p = 1.0f / EvalWaveForm( wf );
+
+	tmi.matrix[0][0] = p;
+	tmi.matrix[1][0] = 0;
+	tmi.translate[0] = 0.5f - 0.5f * p;
+
+	tmi.matrix[0][1] = 0;
+	tmi.matrix[1][1] = p;
+	tmi.translate[1] = 0.5f - 0.5f * p;
+
+	RB_CalcTransformTexCoords( &tmi, st );
+}
+
+/*
+====================================================================
+
+DEFORMATIONS
+
+====================================================================
+*/
+
+/*
+========================
+RB_CalcDeformVertexes
+
+========================
+*/
+void RB_CalcDeformVertexes( deformStage_t *ds )
+{
+	int i;
+	vec3_t	offset;
+	float	scale;
+	float	*xyz = ( float * ) tess.xyz;
+	float	*normal = ( float * ) tess.normal;
+	float	*table;
+
+	if ( ds->deformationWave.frequency == 0 )
+	{
+		scale = EvalWaveForm( &ds->deformationWave );
+
+		for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 )
+		{
+			VectorScale( normal, scale, offset );
+			
+			xyz[0] += offset[0];
+			xyz[1] += offset[1];
+			xyz[2] += offset[2];
+		}
+	}
+	else
+	{
+		table = TableForFunc( ds->deformationWave.func );
+
+		for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 )
+		{
+			float off = ( xyz[0] + xyz[1] + xyz[2] ) * ds->deformationSpread;
+
+			scale = WAVEVALUE( table, ds->deformationWave.base, 
+				ds->deformationWave.amplitude,
+				ds->deformationWave.phase + off,
+				ds->deformationWave.frequency );
+
+			VectorScale( normal, scale, offset );
+			
+			xyz[0] += offset[0];
+			xyz[1] += offset[1];
+			xyz[2] += offset[2];
+		}
+	}
+}
+
+/*
+=========================
+RB_CalcDeformNormals
+
+Wiggle the normals for wavy environment mapping
+=========================
+*/
+void RB_CalcDeformNormals( deformStage_t *ds ) {
+	int i;
+	float	scale;
+	float	*xyz = ( float * ) tess.xyz;
+	float	*normal = ( float * ) tess.normal;
+
+	for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 ) {
+		scale = 0.98f;
+		scale = R_NoiseGet4f( xyz[0] * scale, xyz[1] * scale, xyz[2] * scale,
+			tess.shaderTime * ds->deformationWave.frequency );
+		normal[ 0 ] += ds->deformationWave.amplitude * scale;
+
+		scale = 0.98f;
+		scale = R_NoiseGet4f( 100 + xyz[0] * scale, xyz[1] * scale, xyz[2] * scale,
+			tess.shaderTime * ds->deformationWave.frequency );
+		normal[ 1 ] += ds->deformationWave.amplitude * scale;
+
+		scale = 0.98f;
+		scale = R_NoiseGet4f( 200 + xyz[0] * scale, xyz[1] * scale, xyz[2] * scale,
+			tess.shaderTime * ds->deformationWave.frequency );
+		normal[ 2 ] += ds->deformationWave.amplitude * scale;
+
+		VectorNormalizeFast( normal );
+	}
+}
+
+/*
+========================
+RB_CalcBulgeVertexes
+
+========================
+*/
+void RB_CalcBulgeVertexes( deformStage_t *ds ) {
+	int i;
+	const float *st = ( const float * ) tess.texCoords[0];
+	float		*xyz = ( float * ) tess.xyz;
+	float		*normal = ( float * ) tess.normal;
+	float		now;
+
+	now = backEnd.refdef.time * ds->bulgeSpeed * 0.001f;
+
+	for ( i = 0; i < tess.numVertexes; i++, xyz += 4, st += 4, normal += 4 ) {
+		int		off;
+		float scale;
+
+		off = (float)( FUNCTABLE_SIZE / (M_PI*2) ) * ( st[0] * ds->bulgeWidth + now );
+
+		scale = tr.sinTable[ off & FUNCTABLE_MASK ] * ds->bulgeHeight;
+			
+		xyz[0] += normal[0] * scale;
+		xyz[1] += normal[1] * scale;
+		xyz[2] += normal[2] * scale;
+	}
+}
+
+
+/*
+======================
+RB_CalcMoveVertexes
+
+A deformation that can move an entire surface along a wave path
+======================
+*/
+void RB_CalcMoveVertexes( deformStage_t *ds ) {
+	int			i;
+	float		*xyz;
+	float		*table;
+	float		scale;
+	vec3_t		offset;
+
+	table = TableForFunc( ds->deformationWave.func );
+
+	scale = WAVEVALUE( table, ds->deformationWave.base, 
+		ds->deformationWave.amplitude,
+		ds->deformationWave.phase,
+		ds->deformationWave.frequency );
+
+	VectorScale( ds->moveVector, scale, offset );
+
+	xyz = ( float * ) tess.xyz;
+	for ( i = 0; i < tess.numVertexes; i++, xyz += 4 ) {
+		VectorAdd( xyz, offset, xyz );
+	}
+}
+
+
+/*
+=============
+DeformText
+
+Change a polygon into a bunch of text polygons
+=============
+*/
+void DeformText( const char *text ) {
+	int		i;
+	vec3_t	origin, width, height;
+	int		len;
+	int		ch;
+	byte	color[4];
+	float	bottom, top;
+	vec3_t	mid;
+
+	height[0] = 0;
+	height[1] = 0;
+	height[2] = -1;
+	CrossProduct( tess.normal[0], height, width );
+
+	// find the midpoint of the box
+	VectorClear( mid );
+	bottom = 999999;
+	top = -999999;
+	for ( i = 0 ; i < 4 ; i++ ) {
+		VectorAdd( tess.xyz[i], mid, mid );
+		if ( tess.xyz[i][2] < bottom ) {
+			bottom = tess.xyz[i][2];
+		}
+		if ( tess.xyz[i][2] > top ) {
+			top = tess.xyz[i][2];
+		}
+	}
+	VectorScale( mid, 0.25f, origin );
+
+	// determine the individual character size
+	height[0] = 0;
+	height[1] = 0;
+	height[2] = ( top - bottom ) * 0.5f;
+
+	VectorScale( width, height[2] * -0.75f, width );
+
+	// determine the starting position
+	len = strlen( text );
+	VectorMA( origin, (len-1), width, origin );
+
+	// clear the shader indexes
+	tess.numIndexes = 0;
+	tess.numVertexes = 0;
+
+	color[0] = color[1] = color[2] = color[3] = 255;
+
+	// draw each character
+	for ( i = 0 ; i < len ; i++ ) {
+		ch = text[i];
+		ch &= 255;
+
+		if ( ch != ' ' ) {
+			int		row, col;
+			float	frow, fcol, size;
+
+			row = ch>>4;
+			col = ch&15;
+
+			frow = row*0.0625f;
+			fcol = col*0.0625f;
+			size = 0.0625f;
+
+			RB_AddQuadStampExt( origin, width, height, color, fcol, frow, fcol + size, frow + size );
+		}
+		VectorMA( origin, -2, width, origin );
+	}
+}
+
+/*
+==================
+GlobalVectorToLocal
+==================
+*/
+static void GlobalVectorToLocal( const vec3_t in, vec3_t out ) {
+	out[0] = DotProduct( in, backEnd.or.axis[0] );
+	out[1] = DotProduct( in, backEnd.or.axis[1] );
+	out[2] = DotProduct( in, backEnd.or.axis[2] );
+}
+
+/*
+=====================
+AutospriteDeform
+
+Assuming all the triangles for this shader are independant
+quads, rebuild them as forward facing sprites
+=====================
+*/
+static void AutospriteDeform( void ) {
+	int		i;
+	int		oldVerts;
+	float	*xyz;
+	vec3_t	mid, delta;
+	float	radius;
+	vec3_t	left, up;
+	vec3_t	leftDir, upDir;
+
+	if ( tess.numVertexes & 3 ) {
+		ri.Printf( PRINT_WARNING, "Autosprite shader %s had odd vertex count\n", tess.shader->name );
+	}
+	if ( tess.numIndexes != ( tess.numVertexes >> 2 ) * 6 ) {
+		ri.Printf( PRINT_WARNING, "Autosprite shader %s had odd index count\n", tess.shader->name );
+	}
+
+	oldVerts = tess.numVertexes;
+	tess.numVertexes = 0;
+	tess.numIndexes = 0;
+
+	if ( backEnd.currentEntity != &tr.worldEntity ) {
+		GlobalVectorToLocal( backEnd.viewParms.or.axis[1], leftDir );
+		GlobalVectorToLocal( backEnd.viewParms.or.axis[2], upDir );
+	} else {
+		VectorCopy( backEnd.viewParms.or.axis[1], leftDir );
+		VectorCopy( backEnd.viewParms.or.axis[2], upDir );
+	}
+
+	for ( i = 0 ; i < oldVerts ; i+=4 ) {
+		// find the midpoint
+		xyz = tess.xyz[i];
+
+		mid[0] = 0.25f * (xyz[0] + xyz[4] + xyz[8] + xyz[12]);
+		mid[1] = 0.25f * (xyz[1] + xyz[5] + xyz[9] + xyz[13]);
+		mid[2] = 0.25f * (xyz[2] + xyz[6] + xyz[10] + xyz[14]);
+
+		VectorSubtract( xyz, mid, delta );
+		radius = VectorLength( delta ) * 0.707f;		// / sqrt(2)
+
+		VectorScale( leftDir, radius, left );
+		VectorScale( upDir, radius, up );
+
+		if ( backEnd.viewParms.isMirror ) {
+			VectorSubtract( vec3_origin, left, left );
+		}
+
+	  // compensate for scale in the axes if necessary
+  	if ( backEnd.currentEntity->e.nonNormalizedAxes ) {
+      float axisLength;
+		  axisLength = VectorLength( backEnd.currentEntity->e.axis[0] );
+  		if ( !axisLength ) {
+	  		axisLength = 0;
+  		} else {
+	  		axisLength = 1.0f / axisLength;
+  		}
+      VectorScale(left, axisLength, left);
+      VectorScale(up, axisLength, up);
+    }
+
+		RB_AddQuadStamp( mid, left, up, tess.vertexColors[i] );
+	}
+}
+
+
+/*
+=====================
+Autosprite2Deform
+
+Autosprite2 will pivot a rectangular quad along the center of its long axis
+=====================
+*/
+int edgeVerts[6][2] = {
+	{ 0, 1 },
+	{ 0, 2 },
+	{ 0, 3 },
+	{ 1, 2 },
+	{ 1, 3 },
+	{ 2, 3 }
+};
+
+static void Autosprite2Deform( void ) {
+	int		i, j, k;
+	int		indexes;
+	float	*xyz;
+	vec3_t	forward;
+
+	if ( tess.numVertexes & 3 ) {
+		ri.Printf( PRINT_WARNING, "Autosprite2 shader %s had odd vertex count", tess.shader->name );
+	}
+	if ( tess.numIndexes != ( tess.numVertexes >> 2 ) * 6 ) {
+		ri.Printf( PRINT_WARNING, "Autosprite2 shader %s had odd index count", tess.shader->name );
+	}
+
+	if ( backEnd.currentEntity != &tr.worldEntity ) {
+		GlobalVectorToLocal( backEnd.viewParms.or.axis[0], forward );
+	} else {
+		VectorCopy( backEnd.viewParms.or.axis[0], forward );
+	}
+
+	// this is a lot of work for two triangles...
+	// we could precalculate a lot of it is an issue, but it would mess up
+	// the shader abstraction
+	for ( i = 0, indexes = 0 ; i < tess.numVertexes ; i+=4, indexes+=6 ) {
+		float	lengths[2];
+		int		nums[2];
+		vec3_t	mid[2];
+		vec3_t	major, minor;
+		float	*v1, *v2;
+
+		// find the midpoint
+		xyz = tess.xyz[i];
+
+		// identify the two shortest edges
+		nums[0] = nums[1] = 0;
+		lengths[0] = lengths[1] = 999999;
+
+		for ( j = 0 ; j < 6 ; j++ ) {
+			float	l;
+			vec3_t	temp;
+
+			v1 = xyz + 4 * edgeVerts[j][0];
+			v2 = xyz + 4 * edgeVerts[j][1];
+
+			VectorSubtract( v1, v2, temp );
+			
+			l = DotProduct( temp, temp );
+			if ( l < lengths[0] ) {
+				nums[1] = nums[0];
+				lengths[1] = lengths[0];
+				nums[0] = j;
+				lengths[0] = l;
+			} else if ( l < lengths[1] ) {
+				nums[1] = j;
+				lengths[1] = l;
+			}
+		}
+
+		for ( j = 0 ; j < 2 ; j++ ) {
+			v1 = xyz + 4 * edgeVerts[nums[j]][0];
+			v2 = xyz + 4 * edgeVerts[nums[j]][1];
+
+			mid[j][0] = 0.5f * (v1[0] + v2[0]);
+			mid[j][1] = 0.5f * (v1[1] + v2[1]);
+			mid[j][2] = 0.5f * (v1[2] + v2[2]);
+		}
+
+		// find the vector of the major axis
+		VectorSubtract( mid[1], mid[0], major );
+
+		// cross this with the view direction to get minor axis
+		CrossProduct( major, forward, minor );
+		VectorNormalize( minor );
+		
+		// re-project the points
+		for ( j = 0 ; j < 2 ; j++ ) {
+			float	l;
+
+			v1 = xyz + 4 * edgeVerts[nums[j]][0];
+			v2 = xyz + 4 * edgeVerts[nums[j]][1];
+
+			l = 0.5 * sqrt( lengths[j] );
+			
+			// we need to see which direction this edge
+			// is used to determine direction of projection
+			for ( k = 0 ; k < 5 ; k++ ) {
+				if ( tess.indexes[ indexes + k ] == i + edgeVerts[nums[j]][0]
+					&& tess.indexes[ indexes + k + 1 ] == i + edgeVerts[nums[j]][1] ) {
+					break;
+				}
+			}
+
+			if ( k == 5 ) {
+				VectorMA( mid[j], l, minor, v1 );
+				VectorMA( mid[j], -l, minor, v2 );
+			} else {
+				VectorMA( mid[j], -l, minor, v1 );
+				VectorMA( mid[j], l, minor, v2 );
+			}
+		}
+	}
+}
+
+
+/*
+=====================
+RB_DeformTessGeometry
+
+=====================
+*/
+void RB_DeformTessGeometry( void ) {
+	int		i;
+	deformStage_t	*ds;
+
+	for ( i = 0 ; i < tess.shader->numDeforms ; i++ ) {
+		ds = &tess.shader->deforms[ i ];
+
+		switch ( ds->deformation ) {
+        case DEFORM_NONE:
+            break;
+		case DEFORM_NORMALS:
+			RB_CalcDeformNormals( ds );
+			break;
+		case DEFORM_WAVE:
+			RB_CalcDeformVertexes( ds );
+			break;
+		case DEFORM_BULGE:
+			RB_CalcBulgeVertexes( ds );
+			break;
+		case DEFORM_MOVE:
+			RB_CalcMoveVertexes( ds );
+			break;
+		case DEFORM_PROJECTION_SHADOW:
+			RB_ProjectionShadowDeform();
+			break;
+		case DEFORM_AUTOSPRITE:
+			AutospriteDeform();
+			break;
+		case DEFORM_AUTOSPRITE2:
+			Autosprite2Deform();
+			break;
+		case DEFORM_TEXT0:
+		case DEFORM_TEXT1:
+		case DEFORM_TEXT2:
+		case DEFORM_TEXT3:
+		case DEFORM_TEXT4:
+		case DEFORM_TEXT5:
+		case DEFORM_TEXT6:
+		case DEFORM_TEXT7:
+			DeformText( backEnd.refdef.text[ds->deformation - DEFORM_TEXT0] );
+			break;
+		}
+	}
+}
+
+/*
+====================================================================
+
+COLORS
+
+====================================================================
+*/
+
+
+/*
+** RB_CalcColorFromEntity
+*/
+void RB_CalcColorFromEntity( unsigned char *dstColors )
+{
+	int	i;
+	int *pColors = ( int * ) dstColors;
+	int c;
+
+	if ( !backEnd.currentEntity )
+		return;
+
+	c = * ( int * ) backEnd.currentEntity->e.shaderRGBA;
+
+	for ( i = 0; i < tess.numVertexes; i++, pColors++ )
+	{
+		*pColors = c;
+	}
+}
+
+/*
+** RB_CalcColorFromOneMinusEntity
+*/
+void RB_CalcColorFromOneMinusEntity( unsigned char *dstColors )
+{
+	int	i;
+	int *pColors = ( int * ) dstColors;
+	unsigned char invModulate[4];
+	int c;
+
+	if ( !backEnd.currentEntity )
+		return;
+
+	invModulate[0] = 255 - backEnd.currentEntity->e.shaderRGBA[0];
+	invModulate[1] = 255 - backEnd.currentEntity->e.shaderRGBA[1];
+	invModulate[2] = 255 - backEnd.currentEntity->e.shaderRGBA[2];
+	invModulate[3] = 255 - backEnd.currentEntity->e.shaderRGBA[3];	// this trashes alpha, but the AGEN block fixes it
+
+	c = * ( int * ) invModulate;
+
+	for ( i = 0; i < tess.numVertexes; i++, pColors++ )
+	{
+		*pColors = * ( int * ) invModulate;
+	}
+}
+
+/*
+** RB_CalcAlphaFromEntity
+*/
+void RB_CalcAlphaFromEntity( unsigned char *dstColors )
+{
+	int	i;
+
+	if ( !backEnd.currentEntity )
+		return;
+
+	dstColors += 3;
+
+	for ( i = 0; i < tess.numVertexes; i++, dstColors += 4 )
+	{
+		*dstColors = backEnd.currentEntity->e.shaderRGBA[3];
+	}
+}
+
+/*
+** RB_CalcAlphaFromOneMinusEntity
+*/
+void RB_CalcAlphaFromOneMinusEntity( unsigned char *dstColors )
+{
+	int	i;
+
+	if ( !backEnd.currentEntity )
+		return;
+
+	dstColors += 3;
+
+	for ( i = 0; i < tess.numVertexes; i++, dstColors += 4 )
+	{
+		*dstColors = 0xff - backEnd.currentEntity->e.shaderRGBA[3];
+	}
+}
+
+/*
+** RB_CalcWaveColor
+*/
+void RB_CalcWaveColor( const waveForm_t *wf, unsigned char *dstColors )
+{
+	int i;
+	int v;
+	float glow;
+	int *colors = ( int * ) dstColors;
+	byte	color[4];
+
+
+  if ( wf->func == GF_NOISE ) {
+		glow = wf->base + R_NoiseGet4f( 0, 0, 0, ( tess.shaderTime + wf->phase ) * wf->frequency ) * wf->amplitude;
+	} else {
+		glow = EvalWaveForm( wf ) * tr.identityLight;
+	}
+	
+	if ( glow < 0 ) {
+		glow = 0;
+	}
+	else if ( glow > 1 ) {
+		glow = 1;
+	}
+
+	v = myftol( 255 * glow );
+	color[0] = color[1] = color[2] = v;
+	color[3] = 255;
+	v = *(int *)color;
+	
+	for ( i = 0; i < tess.numVertexes; i++, colors++ ) {
+		*colors = v;
+	}
+}
+
+/*
+** RB_CalcWaveAlpha
+*/
+void RB_CalcWaveAlpha( const waveForm_t *wf, unsigned char *dstColors )
+{
+	int i;
+	int v;
+	float glow;
+
+	glow = EvalWaveFormClamped( wf );
+
+	v = 255 * glow;
+
+	for ( i = 0; i < tess.numVertexes; i++, dstColors += 4 )
+	{
+		dstColors[3] = v;
+	}
+}
+
+/*
+** RB_CalcModulateColorsByFog
+*/
+void RB_CalcModulateColorsByFog( unsigned char *colors ) {
+	int		i;
+	float	texCoords[SHADER_MAX_VERTEXES][2];
+
+	// calculate texcoords so we can derive density
+	// this is not wasted, because it would only have
+	// been previously called if the surface was opaque
+	RB_CalcFogTexCoords( texCoords[0] );
+
+	for ( i = 0; i < tess.numVertexes; i++, colors += 4 ) {
+		float f = 1.0 - R_FogFactor( texCoords[i][0], texCoords[i][1] );
+		colors[0] *= f;
+		colors[1] *= f;
+		colors[2] *= f;
+	}
+}
+
+/*
+** RB_CalcModulateAlphasByFog
+*/
+void RB_CalcModulateAlphasByFog( unsigned char *colors ) {
+	int		i;
+	float	texCoords[SHADER_MAX_VERTEXES][2];
+
+	// calculate texcoords so we can derive density
+	// this is not wasted, because it would only have
+	// been previously called if the surface was opaque
+	RB_CalcFogTexCoords( texCoords[0] );
+
+	for ( i = 0; i < tess.numVertexes; i++, colors += 4 ) {
+		float f = 1.0 - R_FogFactor( texCoords[i][0], texCoords[i][1] );
+		colors[3] *= f;
+	}
+}
+
+/*
+** RB_CalcModulateRGBAsByFog
+*/
+void RB_CalcModulateRGBAsByFog( unsigned char *colors ) {
+	int		i;
+	float	texCoords[SHADER_MAX_VERTEXES][2];
+
+	// calculate texcoords so we can derive density
+	// this is not wasted, because it would only have
+	// been previously called if the surface was opaque
+	RB_CalcFogTexCoords( texCoords[0] );
+
+	for ( i = 0; i < tess.numVertexes; i++, colors += 4 ) {
+		float f = 1.0 - R_FogFactor( texCoords[i][0], texCoords[i][1] );
+		colors[0] *= f;
+		colors[1] *= f;
+		colors[2] *= f;
+		colors[3] *= f;
+	}
+}
+
+
+/*
+====================================================================
+
+TEX COORDS
+
+====================================================================
+*/
+
+/*
+========================
+RB_CalcFogTexCoords
+
+To do the clipped fog plane really correctly, we should use
+projected textures, but I don't trust the drivers and it
+doesn't fit our shader data.
+========================
+*/
+void RB_CalcFogTexCoords( float *st ) {
+	int			i;
+	float		*v;
+	float		s, t;
+	float		eyeT;
+	qboolean	eyeOutside;
+	fog_t		*fog;
+	vec3_t		local;
+	vec4_t		fogDistanceVector, fogDepthVector = {0, 0, 0, 0};
+
+	fog = tr.world->fogs + tess.fogNum;
+
+	// all fogging distance is based on world Z units
+	VectorSubtract( backEnd.or.origin, backEnd.viewParms.or.origin, local );
+	fogDistanceVector[0] = -backEnd.or.modelMatrix[2];
+	fogDistanceVector[1] = -backEnd.or.modelMatrix[6];
+	fogDistanceVector[2] = -backEnd.or.modelMatrix[10];
+	fogDistanceVector[3] = DotProduct( local, backEnd.viewParms.or.axis[0] );
+
+	// scale the fog vectors based on the fog's thickness
+	fogDistanceVector[0] *= fog->tcScale;
+	fogDistanceVector[1] *= fog->tcScale;
+	fogDistanceVector[2] *= fog->tcScale;
+	fogDistanceVector[3] *= fog->tcScale;
+
+	// rotate the gradient vector for this orientation
+	if ( fog->hasSurface ) {
+		fogDepthVector[0] = fog->surface[0] * backEnd.or.axis[0][0] + 
+			fog->surface[1] * backEnd.or.axis[0][1] + fog->surface[2] * backEnd.or.axis[0][2];
+		fogDepthVector[1] = fog->surface[0] * backEnd.or.axis[1][0] + 
+			fog->surface[1] * backEnd.or.axis[1][1] + fog->surface[2] * backEnd.or.axis[1][2];
+		fogDepthVector[2] = fog->surface[0] * backEnd.or.axis[2][0] + 
+			fog->surface[1] * backEnd.or.axis[2][1] + fog->surface[2] * backEnd.or.axis[2][2];
+		fogDepthVector[3] = -fog->surface[3] + DotProduct( backEnd.or.origin, fog->surface );
+
+		eyeT = DotProduct( backEnd.or.viewOrigin, fogDepthVector ) + fogDepthVector[3];
+	} else {
+		eyeT = 1;	// non-surface fog always has eye inside
+	}
+
+	// see if the viewpoint is outside
+	// this is needed for clipping distance even for constant fog
+
+	if ( eyeT < 0 ) {
+		eyeOutside = qtrue;
+	} else {
+		eyeOutside = qfalse;
+	}
+
+	fogDistanceVector[3] += 1.0/512;
+
+	// calculate density for each point
+	for (i = 0, v = tess.xyz[0] ; i < tess.numVertexes ; i++, v += 4) {
+		// calculate the length in fog
+		s = DotProduct( v, fogDistanceVector ) + fogDistanceVector[3];
+		t = DotProduct( v, fogDepthVector ) + fogDepthVector[3];
+
+		// partially clipped fogs use the T axis		
+		if ( eyeOutside ) {
+			if ( t < 1.0 ) {
+				t = 1.0/32;	// point is outside, so no fogging
+			} else {
+				t = 1.0/32 + 30.0/32 * t / ( t - eyeT );	// cut the distance at the fog plane
+			}
+		} else {
+			if ( t < 0 ) {
+				t = 1.0/32;	// point is outside, so no fogging
+			} else {
+				t = 31.0/32;
+			}
+		}
+
+		st[0] = s;
+		st[1] = t;
+		st += 2;
+	}
+}
+
+
+
+/*
+** RB_CalcEnvironmentTexCoords
+*/
+void RB_CalcEnvironmentTexCoords( float *st ) 
+{
+	int			i;
+	float		*v, *normal;
+	vec3_t		viewer, reflected;
+	float		d;
+
+	v = tess.xyz[0];
+	normal = tess.normal[0];
+
+	for (i = 0 ; i < tess.numVertexes ; i++, v += 4, normal += 4, st += 2 ) 
+	{
+		VectorSubtract (backEnd.or.viewOrigin, v, viewer);
+		VectorNormalizeFast (viewer);
+
+		d = DotProduct (normal, viewer);
+
+		reflected[0] = normal[0]*2*d - viewer[0];
+		reflected[1] = normal[1]*2*d - viewer[1];
+		reflected[2] = normal[2]*2*d - viewer[2];
+
+		st[0] = 0.5 + reflected[1] * 0.5;
+		st[1] = 0.5 - reflected[2] * 0.5;
+	}
+}
+
+/*
+** RB_CalcTurbulentTexCoords
+*/
+void RB_CalcTurbulentTexCoords( const waveForm_t *wf, float *st )
+{
+	int i;
+	float now;
+
+	now = ( wf->phase + tess.shaderTime * wf->frequency );
+
+	for ( i = 0; i < tess.numVertexes; i++, st += 2 )
+	{
+		float s = st[0];
+		float t = st[1];
+
+		st[0] = s + tr.sinTable[ ( ( int ) ( ( ( tess.xyz[i][0] + tess.xyz[i][2] )* 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude;
+		st[1] = t + tr.sinTable[ ( ( int ) ( ( tess.xyz[i][1] * 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude;
+	}
+}
+
+/*
+** RB_CalcScaleTexCoords
+*/
+void RB_CalcScaleTexCoords( const float scale[2], float *st )
+{
+	int i;
+
+	for ( i = 0; i < tess.numVertexes; i++, st += 2 )
+	{
+		st[0] *= scale[0];
+		st[1] *= scale[1];
+	}
+}
+
+/*
+** RB_CalcScrollTexCoords
+*/
+void RB_CalcScrollTexCoords( const float scrollSpeed[2], float *st )
+{
+	int i;
+	float timeScale = tess.shaderTime;
+	float adjustedScrollS, adjustedScrollT;
+
+	adjustedScrollS = scrollSpeed[0] * timeScale;
+	adjustedScrollT = scrollSpeed[1] * timeScale;
+
+	// clamp so coordinates don't continuously get larger, causing problems
+	// with hardware limits
+	adjustedScrollS = adjustedScrollS - floor( adjustedScrollS );
+	adjustedScrollT = adjustedScrollT - floor( adjustedScrollT );
+
+	for ( i = 0; i < tess.numVertexes; i++, st += 2 )
+	{
+		st[0] += adjustedScrollS;
+		st[1] += adjustedScrollT;
+	}
+}
+
+/*
+** RB_CalcTransformTexCoords
+*/
+void RB_CalcTransformTexCoords( const texModInfo_t *tmi, float *st  )
+{
+	int i;
+
+	for ( i = 0; i < tess.numVertexes; i++, st += 2 )
+	{
+		float s = st[0];
+		float t = st[1];
+
+		st[0] = s * tmi->matrix[0][0] + t * tmi->matrix[1][0] + tmi->translate[0];
+		st[1] = s * tmi->matrix[0][1] + t * tmi->matrix[1][1] + tmi->translate[1];
+	}
+}
+
+/*
+** RB_CalcRotateTexCoords
+*/
+void RB_CalcRotateTexCoords( float degsPerSecond, float *st )
+{
+	float timeScale = tess.shaderTime;
+	float degs;
+	int index;
+	float sinValue, cosValue;
+	texModInfo_t tmi;
+
+	degs = -degsPerSecond * timeScale;
+	index = degs * ( FUNCTABLE_SIZE / 360.0f );
+
+	sinValue = tr.sinTable[ index & FUNCTABLE_MASK ];
+	cosValue = tr.sinTable[ ( index + FUNCTABLE_SIZE / 4 ) & FUNCTABLE_MASK ];
+
+	tmi.matrix[0][0] = cosValue;
+	tmi.matrix[1][0] = -sinValue;
+	tmi.translate[0] = 0.5 - 0.5 * cosValue + 0.5 * sinValue;
+
+	tmi.matrix[0][1] = sinValue;
+	tmi.matrix[1][1] = cosValue;
+	tmi.translate[1] = 0.5 - 0.5 * sinValue - 0.5 * cosValue;
+
+	RB_CalcTransformTexCoords( &tmi, st );
+}
+
+
+
+
+
+
+#if id386 && !defined(__GNUC__)
+
+long myftol( float f ) {
+	static int tmp;
+	__asm fld f
+	__asm fistp tmp
+	__asm mov eax, tmp
+}
+
+#endif
+
+/*
+** RB_CalcSpecularAlpha
+**
+** Calculates specular coefficient and places it in the alpha channel
+*/
+vec3_t lightOrigin = { -960, 1980, 96 };		// FIXME: track dynamically
+
+void RB_CalcSpecularAlpha( unsigned char *alphas ) {
+	int			i;
+	float		*v, *normal;
+	vec3_t		viewer,  reflected;
+	float		l, d;
+	int			b;
+	vec3_t		lightDir;
+	int			numVertexes;
+
+	v = tess.xyz[0];
+	normal = tess.normal[0];
+
+	alphas += 3;
+
+	numVertexes = tess.numVertexes;
+	for (i = 0 ; i < numVertexes ; i++, v += 4, normal += 4, alphas += 4) {
+		float ilength;
+
+		VectorSubtract( lightOrigin, v, lightDir );
+//		ilength = Q_rsqrt( DotProduct( lightDir, lightDir ) );
+		VectorNormalizeFast( lightDir );
+
+		// calculate the specular color
+		d = DotProduct (normal, lightDir);
+//		d *= ilength;
+
+		// we don't optimize for the d < 0 case since this tends to
+		// cause visual artifacts such as faceted "snapping"
+		reflected[0] = normal[0]*2*d - lightDir[0];
+		reflected[1] = normal[1]*2*d - lightDir[1];
+		reflected[2] = normal[2]*2*d - lightDir[2];
+
+		VectorSubtract (backEnd.or.viewOrigin, v, viewer);
+		ilength = Q_rsqrt( DotProduct( viewer, viewer ) );
+		l = DotProduct (reflected, viewer);
+		l *= ilength;
+
+		if (l < 0) {
+			b = 0;
+		} else {
+			l = l*l;
+			l = l*l;
+			b = l * 255;
+			if (b > 255) {
+				b = 255;
+			}
+		}
+
+		*alphas = b;
+	}
+}
+
+/*
+** RB_CalcDiffuseColor
+**
+** The basic vertex lighting calc
+*/
+#if idppc_altivec
+static void RB_CalcDiffuseColor_altivec( unsigned char *colors )
+{
+	int				i;
+	float			*v, *normal;
+	trRefEntity_t	*ent;
+	int				ambientLightInt;
+	vec3_t			lightDir;
+	int				numVertexes;
+	vector unsigned char vSel = VECCONST_UINT8(0x00, 0x00, 0x00, 0xff,
+                                               0x00, 0x00, 0x00, 0xff,
+                                               0x00, 0x00, 0x00, 0xff,
+                                               0x00, 0x00, 0x00, 0xff);
+	vector float ambientLightVec;
+	vector float directedLightVec;
+	vector float lightDirVec;
+	vector float normalVec0, normalVec1;
+	vector float incomingVec0, incomingVec1, incomingVec2;
+	vector float zero, jVec;
+	vector signed int jVecInt;
+	vector signed short jVecShort;
+	vector unsigned char jVecChar, normalPerm;
+	ent = backEnd.currentEntity;
+	ambientLightInt = ent->ambientLightInt;
+	// A lot of this could be simplified if we made sure
+	// entities light info was 16-byte aligned.
