Create and reuse permanent shaders for Quake 2 world surfaces.
It looks like Quake 2 software renderer allows animation of translucent surfaces, so removed that restriction.
Set correct no-lightmap index during loading, only pass required parts for creating BSP38 shader.
Must use SetNum, not Resize.
Must use SetNum, not Resize.
Build shader infos for Quake 2 world surfaces.
Create Quake 2 world shaders during loading.
Do start/end surface in main draw surfs loop for surfaces that have precreated shaders.
Permanent particle shader.
Special trans Hexen 2 models are always rendered at full brightness.
Invert alpha for special trans to have more traditional blend function.
Draw colur shade in separate step.
Permanent colour shade shader, draw it as separate surface.
Separate colur shell rendering.
Permanent colour shell shader.
Separate handling of colour shade.
Draw colour shade as separate entity.
Use the same translucency flag in Hexen 2 as Quake 2, use fixed alpha value.
Handle translucency state bits and alpha generation in shader engine.
Precreated shaders for sprite models.