+	jVecChar = vec_lvsl(0, ent->ambientLight);
+	ambientLightVec = vec_ld(0, (vector float *)ent->ambientLight);
+	jVec = vec_ld(11, (vector float *)ent->ambientLight);
+	ambientLightVec = vec_perm(ambientLightVec,jVec,jVecChar);
+
+	jVecChar = vec_lvsl(0, ent->directedLight);
+	directedLightVec = vec_ld(0,(vector float *)ent->directedLight);
+	jVec = vec_ld(11,(vector float *)ent->directedLight);
+	directedLightVec = vec_perm(directedLightVec,jVec,jVecChar);	 
+
+	jVecChar = vec_lvsl(0, ent->lightDir);
+	lightDirVec = vec_ld(0,(vector float *)ent->lightDir);
+	jVec = vec_ld(11,(vector float *)ent->lightDir);
+	lightDirVec = vec_perm(lightDirVec,jVec,jVecChar);	 
+
+	zero = (vector float)vec_splat_s8(0);
+	VectorCopy( ent->lightDir, lightDir );
+
+	v = tess.xyz[0];
+	normal = tess.normal[0];
+
+	normalPerm = vec_lvsl(0,normal);
+	numVertexes = tess.numVertexes;
+	for (i = 0 ; i < numVertexes ; i++, v += 4, normal += 4) {
+		normalVec0 = vec_ld(0,(vector float *)normal);
+		normalVec1 = vec_ld(11,(vector float *)normal);
+		normalVec0 = vec_perm(normalVec0,normalVec1,normalPerm);
+		incomingVec0 = vec_madd(normalVec0, lightDirVec, zero);
+		incomingVec1 = vec_sld(incomingVec0,incomingVec0,4);
+		incomingVec2 = vec_add(incomingVec0,incomingVec1);
+		incomingVec1 = vec_sld(incomingVec1,incomingVec1,4);
+		incomingVec2 = vec_add(incomingVec2,incomingVec1);
+		incomingVec0 = vec_splat(incomingVec2,0);
+		incomingVec0 = vec_max(incomingVec0,zero);
+		normalPerm = vec_lvsl(12,normal);
+		jVec = vec_madd(incomingVec0, directedLightVec, ambientLightVec);
+		jVecInt = vec_cts(jVec,0);	// RGBx
+		jVecShort = vec_pack(jVecInt,jVecInt);		// RGBxRGBx
+		jVecChar = vec_packsu(jVecShort,jVecShort);	// RGBxRGBxRGBxRGBx
+		jVecChar = vec_sel(jVecChar,vSel,vSel);		// RGBARGBARGBARGBA replace alpha with 255
+		vec_ste((vector unsigned int)jVecChar,0,(unsigned int *)&colors[i*4]);	// store color
+	}
+}
+#endif
+
+static void RB_CalcDiffuseColor_scalar( unsigned char *colors )
+{
+	int				i, j;
+	float			*v, *normal;
+	float			incoming;
+	trRefEntity_t	*ent;
+	int				ambientLightInt;
+	vec3_t			ambientLight;
+	vec3_t			lightDir;
+	vec3_t			directedLight;
+	int				numVertexes;
+	ent = backEnd.currentEntity;
+	ambientLightInt = ent->ambientLightInt;
+	VectorCopy( ent->ambientLight, ambientLight );
+	VectorCopy( ent->directedLight, directedLight );
+	VectorCopy( ent->lightDir, lightDir );
+
+	v = tess.xyz[0];
+	normal = tess.normal[0];
+
+	numVertexes = tess.numVertexes;
+	for (i = 0 ; i < numVertexes ; i++, v += 4, normal += 4) {
+		incoming = DotProduct (normal, lightDir);
+		if ( incoming <= 0 ) {
+			*(int *)&colors[i*4] = ambientLightInt;
+			continue;
+		} 
+		j = myftol( ambientLight[0] + incoming * directedLight[0] );
+		if ( j > 255 ) {
+			j = 255;
+		}
+		colors[i*4+0] = j;
+
+		j = myftol( ambientLight[1] + incoming * directedLight[1] );
+		if ( j > 255 ) {
+			j = 255;
+		}
+		colors[i*4+1] = j;
+
+		j = myftol( ambientLight[2] + incoming * directedLight[2] );
+		if ( j > 255 ) {
+			j = 255;
+		}
+		colors[i*4+2] = j;
+
+		colors[i*4+3] = 255;
+	}
+}
+
+void RB_CalcDiffuseColor( unsigned char *colors )
+{
+#if idppc_altivec
+	if (com_altivec->integer) {
+		// must be in a seperate function or G3 systems will crash.
+		RB_CalcDiffuseColor_altivec( colors );
+		return;
+	}
+#endif
+	RB_CalcDiffuseColor_scalar( colors );
+}
+
diff --git a/src/renderer/tr_shader.c b/src/renderer/tr_shader.c
new file mode 100644
index 0000000..22e340c
--- /dev/null
+++ b/src/renderer/tr_shader.c
@@ -0,0 +1,3078 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+#include "tr_local.h"
+
+// tr_shader.c -- this file deals with the parsing and definition of shaders
+
+static char *s_shaderText;
+
+// the shader is parsed into these global variables, then copied into
+// dynamically allocated memory if it is valid.
+static	shaderStage_t	stages[MAX_SHADER_STAGES];		
+static	shader_t		shader;
+static	texModInfo_t	texMods[MAX_SHADER_STAGES][TR_MAX_TEXMODS];
+
+#define FILE_HASH_SIZE		1024
+static	shader_t*		hashTable[FILE_HASH_SIZE];
+
+#define MAX_SHADERTEXT_HASH		2048
+static char **shaderTextHashTable[MAX_SHADERTEXT_HASH];
+
+/*
+================
+return a hash value for the filename
+================
+*/
+#ifdef __GNUCC__
+  #warning TODO: check if long is ok here 
+#endif
+static long generateHashValue( const char *fname, const int size ) {
+	int		i;
+	long	hash;
+	char	letter;
+
+	hash = 0;
+	i = 0;
+	while (fname[i] != '\0') {
+		letter = tolower(fname[i]);
+		if (letter =='.') break;				// don't include extension
+		if (letter =='\\') letter = '/';		// damn path names
+		if (letter == PATH_SEP) letter = '/';		// damn path names
+		hash+=(long)(letter)*(i+119);
+		i++;
+	}
+	hash = (hash ^ (hash >> 10) ^ (hash >> 20));
+	hash &= (size-1);
+	return hash;
+}
+
+void R_RemapShader(const char *shaderName, const char *newShaderName, const char *timeOffset) {
+	char		strippedName[MAX_QPATH];
+	int			hash;
+	shader_t	*sh, *sh2;
+	qhandle_t	h;
+
+	sh = R_FindShaderByName( shaderName );
+	if (sh == NULL || sh == tr.defaultShader) {
+		h = RE_RegisterShaderLightMap(shaderName, 0);
+		sh = R_GetShaderByHandle(h);
+	}
+	if (sh == NULL || sh == tr.defaultShader) {
+		ri.Printf( PRINT_WARNING, "WARNING: R_RemapShader: shader %s not found\n", shaderName );
+		return;
+	}
+
+	sh2 = R_FindShaderByName( newShaderName );
+	if (sh2 == NULL || sh2 == tr.defaultShader) {
+		h = RE_RegisterShaderLightMap(newShaderName, 0);
+		sh2 = R_GetShaderByHandle(h);
+	}
+
+	if (sh2 == NULL || sh2 == tr.defaultShader) {
+		ri.Printf( PRINT_WARNING, "WARNING: R_RemapShader: new shader %s not found\n", newShaderName );
+		return;
+	}
+
+	// remap all the shaders with the given name
+	// even tho they might have different lightmaps
+	COM_StripExtension(shaderName, strippedName, sizeof(strippedName));
+	hash = generateHashValue(strippedName, FILE_HASH_SIZE);
+	for (sh = hashTable[hash]; sh; sh = sh->next) {
+		if (Q_stricmp(sh->name, strippedName) == 0) {
+			if (sh != sh2) {
+				sh->remappedShader = sh2;
+			} else {
+				sh->remappedShader = NULL;
+			}
+		}
+	}
+	if (timeOffset) {
+		sh2->timeOffset = atof(timeOffset);
+	}
+}
+
+/*
+===============
+ParseVector
+===============
+*/
+static qboolean ParseVector( char **text, int count, float *v ) {
+	char	*token;
+	int		i;
+
+	// FIXME: spaces are currently required after parens, should change parseext...
+	token = COM_ParseExt( text, qfalse );
+	if ( strcmp( token, "(" ) ) {
+		ri.Printf( PRINT_WARNING, "WARNING: missing parenthesis in shader '%s'\n", shader.name );
+		return qfalse;
+	}
+
+	for ( i = 0 ; i < count ; i++ ) {
+		token = COM_ParseExt( text, qfalse );
+		if ( !token[0] ) {
+			ri.Printf( PRINT_WARNING, "WARNING: missing vector element in shader '%s'\n", shader.name );
+			return qfalse;
+		}
+		v[i] = atof( token );
+	}
+
+	token = COM_ParseExt( text, qfalse );
+	if ( strcmp( token, ")" ) ) {
+		ri.Printf( PRINT_WARNING, "WARNING: missing parenthesis in shader '%s'\n", shader.name );
+		return qfalse;
+	}
+
+	return qtrue;
+}
+
+
+/*
+===============
+NameToAFunc
+===============
+*/
+static unsigned NameToAFunc( const char *funcname )
+{	
+	if ( !Q_stricmp( funcname, "GT0" ) )
+	{
+		return GLS_ATEST_GT_0;
+	}
+	else if ( !Q_stricmp( funcname, "LT128" ) )
+	{
+		return GLS_ATEST_LT_80;
+	}
+	else if ( !Q_stricmp( funcname, "GE128" ) )
+	{
+		return GLS_ATEST_GE_80;
+	}
+
+	ri.Printf( PRINT_WARNING, "WARNING: invalid alphaFunc name '%s' in shader '%s'\n", funcname, shader.name );
+	return 0;
+}
+
+
+/*
+===============
+NameToSrcBlendMode
+===============
+*/
+static int NameToSrcBlendMode( const char *name )
+{
+	if ( !Q_stricmp( name, "GL_ONE" ) )
+	{
+		return GLS_SRCBLEND_ONE;
+	}
+	else if ( !Q_stricmp( name, "GL_ZERO" ) )
+	{
+		return GLS_SRCBLEND_ZERO;
+	}
+	else if ( !Q_stricmp( name, "GL_DST_COLOR" ) )
+	{
+		return GLS_SRCBLEND_DST_COLOR;
+	}
+	else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_COLOR" ) )
+	{
+		return GLS_SRCBLEND_ONE_MINUS_DST_COLOR;
+	}
+	else if ( !Q_stricmp( name, "GL_SRC_ALPHA" ) )
+	{
+		return GLS_SRCBLEND_SRC_ALPHA;
+	}
+	else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_ALPHA" ) )
+	{
+		return GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA;
+	}
+	else if ( !Q_stricmp( name, "GL_DST_ALPHA" ) )
+	{
+		return GLS_SRCBLEND_DST_ALPHA;
+	}
+	else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_ALPHA" ) )
+	{
+		return GLS_SRCBLEND_ONE_MINUS_DST_ALPHA;
+	}
+	else if ( !Q_stricmp( name, "GL_SRC_ALPHA_SATURATE" ) )
+	{
+		return GLS_SRCBLEND_ALPHA_SATURATE;
+	}
+
+	ri.Printf( PRINT_WARNING, "WARNING: unknown blend mode '%s' in shader '%s', substituting GL_ONE\n", name, shader.name );
+	return GLS_SRCBLEND_ONE;
+}
+
+/*
+===============
+NameToDstBlendMode
+===============
+*/
+static int NameToDstBlendMode( const char *name )
+{
+	if ( !Q_stricmp( name, "GL_ONE" ) )
+	{
+		return GLS_DSTBLEND_ONE;
+	}
+	else if ( !Q_stricmp( name, "GL_ZERO" ) )
+	{
+		return GLS_DSTBLEND_ZERO;
+	}
+	else if ( !Q_stricmp( name, "GL_SRC_ALPHA" ) )
+	{
+		return GLS_DSTBLEND_SRC_ALPHA;
+	}
+	else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_ALPHA" ) )
+	{
+		return GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
+	}
+	else if ( !Q_stricmp( name, "GL_DST_ALPHA" ) )
+	{
+		return GLS_DSTBLEND_DST_ALPHA;
+	}
+	else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_ALPHA" ) )
+	{
+		return GLS_DSTBLEND_ONE_MINUS_DST_ALPHA;
+	}
+	else if ( !Q_stricmp( name, "GL_SRC_COLOR" ) )
+	{
+		return GLS_DSTBLEND_SRC_COLOR;
+	}
+	else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_COLOR" ) )
+	{
+		return GLS_DSTBLEND_ONE_MINUS_SRC_COLOR;
+	}
+
+	ri.Printf( PRINT_WARNING, "WARNING: unknown blend mode '%s' in shader '%s', substituting GL_ONE\n", name, shader.name );
+	return GLS_DSTBLEND_ONE;
+}
+
+/*
+===============
+NameToGenFunc
+===============
+*/
+static genFunc_t NameToGenFunc( const char *funcname )
+{
+	if ( !Q_stricmp( funcname, "sin" ) )
+	{
+		return GF_SIN;
+	}
+	else if ( !Q_stricmp( funcname, "square" ) )
+	{
+		return GF_SQUARE;
+	}
+	else if ( !Q_stricmp( funcname, "triangle" ) )
+	{
+		return GF_TRIANGLE;
+	}
+	else if ( !Q_stricmp( funcname, "sawtooth" ) )
+	{
+		return GF_SAWTOOTH;
+	}
+	else if ( !Q_stricmp( funcname, "inversesawtooth" ) )
+	{
+		return GF_INVERSE_SAWTOOTH;
+	}
+	else if ( !Q_stricmp( funcname, "noise" ) )
+	{
+		return GF_NOISE;
+	}
+
+	ri.Printf( PRINT_WARNING, "WARNING: invalid genfunc name '%s' in shader '%s'\n", funcname, shader.name );
+	return GF_SIN;
+}
+
+
+/*
+===================
+ParseWaveForm
+===================
+*/
+static void ParseWaveForm( char **text, waveForm_t *wave )
+{
+	char *token;
+
+	token = COM_ParseExt( text, qfalse );
+	if ( token[0] == 0 )
+	{
+		ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
+		return;
+	}
+	wave->func = NameToGenFunc( token );
+
+	// BASE, AMP, PHASE, FREQ
+	token = COM_ParseExt( text, qfalse );
+	if ( token[0] == 0 )
+	{
+		ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
+		return;
+	}
+	wave->base = atof( token );
+
+	token = COM_ParseExt( text, qfalse );
+	if ( token[0] == 0 )
+	{
+		ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
+		return;
+	}
+	wave->amplitude = atof( token );
+
+	token = COM_ParseExt( text, qfalse );
+	if ( token[0] == 0 )
+	{
+		ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
+		return;
+	}
+	wave->phase = atof( token );
+
+	token = COM_ParseExt( text, qfalse );
+	if ( token[0] == 0 )
+	{
+		ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
+		return;
+	}
+	wave->frequency = atof( token );
+}
+
+
+/*
+===================
+ParseTexMod
+===================
+*/
+static void ParseTexMod( char *_text, shaderStage_t *stage )
+{
+	const char *token;
+	char **text = &_text;
+	texModInfo_t *tmi;
+
+	if ( stage->bundle[0].numTexMods == TR_MAX_TEXMODS ) {
+		ri.Error( ERR_DROP, "ERROR: too many tcMod stages in shader '%s'\n", shader.name );
+		return;
+	}
+
+	tmi = &stage->bundle[0].texMods[stage->bundle[0].numTexMods];
+	stage->bundle[0].numTexMods++;
+
+	token = COM_ParseExt( text, qfalse );
+
+	//
+	// turb
+	//
+	if ( !Q_stricmp( token, "turb" ) )
+	{
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb parms in shader '%s'\n", shader.name );
+			return;
+		}
+		tmi->wave.base = atof( token );
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name );
+			return;
+		}
+		tmi->wave.amplitude = atof( token );
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name );
+			return;
+		}
+		tmi->wave.phase = atof( token );
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name );
+			return;
+		}
+		tmi->wave.frequency = atof( token );
+
+		tmi->type = TMOD_TURBULENT;
+	}
+	//
+	// scale
+	//
+	else if ( !Q_stricmp( token, "scale" ) )
+	{
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing scale parms in shader '%s'\n", shader.name );
+			return;
+		}
+		tmi->scale[0] = atof( token );
+
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing scale parms in shader '%s'\n", shader.name );
+			return;
+		}
+		tmi->scale[1] = atof( token );
+		tmi->type = TMOD_SCALE;
+	}
+	//
+	// scroll
+	//
+	else if ( !Q_stricmp( token, "scroll" ) )
+	{
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing scale scroll parms in shader '%s'\n", shader.name );
+			return;
+		}
+		tmi->scroll[0] = atof( token );
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing scale scroll parms in shader '%s'\n", shader.name );
+			return;
+		}
+		tmi->scroll[1] = atof( token );
+		tmi->type = TMOD_SCROLL;
+	}
+	//
+	// stretch
+	//
+	else if ( !Q_stricmp( token, "stretch" ) )
+	{
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
+			return;
+		}
+		tmi->wave.func = NameToGenFunc( token );
+
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
+			return;
+		}
+		tmi->wave.base = atof( token );
+
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
+			return;
+		}
+		tmi->wave.amplitude = atof( token );
+
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
+			return;
+		}
+		tmi->wave.phase = atof( token );
+
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
+			return;
+		}
+		tmi->wave.frequency = atof( token );
+		
+		tmi->type = TMOD_STRETCH;
+	}
+	//
+	// transform
+	//
+	else if ( !Q_stricmp( token, "transform" ) )
+	{
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
+			return;
+		}
+		tmi->matrix[0][0] = atof( token );
+
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
+			return;
+		}
+		tmi->matrix[0][1] = atof( token );
+
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
+			return;
+		}
+		tmi->matrix[1][0] = atof( token );
+
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
+			return;
+		}
+		tmi->matrix[1][1] = atof( token );
+
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
+			return;
+		}
+		tmi->translate[0] = atof( token );
+
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
+			return;
+		}
+		tmi->translate[1] = atof( token );
+
+		tmi->type = TMOD_TRANSFORM;
+	}
+	//
+	// rotate
+	//
+	else if ( !Q_stricmp( token, "rotate" ) )
+	{
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing tcMod rotate parms in shader '%s'\n", shader.name );
+			return;
+		}
+		tmi->rotateSpeed = atof( token );
+		tmi->type = TMOD_ROTATE;
+	}
+	//
+	// entityTranslate
+	//
+	else if ( !Q_stricmp( token, "entityTranslate" ) )
+	{
+		tmi->type = TMOD_ENTITY_TRANSLATE;
+	}
+	else
+	{
+		ri.Printf( PRINT_WARNING, "WARNING: unknown tcMod '%s' in shader '%s'\n", token, shader.name );
+	}
+}
+
+
+/*
+===================
+ParseStage
+===================
+*/
+static qboolean ParseStage( shaderStage_t *stage, char **text )
+{
+	char *token;
+	int depthMaskBits = GLS_DEPTHMASK_TRUE, blendSrcBits = 0, blendDstBits = 0, atestBits = 0, depthFuncBits = 0;
+	qboolean depthMaskExplicit = qfalse;
+
+	stage->active = qtrue;
+
+	while ( 1 )
+	{
+		token = COM_ParseExt( text, qtrue );
+		if ( !token[0] )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: no matching '}' found\n" );
+			return qfalse;
+		}
+
+		if ( token[0] == '}' )
+		{
+			break;
+		}
+		//
+		// map <name>
+		//
+		else if ( !Q_stricmp( token, "map" ) )
+		{
+			token = COM_ParseExt( text, qfalse );
+			if ( !token[0] )
+			{
+				ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'map' keyword in shader '%s'\n", shader.name );
+				return qfalse;
+			}
+
+			if ( !Q_stricmp( token, "$whiteimage" ) )
+			{
+				stage->bundle[0].image[0] = tr.whiteImage;
+				continue;
+			}
+			else if ( !Q_stricmp( token, "$lightmap" ) )
+			{
+				stage->bundle[0].isLightmap = qtrue;
+				if ( shader.lightmapIndex < 0 ) {
+					stage->bundle[0].image[0] = tr.whiteImage;
+				} else {
+					stage->bundle[0].image[0] = tr.lightmaps[shader.lightmapIndex];
+				}
+				continue;
+			}
+			else
+			{
+				stage->bundle[0].image[0] = R_FindImageFile( token, !shader.noMipMaps, !shader.noPicMip, GL_REPEAT );
+				if ( !stage->bundle[0].image[0] )
+				{
+					ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
+					return qfalse;
+				}
+			}
+		}
+		//
+		// clampmap <name>
+		//
+		else if ( !Q_stricmp( token, "clampmap" ) )
+		{
+			token = COM_ParseExt( text, qfalse );
+			if ( !token[0] )
+			{
+				ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'clampmap' keyword in shader '%s'\n", shader.name );
+				return qfalse;
+			}
+
+			stage->bundle[0].image[0] = R_FindImageFile( token, !shader.noMipMaps, !shader.noPicMip, GL_CLAMP_TO_EDGE );
+			if ( !stage->bundle[0].image[0] )
+			{
+				ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
+				return qfalse;
+			}
+		}
+		//
+		// animMap <frequency> <image1> .... <imageN>
+		//
+		else if ( !Q_stricmp( token, "animMap" ) )
+		{
+			token = COM_ParseExt( text, qfalse );
+			if ( !token[0] )
+			{
+				ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'animMmap' keyword in shader '%s'\n", shader.name );
+				return qfalse;
+			}
+			stage->bundle[0].imageAnimationSpeed = atof( token );
+
+			// parse up to MAX_IMAGE_ANIMATIONS animations
+			while ( 1 ) {
+				int		num;
+
+				token = COM_ParseExt( text, qfalse );
+				if ( !token[0] ) {
+					break;
+				}
+				num = stage->bundle[0].numImageAnimations;
+				if ( num < MAX_IMAGE_ANIMATIONS ) {
+					stage->bundle[0].image[num] = R_FindImageFile( token, !shader.noMipMaps, !shader.noPicMip, GL_REPEAT );
+					if ( !stage->bundle[0].image[num] )
+					{
+						ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
+						return qfalse;
+					}
+					stage->bundle[0].numImageAnimations++;
+				}
+			}
+		}
+		else if ( !Q_stricmp( token, "videoMap" ) )
+		{
+			token = COM_ParseExt( text, qfalse );
+			if ( !token[0] )
+			{
+				ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'videoMmap' keyword in shader '%s'\n", shader.name );
+				return qfalse;
+			}
+			stage->bundle[0].videoMapHandle = ri.CIN_PlayCinematic( token, 0, 0, 256, 256, (CIN_loop | CIN_silent | CIN_shader));
+			if (stage->bundle[0].videoMapHandle != -1) {
+				stage->bundle[0].isVideoMap = qtrue;
+				stage->bundle[0].image[0] = tr.scratchImage[stage->bundle[0].videoMapHandle];
+			}
+		}
+		//
+		// alphafunc <func>
+		//
+		else if ( !Q_stricmp( token, "alphaFunc" ) )
+		{
+			token = COM_ParseExt( text, qfalse );
+			if ( !token[0] )
+			{
+				ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'alphaFunc' keyword in shader '%s'\n", shader.name );
+				return qfalse;
+			}
+
+			atestBits = NameToAFunc( token );
+		}
+		//
+		// depthFunc <func>
+		//
+		else if ( !Q_stricmp( token, "depthfunc" ) )
+		{
+			token = COM_ParseExt( text, qfalse );
+
+			if ( !token[0] )
+			{
+				ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'depthfunc' keyword in shader '%s'\n", shader.name );
+				return qfalse;
+			}
+
+			if ( !Q_stricmp( token, "lequal" ) )
+			{
+				depthFuncBits = 0;
+			}
+			else if ( !Q_stricmp( token, "equal" ) )
+			{
+				depthFuncBits = GLS_DEPTHFUNC_EQUAL;
+			}
+			else
+			{
+				ri.Printf( PRINT_WARNING, "WARNING: unknown depthfunc '%s' in shader '%s'\n", token, shader.name );
+				continue;
+			}
+		}
+		//
+		// detail
+		//
+		else if ( !Q_stricmp( token, "detail" ) )
+		{
+			stage->isDetail = qtrue;
+		}
+		//
+		// blendfunc <srcFactor> <dstFactor>
+		// or blendfunc <add|filter|blend>
+		//
+		else if ( !Q_stricmp( token, "blendfunc" ) )
+		{
+			token = COM_ParseExt( text, qfalse );
+			if ( token[0] == 0 )
+			{
+				ri.Printf( PRINT_WARNING, "WARNING: missing parm for blendFunc in shader '%s'\n", shader.name );
+				continue;
+			}
+			// check for "simple" blends first
+			if ( !Q_stricmp( token, "add" ) ) {
+				blendSrcBits = GLS_SRCBLEND_ONE;
+				blendDstBits = GLS_DSTBLEND_ONE;
+			} else if ( !Q_stricmp( token, "filter" ) ) {
+				blendSrcBits = GLS_SRCBLEND_DST_COLOR;
+				blendDstBits = GLS_DSTBLEND_ZERO;
+			} else if ( !Q_stricmp( token, "blend" ) ) {
+				blendSrcBits = GLS_SRCBLEND_SRC_ALPHA;
+				blendDstBits = GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
+			} else {
+				// complex double blends
+				blendSrcBits = NameToSrcBlendMode( token );
+
+				token = COM_ParseExt( text, qfalse );
+				if ( token[0] == 0 )
+				{
+					ri.Printf( PRINT_WARNING, "WARNING: missing parm for blendFunc in shader '%s'\n", shader.name );
+					continue;
+				}
+				blendDstBits = NameToDstBlendMode( token );
+			}
+
+			// clear depth mask for blended surfaces
+			if ( !depthMaskExplicit )
+			{
+				depthMaskBits = 0;
+			}
+		}
+		//
+		// rgbGen
+		//
+		else if ( !Q_stricmp( token, "rgbGen" ) )
+		{
+			token = COM_ParseExt( text, qfalse );
+			if ( token[0] == 0 )
+			{
+				ri.Printf( PRINT_WARNING, "WARNING: missing parameters for rgbGen in shader '%s'\n", shader.name );
+				continue;
+			}
+
+			if ( !Q_stricmp( token, "wave" ) )
+			{
+				ParseWaveForm( text, &stage->rgbWave );
+				stage->rgbGen = CGEN_WAVEFORM;
+			}
+			else if ( !Q_stricmp( token, "const" ) )
+			{
+				vec3_t	color;
+
+				ParseVector( text, 3, color );
+				stage->constantColor[0] = 255 * color[0];
+				stage->constantColor[1] = 255 * color[1];
+				stage->constantColor[2] = 255 * color[2];
+
+				stage->rgbGen = CGEN_CONST;
+			}
+			else if ( !Q_stricmp( token, "identity" ) )
+			{
+				stage->rgbGen = CGEN_IDENTITY;
+			}
+			else if ( !Q_stricmp( token, "identityLighting" ) )
+			{
+				stage->rgbGen = CGEN_IDENTITY_LIGHTING;
+			}
+			else if ( !Q_stricmp( token, "entity" ) )
+			{
+				stage->rgbGen = CGEN_ENTITY;
+			}
+			else if ( !Q_stricmp( token, "oneMinusEntity" ) )
+			{
+				stage->rgbGen = CGEN_ONE_MINUS_ENTITY;
+			}
+			else if ( !Q_stricmp( token, "vertex" ) )
+			{
+				stage->rgbGen = CGEN_VERTEX;
+				if ( stage->alphaGen == 0 ) {
+					stage->alphaGen = AGEN_VERTEX;
+				}
+			}
+			else if ( !Q_stricmp( token, "exactVertex" ) )
+			{
+				stage->rgbGen = CGEN_EXACT_VERTEX;
+			}
+			else if ( !Q_stricmp( token, "lightingDiffuse" ) )
+			{
+				stage->rgbGen = CGEN_LIGHTING_DIFFUSE;
+			}
+			else if ( !Q_stricmp( token, "oneMinusVertex" ) )
+			{
+				stage->rgbGen = CGEN_ONE_MINUS_VERTEX;
+			}
+			else
+			{
+				ri.Printf( PRINT_WARNING, "WARNING: unknown rgbGen parameter '%s' in shader '%s'\n", token, shader.name );
+				continue;
+			}
+		}
+		//
+		// alphaGen 
+		//
+		else if ( !Q_stricmp( token, "alphaGen" ) )
+		{
+			token = COM_ParseExt( text, qfalse );
+			if ( token[0] == 0 )
+			{
+				ri.Printf( PRINT_WARNING, "WARNING: missing parameters for alphaGen in shader '%s'\n", shader.name );
+				continue;
+			}
+
+			if ( !Q_stricmp( token, "wave" ) )
+			{
+				ParseWaveForm( text, &stage->alphaWave );
+				stage->alphaGen = AGEN_WAVEFORM;
+			}
+			else if ( !Q_stricmp( token, "const" ) )
+			{
+				token = COM_ParseExt( text, qfalse );
+				stage->constantColor[3] = 255 * atof( token );
+				stage->alphaGen = AGEN_CONST;
+			}
+			else if ( !Q_stricmp( token, "identity" ) )
+			{
+				stage->alphaGen = AGEN_IDENTITY;
+			}
+			else if ( !Q_stricmp( token, "entity" ) )
+			{
+				stage->alphaGen = AGEN_ENTITY;
+			}
+			else if ( !Q_stricmp( token, "oneMinusEntity" ) )
+			{
+				stage->alphaGen = AGEN_ONE_MINUS_ENTITY;
+			}
+			else if ( !Q_stricmp( token, "vertex" ) )
+			{
+				stage->alphaGen = AGEN_VERTEX;
+			}
+			else if ( !Q_stricmp( token, "lightingSpecular" ) )
+			{
+				stage->alphaGen = AGEN_LIGHTING_SPECULAR;
+			}
+			else if ( !Q_stricmp( token, "oneMinusVertex" ) )
+			{
+				stage->alphaGen = AGEN_ONE_MINUS_VERTEX;
+			}
+			else if ( !Q_stricmp( token, "portal" ) )
+			{
+				stage->alphaGen = AGEN_PORTAL;
+				token = COM_ParseExt( text, qfalse );
+				if ( token[0] == 0 )
+				{
+					shader.portalRange = 256;
+					ri.Printf( PRINT_WARNING, "WARNING: missing range parameter for alphaGen portal in shader '%s', defaulting to 256\n", shader.name );
+				}
+				else
+				{
+					shader.portalRange = atof( token );
+				}
+			}
+			else
+			{
+				ri.Printf( PRINT_WARNING, "WARNING: unknown alphaGen parameter '%s' in shader '%s'\n", token, shader.name );
+				continue;
+			}
+		}
+		//
+		// tcGen <function>
+		//
+		else if ( !Q_stricmp(token, "texgen") || !Q_stricmp( token, "tcGen" ) ) 
+		{
+			token = COM_ParseExt( text, qfalse );
+			if ( token[0] == 0 )
+			{
+				ri.Printf( PRINT_WARNING, "WARNING: missing texgen parm in shader '%s'\n", shader.name );
+				continue;
+			}
+
+			if ( !Q_stricmp( token, "environment" ) )
+			{
+				stage->bundle[0].tcGen = TCGEN_ENVIRONMENT_MAPPED;
+			}
+			else if ( !Q_stricmp( token, "lightmap" ) )
+			{
+				stage->bundle[0].tcGen = TCGEN_LIGHTMAP;
+			}
+			else if ( !Q_stricmp( token, "texture" ) || !Q_stricmp( token, "base" ) )
+			{
+				stage->bundle[0].tcGen = TCGEN_TEXTURE;
+			}
+			else if ( !Q_stricmp( token, "vector" ) )
+			{
+				ParseVector( text, 3, stage->bundle[0].tcGenVectors[0] );
+				ParseVector( text, 3, stage->bundle[0].tcGenVectors[1] );
+
+				stage->bundle[0].tcGen = TCGEN_VECTOR;
+			}
+			else 
+			{
+				ri.Printf( PRINT_WARNING, "WARNING: unknown texgen parm in shader '%s'\n", shader.name );
+			}
+		}
+		//
+		// tcMod <type> <...>
+		//
+		else if ( !Q_stricmp( token, "tcMod" ) )
+		{
+			char buffer[1024] = "";
+
+			while ( 1 )
+			{
+				token = COM_ParseExt( text, qfalse );
+				if ( token[0] == 0 )
+					break;
+				strcat( buffer, token );
+				strcat( buffer, " " );
+			}
+
+			ParseTexMod( buffer, stage );
+
+			continue;
+		}
+		//
+		// depthmask
+		//
+		else if ( !Q_stricmp( token, "depthwrite" ) )
+		{
+			depthMaskBits = GLS_DEPTHMASK_TRUE;
+			depthMaskExplicit = qtrue;
+
+			continue;
+		}
+		else
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: unknown parameter '%s' in shader '%s'\n", token, shader.name );
+			return qfalse;
+		}
+	}
+
+	//
+	// if cgen isn't explicitly specified, use either identity or identitylighting
+	//
+	if ( stage->rgbGen == CGEN_BAD ) {
+		if ( blendSrcBits == 0 ||
+			blendSrcBits == GLS_SRCBLEND_ONE || 
+			blendSrcBits == GLS_SRCBLEND_SRC_ALPHA ) {
+			stage->rgbGen = CGEN_IDENTITY_LIGHTING;
+		} else {
+			stage->rgbGen = CGEN_IDENTITY;
+		}
+	}
+
+
+	//
+	// implicitly assume that a GL_ONE GL_ZERO blend mask disables blending
+	//
+	if ( ( blendSrcBits == GLS_SRCBLEND_ONE ) && 
+		 ( blendDstBits == GLS_DSTBLEND_ZERO ) )
+	{
+		blendDstBits = blendSrcBits = 0;
+		depthMaskBits = GLS_DEPTHMASK_TRUE;
+	}
+
+	// decide which agens we can skip
+	if ( stage->alphaGen == AGEN_IDENTITY ) {
+		if ( stage->rgbGen == CGEN_IDENTITY
+			|| stage->rgbGen == CGEN_LIGHTING_DIFFUSE ) {
+			stage->alphaGen = AGEN_SKIP;
+		}
+	}
+
+	//
+	// compute state bits
+	//
+	stage->stateBits = depthMaskBits | 
+		               blendSrcBits | blendDstBits | 
+					   atestBits | 
+					   depthFuncBits;
+
+	return qtrue;
+}
+
+/*
+===============
+ParseDeform
+
+deformVertexes wave <spread> <waveform> <base> <amplitude> <phase> <frequency>
+deformVertexes normal <frequency> <amplitude>
+deformVertexes move <vector> <waveform> <base> <amplitude> <phase> <frequency>
+deformVertexes bulge <bulgeWidth> <bulgeHeight> <bulgeSpeed>
+deformVertexes projectionShadow
+deformVertexes autoSprite
+deformVertexes autoSprite2
+deformVertexes text[0-7]
+===============
+*/
+static void ParseDeform( char **text ) {
+	char	*token;
+	deformStage_t	*ds;
+
+	token = COM_ParseExt( text, qfalse );
+	if ( token[0] == 0 )
+	{
+		ri.Printf( PRINT_WARNING, "WARNING: missing deform parm in shader '%s'\n", shader.name );
+		return;
+	}
+
+	if ( shader.numDeforms == MAX_SHADER_DEFORMS ) {
+		ri.Printf( PRINT_WARNING, "WARNING: MAX_SHADER_DEFORMS in '%s'\n", shader.name );
+		return;
+	}
+
+	ds = &shader.deforms[ shader.numDeforms ];
+	shader.numDeforms++;
+
+	if ( !Q_stricmp( token, "projectionShadow" ) ) {
+		ds->deformation = DEFORM_PROJECTION_SHADOW;
+		return;
+	}
+
+	if ( !Q_stricmp( token, "autosprite" ) ) {
+		ds->deformation = DEFORM_AUTOSPRITE;
+		return;
+	}
+
+	if ( !Q_stricmp( token, "autosprite2" ) ) {
+		ds->deformation = DEFORM_AUTOSPRITE2;
+		return;
+	}
+
+	if ( !Q_stricmpn( token, "text", 4 ) ) {
+		int		n;
+		
+		n = token[4] - '0';
+		if ( n < 0 || n > 7 ) {
+			n = 0;
+		}
+		ds->deformation = DEFORM_TEXT0 + n;
+		return;
+	}
+
+	if ( !Q_stricmp( token, "bulge" ) )	{
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name );
+			return;
+		}
+		ds->bulgeWidth = atof( token );
+
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name );
+			return;
+		}
+		ds->bulgeHeight = atof( token );
+
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name );
+			return;
+		}
+		ds->bulgeSpeed = atof( token );
+
+		ds->deformation = DEFORM_BULGE;
+		return;
+	}
+
+	if ( !Q_stricmp( token, "wave" ) )
+	{
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
+			return;
+		}
+
+		if ( atof( token ) != 0 )
+		{
+			ds->deformationSpread = 1.0f / atof( token );
+		}
+		else
+		{
+			ds->deformationSpread = 100.0f;
+			ri.Printf( PRINT_WARNING, "WARNING: illegal div value of 0 in deformVertexes command for shader '%s'\n", shader.name );
+		}
+
+		ParseWaveForm( text, &ds->deformationWave );
+		ds->deformation = DEFORM_WAVE;
+		return;
+	}
+
+	if ( !Q_stricmp( token, "normal" ) )
+	{
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
+			return;
+		}
+		ds->deformationWave.amplitude = atof( token );
+
+		token = COM_ParseExt( text, qfalse );
+		if ( token[0] == 0 )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
+			return;
+		}
+		ds->deformationWave.frequency = atof( token );
+
+		ds->deformation = DEFORM_NORMALS;
+		return;
+	}
+
+	if ( !Q_stricmp( token, "move" ) ) {
+		int		i;
+
+		for ( i = 0 ; i < 3 ; i++ ) {
+			token = COM_ParseExt( text, qfalse );
+			if ( token[0] == 0 ) {
+				ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
+				return;
+			}
+			ds->moveVector[i] = atof( token );
+		}
+
+		ParseWaveForm( text, &ds->deformationWave );
+		ds->deformation = DEFORM_MOVE;
+		return;
+	}
+
+	ri.Printf( PRINT_WARNING, "WARNING: unknown deformVertexes subtype '%s' found in shader '%s'\n", token, shader.name );
+}
+
+
+/*
+===============
+ParseSkyParms
+
+skyParms <outerbox> <cloudheight> <innerbox>
+===============
+*/
+static void ParseSkyParms( char **text ) {
+	char		*token;
+	static char	*suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
+	char		pathname[MAX_QPATH];
+	int			i;
+
+	// outerbox
+	token = COM_ParseExt( text, qfalse );
+	if ( token[0] == 0 ) {
+		ri.Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name );
+		return;
+	}
+	if ( strcmp( token, "-" ) ) {
+		for (i=0 ; i<6 ; i++) {
+			Com_sprintf( pathname, sizeof(pathname), "%s_%s.tga"
+				, token, suf[i] );
+			shader.sky.outerbox[i] = R_FindImageFile( ( char * ) pathname, qtrue, qtrue, GL_CLAMP_TO_EDGE );
+
+			if ( !shader.sky.outerbox[i] ) {
+				shader.sky.outerbox[i] = tr.defaultImage;
+			}
+		}
+	}
+
+	// cloudheight
+	token = COM_ParseExt( text, qfalse );
+	if ( token[0] == 0 ) {
+		ri.Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name );
+		return;
+	}
+	shader.sky.cloudHeight = atof( token );
+	if ( !shader.sky.cloudHeight ) {
+		shader.sky.cloudHeight = 512;
+	}
+	R_InitSkyTexCoords( shader.sky.cloudHeight );
+
+
+	// innerbox
+	token = COM_ParseExt( text, qfalse );
+	if ( token[0] == 0 ) {
+		ri.Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name );
+		return;
+	}
+	if ( strcmp( token, "-" ) ) {
+		for (i=0 ; i<6 ; i++) {
+			Com_sprintf( pathname, sizeof(pathname), "%s_%s.tga"
+				, token, suf[i] );
+			shader.sky.innerbox[i] = R_FindImageFile( ( char * ) pathname, qtrue, qtrue, GL_REPEAT );
+			if ( !shader.sky.innerbox[i] ) {
+				shader.sky.innerbox[i] = tr.defaultImage;
+			}
+		}
+	}
+
+	shader.isSky = qtrue;
+}
+
+
+/*
+=================
+ParseSort
+=================
+*/
+void ParseSort( char **text ) {
+	char	*token;
+
+	token = COM_ParseExt( text, qfalse );
+	if ( token[0] == 0 ) {
+		ri.Printf( PRINT_WARNING, "WARNING: missing sort parameter in shader '%s'\n", shader.name );
+		return;
+	}
+
+	if ( !Q_stricmp( token, "portal" ) ) {
+		shader.sort = SS_PORTAL;
+	} else if ( !Q_stricmp( token, "sky" ) ) {
+		shader.sort = SS_ENVIRONMENT;
+	} else if ( !Q_stricmp( token, "opaque" ) ) {
+		shader.sort = SS_OPAQUE;
+	}else if ( !Q_stricmp( token, "decal" ) ) {
+		shader.sort = SS_DECAL;
+	} else if ( !Q_stricmp( token, "seeThrough" ) ) {
+		shader.sort = SS_SEE_THROUGH;
+	} else if ( !Q_stricmp( token, "banner" ) ) {
+		shader.sort = SS_BANNER;
+	} else if ( !Q_stricmp( token, "additive" ) ) {
+		shader.sort = SS_BLEND1;
+	} else if ( !Q_stricmp( token, "nearest" ) ) {
+		shader.sort = SS_NEAREST;
+	} else if ( !Q_stricmp( token, "underwater" ) ) {
+		shader.sort = SS_UNDERWATER;
+	} else {
+		shader.sort = atof( token );
+	}
+}
+
+
+
+// this table is also present in q3map
+
+typedef struct {
+	char	*name;
+	int		clearSolid, surfaceFlags, contents;
+} infoParm_t;
+
+infoParm_t	infoParms[] = {
+	// server relevant contents
+	{"water",		1,	0,	CONTENTS_WATER },
+	{"slime",		1,	0,	CONTENTS_SLIME },		// mildly damaging
+	{"lava",		1,	0,	CONTENTS_LAVA },		// very damaging
+	{"playerclip",	1,	0,	CONTENTS_PLAYERCLIP },
+	{"monsterclip",	1,	0,	CONTENTS_MONSTERCLIP },
+	{"nodrop",		1,	0,	CONTENTS_NODROP },		// don't drop items or leave bodies (death fog, lava, etc)
+	{"nonsolid",	1,	SURF_NONSOLID,	0},						// clears the solid flag
+
+	// utility relevant attributes
+	{"origin",		1,	0,	CONTENTS_ORIGIN },		// center of rotating brushes
+	{"trans",		0,	0,	CONTENTS_TRANSLUCENT },	// don't eat contained surfaces
+	{"detail",		0,	0,	CONTENTS_DETAIL },		// don't include in structural bsp
+	{"structural",	0,	0,	CONTENTS_STRUCTURAL },	// force into structural bsp even if trnas
+	{"areaportal",	1,	0,	CONTENTS_AREAPORTAL },	// divides areas
+	{"clusterportal", 1,0,  CONTENTS_CLUSTERPORTAL },	// for bots
+	{"donotenter",  1,  0,  CONTENTS_DONOTENTER },		// for bots
+
+	{"fog",			1,	0,	CONTENTS_FOG},			// carves surfaces entering
+	{"sky",			0,	SURF_SKY,		0 },		// emit light from an environment map
+	{"lightfilter",	0,	SURF_LIGHTFILTER, 0 },		// filter light going through it
+	{"alphashadow",	0,	SURF_ALPHASHADOW, 0 },		// test light on a per-pixel basis
+	{"hint",		0,	SURF_HINT,		0 },		// use as a primary splitter
+
+	// server attributes
+	{"slick",		0,	SURF_SLICK,		0 },
+	{"noimpact",	0,	SURF_NOIMPACT,	0 },		// don't make impact explosions or marks
+	{"nomarks",		0,	SURF_NOMARKS,	0 },		// don't make impact marks, but still explode
+	{"ladder",		0,	SURF_LADDER,	0 },
+	{"nodamage",	0,	SURF_NODAMAGE,	0 },
+	{"metalsteps",	0,	SURF_METALSTEPS,0 },
+	{"flesh",		0,	SURF_FLESH,		0 },
+	{"nosteps",		0,	SURF_NOSTEPS,	0 },
+
+	// drawsurf attributes
+	{"nodraw",		0,	SURF_NODRAW,	0 },	// don't generate a drawsurface (or a lightmap)
+	{"pointlight",	0,	SURF_POINTLIGHT, 0 },	// sample lighting at vertexes
+	{"nolightmap",	0,	SURF_NOLIGHTMAP,0 },	// don't generate a lightmap
+	{"nodlight",	0,	SURF_NODLIGHT, 0 },		// don't ever add dynamic lights
+	{"dust",		0,	SURF_DUST, 0}			// leave a dust trail when walking on this surface
+};
+
+
+/*
+===============
+ParseSurfaceParm
+
+surfaceparm <name>
+===============
+*/
+static void ParseSurfaceParm( char **text ) {
+	char	*token;
+	int		numInfoParms = ARRAY_LEN( infoParms );
+	int		i;
+
+	token = COM_ParseExt( text, qfalse );
+	for ( i = 0 ; i < numInfoParms ; i++ ) {
+		if ( !Q_stricmp( token, infoParms[i].name ) ) {
+			shader.surfaceFlags |= infoParms[i].surfaceFlags;
+			shader.contentFlags |= infoParms[i].contents;
+#if 0
+			if ( infoParms[i].clearSolid ) {
+				si->contents &= ~CONTENTS_SOLID;
+			}
+#endif
+			break;
+		}
+	}
+}
+
+/*
+=================
+ParseShader
+
+The current text pointer is at the explicit text definition of the
+shader.  Parse it into the global shader variable.  Later functions
+will optimize it.
+=================
+*/
+static qboolean ParseShader( char **text )
+{
+	char *token;
+	int s;
+
+	s = 0;
+
+	token = COM_ParseExt( text, qtrue );
+	if ( token[0] != '{' )
+	{
+		ri.Printf( PRINT_WARNING, "WARNING: expecting '{', found '%s' instead in shader '%s'\n", token, shader.name );
+		return qfalse;
+	}
+
+	while ( 1 )
+	{
+		token = COM_ParseExt( text, qtrue );
+		if ( !token[0] )
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: no concluding '}' in shader %s\n", shader.name );
+			return qfalse;
+		}
+
+		// end of shader definition
+		if ( token[0] == '}' )
+		{
+			break;
+		}
+		// stage definition
+		else if ( token[0] == '{' )
+		{
+			if ( s >= MAX_SHADER_STAGES ) {
+				ri.Printf( PRINT_WARNING, "WARNING: too many stages in shader %s\n", shader.name );
+				return qfalse;
+			}
+
+			if ( !ParseStage( &stages[s], text ) )
+			{
+				return qfalse;
+			}
+			stages[s].active = qtrue;
+			s++;
+
+			continue;
+		}
+		// skip stuff that only the QuakeEdRadient needs
+		else if ( !Q_stricmpn( token, "qer", 3 ) ) {
+			SkipRestOfLine( text );
+			continue;
+		}
+		// sun parms
+		else if ( !Q_stricmp( token, "q3map_sun" ) ) {
+			float	a, b;
+
+			token = COM_ParseExt( text, qfalse );
+			tr.sunLight[0] = atof( token );
+			token = COM_ParseExt( text, qfalse );
+			tr.sunLight[1] = atof( token );
+			token = COM_ParseExt( text, qfalse );
+			tr.sunLight[2] = atof( token );
+			
+			VectorNormalize( tr.sunLight );
+
+			token = COM_ParseExt( text, qfalse );
+			a = atof( token );
+			VectorScale( tr.sunLight, a, tr.sunLight);
+
+			token = COM_ParseExt( text, qfalse );
+			a = atof( token );
+			a = a / 180 * M_PI;
+
+			token = COM_ParseExt( text, qfalse );
+			b = atof( token );
+			b = b / 180 * M_PI;
+
+			tr.sunDirection[0] = cos( a ) * cos( b );
+			tr.sunDirection[1] = sin( a ) * cos( b );
+			tr.sunDirection[2] = sin( b );
+		}
+		else if ( !Q_stricmp( token, "deformVertexes" ) ) {
+			ParseDeform( text );
+			continue;
+		}
+		else if ( !Q_stricmp( token, "tesssize" ) ) {
+			SkipRestOfLine( text );
+			continue;
+		}
+		else if ( !Q_stricmp( token, "clampTime" ) ) {
+			token = COM_ParseExt( text, qfalse );
+      if (token[0]) {
+        shader.clampTime = atof(token);
+      }
+    }
+		// skip stuff that only the q3map needs
+		else if ( !Q_stricmpn( token, "q3map", 5 ) ) {
+			SkipRestOfLine( text );
+			continue;
+		}
+		// skip stuff that only q3map or the server needs
+		else if ( !Q_stricmp( token, "surfaceParm" ) ) {
+			ParseSurfaceParm( text );
+			continue;
+		}
+		// no mip maps
+		else if ( !Q_stricmp( token, "nomipmaps" ) )
+		{
+			shader.noMipMaps = qtrue;
+			shader.noPicMip = qtrue;
+			continue;
+		}
+		// no picmip adjustment
+		else if ( !Q_stricmp( token, "nopicmip" ) )
+		{
+			shader.noPicMip = qtrue;
+			continue;
+		}
+		// polygonOffset
+		else if ( !Q_stricmp( token, "polygonOffset" ) )
+		{
+			shader.polygonOffset = qtrue;
+			continue;
+		}
+		// entityMergable, allowing sprite surfaces from multiple entities
+		// to be merged into one batch.  This is a savings for smoke
+		// puffs and blood, but can't be used for anything where the
+		// shader calcs (not the surface function) reference the entity color or scroll
+		else if ( !Q_stricmp( token, "entityMergable" ) )
+		{
+			shader.entityMergable = qtrue;
+			continue;
+		}
+		// fogParms
+		else if ( !Q_stricmp( token, "fogParms" ) ) 
+		{
+			if ( !ParseVector( text, 3, shader.fogParms.color ) ) {
+				return qfalse;
+			}
+
+			token = COM_ParseExt( text, qfalse );
+			if ( !token[0] ) 
+			{
+				ri.Printf( PRINT_WARNING, "WARNING: missing parm for 'fogParms' keyword in shader '%s'\n", shader.name );
+				continue;
+			}
+			shader.fogParms.depthForOpaque = atof( token );
+
+			// skip any old gradient directions
+			SkipRestOfLine( text );
+			continue;
+		}
+		// portal
+		else if ( !Q_stricmp(token, "portal") )
+		{
+			shader.sort = SS_PORTAL;
+			continue;
+		}
+		// skyparms <cloudheight> <outerbox> <innerbox>
+		else if ( !Q_stricmp( token, "skyparms" ) )
+		{
+			ParseSkyParms( text );
+			continue;
+		}
+		// light <value> determines flaring in q3map, not needed here
+		else if ( !Q_stricmp(token, "light") ) 
+		{
+			token = COM_ParseExt( text, qfalse );
+			continue;
+		}
+		// cull <face>
+		else if ( !Q_stricmp( token, "cull") ) 
+		{
+			token = COM_ParseExt( text, qfalse );
+			if ( token[0] == 0 )
+			{
+				ri.Printf( PRINT_WARNING, "WARNING: missing cull parms in shader '%s'\n", shader.name );
+				continue;
+			}
+
+			if ( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "twosided" ) || !Q_stricmp( token, "disable" ) )
+			{
+				shader.cullType = CT_TWO_SIDED;
+			}
+			else if ( !Q_stricmp( token, "back" ) || !Q_stricmp( token, "backside" ) || !Q_stricmp( token, "backsided" ) )
+			{
+				shader.cullType = CT_BACK_SIDED;
+			}
+			else
+			{
+				ri.Printf( PRINT_WARNING, "WARNING: invalid cull parm '%s' in shader '%s'\n", token, shader.name );
+			}
+			continue;
+		}
+		// sort
+		else if ( !Q_stricmp( token, "sort" ) )
+		{
+			ParseSort( text );
+			continue;
+		}
+		else
+		{
+			ri.Printf( PRINT_WARNING, "WARNING: unknown general shader parameter '%s' in '%s'\n", token, shader.name );
+			return qfalse;
+		}
+	}
+
+	//
+	// ignore shaders that don't have any stages, unless it is a sky or fog
+	//
+	if ( s == 0 && !shader.isSky && !(shader.contentFlags & CONTENTS_FOG ) ) {
+		return qfalse;
+	}
+
+	shader.explicitlyDefined = qtrue;
+
+	return qtrue;
+}
+
+/*
+========================================================================================
+
+SHADER OPTIMIZATION AND FOGGING
+
+========================================================================================
+*/
+
+/*
+===================
+ComputeStageIteratorFunc
+
+See if we can use on of the simple fastpath stage functions,
+otherwise set to the generic stage function
+===================
+*/
+static void ComputeStageIteratorFunc( void )
+{
+	shader.optimalStageIteratorFunc = RB_StageIteratorGeneric;
+
+	//
+	// see if this should go into the sky path
+	//
+	if ( shader.isSky )
+	{
+		shader.optimalStageIteratorFunc = RB_StageIteratorSky;
+		goto done;
+	}
+
+	if ( r_ignoreFastPath->integer )
+	{
+		return;
+	}
+
+	//
+	// see if this can go into the vertex lit fast path
+	//
+	if ( shader.numUnfoggedPasses == 1 )
+	{
+		if ( stages[0].rgbGen == CGEN_LIGHTING_DIFFUSE )
+		{
+			if ( stages[0].alphaGen == AGEN_IDENTITY )
+			{
+				if ( stages[0].bundle[0].tcGen == TCGEN_TEXTURE )
+				{
+					if ( !shader.polygonOffset )
+					{
+						if ( !shader.multitextureEnv )
+						{
+							if ( !shader.numDeforms )
+							{
+								shader.optimalStageIteratorFunc = RB_StageIteratorVertexLitTexture;
+								goto done;
+							}
+						}
+					}
+				}
+			}
+		}
+	}
+
+	//
+	// see if this can go into an optimized LM, multitextured path
+	//
+	if ( shader.numUnfoggedPasses == 1 )
+	{
+		if ( ( stages[0].rgbGen == CGEN_IDENTITY ) && ( stages[0].alphaGen == AGEN_IDENTITY ) )
+		{
+			if ( stages[0].bundle[0].tcGen == TCGEN_TEXTURE && 
+				stages[0].bundle[1].tcGen == TCGEN_LIGHTMAP )
+			{
+				if ( !shader.polygonOffset )
+				{
+					if ( !shader.numDeforms )
+					{
+						if ( shader.multitextureEnv )
+						{
+							shader.optimalStageIteratorFunc = RB_StageIteratorLightmappedMultitexture;
+							goto done;
+						}
+					}
+				}
+			}
+		}
+	}
+
+done:
+	return;
+}
+
+typedef struct {
+	int		blendA;
+	int		blendB;
+
+	int		multitextureEnv;
+	int		multitextureBlend;
+} collapse_t;
+
+static collapse_t	collapse[] = {
+	{ 0, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO,	
+		GL_MODULATE, 0 },
+
+	{ 0, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR,
+		GL_MODULATE, 0 },
+
+	{ GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR,
+		GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
+
+	{ GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR,
+		GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
+
+	{ GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO,
+		GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
+
+	{ GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO,
+		GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
+
+	{ 0, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE,
+		GL_ADD, 0 },
+
+	{ GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE,
+		GL_ADD, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE },
+#if 0
+	{ 0, GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_SRCBLEND_SRC_ALPHA,
+		GL_DECAL, 0 },
+#endif
+	{ -1 }
+};
+
+/*
+================
+CollapseMultitexture
+
+Attempt to combine two stages into a single multitexture stage
+FIXME: I think modulated add + modulated add collapses incorrectly
+=================
+*/
+static qboolean CollapseMultitexture( void ) {
+	int abits, bbits;
+	int i;
+	textureBundle_t tmpBundle;
+
+	if ( !qglActiveTextureARB ) {
+		return qfalse;
+	}
+
+	// make sure both stages are active
+	if ( !stages[0].active || !stages[1].active ) {
+		return qfalse;
+	}
+
+	// on voodoo2, don't combine different tmus
+	if ( glConfig.driverType == GLDRV_VOODOO ) {
+		if ( stages[0].bundle[0].image[0]->TMU ==
+			 stages[1].bundle[0].image[0]->TMU ) {
+			return qfalse;
+		}
+	}
+
+	abits = stages[0].stateBits;
+	bbits = stages[1].stateBits;
+
+	// make sure that both stages have identical state other than blend modes
+	if ( ( abits & ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS | GLS_DEPTHMASK_TRUE ) ) !=
+		( bbits & ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS | GLS_DEPTHMASK_TRUE ) ) ) {
+		return qfalse;
+	}
+
+	abits &= ( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
+	bbits &= ( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
+
+	// search for a valid multitexture blend function
+	for ( i = 0; collapse[i].blendA != -1 ; i++ ) {
+		if ( abits == collapse[i].blendA
+			&& bbits == collapse[i].blendB ) {
+			break;
+		}
+	}
+
+	// nothing found
+	if ( collapse[i].blendA == -1 ) {
+		return qfalse;
+	}
+
+	// GL_ADD is a separate extension
+	if ( collapse[i].multitextureEnv == GL_ADD && !glConfig.textureEnvAddAvailable ) {
+		return qfalse;
+	}
+
+	// make sure waveforms have identical parameters
+	if ( ( stages[0].rgbGen != stages[1].rgbGen ) ||
+		( stages[0].alphaGen != stages[1].alphaGen ) )  {
+		return qfalse;
+	}
+
+	// an add collapse can only have identity colors
+	if ( collapse[i].multitextureEnv == GL_ADD && stages[0].rgbGen != CGEN_IDENTITY ) {
+		return qfalse;
+	}
+
+	if ( stages[0].rgbGen == CGEN_WAVEFORM )
+	{
+		if ( memcmp( &stages[0].rgbWave,
+					 &stages[1].rgbWave,
+					 sizeof( stages[0].rgbWave ) ) )
+		{
+			return qfalse;
+		}
+	}
+	if ( stages[0].alphaGen == AGEN_WAVEFORM )
+	{
+		if ( memcmp( &stages[0].alphaWave,
+					 &stages[1].alphaWave,
+					 sizeof( stages[0].alphaWave ) ) )
+		{
+			return qfalse;
+		}
+	}
+
+
+	// make sure that lightmaps are in bundle 1 for 3dfx
+	if ( stages[0].bundle[0].isLightmap )
+	{
+		tmpBundle = stages[0].bundle[0];
+		stages[0].bundle[0] = stages[1].bundle[0];
+		stages[0].bundle[1] = tmpBundle;
+	}
+	else
+	{
+		stages[0].bundle[1] = stages[1].bundle[0];
+	}
+
+	// set the new blend state bits
+	shader.multitextureEnv = collapse[i].multitextureEnv;
+	stages[0].stateBits &= ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
+	stages[0].stateBits |= collapse[i].multitextureBlend;
+
+	//
+	// move down subsequent shaders
+	//
+	memmove( &stages[1], &stages[2], sizeof( stages[0] ) * ( MAX_SHADER_STAGES - 2 ) );
+	Com_Memset( &stages[MAX_SHADER_STAGES-1], 0, sizeof( stages[0] ) );
+
+	return qtrue;
+}
+
+/*
+=============
+
+FixRenderCommandList
+https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=493
+Arnout: this is a nasty issue. Shaders can be registered after drawsurfaces are generated
+but before the frame is rendered. This will, for the duration of one frame, cause drawsurfaces
+to be rendered with bad shaders. To fix this, need to go through all render commands and fix
+sortedIndex.
+==============
+*/
+static void FixRenderCommandList( int newShader ) {
+	renderCommandList_t	*cmdList = &backEndData[tr.smpFrame]->commands;
+
+	if( cmdList ) {
+		const void *curCmd = cmdList->cmds;
+
+		while ( 1 ) {
+			switch ( *(const int *)curCmd ) {
+			case RC_SET_COLOR:
+				{
+				const setColorCommand_t *sc_cmd = (const setColorCommand_t *)curCmd;
+				curCmd = (const void *)(sc_cmd + 1);
+				break;
+				}
+			case RC_STRETCH_PIC:
+				{
+				const stretchPicCommand_t *sp_cmd = (const stretchPicCommand_t *)curCmd;
+				curCmd = (const void *)(sp_cmd + 1);
+				break;
+				}
+			case RC_DRAW_SURFS:
+				{
+				int i;
+				drawSurf_t	*drawSurf;
+				shader_t	*shader;
+				int			fogNum;
+				int			entityNum;
+				int			dlightMap;
+				int			sortedIndex;
+				const drawSurfsCommand_t *ds_cmd =  (const drawSurfsCommand_t *)curCmd;
+
+				for( i = 0, drawSurf = ds_cmd->drawSurfs; i < ds_cmd->numDrawSurfs; i++, drawSurf++ ) {
+					R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlightMap );
+                    sortedIndex = (( drawSurf->sort >> QSORT_SHADERNUM_SHIFT ) & (MAX_SHADERS-1));
+					if( sortedIndex >= newShader ) {
+						sortedIndex++;
+						drawSurf->sort = (sortedIndex << QSORT_SHADERNUM_SHIFT) | entityNum | ( fogNum << QSORT_FOGNUM_SHIFT ) | (int)dlightMap;
+					}
+				}
+				curCmd = (const void *)(ds_cmd + 1);
+				break;
+				}
+			case RC_DRAW_BUFFER:
+				{
+				const drawBufferCommand_t *db_cmd = (const drawBufferCommand_t *)curCmd;
+				curCmd = (const void *)(db_cmd + 1);
+				break;
+				}
+			case RC_SWAP_BUFFERS:
+				{
+				const swapBuffersCommand_t *sb_cmd = (const swapBuffersCommand_t *)curCmd;
+				curCmd = (const void *)(sb_cmd + 1);
+				break;
+				}
+			case RC_END_OF_LIST:
+			default:
+				return;
+			}
+		}
+	}
+}
+
+/*
+==============
+SortNewShader
+
+Positions the most recently created shader in the tr.sortedShaders[]
+array so that the shader->sort key is sorted reletive to the other
+shaders.
+
+Sets shader->sortedIndex
+==============
+*/
+static void SortNewShader( void ) {
+	int		i;
+	float	sort;
+	shader_t	*newShader;
+
+	newShader = tr.shaders[ tr.numShaders - 1 ];
+	sort = newShader->sort;
+
+	for ( i = tr.numShaders - 2 ; i >= 0 ; i-- ) {
+		if ( tr.sortedShaders[ i ]->sort <= sort ) {
+			break;
+		}
+		tr.sortedShaders[i+1] = tr.sortedShaders[i];
+		tr.sortedShaders[i+1]->sortedIndex++;
+	}
+
+	// Arnout: fix rendercommandlist
+	// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=493
+	FixRenderCommandList( i+1 );
+
+	newShader->sortedIndex = i+1;
+	tr.sortedShaders[i+1] = newShader;
+}
+
+
+/*
+====================
+GeneratePermanentShader
+====================
+*/
+static shader_t *GeneratePermanentShader( void ) {
+	shader_t	*newShader;
+	int			i, b;
+	int			size, hash;
+
+	if ( tr.numShaders == MAX_SHADERS ) {
+		ri.Printf( PRINT_WARNING, "WARNING: GeneratePermanentShader - MAX_SHADERS hit\n");
+		return tr.defaultShader;
+	}
+
+	newShader = ri.Hunk_Alloc( sizeof( shader_t ), h_low );
+
+	*newShader = shader;
+
+	if ( shader.sort <= SS_OPAQUE ) {
+		newShader->fogPass = FP_EQUAL;
+	} else if ( shader.contentFlags & CONTENTS_FOG ) {
+		newShader->fogPass = FP_LE;
+	}
+
+	tr.shaders[ tr.numShaders ] = newShader;
+	newShader->index = tr.numShaders;
+	
+	tr.sortedShaders[ tr.numShaders ] = newShader;
+	newShader->sortedIndex = tr.numShaders;
+
+	tr.numShaders++;
+
+	for ( i = 0 ; i < newShader->numUnfoggedPasses ; i++ ) {
+		if ( !stages[i].active ) {
+			break;
+		}
+		newShader->stages[i] = ri.Hunk_Alloc( sizeof( stages[i] ), h_low );
+		*newShader->stages[i] = stages[i];
+
+		for ( b = 0 ; b < NUM_TEXTURE_BUNDLES ; b++ ) {
+			size = newShader->stages[i]->bundle[b].numTexMods * sizeof( texModInfo_t );
+			newShader->stages[i]->bundle[b].texMods = ri.Hunk_Alloc( size, h_low );
+			Com_Memcpy( newShader->stages[i]->bundle[b].texMods, stages[i].bundle[b].texMods, size );
+		}
+	}
+
+	SortNewShader();
+
+	hash = generateHashValue(newShader->name, FILE_HASH_SIZE);
+	newShader->next = hashTable[hash];
+	hashTable[hash] = newShader;
+
+	return newShader;
+}
+
+/*
+=================
+VertexLightingCollapse
+
+If vertex lighting is enabled, only render a single
+pass, trying to guess which is the correct one to best aproximate
+what it is supposed to look like.
+=================
+*/
+static void VertexLightingCollapse( void ) {
+	int		stage;
+	shaderStage_t	*bestStage;
+	int		bestImageRank;
+	int		rank;
+
+	// if we aren't opaque, just use the first pass
+	if ( shader.sort == SS_OPAQUE ) {
+
+		// pick the best texture for the single pass
+		bestStage = &stages[0];
+		bestImageRank = -999999;
+
+		for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ ) {
+			shaderStage_t *pStage = &stages[stage];
+
+			if ( !pStage->active ) {
+				break;
+			}
+			rank = 0;
+
+			if ( pStage->bundle[0].isLightmap ) {
+				rank -= 100;
+			}
+			if ( pStage->bundle[0].tcGen != TCGEN_TEXTURE ) {
+				rank -= 5;
+			}
+			if ( pStage->bundle[0].numTexMods ) {
+				rank -= 5;
+			}
+			if ( pStage->rgbGen != CGEN_IDENTITY && pStage->rgbGen != CGEN_IDENTITY_LIGHTING ) {
+				rank -= 3;
+			}
+
+			if ( rank > bestImageRank  ) {
+				bestImageRank = rank;
+				bestStage = pStage;
+			}
+		}
+
+		stages[0].bundle[0] = bestStage->bundle[0];
+		stages[0].stateBits &= ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
+		stages[0].stateBits |= GLS_DEPTHMASK_TRUE;
+		if ( shader.lightmapIndex == LIGHTMAP_NONE ) {
+			stages[0].rgbGen = CGEN_LIGHTING_DIFFUSE;
+		} else {
+			stages[0].rgbGen = CGEN_EXACT_VERTEX;
+		}
+		stages[0].alphaGen = AGEN_SKIP;		
+	} else {
+		// don't use a lightmap (tesla coils)
+		if ( stages[0].bundle[0].isLightmap ) {
+			stages[0] = stages[1];
+		}
+
+		// if we were in a cross-fade cgen, hack it to normal
+		if ( stages[0].rgbGen == CGEN_ONE_MINUS_ENTITY || stages[1].rgbGen == CGEN_ONE_MINUS_ENTITY ) {
+			stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
+		}
+		if ( ( stages[0].rgbGen == CGEN_WAVEFORM && stages[0].rgbWave.func == GF_SAWTOOTH )
+			&& ( stages[1].rgbGen == CGEN_WAVEFORM && stages[1].rgbWave.func == GF_INVERSE_SAWTOOTH ) ) {
+			stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
+		}
+		if ( ( stages[0].rgbGen == CGEN_WAVEFORM && stages[0].rgbWave.func == GF_INVERSE_SAWTOOTH )
+			&& ( stages[1].rgbGen == CGEN_WAVEFORM && stages[1].rgbWave.func == GF_SAWTOOTH ) ) {
+			stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
+		}
+	}
+
+	for ( stage = 1; stage < MAX_SHADER_STAGES; stage++ ) {
+		shaderStage_t *pStage = &stages[stage];
+
+		if ( !pStage->active ) {
+			break;
+		}
+
+		Com_Memset( pStage, 0, sizeof( *pStage ) );
+	}
+}
+
+/*
+=========================
+FinishShader
+
+Returns a freshly allocated shader with all the needed info
+from the current global working shader
+=========================
+*/
+static shader_t *FinishShader( void ) {
+	int stage;
+	qboolean		hasLightmapStage;
+	qboolean		vertexLightmap;
+
+	hasLightmapStage = qfalse;
+	vertexLightmap = qfalse;
+
+	//
+	// set sky stuff appropriate
+	//
+	if ( shader.isSky ) {
+		shader.sort = SS_ENVIRONMENT;
+	}
+
+	//
+	// set polygon offset
+	//
+	if ( shader.polygonOffset && !shader.sort ) {
+		shader.sort = SS_DECAL;
+	}
+
+	//
+	// set appropriate stage information
+	//
+	for ( stage = 0; stage < MAX_SHADER_STAGES; ) {
+		shaderStage_t *pStage = &stages[stage];
+
+		if ( !pStage->active ) {
+			break;
+		}
+
+    // check for a missing texture
+		if ( !pStage->bundle[0].image[0] ) {
+			ri.Printf( PRINT_WARNING, "Shader %s has a stage with no image\n", shader.name );
+			pStage->active = qfalse;
+			stage++;
+			continue;
+		}
+
+		//
+		// ditch this stage if it's detail and detail textures are disabled
+		//
+		if ( pStage->isDetail && !r_detailTextures->integer )
+		{
+			int index;
+			
+			for(index = stage + 1; index < MAX_SHADER_STAGES; index++)
+			{
+				if(!stages[index].active)
+					break;
+			}
+			
+			if(index < MAX_SHADER_STAGES)
+				memmove(pStage, pStage + 1, sizeof(*pStage) * (index - stage));
+			else
+			{
+				if(stage + 1 < MAX_SHADER_STAGES)
+					memmove(pStage, pStage + 1, sizeof(*pStage) * (index - stage - 1));
+				
+				Com_Memset(&stages[index - 1], 0, sizeof(*stages));
+			}
+			
+			continue;
+		}
+
+		//
+		// default texture coordinate generation
+		//
+		if ( pStage->bundle[0].isLightmap ) {
+			if ( pStage->bundle[0].tcGen == TCGEN_BAD ) {
+				pStage->bundle[0].tcGen = TCGEN_LIGHTMAP;
+			}
+			hasLightmapStage = qtrue;
+		} else {
+			if ( pStage->bundle[0].tcGen == TCGEN_BAD ) {
+				pStage->bundle[0].tcGen = TCGEN_TEXTURE;
+			}
+		}
+
+
+    // not a true lightmap but we want to leave existing 
+    // behaviour in place and not print out a warning
+    //if (pStage->rgbGen == CGEN_VERTEX) {
+    //  vertexLightmap = qtrue;
+    //}
+
+
+
+		//
+		// determine sort order and fog color adjustment
+		//
+		if ( ( pStage->stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) &&
+			 ( stages[0].stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) ) {
+			int blendSrcBits = pStage->stateBits & GLS_SRCBLEND_BITS;
+			int blendDstBits = pStage->stateBits & GLS_DSTBLEND_BITS;
+
+			// fog color adjustment only works for blend modes that have a contribution
+			// that aproaches 0 as the modulate values aproach 0 --
+			// GL_ONE, GL_ONE
+			// GL_ZERO, GL_ONE_MINUS_SRC_COLOR
+			// GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
+
+			// modulate, additive
+			if ( ( ( blendSrcBits == GLS_SRCBLEND_ONE ) && ( blendDstBits == GLS_DSTBLEND_ONE ) ) ||
+				( ( blendSrcBits == GLS_SRCBLEND_ZERO ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_COLOR ) ) ) {
+				pStage->adjustColorsForFog = ACFF_MODULATE_RGB;
+			}
+			// strict blend
+			else if ( ( blendSrcBits == GLS_SRCBLEND_SRC_ALPHA ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ) )
+			{
+				pStage->adjustColorsForFog = ACFF_MODULATE_ALPHA;
+			}
+			// premultiplied alpha
+			else if ( ( blendSrcBits == GLS_SRCBLEND_ONE ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ) )
+			{
+				pStage->adjustColorsForFog = ACFF_MODULATE_RGBA;
+			} else {
+				// we can't adjust this one correctly, so it won't be exactly correct in fog
+			}
+
+			// don't screw with sort order if this is a portal or environment
+			if ( !shader.sort ) {
+				// see through item, like a grill or grate
+				if ( pStage->stateBits & GLS_DEPTHMASK_TRUE ) {
+					shader.sort = SS_SEE_THROUGH;
+				} else {
+					shader.sort = SS_BLEND0;
+				}
+			}
+		}
+		
+		stage++;
+	}
+
+	// there are times when you will need to manually apply a sort to
+	// opaque alpha tested shaders that have later blend passes
+	if ( !shader.sort ) {
+		shader.sort = SS_OPAQUE;
+	}
+
+	//
+	// if we are in r_vertexLight mode, never use a lightmap texture
+	//
+	if ( stage > 1 && ( (r_vertexLight->integer && !r_uiFullScreen->integer) || glConfig.hardwareType == GLHW_PERMEDIA2 ) ) {
+		VertexLightingCollapse();
+		stage = 1;
+		hasLightmapStage = qfalse;
+	}
+
+	//
+	// look for multitexture potential
+	//
+	if ( stage > 1 && CollapseMultitexture() ) {
+		stage--;
+	}
+
+	if ( shader.lightmapIndex >= 0 && !hasLightmapStage ) {
+		if (vertexLightmap) {
+			ri.Printf( PRINT_DEVELOPER, "WARNING: shader '%s' has VERTEX forced lightmap!\n", shader.name );
+		} else {
+			ri.Printf( PRINT_DEVELOPER, "WARNING: shader '%s' has lightmap but no lightmap stage!\n", shader.name );
+  			shader.lightmapIndex = LIGHTMAP_NONE;
+		}
+	}
+
+
+	//
+	// compute number of passes
+	//
+	shader.numUnfoggedPasses = stage;
+
+	// fogonly shaders don't have any normal passes
+	if (stage == 0 && !shader.isSky)
+		shader.sort = SS_FOG;
+
+	// determine which stage iterator function is appropriate
+	ComputeStageIteratorFunc();
+
+	return GeneratePermanentShader();
+}
+
+//========================================================================================
+
+/*
+====================
+FindShaderInShaderText
+
+Scans the combined text description of all the shader files for
+the given shader name.
+
+return NULL if not found
+
+If found, it will return a valid shader
+=====================
+*/
+static char *FindShaderInShaderText( const char *shadername ) {
+
+	char *token, *p;
+
+	int i, hash;
+
+	hash = generateHashValue(shadername, MAX_SHADERTEXT_HASH);
+
+	if(shaderTextHashTable[hash])
+	{
+		for (i = 0; shaderTextHashTable[hash][i]; i++)
+		{
+			p = shaderTextHashTable[hash][i];
+			token = COM_ParseExt(&p, qtrue);
+		
+			if(!Q_stricmp(token, shadername))
+				return p;
+		}
+	}
+
+	p = s_shaderText;
+
+	if ( !p ) {
+		return NULL;
+	}
+
+	// look for label
+	while ( 1 ) {
+		token = COM_ParseExt( &p, qtrue );
+		if ( token[0] == 0 ) {
+			break;
+		}
+
+		if ( !Q_stricmp( token, shadername ) ) {
+			return p;
+		}
+		else {
+			// skip the definition
+			SkipBracedSection( &p );
+		}
+	}
+
+	return NULL;
+}
+
+
+/*
+==================
+R_FindShaderByName
+
+Will always return a valid shader, but it might be the
+default shader if the real one can't be found.
+==================
+*/
+shader_t *R_FindShaderByName( const char *name ) {
+	char		strippedName[MAX_QPATH];
+	int			hash;
+	shader_t	*sh;
+
+	if ( (name==NULL) || (name[0] == 0) ) {
+		return tr.defaultShader;
+	}
+
+	COM_StripExtension(name, strippedName, sizeof(strippedName));
+
+	hash = generateHashValue(strippedName, FILE_HASH_SIZE);
+
+	//
+	// see if the shader is already loaded
+	//
+	for (sh=hashTable[hash]; sh; sh=sh->next) {
+		// NOTE: if there was no shader or image available with the name strippedName
+		// then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we
+		// have to check all default shaders otherwise for every call to R_FindShader
+		// with that same strippedName a new default shader is created.
+		if (Q_stricmp(sh->name, strippedName) == 0) {
+			// match found
+			return sh;
+		}
+	}
+
+	return tr.defaultShader;
+}
+
+
+/*
+===============
+R_FindShader
+
+Will always return a valid shader, but it might be the
+default shader if the real one can't be found.
+
+In the interest of not requiring an explicit shader text entry to
+be defined for every single image used in the game, three default
+shader behaviors can be auto-created for any image:
+
+If lightmapIndex == LIGHTMAP_NONE, then the image will have
+dynamic diffuse lighting applied to it, as apropriate for most
+entity skin surfaces.
+
+If lightmapIndex == LIGHTMAP_2D, then the image will be used
+for 2D rendering unless an explicit shader is found
+
+If lightmapIndex == LIGHTMAP_BY_VERTEX, then the image will use
+the vertex rgba modulate values, as apropriate for misc_model
+pre-lit surfaces.
+
+Other lightmapIndex values will have a lightmap stage created
+and src*dest blending applied with the texture, as apropriate for
+most world construction surfaces.
+
+===============
+*/
+shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImage ) {
+	char		strippedName[MAX_QPATH];
+	int			i, hash;
+	char		*shaderText;
+	image_t		*image;
+	shader_t	*sh;
+
+	if ( name[0] == 0 ) {
+		return tr.defaultShader;
+	}
+
+	// use (fullbright) vertex lighting if the bsp file doesn't have
+	// lightmaps
+	if ( lightmapIndex >= 0 && lightmapIndex >= tr.numLightmaps ) {
+		lightmapIndex = LIGHTMAP_BY_VERTEX;
+	} else if ( lightmapIndex < LIGHTMAP_2D ) {
+		// negative lightmap indexes cause stray pointers (think tr.lightmaps[lightmapIndex])
+		ri.Printf( PRINT_WARNING, "WARNING: shader '%s' has invalid lightmap index of %d\n", name, lightmapIndex  );
+		lightmapIndex = LIGHTMAP_BY_VERTEX;
+	}
+
+	COM_StripExtension(name, strippedName, sizeof(strippedName));
+
+	hash = generateHashValue(strippedName, FILE_HASH_SIZE);
+
+	//
+	// see if the shader is already loaded
+	//
+	for (sh = hashTable[hash]; sh; sh = sh->next) {
+		// NOTE: if there was no shader or image available with the name strippedName
+		// then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we
+		// have to check all default shaders otherwise for every call to R_FindShader
+		// with that same strippedName a new default shader is created.
+		if ( (sh->lightmapIndex == lightmapIndex || sh->defaultShader) &&
+		     !Q_stricmp(sh->name, strippedName)) {
+			// match found
+			return sh;
+		}
+	}
+
+	// make sure the render thread is stopped, because we are probably
+	// going to have to upload an image
+	if (r_smp->integer) {
+		R_SyncRenderThread();
+	}
+
+	// clear the global shader
+	Com_Memset( &shader, 0, sizeof( shader ) );
+	Com_Memset( &stages, 0, sizeof( stages ) );
+	Q_strncpyz(shader.name, strippedName, sizeof(shader.name));
+	shader.lightmapIndex = lightmapIndex;
+	for ( i = 0 ; i < MAX_SHADER_STAGES ; i++ ) {
+		stages[i].bundle[0].texMods = texMods[i];
+	}
+
+	// FIXME: set these "need" values apropriately
+	shader.needsNormal = qtrue;
+	shader.needsST1 = qtrue;
+	shader.needsST2 = qtrue;
+	shader.needsColor = qtrue;
+
+	//
+	// attempt to define shader from an explicit parameter file
+	//
+	shaderText = FindShaderInShaderText( strippedName );
+	if ( shaderText ) {
+		// enable this when building a pak file to get a global list
+		// of all explicit shaders
+		if ( r_printShaders->integer ) {
+			ri.Printf( PRINT_ALL, "*SHADER* %s\n", name );
+		}
+
+		if ( !ParseShader( &shaderText ) ) {
+			// had errors, so use default shader
+			shader.defaultShader = qtrue;
+		}
+		sh = FinishShader();
+		return sh;
+	}
+
+
+	//
+	// if not defined in the in-memory shader descriptions,
+	// look for a single supported image file
+	//
+	image = R_FindImageFile( name, mipRawImage, mipRawImage, mipRawImage ? GL_REPEAT : GL_CLAMP_TO_EDGE );
+	if ( !image ) {
+		ri.Printf( PRINT_DEVELOPER, "Couldn't find image file for shader %s\n", name );
+		shader.defaultShader = qtrue;
+		return FinishShader();
+	}
+
+	//
+	// create the default shading commands
+	//
+	if ( shader.lightmapIndex == LIGHTMAP_NONE ) {
+		// dynamic colors at vertexes
+		stages[0].bundle[0].image[0] = image;
+		stages[0].active = qtrue;
+		stages[0].rgbGen = CGEN_LIGHTING_DIFFUSE;
+		stages[0].stateBits = GLS_DEFAULT;
+	} else if ( shader.lightmapIndex == LIGHTMAP_BY_VERTEX ) {
+		// explicit colors at vertexes
+		stages[0].bundle[0].image[0] = image;
+		stages[0].active = qtrue;
+		stages[0].rgbGen = CGEN_EXACT_VERTEX;
+		stages[0].alphaGen = AGEN_SKIP;
+		stages[0].stateBits = GLS_DEFAULT;
+	} else if ( shader.lightmapIndex == LIGHTMAP_2D ) {
+		// GUI elements
+		stages[0].bundle[0].image[0] = image;
+		stages[0].active = qtrue;
+		stages[0].rgbGen = CGEN_VERTEX;
+		stages[0].alphaGen = AGEN_VERTEX;
+		stages[0].stateBits = GLS_DEPTHTEST_DISABLE |
+			  GLS_SRCBLEND_SRC_ALPHA |
+			  GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
+	} else if ( shader.lightmapIndex == LIGHTMAP_WHITEIMAGE ) {
+		// fullbright level
+		stages[0].bundle[0].image[0] = tr.whiteImage;
+		stages[0].active = qtrue;
+		stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
+		stages[0].stateBits = GLS_DEFAULT;
+
+		stages[1].bundle[0].image[0] = image;
+		stages[1].active = qtrue;
+		stages[1].rgbGen = CGEN_IDENTITY;
+		stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO;
+	} else {
+		// two pass lightmap
+		stages[0].bundle[0].image[0] = tr.lightmaps[shader.lightmapIndex];
+		stages[0].bundle[0].isLightmap = qtrue;
+		stages[0].active = qtrue;
+		stages[0].rgbGen = CGEN_IDENTITY;	// lightmaps are scaled on creation
+													// for identitylight
+		stages[0].stateBits = GLS_DEFAULT;
+
+		stages[1].bundle[0].image[0] = image;
+		stages[1].active = qtrue;
+		stages[1].rgbGen = CGEN_IDENTITY;
+		stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO;
+	}
+
+	return FinishShader();
+}
+
+
+qhandle_t RE_RegisterShaderFromImage(const char *name, int lightmapIndex, image_t *image, qboolean mipRawImage) {
+	int			i, hash;
+	shader_t	*sh;
+
+	hash = generateHashValue(name, FILE_HASH_SIZE);
+
+	// probably not necessary since this function
+	// only gets called from tr_font.c with lightmapIndex == LIGHTMAP_2D
+	// but better safe than sorry.
+	if ( lightmapIndex >= tr.numLightmaps ) {
+		lightmapIndex = LIGHTMAP_WHITEIMAGE;
+	}
+
+	//
+	// see if the shader is already loaded
+	//
+	for (sh=hashTable[hash]; sh; sh=sh->next) {
+		// NOTE: if there was no shader or image available with the name strippedName
+		// then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we
+		// have to check all default shaders otherwise for every call to R_FindShader
+		// with that same strippedName a new default shader is created.
+		if ( (sh->lightmapIndex == lightmapIndex || sh->defaultShader) &&
+			// index by name
+			!Q_stricmp(sh->name, name)) {
+			// match found
+			return sh->index;
+		}
+	}
+
+	// make sure the render thread is stopped, because we are probably
+	// going to have to upload an image
+	if (r_smp->integer) {
+		R_SyncRenderThread();
+	}
+
+	// clear the global shader
+	Com_Memset( &shader, 0, sizeof( shader ) );
+	Com_Memset( &stages, 0, sizeof( stages ) );
+	Q_strncpyz(shader.name, name, sizeof(shader.name));
+	shader.lightmapIndex = lightmapIndex;
+	for ( i = 0 ; i < MAX_SHADER_STAGES ; i++ ) {
+		stages[i].bundle[0].texMods = texMods[i];
+	}
+
+	// FIXME: set these "need" values apropriately
+	shader.needsNormal = qtrue;
+	shader.needsST1 = qtrue;
+	shader.needsST2 = qtrue;
+	shader.needsColor = qtrue;
+
+	//
+	// create the default shading commands
+	//
+	if ( shader.lightmapIndex == LIGHTMAP_NONE ) {
+		// dynamic colors at vertexes
+		stages[0].bundle[0].image[0] = image;
+		stages[0].active = qtrue;
+		stages[0].rgbGen = CGEN_LIGHTING_DIFFUSE;
+		stages[0].stateBits = GLS_DEFAULT;
+	} else if ( shader.lightmapIndex == LIGHTMAP_BY_VERTEX ) {
+		// explicit colors at vertexes
+		stages[0].bundle[0].image[0] = image;
+		stages[0].active = qtrue;
+		stages[0].rgbGen = CGEN_EXACT_VERTEX;
+		stages[0].alphaGen = AGEN_SKIP;
+		stages[0].stateBits = GLS_DEFAULT;
+	} else if ( shader.lightmapIndex == LIGHTMAP_2D ) {
+		// GUI elements
+		stages[0].bundle[0].image[0] = image;
+		stages[0].active = qtrue;
+		stages[0].rgbGen = CGEN_VERTEX;
+		stages[0].alphaGen = AGEN_VERTEX;
+		stages[0].stateBits = GLS_DEPTHTEST_DISABLE |
+			  GLS_SRCBLEND_SRC_ALPHA |
+			  GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
+	} else if ( shader.lightmapIndex == LIGHTMAP_WHITEIMAGE ) {
+		// fullbright level
+		stages[0].bundle[0].image[0] = tr.whiteImage;
+		stages[0].active = qtrue;
+		stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
+		stages[0].stateBits = GLS_DEFAULT;
+
+		stages[1].bundle[0].image[0] = image;
+		stages[1].active = qtrue;
+		stages[1].rgbGen = CGEN_IDENTITY;
+		stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO;
+	} else {
+		// two pass lightmap
+		stages[0].bundle[0].image[0] = tr.lightmaps[shader.lightmapIndex];
+		stages[0].bundle[0].isLightmap = qtrue;
+		stages[0].active = qtrue;
+		stages[0].rgbGen = CGEN_IDENTITY;	// lightmaps are scaled on creation
+													// for identitylight
+		stages[0].stateBits = GLS_DEFAULT;
+
+		stages[1].bundle[0].image[0] = image;
+		stages[1].active = qtrue;
+		stages[1].rgbGen = CGEN_IDENTITY;
+		stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO;
+	}
+
+	sh = FinishShader();
+  return sh->index; 
+}
+
+
+/* 
+====================
+RE_RegisterShader
+
+This is the exported shader entry point for the rest of the system
+It will always return an index that will be valid.
+
+This should really only be used for explicit shaders, because there is no
+way to ask for different implicit lighting modes (vertex, lightmap, etc)
+====================
+*/
+qhandle_t RE_RegisterShaderLightMap( const char *name, int lightmapIndex ) {
+	shader_t	*sh;
+
+	if ( strlen( name ) >= MAX_QPATH ) {
+		Com_Printf( "Shader name exceeds MAX_QPATH\n" );
+		return 0;
+	}
+
+	sh = R_FindShader( name, lightmapIndex, qtrue );
+
+	// we want to return 0 if the shader failed to
+	// load for some reason, but R_FindShader should
+	// still keep a name allocated for it, so if
+	// something calls RE_RegisterShader again with
+	// the same name, we don't try looking for it again
+	if ( sh->defaultShader ) {
+		return 0;
+	}
+
+	return sh->index;
+}
+
+
+/* 
+====================
+RE_RegisterShader
+
+This is the exported shader entry point for the rest of the system
+It will always return an index that will be valid.
+
+This should really only be used for explicit shaders, because there is no
+way to ask for different implicit lighting modes (vertex, lightmap, etc)
+====================
+*/
+qhandle_t RE_RegisterShader( const char *name ) {
+	shader_t	*sh;
+
+	if ( strlen( name ) >= MAX_QPATH ) {
+		Com_Printf( "Shader name exceeds MAX_QPATH\n" );
+		return 0;
+	}
+
+	sh = R_FindShader( name, LIGHTMAP_2D, qtrue );
+
+	// we want to return 0 if the shader failed to
+	// load for some reason, but R_FindShader should
+	// still keep a name allocated for it, so if
+	// something calls RE_RegisterShader again with
+	// the same name, we don't try looking for it again
+	if ( sh->defaultShader ) {
+		return 0;
+	}
+
+	return sh->index;
+}
+
+
+/*
+====================
+RE_RegisterShaderNoMip
+
+For menu graphics that should never be picmiped
+====================
+*/
+qhandle_t RE_RegisterShaderNoMip( const char *name ) {
+	shader_t	*sh;
+
+	if ( strlen( name ) >= MAX_QPATH ) {
+		Com_Printf( "Shader name exceeds MAX_QPATH\n" );
+		return 0;
+	}
+
+	sh = R_FindShader( name, LIGHTMAP_2D, qfalse );
+
+	// we want to return 0 if the shader failed to
+	// load for some reason, but R_FindShader should
+	// still keep a name allocated for it, so if
+	// something calls RE_RegisterShader again with
+	// the same name, we don't try looking for it again
+	if ( sh->defaultShader ) {
+		return 0;
+	}
+
+	return sh->index;
+}
+
+/*
+====================
+R_GetShaderByHandle
+
+When a handle is passed in by another module, this range checks
+it and returns a valid (possibly default) shader_t to be used internally.
+====================
+*/
+shader_t *R_GetShaderByHandle( qhandle_t hShader ) {
+	if ( hShader < 0 ) {
+	  ri.Printf( PRINT_WARNING, "R_GetShaderByHandle: out of range hShader '%d'\n", hShader );
+		return tr.defaultShader;
+	}
+	if ( hShader >= tr.numShaders ) {
+		ri.Printf( PRINT_WARNING, "R_GetShaderByHandle: out of range hShader '%d'\n", hShader );
+		return tr.defaultShader;
+	}
+	return tr.shaders[hShader];
+}
+
+/*
+===============
+R_ShaderList_f
+
+Dump information on all valid shaders to the console
+A second parameter will cause it to print in sorted order
+===============
+*/
+void	R_ShaderList_f (void) {
+	int			i;
+	int			count;
+	shader_t	*shader;
+
+	ri.Printf (PRINT_ALL, "-----------------------\n");
+
+	count = 0;
+	for ( i = 0 ; i < tr.numShaders ; i++ ) {
+		if ( ri.Cmd_Argc() > 1 ) {
+			shader = tr.sortedShaders[i];
+		} else {
+			shader = tr.shaders[i];
+		}
+
+		ri.Printf( PRINT_ALL, "%i ", shader->numUnfoggedPasses );
+
+		if (shader->lightmapIndex >= 0 ) {
+			ri.Printf (PRINT_ALL, "L ");
+		} else {
+			ri.Printf (PRINT_ALL, "  ");
+		}
+		if ( shader->multitextureEnv == GL_ADD ) {
+			ri.Printf( PRINT_ALL, "MT(a) " );
+		} else if ( shader->multitextureEnv == GL_MODULATE ) {
+			ri.Printf( PRINT_ALL, "MT(m) " );
+		} else if ( shader->multitextureEnv == GL_DECAL ) {
+			ri.Printf( PRINT_ALL, "MT(d) " );
+		} else {
+			ri.Printf( PRINT_ALL, "      " );
+		}
+		if ( shader->explicitlyDefined ) {
+			ri.Printf( PRINT_ALL, "E " );
+		} else {
+			ri.Printf( PRINT_ALL, "  " );
+		}
+
+		if ( shader->optimalStageIteratorFunc == RB_StageIteratorGeneric ) {
+			ri.Printf( PRINT_ALL, "gen " );
+		} else if ( shader->optimalStageIteratorFunc == RB_StageIteratorSky ) {
+			ri.Printf( PRINT_ALL, "sky " );
+		} else if ( shader->optimalStageIteratorFunc == RB_StageIteratorLightmappedMultitexture ) {
+			ri.Printf( PRINT_ALL, "lmmt" );
+		} else if ( shader->optimalStageIteratorFunc == RB_StageIteratorVertexLitTexture ) {
+			ri.Printf( PRINT_ALL, "vlt " );
+		} else {
+			ri.Printf( PRINT_ALL, "    " );
+		}
+
+		if ( shader->defaultShader ) {
+			ri.Printf (PRINT_ALL,  ": %s (DEFAULTED)\n", shader->name);
+		} else {
+			ri.Printf (PRINT_ALL,  ": %s\n", shader->name);
+		}
+		count++;
+	}
+	ri.Printf (PRINT_ALL, "%i total shaders\n", count);
+	ri.Printf (PRINT_ALL, "------------------\n");
+}
+
+/*
+====================
+ScanAndLoadShaderFiles
+
+Finds and loads all .shader files, combining them into
+a single large text block that can be scanned for shader names
+=====================
+*/
+#define	MAX_SHADER_FILES	4096
+static void ScanAndLoadShaderFiles( void )
+{
+	char **shaderFiles;
+	char *buffers[MAX_SHADER_FILES];
+	char *p;
+	int numShaderFiles;
+	int i;
+	char *oldp, *token, *hashMem, *textEnd;
+	int shaderTextHashTableSizes[MAX_SHADERTEXT_HASH], hash, size;
+
+	long sum = 0, summand;
+	// scan for shader files
+	shaderFiles = ri.FS_ListFiles( "scripts", ".shader", &numShaderFiles );
+
+	if ( !shaderFiles || !numShaderFiles )
+	{
+		ri.Printf( PRINT_WARNING, "WARNING: no shader files found\n" );
+		return;
+	}
+
+	if ( numShaderFiles > MAX_SHADER_FILES ) {
+		numShaderFiles = MAX_SHADER_FILES;
+	}
+
+	// load and parse shader files
+	for ( i = 0; i < numShaderFiles; i++ )
+	{
+		char filename[MAX_QPATH];
+
+		Com_sprintf( filename, sizeof( filename ), "scripts/%s", shaderFiles[i] );
+		ri.Printf( PRINT_DEVELOPER, "...loading '%s'\n", filename );
+		summand = ri.FS_ReadFile( filename, (void **)&buffers[i] );
+		
+		if ( !buffers[i] )
+			ri.Error( ERR_DROP, "Couldn't load %s", filename );
+		
+		// Do a simple check on the shader structure in that file to make sure one bad shader file cannot fuck up all other shaders.
+		p = buffers[i];
+		while(1)
+		{
+			token = COM_ParseExt(&p, qtrue);
+			
+			if(!*token)
+				break;
+			
+			oldp = p;
+			
+			token = COM_ParseExt(&p, qtrue);
+			if(token[0] != '{' && token[1] != '\0')
+			{
+				ri.Printf(PRINT_WARNING, "WARNING: Bad shader file %s has incorrect syntax.\n", filename);
+				ri.FS_FreeFile(buffers[i]);
+				buffers[i] = NULL;
+				break;
+			}
+
+			SkipBracedSection(&oldp);
+			p = oldp;
+		}
+			
+		
+		if (buffers[i])
+			sum += summand;		
+	}
+
+	// build single large buffer
+	s_shaderText = ri.Hunk_Alloc( sum + numShaderFiles*2, h_low );
+	s_shaderText[ 0 ] = '\0';
+	textEnd = s_shaderText;
+ 
+	// free in reverse order, so the temp files are all dumped
+	for ( i = numShaderFiles - 1; i >= 0 ; i-- )
+	{
+		if ( !buffers[i] )
+			continue;
+
+		strcat( textEnd, buffers[i] );
+		strcat( textEnd, "\n" );
+		textEnd += strlen( textEnd );
+		ri.FS_FreeFile( buffers[i] );
+	}
+
+	COM_Compress( s_shaderText );
+
+	// free up memory
+	ri.FS_FreeFileList( shaderFiles );
+
+	Com_Memset(shaderTextHashTableSizes, 0, sizeof(shaderTextHashTableSizes));
+	size = 0;
+
+	p = s_shaderText;
+	// look for shader names
+	while ( 1 ) {
+		token = COM_ParseExt( &p, qtrue );
+		if ( token[0] == 0 ) {
+			break;
+		}
+
+		hash = generateHashValue(token, MAX_SHADERTEXT_HASH);
+		shaderTextHashTableSizes[hash]++;
+		size++;
+		SkipBracedSection(&p);
+	}
+
+	size += MAX_SHADERTEXT_HASH;
+
+	hashMem = ri.Hunk_Alloc( size * sizeof(char *), h_low );
+
+	for (i = 0; i < MAX_SHADERTEXT_HASH; i++) {
+		shaderTextHashTable[i] = (char **) hashMem;
+		hashMem = ((char *) hashMem) + ((shaderTextHashTableSizes[i] + 1) * sizeof(char *));
+	}
+
+	Com_Memset(shaderTextHashTableSizes, 0, sizeof(shaderTextHashTableSizes));
+
+	p = s_shaderText;
+	// look for shader names
+	while ( 1 ) {
+		oldp = p;
+		token = COM_ParseExt( &p, qtrue );
+		if ( token[0] == 0 ) {
+			break;
+		}
+
+		hash = generateHashValue(token, MAX_SHADERTEXT_HASH);
+		shaderTextHashTable[hash][shaderTextHashTableSizes[hash]++] = oldp;
+
+		SkipBracedSection(&p);
+	}
+
+	return;
+
+}
+
+
+/*
+====================
+CreateInternalShaders
+====================
+*/
+static void CreateInternalShaders( void ) {
+	tr.numShaders = 0;
+
+	// init the default shader
+	Com_Memset( &shader, 0, sizeof( shader ) );
+	Com_Memset( &stages, 0, sizeof( stages ) );
+
+	Q_strncpyz( shader.name, "<default>", sizeof( shader.name ) );
+
+	shader.lightmapIndex = LIGHTMAP_NONE;
+	stages[0].bundle[0].image[0] = tr.defaultImage;
+	stages[0].active = qtrue;
+	stages[0].stateBits = GLS_DEFAULT;
+	tr.defaultShader = FinishShader();
+
+	// shadow shader is just a marker
+	Q_strncpyz( shader.name, "<stencil shadow>", sizeof( shader.name ) );
+	shader.sort = SS_STENCIL_SHADOW;
+	tr.shadowShader = FinishShader();
+}
+
+static void CreateExternalShaders( void ) {
+	tr.projectionShadowShader = R_FindShader( "projectionShadow", LIGHTMAP_NONE, qtrue );
+	tr.flareShader = R_FindShader( "flareShader", LIGHTMAP_NONE, qtrue );
+
+	// Hack to make fogging work correctly on flares. Fog colors are calculated
+	// in tr_flare.c already.
+	if(!tr.flareShader->defaultShader)
+	{
+		int index;
+		
+		for(index = 0; index < tr.flareShader->numUnfoggedPasses; index++)
+		{
+			tr.flareShader->stages[index]->adjustColorsForFog = ACFF_NONE;
+			tr.flareShader->stages[index]->stateBits |= GLS_DEPTHTEST_DISABLE;
+		}
+	}
+
+	tr.sunShader = R_FindShader( "sun", LIGHTMAP_NONE, qtrue );
+}
+
+/*
+==================
+R_InitShaders
+==================
+*/
+void R_InitShaders( void ) {
+	ri.Printf( PRINT_ALL, "Initializing Shaders\n" );
+
+	Com_Memset(hashTable, 0, sizeof(hashTable));
+
+	CreateInternalShaders();
+
+	ScanAndLoadShaderFiles();
+
+	CreateExternalShaders();
+}
diff --git a/src/renderer/tr_shadows.c b/src/renderer/tr_shadows.c
new file mode 100644
index 0000000..0477779
--- /dev/null
+++ b/src/renderer/tr_shadows.c
@@ -0,0 +1,344 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+#include "tr_local.h"
+
+
+/*
+
+  for a projection shadow:
+
+  point[x] += light vector * ( z - shadow plane )
+  point[y] +=
+  point[z] = shadow plane
+
+  1 0 light[x] / light[z]
+
+*/
+
+typedef struct {
+	int		i2;
+	int		facing;
+} edgeDef_t;
+
+#define	MAX_EDGE_DEFS	32
+
+static	edgeDef_t	edgeDefs[SHADER_MAX_VERTEXES][MAX_EDGE_DEFS];
+static	int			numEdgeDefs[SHADER_MAX_VERTEXES];
+static	int			facing[SHADER_MAX_INDEXES/3];
+
+void R_AddEdgeDef( int i1, int i2, int facing ) {
+	int		c;
+
+	c = numEdgeDefs[ i1 ];
+	if ( c == MAX_EDGE_DEFS ) {
+		return;		// overflow
+	}
+	edgeDefs[ i1 ][ c ].i2 = i2;
+	edgeDefs[ i1 ][ c ].facing = facing;
+
+	numEdgeDefs[ i1 ]++;
+}
+
+void R_RenderShadowEdges( void ) {
+	int		i;
+
+#if 0
+	int		numTris;
+
+	// dumb way -- render every triangle's edges
+	numTris = tess.numIndexes / 3;
+
+	for ( i = 0 ; i < numTris ; i++ ) {
+		int		i1, i2, i3;
+
+		if ( !facing[i] ) {
+			continue;
+		}
+
+		i1 = tess.indexes[ i*3 + 0 ];
+		i2 = tess.indexes[ i*3 + 1 ];
+		i3 = tess.indexes[ i*3 + 2 ];
+
+		qglBegin( GL_TRIANGLE_STRIP );
+		qglVertex3fv( tess.xyz[ i1 ] );
+		qglVertex3fv( tess.xyz[ i1 + tess.numVertexes ] );
+		qglVertex3fv( tess.xyz[ i2 ] );
+		qglVertex3fv( tess.xyz[ i2 + tess.numVertexes ] );
+		qglVertex3fv( tess.xyz[ i3 ] );
+		qglVertex3fv( tess.xyz[ i3 + tess.numVertexes ] );
+		qglVertex3fv( tess.xyz[ i1 ] );
+		qglVertex3fv( tess.xyz[ i1 + tess.numVertexes ] );
+		qglEnd();
+	}
+#else
+	int		c, c2;
+	int		j, k;
+	int		i2;
+	int		c_edges, c_rejected;
+	int		hit[2];
+
+	// an edge is NOT a silhouette edge if its face doesn't face the light,
+	// or if it has a reverse paired edge that also faces the light.
+	// A well behaved polyhedron would have exactly two faces for each edge,
+	// but lots of models have dangling edges or overfanned edges
+	c_edges = 0;
+	c_rejected = 0;
+
+	for ( i = 0 ; i < tess.numVertexes ; i++ ) {
+		c = numEdgeDefs[ i ];
+		for ( j = 0 ; j < c ; j++ ) {
+			if ( !edgeDefs[ i ][ j ].facing ) {
+				continue;
+			}
+
+			hit[0] = 0;
+			hit[1] = 0;
+
+			i2 = edgeDefs[ i ][ j ].i2;
+			c2 = numEdgeDefs[ i2 ];
+			for ( k = 0 ; k < c2 ; k++ ) {
+				if ( edgeDefs[ i2 ][ k ].i2 == i ) {
+					hit[ edgeDefs[ i2 ][ k ].facing ]++;
+				}
+			}
+
+			// if it doesn't share the edge with another front facing
+			// triangle, it is a sil edge
+			if ( hit[ 1 ] == 0 ) {
+				qglBegin( GL_TRIANGLE_STRIP );
+				qglVertex3fv( tess.xyz[ i ] );
+				qglVertex3fv( tess.xyz[ i + tess.numVertexes ] );
+				qglVertex3fv( tess.xyz[ i2 ] );
+				qglVertex3fv( tess.xyz[ i2 + tess.numVertexes ] );
+				qglEnd();
+				c_edges++;
+			} else {
+				c_rejected++;
+			}
+		}
+	}
+#endif
+}
+
+/*
+=================
+RB_ShadowTessEnd
+
+triangleFromEdge[ v1 ][ v2 ]
+
+
+  set triangle from edge( v1, v2, tri )
+  if ( facing[ triangleFromEdge[ v1 ][ v2 ] ] && !facing[ triangleFromEdge[ v2 ][ v1 ] ) {
+  }
+=================
+*/
+void RB_ShadowTessEnd( void ) {
+	int		i;
+	int		numTris;
+	vec3_t	lightDir;
+	GLboolean rgba[4];
+
+	// we can only do this if we have enough space in the vertex buffers
+	if ( tess.numVertexes >= SHADER_MAX_VERTEXES / 2 ) {
+		return;
+	}
+
+	if ( glConfig.stencilBits < 4 ) {
+		return;
+	}
+
+	VectorCopy( backEnd.currentEntity->lightDir, lightDir );
+
+	// project vertexes away from light direction
+	for ( i = 0 ; i < tess.numVertexes ; i++ ) {
+		VectorMA( tess.xyz[i], -512, lightDir, tess.xyz[i+tess.numVertexes] );
+	}
+
+	// decide which triangles face the light
+	Com_Memset( numEdgeDefs, 0, 4 * tess.numVertexes );
+
+	numTris = tess.numIndexes / 3;
+	for ( i = 0 ; i < numTris ; i++ ) {
+		int		i1, i2, i3;
+		vec3_t	d1, d2, normal;
+		float	*v1, *v2, *v3;
+		float	d;
+
+		i1 = tess.indexes[ i*3 + 0 ];
+		i2 = tess.indexes[ i*3 + 1 ];
+		i3 = tess.indexes[ i*3 + 2 ];
+
+		v1 = tess.xyz[ i1 ];
+		v2 = tess.xyz[ i2 ];
+		v3 = tess.xyz[ i3 ];
+
+		VectorSubtract( v2, v1, d1 );
+		VectorSubtract( v3, v1, d2 );
+		CrossProduct( d1, d2, normal );
+
+		d = DotProduct( normal, lightDir );
+		if ( d > 0 ) {
+			facing[ i ] = 1;
+		} else {
+			facing[ i ] = 0;
+		}
+
+		// create the edges
+		R_AddEdgeDef( i1, i2, facing[ i ] );
+		R_AddEdgeDef( i2, i3, facing[ i ] );
+		R_AddEdgeDef( i3, i1, facing[ i ] );
+	}
+
+	// draw the silhouette edges
+
+	GL_Bind( tr.whiteImage );
+	qglEnable( GL_CULL_FACE );
+	GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
+	qglColor3f( 0.2f, 0.2f, 0.2f );
+
+	// don't write to the color buffer
+	qglGetBooleanv(GL_COLOR_WRITEMASK, rgba);
+	qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
+
+	qglEnable( GL_STENCIL_TEST );
+	qglStencilFunc( GL_ALWAYS, 1, 255 );
+
+	// mirrors have the culling order reversed
+	if ( backEnd.viewParms.isMirror ) {
+		qglCullFace( GL_FRONT );
+		qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
+
+		R_RenderShadowEdges();
+
+		qglCullFace( GL_BACK );
+		qglStencilOp( GL_KEEP, GL_KEEP, GL_DECR );
+
+		R_RenderShadowEdges();
+	} else {
+		qglCullFace( GL_BACK );
+		qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
+
+		R_RenderShadowEdges();
+
+		qglCullFace( GL_FRONT );
+		qglStencilOp( GL_KEEP, GL_KEEP, GL_DECR );
+
+		R_RenderShadowEdges();
+	}
+
+
+	// reenable writing to the color buffer
+	qglColorMask(rgba[0], rgba[1], rgba[2], rgba[3]);
+}
+
+
+/*
+=================
+RB_ShadowFinish
+
+Darken everything that is is a shadow volume.
+We have to delay this until everything has been shadowed,
+because otherwise shadows from different body parts would
+overlap and double darken.
+=================
+*/
+void RB_ShadowFinish( void ) {
+	if ( r_shadows->integer != 2 ) {
+		return;
+	}
+	if ( glConfig.stencilBits < 4 ) {
+		return;
+	}
+	qglEnable( GL_STENCIL_TEST );
+	qglStencilFunc( GL_NOTEQUAL, 0, 255 );
+
+	qglDisable (GL_CLIP_PLANE0);
+	qglDisable (GL_CULL_FACE);
+
+	GL_Bind( tr.whiteImage );
+
+    qglLoadIdentity ();
+
+	qglColor3f( 0.6f, 0.6f, 0.6f );
+	GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO );
+
+//	qglColor3f( 1, 0, 0 );
+//	GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
+
+	qglBegin( GL_QUADS );
+	qglVertex3f( -100, 100, -10 );
+	qglVertex3f( 100, 100, -10 );
+	qglVertex3f( 100, -100, -10 );
+	qglVertex3f( -100, -100, -10 );
+	qglEnd ();
+
+	qglColor4f(1,1,1,1);
+	qglDisable( GL_STENCIL_TEST );
+}
+
+
+/*
+=================
+RB_ProjectionShadowDeform
+
+=================
+*/
+void RB_ProjectionShadowDeform( void ) {
+	float	*xyz;
+	int		i;
+	float	h;
+	vec3_t	ground;
+	vec3_t	light;
+	float	groundDist;
+	float	d;
+	vec3_t	lightDir;
+
+	xyz = ( float * ) tess.xyz;
+
+	ground[0] = backEnd.or.axis[0][2];
+	ground[1] = backEnd.or.axis[1][2];
+	ground[2] = backEnd.or.axis[2][2];
+
+	groundDist = backEnd.or.origin[2] - backEnd.currentEntity->e.shadowPlane;
+
+	VectorCopy( backEnd.currentEntity->lightDir, lightDir );
+	d = DotProduct( lightDir, ground );
+	// don't let the shadows get too long or go negative
+	if ( d < 0.5 ) {
+		VectorMA( lightDir, (0.5 - d), ground, lightDir );
+		d = DotProduct( lightDir, ground );
+	}
+	d = 1.0 / d;
+
+	light[0] = lightDir[0] * d;
+	light[1] = lightDir[1] * d;
+	light[2] = lightDir[2] * d;
+
+	for ( i = 0; i < tess.numVertexes; i++, xyz += 4 ) {
+		h = DotProduct( xyz, ground ) + groundDist;
+
+		xyz[0] -= light[0] * h;
+		xyz[1] -= light[1] * h;
+		xyz[2] -= light[2] * h;
+	}
+}
diff --git a/src/renderer/tr_sky.c b/src/renderer/tr_sky.c
new file mode 100644
index 0000000..fd266ee
--- /dev/null
+++ b/src/renderer/tr_sky.c
@@ -0,0 +1,846 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+// tr_sky.c
+#include "tr_local.h"
+
+#define SKY_SUBDIVISIONS		8
+#define HALF_SKY_SUBDIVISIONS	(SKY_SUBDIVISIONS/2)
+
+static float s_cloudTexCoords[6][SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1][2];
+static float s_cloudTexP[6][SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1];
+
+/*
+===================================================================================
+
+POLYGON TO BOX SIDE PROJECTION
+
+===================================================================================
+*/
+
+static vec3_t sky_clip[6] = 
+{
+	{1,1,0},
+	{1,-1,0},
+	{0,-1,1},
+	{0,1,1},
+	{1,0,1},
+	{-1,0,1} 
+};
+
+static float	sky_mins[2][6], sky_maxs[2][6];
+static float	sky_min, sky_max;
+
+/*
+================
+AddSkyPolygon
+================
+*/
+static void AddSkyPolygon (int nump, vec3_t vecs) 
+{
+	int		i,j;
+	vec3_t	v, av;
+	float	s, t, dv;
+	int		axis;
+	float	*vp;
+	// s = [0]/[2], t = [1]/[2]
+	static int	vec_to_st[6][3] =
+	{
+		{-2,3,1},
+		{2,3,-1},
+
+		{1,3,2},
+		{-1,3,-2},
+
+		{-2,-1,3},
+		{-2,1,-3}
+
+	//	{-1,2,3},
+	//	{1,2,-3}
+	};
+
+	// decide which face it maps to
+	VectorCopy (vec3_origin, v);
+	for (i=0, vp=vecs ; i<nump ; i++, vp+=3)
+	{
+		VectorAdd (vp, v, v);
+	}
+	av[0] = fabs(v[0]);
+	av[1] = fabs(v[1]);
+	av[2] = fabs(v[2]);
+	if (av[0] > av[1] && av[0] > av[2])
+	{
+		if (v[0] < 0)
+			axis = 1;
+		else
+			axis = 0;
+	}
+	else if (av[1] > av[2] && av[1] > av[0])
+	{
+		if (v[1] < 0)
+			axis = 3;
+		else
+			axis = 2;
+	}
+	else
+	{
+		if (v[2] < 0)
+			axis = 5;
+		else
+			axis = 4;
+	}
+
+	// project new texture coords
+	for (i=0 ; i<nump ; i++, vecs+=3)
+	{
+		j = vec_to_st[axis][2];
+		if (j > 0)
+			dv = vecs[j - 1];
+		else
+			dv = -vecs[-j - 1];
+		if (dv < 0.001)
+			continue;	// don't divide by zero
+		j = vec_to_st[axis][0];
+		if (j < 0)
+			s = -vecs[-j -1] / dv;
+		else
+			s = vecs[j-1] / dv;
+		j = vec_to_st[axis][1];
+		if (j < 0)
+			t = -vecs[-j -1] / dv;
+		else
+			t = vecs[j-1] / dv;
+
+		if (s < sky_mins[0][axis])
+			sky_mins[0][axis] = s;
+		if (t < sky_mins[1][axis])
+			sky_mins[1][axis] = t;
+		if (s > sky_maxs[0][axis])
+			sky_maxs[0][axis] = s;
+		if (t > sky_maxs[1][axis])
+			sky_maxs[1][axis] = t;
+	}
+}
+
+#define	ON_EPSILON		0.1f			// point on plane side epsilon
+#define	MAX_CLIP_VERTS	64
+/*
+================
+ClipSkyPolygon
+================
+*/
+static void ClipSkyPolygon (int nump, vec3_t vecs, int stage) 
+{
+	float	*norm;
+	float	*v;
+	qboolean	front, back;
+	float	d, e;
+	float	dists[MAX_CLIP_VERTS];
+	int		sides[MAX_CLIP_VERTS];
+	vec3_t	newv[2][MAX_CLIP_VERTS];
+	int		newc[2];
+	int		i, j;
+
+	if (nump > MAX_CLIP_VERTS-2)
+		ri.Error (ERR_DROP, "ClipSkyPolygon: MAX_CLIP_VERTS");
+	if (stage == 6)
+	{	// fully clipped, so draw it
+		AddSkyPolygon (nump, vecs);
+		return;
+	}
+
+	front = back = qfalse;
+	norm = sky_clip[stage];
+	for (i=0, v = vecs ; i<nump ; i++, v+=3)
+	{
+		d = DotProduct (v, norm);
+		if (d > ON_EPSILON)
+		{
+			front = qtrue;
+			sides[i] = SIDE_FRONT;
+		}
+		else if (d < -ON_EPSILON)
+		{
+			back = qtrue;
+			sides[i] = SIDE_BACK;
+		}
+		else
+			sides[i] = SIDE_ON;
+		dists[i] = d;
+	}
+
+	if (!front || !back)
+	{	// not clipped
+		ClipSkyPolygon (nump, vecs, stage+1);
+		return;
+	}
+
+	// clip it
+	sides[i] = sides[0];
+	dists[i] = dists[0];
+	VectorCopy (vecs, (vecs+(i*3)) );
+	newc[0] = newc[1] = 0;
+
+	for (i=0, v = vecs ; i<nump ; i++, v+=3)
+	{
+		switch (sides[i])
+		{
+		case SIDE_FRONT:
+			VectorCopy (v, newv[0][newc[0]]);
+			newc[0]++;
+			break;
+		case SIDE_BACK:
+			VectorCopy (v, newv[1][newc[1]]);
+			newc[1]++;
+			break;
+		case SIDE_ON:
+			VectorCopy (v, newv[0][newc[0]]);
+			newc[0]++;
+			VectorCopy (v, newv[1][newc[1]]);
+			newc[1]++;
+			break;
+		}
+
+		if (sides[i] == SIDE_ON || sides[i+1] == SIDE_ON || sides[i+1] == sides[i])
+			continue;
+
+		d = dists[i] / (dists[i] - dists[i+1]);
+		for (j=0 ; j<3 ; j++)
+		{
+			e = v[j] + d*(v[j+3] - v[j]);
+			newv[0][newc[0]][j] = e;
+			newv[1][newc[1]][j] = e;
+		}
+		newc[0]++;
+		newc[1]++;
+	}
+
+	// continue
+	ClipSkyPolygon (newc[0], newv[0][0], stage+1);
+	ClipSkyPolygon (newc[1], newv[1][0], stage+1);
+}
+
+/*
+==============
+ClearSkyBox
+==============
+*/
+static void ClearSkyBox (void) {
+	int		i;
+
+	for (i=0 ; i<6 ; i++) {
+		sky_mins[0][i] = sky_mins[1][i] = 9999;
+		sky_maxs[0][i] = sky_maxs[1][i] = -9999;
+	}
+}
+
+/*
+================
+RB_ClipSkyPolygons
+================
+*/
+void RB_ClipSkyPolygons( shaderCommands_t *input )
+{
+	vec3_t		p[5];	// need one extra point for clipping
+	int			i, j;
+
+	ClearSkyBox();
+
+	for ( i = 0; i < input->numIndexes; i += 3 )
+	{
+		for (j = 0 ; j < 3 ; j++) 
+		{
+			VectorSubtract( input->xyz[input->indexes[i+j]],
+							backEnd.viewParms.or.origin, 
+							p[j] );
+		}
+		ClipSkyPolygon( 3, p[0], 0 );
+	}
+}
+
+/*
+===================================================================================
+
+CLOUD VERTEX GENERATION
+
+===================================================================================
+*/
+
+/*
+** MakeSkyVec
+**
+** Parms: s, t range from -1 to 1
+*/
+static void MakeSkyVec( float s, float t, int axis, float outSt[2], vec3_t outXYZ )
+{
+	// 1 = s, 2 = t, 3 = 2048
+	static int	st_to_vec[6][3] =
+	{
+		{3,-1,2},
+		{-3,1,2},
+
+		{1,3,2},
+		{-1,-3,2},
+
+		{-2,-1,3},		// 0 degrees yaw, look straight up
+		{2,-1,-3}		// look straight down
+	};
+
+	vec3_t		b;
+	int			j, k;
+	float	boxSize;
+
+	boxSize = backEnd.viewParms.zFar / 1.75;		// div sqrt(3)
+	b[0] = s*boxSize;
+	b[1] = t*boxSize;
+	b[2] = boxSize;
+
+	for (j=0 ; j<3 ; j++)
+	{
+		k = st_to_vec[axis][j];
+		if (k < 0)
+		{
+			outXYZ[j] = -b[-k - 1];
+		}
+		else
+		{
+			outXYZ[j] = b[k - 1];
+		}
+	}
+
+	// avoid bilerp seam
+	s = (s+1)*0.5;
+	t = (t+1)*0.5;
+	if (s < sky_min)
+	{
+		s = sky_min;
+	}
+	else if (s > sky_max)
+	{
+		s = sky_max;
+	}
+
+	if (t < sky_min)
+	{
+		t = sky_min;
+	}
+	else if (t > sky_max)
+	{
+		t = sky_max;
+	}
+
+	t = 1.0 - t;
+
+
+	if ( outSt )
+	{
+		outSt[0] = s;
+		outSt[1] = t;
+	}
+}
+
+static int	sky_texorder[6] = {0,2,1,3,4,5};
+static vec3_t	s_skyPoints[SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1];
+static float	s_skyTexCoords[SKY_SUBDIVISIONS+1][SKY_SUBDIVISIONS+1][2];
+
+static void DrawSkySide( struct image_s *image, const int mins[2], const int maxs[2] )
+{
+	int s, t;
+
+	GL_Bind( image );
+
+	for ( t = mins[1]+HALF_SKY_SUBDIVISIONS; t < maxs[1]+HALF_SKY_SUBDIVISIONS; t++ )
+	{
+		qglBegin( GL_TRIANGLE_STRIP );
+
+		for ( s = mins[0]+HALF_SKY_SUBDIVISIONS; s <= maxs[0]+HALF_SKY_SUBDIVISIONS; s++ )
+		{
+			qglTexCoord2fv( s_skyTexCoords[t][s] );
+			qglVertex3fv( s_skyPoints[t][s] );
+
+			qglTexCoord2fv( s_skyTexCoords[t+1][s] );
+			qglVertex3fv( s_skyPoints[t+1][s] );
+		}
+
+		qglEnd();
+	}
+}
+
+static void DrawSkyBox( shader_t *shader )
+{
+	int		i;
+
+	sky_min = 0;
+	sky_max = 1;
+
+	Com_Memset( s_skyTexCoords, 0, sizeof( s_skyTexCoords ) );
+
+	for (i=0 ; i<6 ; i++)
+	{
+		int sky_mins_subd[2], sky_maxs_subd[2];
+		int s, t;
+
+		sky_mins[0][i] = floor( sky_mins[0][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
+		sky_mins[1][i] = floor( sky_mins[1][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
+		sky_maxs[0][i] = ceil( sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
+		sky_maxs[1][i] = ceil( sky_maxs[1][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
+
+		if ( ( sky_mins[0][i] >= sky_maxs[0][i] ) ||
+			 ( sky_mins[1][i] >= sky_maxs[1][i] ) )
+		{
+			continue;
+		}
+
+		sky_mins_subd[0] = sky_mins[0][i] * HALF_SKY_SUBDIVISIONS;
+		sky_mins_subd[1] = sky_mins[1][i] * HALF_SKY_SUBDIVISIONS;
+		sky_maxs_subd[0] = sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS;
+		sky_maxs_subd[1] = sky_maxs[1][i] * HALF_SKY_SUBDIVISIONS;
+
+		if ( sky_mins_subd[0] < -HALF_SKY_SUBDIVISIONS ) 
+			sky_mins_subd[0] = -HALF_SKY_SUBDIVISIONS;
+		else if ( sky_mins_subd[0] > HALF_SKY_SUBDIVISIONS ) 
+			sky_mins_subd[0] = HALF_SKY_SUBDIVISIONS;
+		if ( sky_mins_subd[1] < -HALF_SKY_SUBDIVISIONS )
+			sky_mins_subd[1] = -HALF_SKY_SUBDIVISIONS;
+		else if ( sky_mins_subd[1] > HALF_SKY_SUBDIVISIONS ) 
+			sky_mins_subd[1] = HALF_SKY_SUBDIVISIONS;
+
+		if ( sky_maxs_subd[0] < -HALF_SKY_SUBDIVISIONS ) 
+			sky_maxs_subd[0] = -HALF_SKY_SUBDIVISIONS;
+		else if ( sky_maxs_subd[0] > HALF_SKY_SUBDIVISIONS ) 
+			sky_maxs_subd[0] = HALF_SKY_SUBDIVISIONS;
+		if ( sky_maxs_subd[1] < -HALF_SKY_SUBDIVISIONS ) 
+			sky_maxs_subd[1] = -HALF_SKY_SUBDIVISIONS;
+		else if ( sky_maxs_subd[1] > HALF_SKY_SUBDIVISIONS ) 
+			sky_maxs_subd[1] = HALF_SKY_SUBDIVISIONS;
+
+		//
+		// iterate through the subdivisions
+		//
+		for ( t = sky_mins_subd[1]+HALF_SKY_SUBDIVISIONS; t <= sky_maxs_subd[1]+HALF_SKY_SUBDIVISIONS; t++ )
+		{
+			for ( s = sky_mins_subd[0]+HALF_SKY_SUBDIVISIONS; s <= sky_maxs_subd[0]+HALF_SKY_SUBDIVISIONS; s++ )
+			{
+				MakeSkyVec( ( s - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS, 
+							( t - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS, 
+							i, 
+							s_skyTexCoords[t][s], 
+							s_skyPoints[t][s] );
+			}
+		}
+
+		DrawSkySide( shader->sky.outerbox[sky_texorder[i]],
+			         sky_mins_subd,
+					 sky_maxs_subd );
+	}
+
+}
+
+static void FillCloudySkySide( const int mins[2], const int maxs[2], qboolean addIndexes )
+{
+	int s, t;
+	int vertexStart = tess.numVertexes;
+	int tHeight, sWidth;
+
+	tHeight = maxs[1] - mins[1] + 1;
+	sWidth = maxs[0] - mins[0] + 1;
+
+	for ( t = mins[1]+HALF_SKY_SUBDIVISIONS; t <= maxs[1]+HALF_SKY_SUBDIVISIONS; t++ )
+	{
+		for ( s = mins[0]+HALF_SKY_SUBDIVISIONS; s <= maxs[0]+HALF_SKY_SUBDIVISIONS; s++ )
+		{
+			VectorAdd( s_skyPoints[t][s], backEnd.viewParms.or.origin, tess.xyz[tess.numVertexes] );
+			tess.texCoords[tess.numVertexes][0][0] = s_skyTexCoords[t][s][0];
+			tess.texCoords[tess.numVertexes][0][1] = s_skyTexCoords[t][s][1];
+
+			tess.numVertexes++;
+
+			if ( tess.numVertexes >= SHADER_MAX_VERTEXES )
+			{
+				ri.Error( ERR_DROP, "SHADER_MAX_VERTEXES hit in FillCloudySkySide()\n" );
+			}
+		}
+	}
+
+	// only add indexes for one pass, otherwise it would draw multiple times for each pass
+	if ( addIndexes ) {
+		for ( t = 0; t < tHeight-1; t++ )
+		{	
+			for ( s = 0; s < sWidth-1; s++ )
+			{
+				tess.indexes[tess.numIndexes] = vertexStart + s + t * ( sWidth );
+				tess.numIndexes++;
+				tess.indexes[tess.numIndexes] = vertexStart + s + ( t + 1 ) * ( sWidth );
+				tess.numIndexes++;
+				tess.indexes[tess.numIndexes] = vertexStart + s + 1 + t * ( sWidth );
+				tess.numIndexes++;
+
+				tess.indexes[tess.numIndexes] = vertexStart + s + ( t + 1 ) * ( sWidth );
+				tess.numIndexes++;
+				tess.indexes[tess.numIndexes] = vertexStart + s + 1 + ( t + 1 ) * ( sWidth );
+				tess.numIndexes++;
+				tess.indexes[tess.numIndexes] = vertexStart + s + 1 + t * ( sWidth );
+				tess.numIndexes++;
+			}
+		}
+	}
+}
+
+static void FillCloudBox( const shader_t *shader, int stage )
+{
+	int i;
+
+	for ( i =0; i < 6; i++ )
+	{
+		int sky_mins_subd[2], sky_maxs_subd[2];
+		int s, t;
+		float MIN_T;
+
+		if ( 1 ) // FIXME? shader->sky.fullClouds )
+		{
+			MIN_T = -HALF_SKY_SUBDIVISIONS;
+
+			// still don't want to draw the bottom, even if fullClouds
+			if ( i == 5 )
+				continue;
+		}
+		else
+		{
+			switch( i )
+			{
+			case 0:
+			case 1:
+			case 2:
+			case 3:
+				MIN_T = -1;
+				break;
+			case 5:
+				// don't draw clouds beneath you
+				continue;
+			case 4:		// top
+			default:
+				MIN_T = -HALF_SKY_SUBDIVISIONS;
+				break;
+			}
+		}
+
+		sky_mins[0][i] = floor( sky_mins[0][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
+		sky_mins[1][i] = floor( sky_mins[1][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
+		sky_maxs[0][i] = ceil( sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
+		sky_maxs[1][i] = ceil( sky_maxs[1][i] * HALF_SKY_SUBDIVISIONS ) / HALF_SKY_SUBDIVISIONS;
+
+		if ( ( sky_mins[0][i] >= sky_maxs[0][i] ) ||
+			 ( sky_mins[1][i] >= sky_maxs[1][i] ) )
+		{
+			continue;
+		}
+
+		sky_mins_subd[0] = myftol( sky_mins[0][i] * HALF_SKY_SUBDIVISIONS );
+		sky_mins_subd[1] = myftol( sky_mins[1][i] * HALF_SKY_SUBDIVISIONS );
+		sky_maxs_subd[0] = myftol( sky_maxs[0][i] * HALF_SKY_SUBDIVISIONS );
+		sky_maxs_subd[1] = myftol( sky_maxs[1][i] * HALF_SKY_SUBDIVISIONS );
+
+		if ( sky_mins_subd[0] < -HALF_SKY_SUBDIVISIONS ) 
+			sky_mins_subd[0] = -HALF_SKY_SUBDIVISIONS;
+		else if ( sky_mins_subd[0] > HALF_SKY_SUBDIVISIONS ) 
+			sky_mins_subd[0] = HALF_SKY_SUBDIVISIONS;
+		if ( sky_mins_subd[1] < MIN_T )
+			sky_mins_subd[1] = MIN_T;
+		else if ( sky_mins_subd[1] > HALF_SKY_SUBDIVISIONS ) 
+			sky_mins_subd[1] = HALF_SKY_SUBDIVISIONS;
+
+		if ( sky_maxs_subd[0] < -HALF_SKY_SUBDIVISIONS ) 
+			sky_maxs_subd[0] = -HALF_SKY_SUBDIVISIONS;
+		else if ( sky_maxs_subd[0] > HALF_SKY_SUBDIVISIONS ) 
+			sky_maxs_subd[0] = HALF_SKY_SUBDIVISIONS;
+		if ( sky_maxs_subd[1] < MIN_T )
+			sky_maxs_subd[1] = MIN_T;
+		else if ( sky_maxs_subd[1] > HALF_SKY_SUBDIVISIONS ) 
+			sky_maxs_subd[1] = HALF_SKY_SUBDIVISIONS;
+
+		//
+		// iterate through the subdivisions
+		//
+		for ( t = sky_mins_subd[1]+HALF_SKY_SUBDIVISIONS; t <= sky_maxs_subd[1]+HALF_SKY_SUBDIVISIONS; t++ )
+		{
+			for ( s = sky_mins_subd[0]+HALF_SKY_SUBDIVISIONS; s <= sky_maxs_subd[0]+HALF_SKY_SUBDIVISIONS; s++ )
+			{
+				MakeSkyVec( ( s - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS, 
+							( t - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS, 
+							i, 
+							NULL,
+							s_skyPoints[t][s] );
+
+				s_skyTexCoords[t][s][0] = s_cloudTexCoords[i][t][s][0];
+				s_skyTexCoords[t][s][1] = s_cloudTexCoords[i][t][s][1];
+			}
+		}
+
+		// only add indexes for first stage
+		FillCloudySkySide( sky_mins_subd, sky_maxs_subd, ( stage == 0 ) );
+	}
+}
+
+/*
+** R_BuildCloudData
+*/
+void R_BuildCloudData( shaderCommands_t *input )
+{
+	int			i;
+	shader_t	*shader;
+
+	shader = input->shader;
+
+	assert( shader->isSky );
+
+	sky_min = 1.0 / 256.0f;		// FIXME: not correct?
+	sky_max = 255.0 / 256.0f;
+
+	// set up for drawing
+	tess.numIndexes = 0;
+	tess.numVertexes = 0;
+
+	if ( input->shader->sky.cloudHeight )
+	{
+		for ( i = 0; i < MAX_SHADER_STAGES; i++ )
+		{
+			if ( !tess.xstages[i] ) {
+				break;
+			}
+			FillCloudBox( input->shader, i );
+		}
+	}
+}
+
+/*
+** R_InitSkyTexCoords
+** Called when a sky shader is parsed
+*/
+#define SQR( a ) ((a)*(a))
+void R_InitSkyTexCoords( float heightCloud )
+{
+	int i, s, t;
+	float radiusWorld = 4096;
+	float p;
+	float sRad, tRad;
+	vec3_t skyVec;
+	vec3_t v;
+
+	// init zfar so MakeSkyVec works even though
+	// a world hasn't been bounded
+	backEnd.viewParms.zFar = 1024;
+
+	for ( i = 0; i < 6; i++ )
+	{
+		for ( t = 0; t <= SKY_SUBDIVISIONS; t++ )
+		{
+			for ( s = 0; s <= SKY_SUBDIVISIONS; s++ )
+			{
+				// compute vector from view origin to sky side integral point
+				MakeSkyVec( ( s - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS, 
+							( t - HALF_SKY_SUBDIVISIONS ) / ( float ) HALF_SKY_SUBDIVISIONS, 
+							i, 
+							NULL,
+							skyVec );
+
+				// compute parametric value 'p' that intersects with cloud layer
+				p = ( 1.0f / ( 2 * DotProduct( skyVec, skyVec ) ) ) *
+					( -2 * skyVec[2] * radiusWorld + 
+					   2 * sqrt( SQR( skyVec[2] ) * SQR( radiusWorld ) + 
+					             2 * SQR( skyVec[0] ) * radiusWorld * heightCloud +
+								 SQR( skyVec[0] ) * SQR( heightCloud ) + 
+								 2 * SQR( skyVec[1] ) * radiusWorld * heightCloud +
+								 SQR( skyVec[1] ) * SQR( heightCloud ) + 
+								 2 * SQR( skyVec[2] ) * radiusWorld * heightCloud +
+								 SQR( skyVec[2] ) * SQR( heightCloud ) ) );
+
+				s_cloudTexP[i][t][s] = p;
+
+				// compute intersection point based on p
+				VectorScale( skyVec, p, v );
+				v[2] += radiusWorld;
+
+				// compute vector from world origin to intersection point 'v'
+				VectorNormalize( v );
+
+				sRad = Q_acos( v[0] );
+				tRad = Q_acos( v[1] );
+
+				s_cloudTexCoords[i][t][s][0] = sRad;
+				s_cloudTexCoords[i][t][s][1] = tRad;
+			}
+		}
+	}
+}
+
+//======================================================================================
+
+/*
+** RB_DrawSun
+*/
+void RB_DrawSun( void ) {
+	float		size;
+	float		dist;
+	vec3_t		origin, vec1, vec2;
+	vec3_t		temp;
+
+	if ( !backEnd.skyRenderedThisView ) {
+		return;
+	}
+	if ( !r_drawSun->integer ) {
+		return;
+	}
+	qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
+	qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]);
+
+	dist = 	backEnd.viewParms.zFar / 1.75;		// div sqrt(3)
+	size = dist * 0.4;
+
+	VectorScale( tr.sunDirection, dist, origin );
+	PerpendicularVector( vec1, tr.sunDirection );
+	CrossProduct( tr.sunDirection, vec1, vec2 );
+
+	VectorScale( vec1, size, vec1 );
+	VectorScale( vec2, size, vec2 );
+
+	// farthest depth range
+	qglDepthRange( 1.0, 1.0 );
+
+	// FIXME: use quad stamp
+	RB_BeginSurface( tr.sunShader, tess.fogNum );
+		VectorCopy( origin, temp );
+		VectorSubtract( temp, vec1, temp );
+		VectorSubtract( temp, vec2, temp );
+		VectorCopy( temp, tess.xyz[tess.numVertexes] );
+		tess.texCoords[tess.numVertexes][0][0] = 0;
+		tess.texCoords[tess.numVertexes][0][1] = 0;
+		tess.vertexColors[tess.numVertexes][0] = 255;
+		tess.vertexColors[tess.numVertexes][1] = 255;
+		tess.vertexColors[tess.numVertexes][2] = 255;
+		tess.numVertexes++;
+
+		VectorCopy( origin, temp );
+		VectorAdd( temp, vec1, temp );
+		VectorSubtract( temp, vec2, temp );
+		VectorCopy( temp, tess.xyz[tess.numVertexes] );
+		tess.texCoords[tess.numVertexes][0][0] = 0;
+		tess.texCoords[tess.numVertexes][0][1] = 1;
+		tess.vertexColors[tess.numVertexes][0] = 255;
+		tess.vertexColors[tess.numVertexes][1] = 255;
+		tess.vertexColors[tess.numVertexes][2] = 255;
+		tess.numVertexes++;
+
+		VectorCopy( origin, temp );
+		VectorAdd( temp, vec1, temp );
+		VectorAdd( temp, vec2, temp );
+		VectorCopy( temp, tess.xyz[tess.numVertexes] );
+		tess.texCoords[tess.numVertexes][0][0] = 1;
+		tess.texCoords[tess.numVertexes][0][1] = 1;
+		tess.vertexColors[tess.numVertexes][0] = 255;
+		tess.vertexColors[tess.numVertexes][1] = 255;
+		tess.vertexColors[tess.numVertexes][2] = 255;
+		tess.numVertexes++;
+
+		VectorCopy( origin, temp );
+		VectorSubtract( temp, vec1, temp );
+		VectorAdd( temp, vec2, temp );
+		VectorCopy( temp, tess.xyz[tess.numVertexes] );
+		tess.texCoords[tess.numVertexes][0][0] = 1;
+		tess.texCoords[tess.numVertexes][0][1] = 0;
+		tess.vertexColors[tess.numVertexes][0] = 255;
+		tess.vertexColors[tess.numVertexes][1] = 255;
+		tess.vertexColors[tess.numVertexes][2] = 255;
+		tess.numVertexes++;
+
+		tess.indexes[tess.numIndexes++] = 0;
+		tess.indexes[tess.numIndexes++] = 1;
+		tess.indexes[tess.numIndexes++] = 2;
+		tess.indexes[tess.numIndexes++] = 0;
+		tess.indexes[tess.numIndexes++] = 2;
+		tess.indexes[tess.numIndexes++] = 3;
+
+	RB_EndSurface();
+
+	// back to normal depth range
+	qglDepthRange( 0.0, 1.0 );
+}
+
+
+
+
+/*
+================
+RB_StageIteratorSky
+
+All of the visible sky triangles are in tess
+
+Other things could be stuck in here, like birds in the sky, etc
+================
+*/
+void RB_StageIteratorSky( void ) {
+	if ( r_fastsky->integer ) {
+		return;
+	}
+
+	// go through all the polygons and project them onto
+	// the sky box to see which blocks on each side need
+	// to be drawn
+	RB_ClipSkyPolygons( &tess );
+
+	// r_showsky will let all the sky blocks be drawn in
+	// front of everything to allow developers to see how
+	// much sky is getting sucked in
+	if ( r_showsky->integer ) {
+		qglDepthRange( 0.0, 0.0 );
+	} else {
+		qglDepthRange( 1.0, 1.0 );
+	}
+
+	// draw the outer skybox
+	if ( tess.shader->sky.outerbox[0] && tess.shader->sky.outerbox[0] != tr.defaultImage ) {
+		qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight );
+		
+		qglPushMatrix ();
+		GL_State( 0 );
+		qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]);
+
+		DrawSkyBox( tess.shader );
+
+		qglPopMatrix();
+	}
+
+	// generate the vertexes for all the clouds, which will be drawn
+	// by the generic shader routine
+	R_BuildCloudData( &tess );
+
+	RB_StageIteratorGeneric();
+
+	// draw the inner skybox
+
+
+	// back to normal depth range
+	qglDepthRange( 0.0, 1.0 );
+
+	// note that sky was drawn so we will draw a sun later
+	backEnd.skyRenderedThisView = qtrue;
+}
+
diff --git a/src/renderer/tr_surface.c b/src/renderer/tr_surface.c
new file mode 100644
index 0000000..f14501f
--- /dev/null
+++ b/src/renderer/tr_surface.c
@@ -0,0 +1,1249 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+// tr_surf.c
+#include "tr_local.h"
+#if idppc_altivec && !defined(MACOS_X)
+#include <altivec.h>
+#endif
+
+/*
+
+  THIS ENTIRE FILE IS BACK END
+
+backEnd.currentEntity will be valid.
+
+Tess_Begin has already been called for the surface's shader.
+
+The modelview matrix will be set.
+
+It is safe to actually issue drawing commands here if you don't want to
+use the shader system.
+*/
+
+
+//============================================================================
+
+
+/*
+==============
+RB_CheckOverflow
+==============
+*/
+void RB_CheckOverflow( int verts, int indexes ) {
+	if (tess.numVertexes + verts < SHADER_MAX_VERTEXES
+		&& tess.numIndexes + indexes < SHADER_MAX_INDEXES) {
+		return;
+	}
+
+	RB_EndSurface();
+
+	if ( verts >= SHADER_MAX_VERTEXES ) {
+		ri.Error(ERR_DROP, "RB_CheckOverflow: verts > MAX (%d > %d)", verts, SHADER_MAX_VERTEXES );
+	}
+	if ( indexes >= SHADER_MAX_INDEXES ) {
+		ri.Error(ERR_DROP, "RB_CheckOverflow: indices > MAX (%d > %d)", indexes, SHADER_MAX_INDEXES );
+	}
+
+	RB_BeginSurface(tess.shader, tess.fogNum );
+}
+
+
+/*
+==============
+RB_AddQuadStampExt
+==============
+*/
+void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, byte *color, float s1, float t1, float s2, float t2 ) {
+	vec3_t		normal;
+	int			ndx;
+
+	RB_CHECKOVERFLOW( 4, 6 );
+
+	ndx = tess.numVertexes;
+
+	// triangle indexes for a simple quad
+	tess.indexes[ tess.numIndexes ] = ndx;
+	tess.indexes[ tess.numIndexes + 1 ] = ndx + 1;
+	tess.indexes[ tess.numIndexes + 2 ] = ndx + 3;
+
+	tess.indexes[ tess.numIndexes + 3 ] = ndx + 3;
+	tess.indexes[ tess.numIndexes + 4 ] = ndx + 1;
+	tess.indexes[ tess.numIndexes + 5 ] = ndx + 2;
+
+	tess.xyz[ndx][0] = origin[0] + left[0] + up[0];
+	tess.xyz[ndx][1] = origin[1] + left[1] + up[1];
+	tess.xyz[ndx][2] = origin[2] + left[2] + up[2];
+
+	tess.xyz[ndx+1][0] = origin[0] - left[0] + up[0];
+	tess.xyz[ndx+1][1] = origin[1] - left[1] + up[1];
+	tess.xyz[ndx+1][2] = origin[2] - left[2] + up[2];
+
+	tess.xyz[ndx+2][0] = origin[0] - left[0] - up[0];
+	tess.xyz[ndx+2][1] = origin[1] - left[1] - up[1];
+	tess.xyz[ndx+2][2] = origin[2] - left[2] - up[2];
+
+	tess.xyz[ndx+3][0] = origin[0] + left[0] - up[0];
+	tess.xyz[ndx+3][1] = origin[1] + left[1] - up[1];
+	tess.xyz[ndx+3][2] = origin[2] + left[2] - up[2];
+
+
+	// constant normal all the way around
+	VectorSubtract( vec3_origin, backEnd.viewParms.or.axis[0], normal );
+
+	tess.normal[ndx][0] = tess.normal[ndx+1][0] = tess.normal[ndx+2][0] = tess.normal[ndx+3][0] = normal[0];
+	tess.normal[ndx][1] = tess.normal[ndx+1][1] = tess.normal[ndx+2][1] = tess.normal[ndx+3][1] = normal[1];
+	tess.normal[ndx][2] = tess.normal[ndx+1][2] = tess.normal[ndx+2][2] = tess.normal[ndx+3][2] = normal[2];
+	
+	// standard square texture coordinates
+	tess.texCoords[ndx][0][0] = tess.texCoords[ndx][1][0] = s1;
+	tess.texCoords[ndx][0][1] = tess.texCoords[ndx][1][1] = t1;
+
+	tess.texCoords[ndx+1][0][0] = tess.texCoords[ndx+1][1][0] = s2;
+	tess.texCoords[ndx+1][0][1] = tess.texCoords[ndx+1][1][1] = t1;
+
+	tess.texCoords[ndx+2][0][0] = tess.texCoords[ndx+2][1][0] = s2;
+	tess.texCoords[ndx+2][0][1] = tess.texCoords[ndx+2][1][1] = t2;
+
+	tess.texCoords[ndx+3][0][0] = tess.texCoords[ndx+3][1][0] = s1;
+	tess.texCoords[ndx+3][0][1] = tess.texCoords[ndx+3][1][1] = t2;
+
+	// constant color all the way around
+	// should this be identity and let the shader specify from entity?
+	* ( unsigned int * ) &tess.vertexColors[ndx] = 
+	* ( unsigned int * ) &tess.vertexColors[ndx+1] = 
+	* ( unsigned int * ) &tess.vertexColors[ndx+2] = 
+	* ( unsigned int * ) &tess.vertexColors[ndx+3] = 
+		* ( unsigned int * )color;
+
+
+	tess.numVertexes += 4;
+	tess.numIndexes += 6;
+}
+
+/*
+==============
+RB_AddQuadStamp
+==============
+*/
+void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, byte *color ) {
+	RB_AddQuadStampExt( origin, left, up, color, 0, 0, 1, 1 );
+}
+
+/*
+==============
+RB_SurfaceSprite
+==============
+*/
+static void RB_SurfaceSprite( void ) {
+	vec3_t		left, up;
+	float		radius;
+
+	// calculate the xyz locations for the four corners
+	radius = backEnd.currentEntity->e.radius;
+	if ( backEnd.currentEntity->e.rotation == 0 ) {
+		VectorScale( backEnd.viewParms.or.axis[1], radius, left );
+		VectorScale( backEnd.viewParms.or.axis[2], radius, up );
+	} else {
+		float	s, c;
+		float	ang;
+		
+		ang = M_PI * backEnd.currentEntity->e.rotation / 180;
+		s = sin( ang );
+		c = cos( ang );
+
+		VectorScale( backEnd.viewParms.or.axis[1], c * radius, left );
+		VectorMA( left, -s * radius, backEnd.viewParms.or.axis[2], left );
+
+		VectorScale( backEnd.viewParms.or.axis[2], c * radius, up );
+		VectorMA( up, s * radius, backEnd.viewParms.or.axis[1], up );
+	}
+	if ( backEnd.viewParms.isMirror ) {
+		VectorSubtract( vec3_origin, left, left );
+	}
+
+	RB_AddQuadStamp( backEnd.currentEntity->e.origin, left, up, backEnd.currentEntity->e.shaderRGBA );
+}
+
+
+/*
+=============
+RB_SurfacePolychain
+=============
+*/
+static void RB_SurfacePolychain( srfPoly_t *p ) {
+	int		i;
+	int		numv;
+
+	RB_CHECKOVERFLOW( p->numVerts, 3*(p->numVerts - 2) );
+
+	// fan triangles into the tess array
+	numv = tess.numVertexes;
+	for ( i = 0; i < p->numVerts; i++ ) {
+		VectorCopy( p->verts[i].xyz, tess.xyz[numv] );
+		tess.texCoords[numv][0][0] = p->verts[i].st[0];
+		tess.texCoords[numv][0][1] = p->verts[i].st[1];
+		*(int *)&tess.vertexColors[numv] = *(int *)p->verts[ i ].modulate;
+
+		numv++;
+	}
+
+	// generate fan indexes into the tess array
+	for ( i = 0; i < p->numVerts-2; i++ ) {
+		tess.indexes[tess.numIndexes + 0] = tess.numVertexes;
+		tess.indexes[tess.numIndexes + 1] = tess.numVertexes + i + 1;
+		tess.indexes[tess.numIndexes + 2] = tess.numVertexes + i + 2;
+		tess.numIndexes += 3;
+	}
+
+	tess.numVertexes = numv;
+}
+
+
+/*
+=============
+RB_SurfaceTriangles
+=============
+*/
+static void RB_SurfaceTriangles( srfTriangles_t *srf ) {
+	int			i;
+	drawVert_t	*dv;
+	float		*xyz, *normal, *texCoords;
+	byte		*color;
+	int			dlightBits;
+	qboolean	needsNormal;
+
+	dlightBits = srf->dlightBits[backEnd.smpFrame];
+	tess.dlightBits |= dlightBits;
+
+	RB_CHECKOVERFLOW( srf->numVerts, srf->numIndexes );
+
+	for ( i = 0 ; i < srf->numIndexes ; i += 3 ) {
+		tess.indexes[ tess.numIndexes + i + 0 ] = tess.numVertexes + srf->indexes[ i + 0 ];
+		tess.indexes[ tess.numIndexes + i + 1 ] = tess.numVertexes + srf->indexes[ i + 1 ];
+		tess.indexes[ tess.numIndexes + i + 2 ] = tess.numVertexes + srf->indexes[ i + 2 ];
+	}
+	tess.numIndexes += srf->numIndexes;
+
+	dv = srf->verts;
+	xyz = tess.xyz[ tess.numVertexes ];
+	normal = tess.normal[ tess.numVertexes ];
+	texCoords = tess.texCoords[ tess.numVertexes ][0];
+	color = tess.vertexColors[ tess.numVertexes ];
+	needsNormal = tess.shader->needsNormal;
+
+	for ( i = 0 ; i < srf->numVerts ; i++, dv++, xyz += 4, normal += 4, texCoords += 4, color += 4 ) {
+		xyz[0] = dv->xyz[0];
+		xyz[1] = dv->xyz[1];
+		xyz[2] = dv->xyz[2];
+
+		if ( needsNormal ) {
+			normal[0] = dv->normal[0];
+			normal[1] = dv->normal[1];
+			normal[2] = dv->normal[2];
+		}
+
+		texCoords[0] = dv->st[0];
+		texCoords[1] = dv->st[1];
+
+		texCoords[2] = dv->lightmap[0];
+		texCoords[3] = dv->lightmap[1];
+
+		*(int *)color = *(int *)dv->color;
+	}
+
+	for ( i = 0 ; i < srf->numVerts ; i++ ) {
+		tess.vertexDlightBits[ tess.numVertexes + i] = dlightBits;
+	}
+
+	tess.numVertexes += srf->numVerts;
+}
+
+
+
+/*
+==============
+RB_SurfaceBeam
+==============
+*/
+static void RB_SurfaceBeam( void )
+{
+#define NUM_BEAM_SEGS 6
+	refEntity_t *e;
+	int	i;
+	vec3_t perpvec;
+	vec3_t direction, normalized_direction;
+	vec3_t	start_points[NUM_BEAM_SEGS], end_points[NUM_BEAM_SEGS];
+	vec3_t oldorigin, origin;
+
+	e = &backEnd.currentEntity->e;
+
+	oldorigin[0] = e->oldorigin[0];
+	oldorigin[1] = e->oldorigin[1];
+	oldorigin[2] = e->oldorigin[2];
+
+	origin[0] = e->origin[0];
+	origin[1] = e->origin[1];
+	origin[2] = e->origin[2];
+
+	normalized_direction[0] = direction[0] = oldorigin[0] - origin[0];
+	normalized_direction[1] = direction[1] = oldorigin[1] - origin[1];
+	normalized_direction[2] = direction[2] = oldorigin[2] - origin[2];
+
+	if ( VectorNormalize( normalized_direction ) == 0 )
+		return;
+
+	PerpendicularVector( perpvec, normalized_direction );
+
+	VectorScale( perpvec, 4, perpvec );
+
+	for ( i = 0; i < NUM_BEAM_SEGS ; i++ )
+	{
+		RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i );
+//		VectorAdd( start_points[i], origin, start_points[i] );
+		VectorAdd( start_points[i], direction, end_points[i] );
+	}
+
+	GL_Bind( tr.whiteImage );
+
+	GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
+
+	qglColor3f( 1, 0, 0 );
+
+	qglBegin( GL_TRIANGLE_STRIP );
+	for ( i = 0; i <= NUM_BEAM_SEGS; i++ ) {
+		qglVertex3fv( start_points[ i % NUM_BEAM_SEGS] );
+		qglVertex3fv( end_points[ i % NUM_BEAM_SEGS] );
+	}
+	qglEnd();
+}
+
+//================================================================================
+
+static void DoRailCore( const vec3_t start, const vec3_t end, const vec3_t up, float len, float spanWidth )
+{
+	float		spanWidth2;
+	int			vbase;
+	float		t = len / 256.0f;
+
+	vbase = tess.numVertexes;
+
+	spanWidth2 = -spanWidth;
+
+	// FIXME: use quad stamp?
+	VectorMA( start, spanWidth, up, tess.xyz[tess.numVertexes] );
+	tess.texCoords[tess.numVertexes][0][0] = 0;
+	tess.texCoords[tess.numVertexes][0][1] = 0;
+	tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 0.25;
+	tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 0.25;
+	tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 0.25;
+	tess.numVertexes++;
+
+	VectorMA( start, spanWidth2, up, tess.xyz[tess.numVertexes] );
+	tess.texCoords[tess.numVertexes][0][0] = 0;
+	tess.texCoords[tess.numVertexes][0][1] = 1;
+	tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
+	tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
+	tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
+	tess.numVertexes++;
+
+	VectorMA( end, spanWidth, up, tess.xyz[tess.numVertexes] );
+
+	tess.texCoords[tess.numVertexes][0][0] = t;
+	tess.texCoords[tess.numVertexes][0][1] = 0;
+	tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
+	tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
+	tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
+	tess.numVertexes++;
+
+	VectorMA( end, spanWidth2, up, tess.xyz[tess.numVertexes] );
+	tess.texCoords[tess.numVertexes][0][0] = t;
+	tess.texCoords[tess.numVertexes][0][1] = 1;
+	tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
+	tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
+	tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
+	tess.numVertexes++;
+
+	tess.indexes[tess.numIndexes++] = vbase;
+	tess.indexes[tess.numIndexes++] = vbase + 1;
+	tess.indexes[tess.numIndexes++] = vbase + 2;
+
+	tess.indexes[tess.numIndexes++] = vbase + 2;
+	tess.indexes[tess.numIndexes++] = vbase + 1;
+	tess.indexes[tess.numIndexes++] = vbase + 3;
+}
+
+static void DoRailDiscs( int numSegs, const vec3_t start, const vec3_t dir, const vec3_t right, const vec3_t up )
+{
+	int i;
+	vec3_t	pos[4];
+	vec3_t	v;
+	int		spanWidth = r_railWidth->integer;
+	float c, s;
+	float		scale;
+
+	if ( numSegs > 1 )
+		numSegs--;
+	if ( !numSegs )
+		return;
+
+	scale = 0.25;
+
+	for ( i = 0; i < 4; i++ )
+	{
+		c = cos( DEG2RAD( 45 + i * 90 ) );
+		s = sin( DEG2RAD( 45 + i * 90 ) );
+		v[0] = ( right[0] * c + up[0] * s ) * scale * spanWidth;
+		v[1] = ( right[1] * c + up[1] * s ) * scale * spanWidth;
+		v[2] = ( right[2] * c + up[2] * s ) * scale * spanWidth;
+		VectorAdd( start, v, pos[i] );
+
+		if ( numSegs > 1 )
+		{
+			// offset by 1 segment if we're doing a long distance shot
+			VectorAdd( pos[i], dir, pos[i] );
+		}
+	}
+
+	for ( i = 0; i < numSegs; i++ )
+	{
+		int j;
+
+		RB_CHECKOVERFLOW( 4, 6 );
+
+		for ( j = 0; j < 4; j++ )
+		{
+			VectorCopy( pos[j], tess.xyz[tess.numVertexes] );
+			tess.texCoords[tess.numVertexes][0][0] = ( j < 2 );
+			tess.texCoords[tess.numVertexes][0][1] = ( j && j != 3 );
+			tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];
+			tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];
+			tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];
+			tess.numVertexes++;
+
+			VectorAdd( pos[j], dir, pos[j] );
+		}
+
+		tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 0;
+		tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 1;
+		tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 3;
+		tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 3;
+		tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 1;
+		tess.indexes[tess.numIndexes++] = tess.numVertexes - 4 + 2;
+	}
+}
+
+/*
+** RB_SurfaceRailRinges
+*/
+static void RB_SurfaceRailRings( void ) {
+	refEntity_t *e;
+	int			numSegs;
+	int			len;
+	vec3_t		vec;
+	vec3_t		right, up;
+	vec3_t		start, end;
+
+	e = &backEnd.currentEntity->e;
+
+	VectorCopy( e->oldorigin, start );
+	VectorCopy( e->origin, end );
+
+	// compute variables
+	VectorSubtract( end, start, vec );
+	len = VectorNormalize( vec );
+	MakeNormalVectors( vec, right, up );
+	numSegs = ( len ) / r_railSegmentLength->value;
+	if ( numSegs <= 0 ) {
+		numSegs = 1;
+	}
+
+	VectorScale( vec, r_railSegmentLength->value, vec );
+
+	DoRailDiscs( numSegs, start, vec, right, up );
+}
+
+/*
+** RB_SurfaceRailCore
+*/
+static void RB_SurfaceRailCore( void ) {
+	refEntity_t *e;
+	int			len;
+	vec3_t		right;
+	vec3_t		vec;
+	vec3_t		start, end;
+	vec3_t		v1, v2;
+
+	e = &backEnd.currentEntity->e;
+
+	VectorCopy( e->oldorigin, start );
+	VectorCopy( e->origin, end );
+
+	VectorSubtract( end, start, vec );
+	len = VectorNormalize( vec );
+
+	// compute side vector
+	VectorSubtract( start, backEnd.viewParms.or.origin, v1 );
+	VectorNormalize( v1 );
+	VectorSubtract( end, backEnd.viewParms.or.origin, v2 );
+	VectorNormalize( v2 );
+	CrossProduct( v1, v2, right );
+	VectorNormalize( right );
+
+	DoRailCore( start, end, right, len, r_railCoreWidth->integer );
+}
+
+/*
+** RB_SurfaceLightningBolt
+*/
+static void RB_SurfaceLightningBolt( void ) {
+	refEntity_t *e;
+	int			len;
+	vec3_t		right;
+	vec3_t		vec;
+	vec3_t		start, end;
+	vec3_t		v1, v2;
+	int			i;
+
+	e = &backEnd.currentEntity->e;
+
+	VectorCopy( e->oldorigin, end );
+	VectorCopy( e->origin, start );
+
+	// compute variables
+	VectorSubtract( end, start, vec );
+	len = VectorNormalize( vec );
+
+	// compute side vector
+	VectorSubtract( start, backEnd.viewParms.or.origin, v1 );
+	VectorNormalize( v1 );
+	VectorSubtract( end, backEnd.viewParms.or.origin, v2 );
+	VectorNormalize( v2 );
+	CrossProduct( v1, v2, right );
+	VectorNormalize( right );
+
+	for ( i = 0 ; i < 4 ; i++ ) {
+		vec3_t	temp;
+
+		DoRailCore( start, end, right, len, 8 );
+		RotatePointAroundVector( temp, vec, right, 45 );
+		VectorCopy( temp, right );
+	}
+}
+
+/*
+** VectorArrayNormalize
+*
+* The inputs to this routing seem to always be close to length = 1.0 (about 0.6 to 2.0)
+* This means that we don't have to worry about zero length or enormously long vectors.
+*/
+static void VectorArrayNormalize(vec4_t *normals, unsigned int count)
+{
+//    assert(count);
+        
+#if idppc
+    {
+        register float half = 0.5;
+        register float one  = 1.0;
+        float *components = (float *)normals;
+        
+        // Vanilla PPC code, but since PPC has a reciprocal square root estimate instruction,
+        // runs *much* faster than calling sqrt().  We'll use a single Newton-Raphson
+        // refinement step to get a little more precision.  This seems to yeild results
+        // that are correct to 3 decimal places and usually correct to at least 4 (sometimes 5).
+        // (That is, for the given input range of about 0.6 to 2.0).
+        do {
+            float x, y, z;
+            float B, y0, y1;
+            
+            x = components[0];
+            y = components[1];
+            z = components[2];
+            components += 4;
+            B = x*x + y*y + z*z;
+
+#ifdef __GNUC__            
+            asm("frsqrte %0,%1" : "=f" (y0) : "f" (B));
+#else
+			y0 = __frsqrte(B);
+#endif
+            y1 = y0 + half*y0*(one - B*y0*y0);
+
+            x = x * y1;
+            y = y * y1;
+            components[-4] = x;
+            z = z * y1;
+            components[-3] = y;
+            components[-2] = z;
+        } while(count--);
+    }
+#else // No assembly version for this architecture, or C_ONLY defined
+	// given the input, it's safe to call VectorNormalizeFast
+    while (count--) {
+        VectorNormalizeFast(normals[0]);
+        normals++;
+    }
+#endif
+
+}
+
+
+
+/*
+** LerpMeshVertexes
+*/
+#if idppc_altivec
+static void LerpMeshVertexes_altivec(md3Surface_t *surf, float backlerp)
+{
+	short	*oldXyz, *newXyz, *oldNormals, *newNormals;
+	float	*outXyz, *outNormal;
+	float	oldXyzScale QALIGN(16);
+	float   newXyzScale QALIGN(16);
+	float	oldNormalScale QALIGN(16);
+	float newNormalScale QALIGN(16);
+	int		vertNum;
+	unsigned lat, lng;
+	int		numVerts;
+
+	outXyz = tess.xyz[tess.numVertexes];
+	outNormal = tess.normal[tess.numVertexes];
+
+	newXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
+		+ (backEnd.currentEntity->e.frame * surf->numVerts * 4);
+	newNormals = newXyz + 3;
+
+	newXyzScale = MD3_XYZ_SCALE * (1.0 - backlerp);
+	newNormalScale = 1.0 - backlerp;
+
+	numVerts = surf->numVerts;
+
+	if ( backlerp == 0 ) {
+		vector signed short newNormalsVec0;
+		vector signed short newNormalsVec1;
+		vector signed int newNormalsIntVec;
+		vector float newNormalsFloatVec;
+		vector float newXyzScaleVec;
+		vector unsigned char newNormalsLoadPermute;
+		vector unsigned char newNormalsStorePermute;
+		vector float zero;
+		
+		newNormalsStorePermute = vec_lvsl(0,(float *)&newXyzScaleVec);
+		newXyzScaleVec = *(vector float *)&newXyzScale;
+		newXyzScaleVec = vec_perm(newXyzScaleVec,newXyzScaleVec,newNormalsStorePermute);
+		newXyzScaleVec = vec_splat(newXyzScaleVec,0);		
+		newNormalsLoadPermute = vec_lvsl(0,newXyz);
+		newNormalsStorePermute = vec_lvsr(0,outXyz);
+		zero = (vector float)vec_splat_s8(0);
+		//
+		// just copy the vertexes
+		//
+		for (vertNum=0 ; vertNum < numVerts ; vertNum++,
+			newXyz += 4, newNormals += 4,
+			outXyz += 4, outNormal += 4) 
+		{
+			newNormalsLoadPermute = vec_lvsl(0,newXyz);
+			newNormalsStorePermute = vec_lvsr(0,outXyz);
+			newNormalsVec0 = vec_ld(0,newXyz);
+			newNormalsVec1 = vec_ld(16,newXyz);
+			newNormalsVec0 = vec_perm(newNormalsVec0,newNormalsVec1,newNormalsLoadPermute);
+			newNormalsIntVec = vec_unpackh(newNormalsVec0);
+			newNormalsFloatVec = vec_ctf(newNormalsIntVec,0);
+			newNormalsFloatVec = vec_madd(newNormalsFloatVec,newXyzScaleVec,zero);
+			newNormalsFloatVec = vec_perm(newNormalsFloatVec,newNormalsFloatVec,newNormalsStorePermute);
+			//outXyz[0] = newXyz[0] * newXyzScale;
+			//outXyz[1] = newXyz[1] * newXyzScale;
+			//outXyz[2] = newXyz[2] * newXyzScale;
+
+			lat = ( newNormals[0] >> 8 ) & 0xff;
+			lng = ( newNormals[0] & 0xff );
+			lat *= (FUNCTABLE_SIZE/256);
+			lng *= (FUNCTABLE_SIZE/256);
+
+			// decode X as cos( lat ) * sin( long )
+			// decode Y as sin( lat ) * sin( long )
+			// decode Z as cos( long )
+
+			outNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
+			outNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
+			outNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
+
+			vec_ste(newNormalsFloatVec,0,outXyz);
+			vec_ste(newNormalsFloatVec,4,outXyz);
+			vec_ste(newNormalsFloatVec,8,outXyz);
+		}
+	} else {
+		//
+		// interpolate and copy the vertex and normal
+		//
+		oldXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
+			+ (backEnd.currentEntity->e.oldframe * surf->numVerts * 4);
+		oldNormals = oldXyz + 3;
+
+		oldXyzScale = MD3_XYZ_SCALE * backlerp;
+		oldNormalScale = backlerp;
+
+		for (vertNum=0 ; vertNum < numVerts ; vertNum++,
+			oldXyz += 4, newXyz += 4, oldNormals += 4, newNormals += 4,
+			outXyz += 4, outNormal += 4) 
+		{
+			vec3_t uncompressedOldNormal, uncompressedNewNormal;
+
+			// interpolate the xyz
+			outXyz[0] = oldXyz[0] * oldXyzScale + newXyz[0] * newXyzScale;
+			outXyz[1] = oldXyz[1] * oldXyzScale + newXyz[1] * newXyzScale;
+			outXyz[2] = oldXyz[2] * oldXyzScale + newXyz[2] * newXyzScale;
+
+			// FIXME: interpolate lat/long instead?
+			lat = ( newNormals[0] >> 8 ) & 0xff;
+			lng = ( newNormals[0] & 0xff );
+			lat *= 4;
+			lng *= 4;
+			uncompressedNewNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
+			uncompressedNewNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
+			uncompressedNewNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
+
+			lat = ( oldNormals[0] >> 8 ) & 0xff;
+			lng = ( oldNormals[0] & 0xff );
+			lat *= 4;
+			lng *= 4;
+
+			uncompressedOldNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
+			uncompressedOldNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
+			uncompressedOldNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
+
+			outNormal[0] = uncompressedOldNormal[0] * oldNormalScale + uncompressedNewNormal[0] * newNormalScale;
+			outNormal[1] = uncompressedOldNormal[1] * oldNormalScale + uncompressedNewNormal[1] * newNormalScale;
+			outNormal[2] = uncompressedOldNormal[2] * oldNormalScale + uncompressedNewNormal[2] * newNormalScale;
+
+//			VectorNormalize (outNormal);
+		}
+    	VectorArrayNormalize((vec4_t *)tess.normal[tess.numVertexes], numVerts);
+   	}
+}
+#endif
+
+static void LerpMeshVertexes_scalar(md3Surface_t *surf, float backlerp)
+{
+	short	*oldXyz, *newXyz, *oldNormals, *newNormals;
+	float	*outXyz, *outNormal;
+	float	oldXyzScale, newXyzScale;
+	float	oldNormalScale, newNormalScale;
+	int		vertNum;
+	unsigned lat, lng;
+	int		numVerts;
+
+	outXyz = tess.xyz[tess.numVertexes];
+	outNormal = tess.normal[tess.numVertexes];
+
+	newXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
+		+ (backEnd.currentEntity->e.frame * surf->numVerts * 4);
+	newNormals = newXyz + 3;
+
+	newXyzScale = MD3_XYZ_SCALE * (1.0 - backlerp);
+	newNormalScale = 1.0 - backlerp;
+
+	numVerts = surf->numVerts;
+
+	if ( backlerp == 0 ) {
+		//
+		// just copy the vertexes
+		//
+		for (vertNum=0 ; vertNum < numVerts ; vertNum++,
+			newXyz += 4, newNormals += 4,
+			outXyz += 4, outNormal += 4) 
+		{
+
+			outXyz[0] = newXyz[0] * newXyzScale;
+			outXyz[1] = newXyz[1] * newXyzScale;
+			outXyz[2] = newXyz[2] * newXyzScale;
+
+			lat = ( newNormals[0] >> 8 ) & 0xff;
+			lng = ( newNormals[0] & 0xff );
+			lat *= (FUNCTABLE_SIZE/256);
+			lng *= (FUNCTABLE_SIZE/256);
+
+			// decode X as cos( lat ) * sin( long )
+			// decode Y as sin( lat ) * sin( long )
+			// decode Z as cos( long )
+
+			outNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
+			outNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
+			outNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
+		}
+	} else {
+		//
+		// interpolate and copy the vertex and normal
+		//
+		oldXyz = (short *)((byte *)surf + surf->ofsXyzNormals)
+			+ (backEnd.currentEntity->e.oldframe * surf->numVerts * 4);
+		oldNormals = oldXyz + 3;
+
+		oldXyzScale = MD3_XYZ_SCALE * backlerp;
+		oldNormalScale = backlerp;
+
+		for (vertNum=0 ; vertNum < numVerts ; vertNum++,
+			oldXyz += 4, newXyz += 4, oldNormals += 4, newNormals += 4,
+			outXyz += 4, outNormal += 4) 
+		{
+			vec3_t uncompressedOldNormal, uncompressedNewNormal;
+
+			// interpolate the xyz
+			outXyz[0] = oldXyz[0] * oldXyzScale + newXyz[0] * newXyzScale;
+			outXyz[1] = oldXyz[1] * oldXyzScale + newXyz[1] * newXyzScale;
+			outXyz[2] = oldXyz[2] * oldXyzScale + newXyz[2] * newXyzScale;
+
+			// FIXME: interpolate lat/long instead?
+			lat = ( newNormals[0] >> 8 ) & 0xff;
+			lng = ( newNormals[0] & 0xff );
+			lat *= 4;
+			lng *= 4;
+			uncompressedNewNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
+			uncompressedNewNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
+			uncompressedNewNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
+
+			lat = ( oldNormals[0] >> 8 ) & 0xff;
+			lng = ( oldNormals[0] & 0xff );
+			lat *= 4;
+			lng *= 4;
+
+			uncompressedOldNormal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng];
+			uncompressedOldNormal[1] = tr.sinTable[lat] * tr.sinTable[lng];
+			uncompressedOldNormal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK];
+
+			outNormal[0] = uncompressedOldNormal[0] * oldNormalScale + uncompressedNewNormal[0] * newNormalScale;
+			outNormal[1] = uncompressedOldNormal[1] * oldNormalScale + uncompressedNewNormal[1] * newNormalScale;
+			outNormal[2] = uncompressedOldNormal[2] * oldNormalScale + uncompressedNewNormal[2] * newNormalScale;
+
+//			VectorNormalize (outNormal);
+		}
+    	VectorArrayNormalize((vec4_t *)tess.normal[tess.numVertexes], numVerts);
+   	}
+}
+
+static void LerpMeshVertexes(md3Surface_t *surf, float backlerp)
+{
+#if idppc_altivec
+	if (com_altivec->integer) {
+		// must be in a seperate function or G3 systems will crash.
+		LerpMeshVertexes_altivec( surf, backlerp );
+		return;
+	}
+#endif // idppc_altivec
+	LerpMeshVertexes_scalar( surf, backlerp );
+}
+
+
+/*
+=============
+RB_SurfaceMesh
+=============
+*/
+static void RB_SurfaceMesh(md3Surface_t *surface) {
+	int				j;
+	float			backlerp;
+	int				*triangles;
+	float			*texCoords;
+	int				indexes;
+	int				Bob, Doug;
+	int				numVerts;
+
+	if (  backEnd.currentEntity->e.oldframe == backEnd.currentEntity->e.frame ) {
+		backlerp = 0;
+	} else  {
+		backlerp = backEnd.currentEntity->e.backlerp;
+	}
+
+	RB_CHECKOVERFLOW( surface->numVerts, surface->numTriangles*3 );
+
+	LerpMeshVertexes (surface, backlerp);
+
+	triangles = (int *) ((byte *)surface + surface->ofsTriangles);
+	indexes = surface->numTriangles * 3;
+	Bob = tess.numIndexes;
+	Doug = tess.numVertexes;
+	for (j = 0 ; j < indexes ; j++) {
+		tess.indexes[Bob + j] = Doug + triangles[j];
+	}
+	tess.numIndexes += indexes;
+
+	texCoords = (float *) ((byte *)surface + surface->ofsSt);
+
+	numVerts = surface->numVerts;
+	for ( j = 0; j < numVerts; j++ ) {
+		tess.texCoords[Doug + j][0][0] = texCoords[j*2+0];
+		tess.texCoords[Doug + j][0][1] = texCoords[j*2+1];
+		// FIXME: fill in lightmapST for completeness?
+	}
+
+	tess.numVertexes += surface->numVerts;
+
+}
+
+
+/*
+==============
+RB_SurfaceFace
+==============
+*/
+static void RB_SurfaceFace( srfSurfaceFace_t *surf ) {
+	int			i;
+	unsigned	*indices, *tessIndexes;
+	float		*v;
+	float		*normal;
+	int			ndx;
+	int			Bob;
+	int			numPoints;
+	int			dlightBits;
+
+	RB_CHECKOVERFLOW( surf->numPoints, surf->numIndices );
+
+	dlightBits = surf->dlightBits[backEnd.smpFrame];
+	tess.dlightBits |= dlightBits;
+
+	indices = ( unsigned * ) ( ( ( char  * ) surf ) + surf->ofsIndices );
+
+	Bob = tess.numVertexes;
+	tessIndexes = tess.indexes + tess.numIndexes;
+	for ( i = surf->numIndices-1 ; i >= 0  ; i-- ) {
+		tessIndexes[i] = indices[i] + Bob;
+	}
+
+	tess.numIndexes += surf->numIndices;
+
+	v = surf->points[0];
+
+	ndx = tess.numVertexes;
+
+	numPoints = surf->numPoints;
+
+	if ( tess.shader->needsNormal ) {
+		normal = surf->plane.normal;
+		for ( i = 0, ndx = tess.numVertexes; i < numPoints; i++, ndx++ ) {
+			VectorCopy( normal, tess.normal[ndx] );
+		}
+	}
+
+	for ( i = 0, v = surf->points[0], ndx = tess.numVertexes; i < numPoints; i++, v += VERTEXSIZE, ndx++ ) {
+		VectorCopy( v, tess.xyz[ndx]);
+		tess.texCoords[ndx][0][0] = v[3];
+		tess.texCoords[ndx][0][1] = v[4];
+		tess.texCoords[ndx][1][0] = v[5];
+		tess.texCoords[ndx][1][1] = v[6];
+		* ( unsigned int * ) &tess.vertexColors[ndx] = * ( unsigned int * ) &v[7];
+		tess.vertexDlightBits[ndx] = dlightBits;
+	}
+
+
+	tess.numVertexes += surf->numPoints;
+}
+
+
+static float	LodErrorForVolume( vec3_t local, float radius ) {
+	vec3_t		world;
+	float		d;
+
+	// never let it go negative
+	if ( r_lodCurveError->value < 0 ) {
+		return 0;
+	}
+
+	world[0] = local[0] * backEnd.or.axis[0][0] + local[1] * backEnd.or.axis[1][0] + 
+		local[2] * backEnd.or.axis[2][0] + backEnd.or.origin[0];
+	world[1] = local[0] * backEnd.or.axis[0][1] + local[1] * backEnd.or.axis[1][1] + 
+		local[2] * backEnd.or.axis[2][1] + backEnd.or.origin[1];
+	world[2] = local[0] * backEnd.or.axis[0][2] + local[1] * backEnd.or.axis[1][2] + 
+		local[2] * backEnd.or.axis[2][2] + backEnd.or.origin[2];
+
+	VectorSubtract( world, backEnd.viewParms.or.origin, world );
+	d = DotProduct( world, backEnd.viewParms.or.axis[0] );
+
+	if ( d < 0 ) {
+		d = -d;
+	}
+	d -= radius;
+	if ( d < 1 ) {
+		d = 1;
+	}
+
+	return r_lodCurveError->value / d;
+}
+
+/*
+=============
+RB_SurfaceGrid
+
+Just copy the grid of points and triangulate
+=============
+*/
+static void RB_SurfaceGrid( srfGridMesh_t *cv ) {
+	int		i, j;
+	float	*xyz;
+	float	*texCoords;
+	float	*normal;
+	unsigned char *color;
+	drawVert_t	*dv;
+	int		rows, irows, vrows;
+	int		used;
+	int		widthTable[MAX_GRID_SIZE];
+	int		heightTable[MAX_GRID_SIZE];
+	float	lodError;
+	int		lodWidth, lodHeight;
+	int		numVertexes;
+	int		dlightBits;
+	int		*vDlightBits;
+	qboolean	needsNormal;
+
+	dlightBits = cv->dlightBits[backEnd.smpFrame];
+	tess.dlightBits |= dlightBits;
+
+	// determine the allowable discrepance
+	lodError = LodErrorForVolume( cv->lodOrigin, cv->lodRadius );
+
+	// determine which rows and columns of the subdivision
+	// we are actually going to use
+	widthTable[0] = 0;
+	lodWidth = 1;
+	for ( i = 1 ; i < cv->width-1 ; i++ ) {
+		if ( cv->widthLodError[i] <= lodError ) {
+			widthTable[lodWidth] = i;
+			lodWidth++;
+		}
+	}
+	widthTable[lodWidth] = cv->width-1;
+	lodWidth++;
+
+	heightTable[0] = 0;
+	lodHeight = 1;
+	for ( i = 1 ; i < cv->height-1 ; i++ ) {
+		if ( cv->heightLodError[i] <= lodError ) {
+			heightTable[lodHeight] = i;
+			lodHeight++;
+		}
+	}
+	heightTable[lodHeight] = cv->height-1;
+	lodHeight++;
+
+
+	// very large grids may have more points or indexes than can be fit
+	// in the tess structure, so we may have to issue it in multiple passes
+
+	used = 0;
+	rows = 0;
+	while ( used < lodHeight - 1 ) {
+		// see how many rows of both verts and indexes we can add without overflowing
+		do {
+			vrows = ( SHADER_MAX_VERTEXES - tess.numVertexes ) / lodWidth;
+			irows = ( SHADER_MAX_INDEXES - tess.numIndexes ) / ( lodWidth * 6 );
+
+			// if we don't have enough space for at least one strip, flush the buffer
+			if ( vrows < 2 || irows < 1 ) {
+				RB_EndSurface();
+				RB_BeginSurface(tess.shader, tess.fogNum );
+			} else {
+				break;
+			}
+		} while ( 1 );
+		
+		rows = irows;
+		if ( vrows < irows + 1 ) {
+			rows = vrows - 1;
+		}
+		if ( used + rows > lodHeight ) {
+			rows = lodHeight - used;
+		}
+
+		numVertexes = tess.numVertexes;
+
+		xyz = tess.xyz[numVertexes];
+		normal = tess.normal[numVertexes];
+		texCoords = tess.texCoords[numVertexes][0];
+		color = ( unsigned char * ) &tess.vertexColors[numVertexes];
+		vDlightBits = &tess.vertexDlightBits[numVertexes];
+		needsNormal = tess.shader->needsNormal;
+
+		for ( i = 0 ; i < rows ; i++ ) {
+			for ( j = 0 ; j < lodWidth ; j++ ) {
+				dv = cv->verts + heightTable[ used + i ] * cv->width
+					+ widthTable[ j ];
+
+				xyz[0] = dv->xyz[0];
+				xyz[1] = dv->xyz[1];
+				xyz[2] = dv->xyz[2];
+				texCoords[0] = dv->st[0];
+				texCoords[1] = dv->st[1];
+				texCoords[2] = dv->lightmap[0];
+				texCoords[3] = dv->lightmap[1];
+				if ( needsNormal ) {
+					normal[0] = dv->normal[0];
+					normal[1] = dv->normal[1];
+					normal[2] = dv->normal[2];
+				}
+				* ( unsigned int * ) color = * ( unsigned int * ) dv->color;
+				*vDlightBits++ = dlightBits;
+				xyz += 4;
+				normal += 4;
+				texCoords += 4;
+				color += 4;
+			}
+		}
+
+
+		// add the indexes
+		{
+			int		numIndexes;
+			int		w, h;
+
+			h = rows - 1;
+			w = lodWidth - 1;
+			numIndexes = tess.numIndexes;
+			for (i = 0 ; i < h ; i++) {
+				for (j = 0 ; j < w ; j++) {
+					int		v1, v2, v3, v4;
+			
+					// vertex order to be reckognized as tristrips
+					v1 = numVertexes + i*lodWidth + j + 1;
+					v2 = v1 - 1;
+					v3 = v2 + lodWidth;
+					v4 = v3 + 1;
+
+					tess.indexes[numIndexes] = v2;
+					tess.indexes[numIndexes+1] = v3;
+					tess.indexes[numIndexes+2] = v1;
+					
+					tess.indexes[numIndexes+3] = v1;
+					tess.indexes[numIndexes+4] = v3;
+					tess.indexes[numIndexes+5] = v4;
+					numIndexes += 6;
+				}
+			}
+
+			tess.numIndexes = numIndexes;
+		}
+
+		tess.numVertexes += rows * lodWidth;
+
+		used += rows - 1;
+	}
+}
+
+
+/*
+===========================================================================
+
+NULL MODEL
+
+===========================================================================
+*/
+
+/*
+===================
+RB_SurfaceAxis
+
+Draws x/y/z lines from the origin for orientation debugging
+===================
+*/
+static void RB_SurfaceAxis( void ) {
+	GL_Bind( tr.whiteImage );
+	qglLineWidth( 3 );
+	qglBegin( GL_LINES );
+	qglColor3f( 1,0,0 );
+	qglVertex3f( 0,0,0 );
+	qglVertex3f( 16,0,0 );
+	qglColor3f( 0,1,0 );
+	qglVertex3f( 0,0,0 );
+	qglVertex3f( 0,16,0 );
+	qglColor3f( 0,0,1 );
+	qglVertex3f( 0,0,0 );
+	qglVertex3f( 0,0,16 );
+	qglEnd();
+	qglLineWidth( 1 );
+}
+
+//===========================================================================
+
+/*
+====================
+RB_SurfaceEntity
+
+Entities that have a single procedurally generated surface
+====================
+*/
+static void RB_SurfaceEntity( surfaceType_t *surfType ) {
+	switch( backEnd.currentEntity->e.reType ) {
+	case RT_SPRITE:
+		RB_SurfaceSprite();
+		break;
+	case RT_BEAM:
+		RB_SurfaceBeam();
+		break;
+	case RT_RAIL_CORE:
+		RB_SurfaceRailCore();
+		break;
+	case RT_RAIL_RINGS:
+		RB_SurfaceRailRings();
+		break;
+	case RT_LIGHTNING:
+		RB_SurfaceLightningBolt();
+		break;
+	default:
+		RB_SurfaceAxis();
+		break;
+	}
+	return;
+}
+
+static void RB_SurfaceBad( surfaceType_t *surfType ) {
+	ri.Printf( PRINT_ALL, "Bad surface tesselated.\n" );
+}
+
+static void RB_SurfaceFlare(srfFlare_t *surf)
+{
+	if (r_flares->integer)
+		RB_AddFlare(surf, tess.fogNum, surf->origin, surf->color, surf->normal);
+}
+
+static void RB_SurfaceDisplayList( srfDisplayList_t *surf ) {
+	// all apropriate state must be set in RB_BeginSurface
+	// this isn't implemented yet...
+	qglCallList( surf->listNum );
+}
+
+static void RB_SurfaceSkip( void *surf ) {
+}
+
+
+void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])( void *) = {
+	(void(*)(void*))RB_SurfaceBad,			// SF_BAD, 
+	(void(*)(void*))RB_SurfaceSkip,			// SF_SKIP, 
+	(void(*)(void*))RB_SurfaceFace,			// SF_FACE,
+	(void(*)(void*))RB_SurfaceGrid,			// SF_GRID,
+	(void(*)(void*))RB_SurfaceTriangles,		// SF_TRIANGLES,
+	(void(*)(void*))RB_SurfacePolychain,		// SF_POLY,
+	(void(*)(void*))RB_SurfaceMesh,			// SF_MD3,
+	(void(*)(void*))RB_SurfaceAnim,			// SF_MD4,
+#ifdef RAVENMD4
+	(void(*)(void*))RB_MDRSurfaceAnim,		// SF_MDR,
+#endif
+	(void(*)(void*))RB_SurfaceFlare,		// SF_FLARE,
+	(void(*)(void*))RB_SurfaceEntity,		// SF_ENTITY
+	(void(*)(void*))RB_SurfaceDisplayList		// SF_DISPLAY_LIST
+};
diff --git a/src/renderer/tr_types.h b/src/renderer/tr_types.h
new file mode 100644
index 0000000..7932721
--- /dev/null
+++ b/src/renderer/tr_types.h
@@ -0,0 +1,218 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+//
+#ifndef __TR_TYPES_H
+#define __TR_TYPES_H
+
+
+#define	MAX_DLIGHTS		32		// can't be increased, because bit flags are used on surfaces
+#define	MAX_ENTITIES		1023		// can't be increased without changing drawsurf bit packing
+
+// renderfx flags
+#define	RF_MINLIGHT		0x0001		// allways have some light (viewmodel, some items)
+#define	RF_THIRD_PERSON		0x0002		// don't draw through eyes, only mirrors (player bodies, chat sprites)
+#define	RF_FIRST_PERSON		0x0004		// only draw through eyes (view weapon, damage blood blob)
+#define	RF_DEPTHHACK		0x0008		// for view weapon Z crunching
+
+#define RF_CROSSHAIR		0x0010		// This item is a cross hair and will draw over everything similar to
+						// DEPTHHACK in stereo rendering mode, with the difference that the
+						// projection matrix won't be hacked to reduce the stereo separation as
+						// is done for the gun.
+
+#define	RF_NOSHADOW		0x0040		// don't add stencil shadows
+
+#define RF_LIGHTING_ORIGIN	0x0080		// use refEntity->lightingOrigin instead of refEntity->origin
+						// for lighting.  This allows entities to sink into the floor
+						// with their origin going solid, and allows all parts of a
+						// player to get the same lighting
+
+#define	RF_SHADOW_PLANE		0x0100		// use refEntity->shadowPlane
+#define	RF_WRAP_FRAMES		0x0200		// mod the model frames by the maxframes to allow continuous
+
+// refdef flags
+#define RDF_NOWORLDMODEL	0x0001		// used for player configuration screen
+#define RDF_HYPERSPACE		0x0004		// teleportation effect
+
+typedef struct {
+	vec3_t		xyz;
+	float		st[2];
+	byte		modulate[4];
+} polyVert_t;
+
+typedef struct poly_s {
+	qhandle_t			hShader;
+	int					numVerts;
+	polyVert_t			*verts;
+} poly_t;
+
+typedef enum {
+	RT_MODEL,
+	RT_POLY,
+	RT_SPRITE,
+	RT_BEAM,
+	RT_RAIL_CORE,
+	RT_RAIL_RINGS,
+	RT_LIGHTNING,
+	RT_PORTALSURFACE,		// doesn't draw anything, just info for portals
+
+	RT_MAX_REF_ENTITY_TYPE
+} refEntityType_t;
+
+typedef struct {
+	refEntityType_t	reType;
+	int			renderfx;
+
+	qhandle_t	hModel;				// opaque type outside refresh
+
+	// most recent data
+	vec3_t		lightingOrigin;		// so multi-part models can be lit identically (RF_LIGHTING_ORIGIN)
+	float		shadowPlane;		// projection shadows go here, stencils go slightly lower
+
+	vec3_t		axis[3];			// rotation vectors
+	qboolean	nonNormalizedAxes;	// axis are not normalized, i.e. they have scale
+	float		origin[3];			// also used as MODEL_BEAM's "from"
+	int			frame;				// also used as MODEL_BEAM's diameter
+
+	// previous data for frame interpolation
+	float		oldorigin[3];		// also used as MODEL_BEAM's "to"
+	int			oldframe;
+	float		backlerp;			// 0.0 = current, 1.0 = old
+
+	// texturing
+	int			skinNum;			// inline skin index
+	qhandle_t	customSkin;			// NULL for default skin
+	qhandle_t	customShader;		// use one image for the entire thing
+
+	// misc
+	byte		shaderRGBA[4];		// colors used by rgbgen entity shaders
+	float		shaderTexCoord[2];	// texture coordinates used by tcMod entity modifiers
+	float		shaderTime;			// subtracted from refdef time to control effect start times
+
+	// extra sprite information
+	float		radius;
+	float		rotation;
+} refEntity_t;
+
+
+#define	MAX_RENDER_STRINGS			8
+#define	MAX_RENDER_STRING_LENGTH	32
+
+typedef struct {
+	int			x, y, width, height;
+	float		fov_x, fov_y;
+	vec3_t		vieworg;
+	vec3_t		viewaxis[3];		// transformation matrix
+
+	// time in milliseconds for shader effects and other time dependent rendering issues
+	int			time;
+
+	int			rdflags;			// RDF_NOWORLDMODEL, etc
+
+	// 1 bits will prevent the associated area from rendering at all
+	byte		areamask[MAX_MAP_AREA_BYTES];
+
+	// text messages for deform text shaders
+	char		text[MAX_RENDER_STRINGS][MAX_RENDER_STRING_LENGTH];
+} refdef_t;
+
+
+typedef enum {
+	STEREO_CENTER,
+	STEREO_LEFT,
+	STEREO_RIGHT
+} stereoFrame_t;
+
+
+/*
+** glconfig_t
+**
+** Contains variables specific to the OpenGL configuration
+** being run right now.  These are constant once the OpenGL
+** subsystem is initialized.
+*/
+typedef enum {
+	TC_NONE,
+	TC_S3TC,  // this is for the GL_S3_s3tc extension.
+	TC_S3TC_ARB  // this is for the GL_EXT_texture_compression_s3tc extension.
+} textureCompression_t;
+
+typedef enum {
+	GLDRV_ICD,					// driver is integrated with window system
+								// WARNING: there are tests that check for
+								// > GLDRV_ICD for minidriverness, so this
+								// should always be the lowest value in this
+								// enum set
+	GLDRV_STANDALONE,			// driver is a non-3Dfx standalone driver
+	GLDRV_VOODOO				// driver is a 3Dfx standalone driver
+} glDriverType_t;
+
+typedef enum {
+	GLHW_GENERIC,			// where everthing works the way it should
+	GLHW_3DFX_2D3D,			// Voodoo Banshee or Voodoo3, relevant since if this is
+							// the hardware type then there can NOT exist a secondary
+							// display adapter
+	GLHW_RIVA128,			// where you can't interpolate alpha
+	GLHW_RAGEPRO,			// where you can't modulate alpha on alpha textures
+	GLHW_PERMEDIA2			// where you don't have src*dst
+} glHardwareType_t;
+
+typedef struct {
+	char					renderer_string[MAX_STRING_CHARS];
+	char					vendor_string[MAX_STRING_CHARS];
+	char					version_string[MAX_STRING_CHARS];
+	char					extensions_string[BIG_INFO_STRING];
+
+	int						maxTextureSize;			// queried from GL
+	int						numTextureUnits;		// multitexture ability
+
+	int						colorBits, depthBits, stencilBits;
+
+	glDriverType_t			driverType;
+	glHardwareType_t		hardwareType;
+
+	qboolean				deviceSupportsGamma;
+	textureCompression_t	textureCompression;
+	qboolean				textureEnvAddAvailable;
+
+	int						vidWidth, vidHeight;
+	// aspect is the screen's physical width / height, which may be different
+	// than scrWidth / scrHeight if the pixels are non-square
+	// normal screens should be 4/3, but wide aspect monitors may be 16/9
+	float					windowAspect;
+	float					displayAspect;
+
+	int						displayFrequency;
+
+	// synonymous with "does rendering consume the entire screen?", therefore
+	// a Voodoo or Voodoo2 will have this set to TRUE, as will a Win32 ICD that
+	// used CDS.
+	qboolean				isFullscreen;
+	qboolean				stereoEnabled;
+	qboolean				smpActive;		// dual processor
+
+	qboolean				textureFilterAnisotropic;
+	int							maxAnisotropy;
+                
+} glconfig_t;
+
+#endif	// __TR_TYPES_H
diff --git a/src/renderer/tr_world.c b/src/renderer/tr_world.c
new file mode 100644
index 0000000..feebb2e
--- /dev/null
+++ b/src/renderer/tr_world.c
@@ -0,0 +1,670 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+#include "tr_local.h"
+
+
+
+/*
+=================
+R_CullTriSurf
+
+Returns true if the grid is completely culled away.
+Also sets the clipped hint bit in tess
+=================
+*/
+static qboolean	R_CullTriSurf( srfTriangles_t *cv ) {
+	int 	boxCull;
+
+	boxCull = R_CullLocalBox( cv->bounds );
+
+	if ( boxCull == CULL_OUT ) {
+		return qtrue;
+	}
+	return qfalse;
+}
+
+/*
+=================
+R_CullGrid
+
+Returns true if the grid is completely culled away.
+Also sets the clipped hint bit in tess
+=================
+*/
+static qboolean	R_CullGrid( srfGridMesh_t *cv ) {
+	int 	boxCull;
+	int 	sphereCull;
+
+	if ( r_nocurves->integer ) {
+		return qtrue;
+	}
+
+	if ( tr.currentEntityNum != ENTITYNUM_WORLD ) {
+		sphereCull = R_CullLocalPointAndRadius( cv->localOrigin, cv->meshRadius );
+	} else {
+		sphereCull = R_CullPointAndRadius( cv->localOrigin, cv->meshRadius );
+	}
+	boxCull = CULL_OUT;
+	
+	// check for trivial reject
+	if ( sphereCull == CULL_OUT )
+	{
+		tr.pc.c_sphere_cull_patch_out++;
+		return qtrue;
+	}
+	// check bounding box if necessary
+	else if ( sphereCull == CULL_CLIP )
+	{
+		tr.pc.c_sphere_cull_patch_clip++;
+
+		boxCull = R_CullLocalBox( cv->meshBounds );
+
+		if ( boxCull == CULL_OUT ) 
+		{
+			tr.pc.c_box_cull_patch_out++;
+			return qtrue;
+		}
+		else if ( boxCull == CULL_IN )
+		{
+			tr.pc.c_box_cull_patch_in++;
+		}
+		else
+		{
+			tr.pc.c_box_cull_patch_clip++;
+		}
+	}
+	else
+	{
+		tr.pc.c_sphere_cull_patch_in++;
+	}
+
+	return qfalse;
+}
+
+
+/*
+================
+R_CullSurface
+
+Tries to back face cull surfaces before they are lighted or
+added to the sorting list.
+
+This will also allow mirrors on both sides of a model without recursion.
+================
+*/
+static qboolean	R_CullSurface( surfaceType_t *surface, shader_t *shader ) {
+	srfSurfaceFace_t *sface;
+	float			d;
+
+	if ( r_nocull->integer ) {
+		return qfalse;
+	}
+
+	if ( *surface == SF_GRID ) {
+		return R_CullGrid( (srfGridMesh_t *)surface );
+	}
+
+	if ( *surface == SF_TRIANGLES ) {
+		return R_CullTriSurf( (srfTriangles_t *)surface );
+	}
+
+	if ( *surface != SF_FACE ) {
+		return qfalse;
+	}
+
+	if ( shader->cullType == CT_TWO_SIDED ) {
+		return qfalse;
+	}
+
+	// face culling
+	if ( !r_facePlaneCull->integer ) {
+		return qfalse;
+	}
+
+	sface = ( srfSurfaceFace_t * ) surface;
+	d = DotProduct (tr.or.viewOrigin, sface->plane.normal);
+
+	// don't cull exactly on the plane, because there are levels of rounding
+	// through the BSP, ICD, and hardware that may cause pixel gaps if an
+	// epsilon isn't allowed here 
+	if ( shader->cullType == CT_FRONT_SIDED ) {
+		if ( d < sface->plane.dist - 8 ) {
+			return qtrue;
+		}
+	} else {
+		if ( d > sface->plane.dist + 8 ) {
+			return qtrue;
+		}
+	}
+
+	return qfalse;
+}
+
+
+static int R_DlightFace( srfSurfaceFace_t *face, int dlightBits ) {
+	float		d;
+	int			i;
+	dlight_t	*dl;
+
+	for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
+		if ( ! ( dlightBits & ( 1 << i ) ) ) {
+			continue;
+		}
+		dl = &tr.refdef.dlights[i];
+		d = DotProduct( dl->origin, face->plane.normal ) - face->plane.dist;
+		if ( d < -dl->radius || d > dl->radius ) {
+			// dlight doesn't reach the plane
+			dlightBits &= ~( 1 << i );
+		}
+	}
+
+	if ( !dlightBits ) {
+		tr.pc.c_dlightSurfacesCulled++;
+	}
+
+	face->dlightBits[ tr.smpFrame ] = dlightBits;
+	return dlightBits;
+}
+
+static int R_DlightGrid( srfGridMesh_t *grid, int dlightBits ) {
+	int			i;
+	dlight_t	*dl;
+
+	for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
+		if ( ! ( dlightBits & ( 1 << i ) ) ) {
+			continue;
+		}
+		dl = &tr.refdef.dlights[i];
+		if ( dl->origin[0] - dl->radius > grid->meshBounds[1][0]
+			|| dl->origin[0] + dl->radius < grid->meshBounds[0][0]
+			|| dl->origin[1] - dl->radius > grid->meshBounds[1][1]
+			|| dl->origin[1] + dl->radius < grid->meshBounds[0][1]
+			|| dl->origin[2] - dl->radius > grid->meshBounds[1][2]
+			|| dl->origin[2] + dl->radius < grid->meshBounds[0][2] ) {
+			// dlight doesn't reach the bounds
+			dlightBits &= ~( 1 << i );
+		}
+	}
+
+	if ( !dlightBits ) {
+		tr.pc.c_dlightSurfacesCulled++;
+	}
+
+	grid->dlightBits[ tr.smpFrame ] = dlightBits;
+	return dlightBits;
+}
+
+
+static int R_DlightTrisurf( srfTriangles_t *surf, int dlightBits ) {
+	// FIXME: more dlight culling to trisurfs...
+	surf->dlightBits[ tr.smpFrame ] = dlightBits;
+	return dlightBits;
+#if 0
+	int			i;
+	dlight_t	*dl;
+
+	for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
+		if ( ! ( dlightBits & ( 1 << i ) ) ) {
+			continue;
+		}
+		dl = &tr.refdef.dlights[i];
+		if ( dl->origin[0] - dl->radius > grid->meshBounds[1][0]
+			|| dl->origin[0] + dl->radius < grid->meshBounds[0][0]
+			|| dl->origin[1] - dl->radius > grid->meshBounds[1][1]
+			|| dl->origin[1] + dl->radius < grid->meshBounds[0][1]
+			|| dl->origin[2] - dl->radius > grid->meshBounds[1][2]
+			|| dl->origin[2] + dl->radius < grid->meshBounds[0][2] ) {
+			// dlight doesn't reach the bounds
+			dlightBits &= ~( 1 << i );
+		}
+	}
+
+	if ( !dlightBits ) {
+		tr.pc.c_dlightSurfacesCulled++;
+	}
+
+	grid->dlightBits[ tr.smpFrame ] = dlightBits;
+	return dlightBits;
+#endif
+}
+
+/*
+====================
+R_DlightSurface
+
+The given surface is going to be drawn, and it touches a leaf
+that is touched by one or more dlights, so try to throw out
+more dlights if possible.
+====================
+*/
+static int R_DlightSurface( msurface_t *surf, int dlightBits ) {
+	if ( *surf->data == SF_FACE ) {
+		dlightBits = R_DlightFace( (srfSurfaceFace_t *)surf->data, dlightBits );
+	} else if ( *surf->data == SF_GRID ) {
+		dlightBits = R_DlightGrid( (srfGridMesh_t *)surf->data, dlightBits );
+	} else if ( *surf->data == SF_TRIANGLES ) {
+		dlightBits = R_DlightTrisurf( (srfTriangles_t *)surf->data, dlightBits );
+	} else {
+		dlightBits = 0;
+	}
+
+	if ( dlightBits ) {
+		tr.pc.c_dlightSurfaces++;
+	}
+
+	return dlightBits;
+}
+
+
+
+/*
+======================
+R_AddWorldSurface
+======================
+*/
+static void R_AddWorldSurface( msurface_t *surf, int dlightBits ) {
+	if ( surf->viewCount == tr.viewCount ) {
+		return;		// already in this view
+	}
+
+	surf->viewCount = tr.viewCount;
+	// FIXME: bmodel fog?
+
+	// try to cull before dlighting or adding
+	if ( R_CullSurface( surf->data, surf->shader ) ) {
+		return;
+	}
+
+	// check for dlighting
+	if ( dlightBits ) {
+		dlightBits = R_DlightSurface( surf, dlightBits );
+		dlightBits = ( dlightBits != 0 );
+	}
+
+	R_AddDrawSurf( surf->data, surf->shader, surf->fogIndex, dlightBits );
+}
+
+/*
+=============================================================
+
+	BRUSH MODELS
+
+=============================================================
+*/
+
+/*
+=================
+R_AddBrushModelSurfaces
+=================
+*/
+void R_AddBrushModelSurfaces ( trRefEntity_t *ent ) {
+	bmodel_t	*bmodel;
+	int			clip;
+	model_t		*pModel;
+	int			i;
+
+	pModel = R_GetModelByHandle( ent->e.hModel );
+
+	bmodel = pModel->bmodel;
+
+	clip = R_CullLocalBox( bmodel->bounds );
+	if ( clip == CULL_OUT ) {
+		return;
+	}
+	
+	R_SetupEntityLighting( &tr.refdef, ent );
+	R_DlightBmodel( bmodel );
+
+	for ( i = 0 ; i < bmodel->numSurfaces ; i++ ) {
+		R_AddWorldSurface( bmodel->firstSurface + i, tr.currentEntity->needDlights );
+	}
+}
+
+
+/*
+=============================================================
+
+	WORLD MODEL
+
+=============================================================
+*/
+
+
+/*
+================
+R_RecursiveWorldNode
+================
+*/
+static void R_RecursiveWorldNode( mnode_t *node, int planeBits, int dlightBits ) {
+
+	do {
+		int			newDlights[2];
+
+		// if the node wasn't marked as potentially visible, exit
+		if (node->visframe != tr.visCount) {
+			return;
+		}
+
+		// if the bounding volume is outside the frustum, nothing
+		// inside can be visible OPTIMIZE: don't do this all the way to leafs?
+
+		if ( !r_nocull->integer ) {
+			int		r;
+
+			if ( planeBits & 1 ) {
+				r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[0]);
+				if (r == 2) {
+					return;						// culled
+				}
+				if ( r == 1 ) {
+					planeBits &= ~1;			// all descendants will also be in front
+				}
+			}
+
+			if ( planeBits & 2 ) {
+				r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[1]);
+				if (r == 2) {
+					return;						// culled
+				}
+				if ( r == 1 ) {
+					planeBits &= ~2;			// all descendants will also be in front
+				}
+			}
+
+			if ( planeBits & 4 ) {
+				r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[2]);
+				if (r == 2) {
+					return;						// culled
+				}
+				if ( r == 1 ) {
+					planeBits &= ~4;			// all descendants will also be in front
+				}
+			}
+
+			if ( planeBits & 8 ) {
+				r = BoxOnPlaneSide(node->mins, node->maxs, &tr.viewParms.frustum[3]);
+				if (r == 2) {
+					return;						// culled
+				}
+				if ( r == 1 ) {
+					planeBits &= ~8;			// all descendants will also be in front
+				}
+			}
+
+		}
+
+		if ( node->contents != -1 ) {
+			break;
+		}
+
+		// node is just a decision point, so go down both sides
+		// since we don't care about sort orders, just go positive to negative
+
+		// determine which dlights are needed
+		newDlights[0] = 0;
+		newDlights[1] = 0;
+		if ( dlightBits ) {
+			int	i;
+
+			for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
+				dlight_t	*dl;
+				float		dist;
+
+				if ( dlightBits & ( 1 << i ) ) {
+					dl = &tr.refdef.dlights[i];
+					dist = DotProduct( dl->origin, node->plane->normal ) - node->plane->dist;
+					
+					if ( dist > -dl->radius ) {
+						newDlights[0] |= ( 1 << i );
+					}
+					if ( dist < dl->radius ) {
+						newDlights[1] |= ( 1 << i );
+					}
+				}
+			}
+		}
+
+		// recurse down the children, front side first
+		R_RecursiveWorldNode (node->children[0], planeBits, newDlights[0] );
+
+		// tail recurse
+		node = node->children[1];
+		dlightBits = newDlights[1];
+	} while ( 1 );
+
+	{
+		// leaf node, so add mark surfaces
+		int			c;
+		msurface_t	*surf, **mark;
+
+		tr.pc.c_leafs++;
+
+		// add to z buffer bounds
+		if ( node->mins[0] < tr.viewParms.visBounds[0][0] ) {
+			tr.viewParms.visBounds[0][0] = node->mins[0];
+		}
+		if ( node->mins[1] < tr.viewParms.visBounds[0][1] ) {
+			tr.viewParms.visBounds[0][1] = node->mins[1];
+		}
+		if ( node->mins[2] < tr.viewParms.visBounds[0][2] ) {
+			tr.viewParms.visBounds[0][2] = node->mins[2];
+		}
+
+		if ( node->maxs[0] > tr.viewParms.visBounds[1][0] ) {
+			tr.viewParms.visBounds[1][0] = node->maxs[0];
+		}
+		if ( node->maxs[1] > tr.viewParms.visBounds[1][1] ) {
+			tr.viewParms.visBounds[1][1] = node->maxs[1];
+		}
+		if ( node->maxs[2] > tr.viewParms.visBounds[1][2] ) {
+			tr.viewParms.visBounds[1][2] = node->maxs[2];
+		}
+
+		// add the individual surfaces
+		mark = node->firstmarksurface;
+		c = node->nummarksurfaces;
+		while (c--) {
+			// the surface may have already been added if it
+			// spans multiple leafs
+			surf = *mark;
+			R_AddWorldSurface( surf, dlightBits );
+			mark++;
+		}
+	}
+
+}
+
+
+/*
+===============
+R_PointInLeaf
+===============
+*/
+static mnode_t *R_PointInLeaf( const vec3_t p ) {
+	mnode_t		*node;
+	float		d;
+	cplane_t	*plane;
+	
+	if ( !tr.world ) {
+		ri.Error (ERR_DROP, "R_PointInLeaf: bad model");
+	}
+
+	node = tr.world->nodes;
+	while( 1 ) {
+		if (node->contents != -1) {
+			break;
+		}
+		plane = node->plane;
+		d = DotProduct (p,plane->normal) - plane->dist;
+		if (d > 0) {
+			node = node->children[0];
+		} else {
+			node = node->children[1];
+		}
+	}
+	
+	return node;
+}
+
+/*
+==============
+R_ClusterPVS
+==============
+*/
+static const byte *R_ClusterPVS (int cluster) {
+	if (!tr.world || !tr.world->vis || cluster < 0 || cluster >= tr.world->numClusters ) {
+		return tr.world->novis;
+	}
+
+	return tr.world->vis + cluster * tr.world->clusterBytes;
+}
+
+/*
+=================
+R_inPVS
+=================
+*/
+qboolean R_inPVS( const vec3_t p1, const vec3_t p2 ) {
+	mnode_t *leaf;
+	byte	*vis;
+
+	leaf = R_PointInLeaf( p1 );
+	vis = CM_ClusterPVS( leaf->cluster );
+	leaf = R_PointInLeaf( p2 );
+
+	if ( !(vis[leaf->cluster>>3] & (1<<(leaf->cluster&7))) ) {
+		return qfalse;
+	}
+	return qtrue;
+}
+
+/*
+===============
+R_MarkLeaves
+
+Mark the leaves and nodes that are in the PVS for the current
+cluster
+===============
+*/
+static void R_MarkLeaves (void) {
+	const byte	*vis;
+	mnode_t	*leaf, *parent;
+	int		i;
+	int		cluster;
+
+	// lockpvs lets designers walk around to determine the
+	// extent of the current pvs
+	if ( r_lockpvs->integer ) {
+		return;
+	}
+
+	// current viewcluster
+	leaf = R_PointInLeaf( tr.viewParms.pvsOrigin );
+	cluster = leaf->cluster;
+
+	// if the cluster is the same and the area visibility matrix
+	// hasn't changed, we don't need to mark everything again
+
+	// if r_showcluster was just turned on, remark everything 
+	if ( tr.viewCluster == cluster && !tr.refdef.areamaskModified 
+		&& !r_showcluster->modified ) {
+		return;
+	}
+
+	if ( r_showcluster->modified || r_showcluster->integer ) {
+		r_showcluster->modified = qfalse;
+		if ( r_showcluster->integer ) {
+			ri.Printf( PRINT_ALL, "cluster:%i  area:%i\n", cluster, leaf->area );
+		}
+	}
+
+	tr.visCount++;
+	tr.viewCluster = cluster;
+
+	if ( r_novis->integer || tr.viewCluster == -1 ) {
+		for (i=0 ; i<tr.world->numnodes ; i++) {
+			if (tr.world->nodes[i].contents != CONTENTS_SOLID) {
+				tr.world->nodes[i].visframe = tr.visCount;
+			}
+		}
+		return;
+	}
+
+	vis = R_ClusterPVS (tr.viewCluster);
+	
+	for (i=0,leaf=tr.world->nodes ; i<tr.world->numnodes ; i++, leaf++) {
+		cluster = leaf->cluster;
+		if ( cluster < 0 || cluster >= tr.world->numClusters ) {
+			continue;
+		}
+
+		// check general pvs
+		if ( !(vis[cluster>>3] & (1<<(cluster&7))) ) {
+			continue;
+		}
+
+		// check for door connection
+		if ( (tr.refdef.areamask[leaf->area>>3] & (1<<(leaf->area&7)) ) ) {
+			continue;		// not visible
+		}
+
+		parent = leaf;
+		do {
+			if (parent->visframe == tr.visCount)
+				break;
+			parent->visframe = tr.visCount;
+			parent = parent->parent;
+		} while (parent);
+	}
+}
+
+
+/*
+=============
+R_AddWorldSurfaces
+=============
+*/
+void R_AddWorldSurfaces (void) {
+	if ( !r_drawworld->integer ) {
+		return;
+	}
+
+	if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
+		return;
+	}
+
+	tr.currentEntityNum = ENTITYNUM_WORLD;
+	tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
+
+	// determine which leaves are in the PVS / areamask
+	R_MarkLeaves ();
+
+	// clear out the visible min/max
+	ClearBounds( tr.viewParms.visBounds[0], tr.viewParms.visBounds[1] );
+
+	// perform frustum culling and add all the potentially visible surfaces
+	if ( tr.refdef.num_dlights > 32 ) {
+		tr.refdef.num_dlights = 32 ;
+	}
+	R_RecursiveWorldNode( tr.world->nodes, 15, ( 1 << tr.refdef.num_dlights ) - 1 );
+}
-- 
cgit