- for (i = 0;i < backendarrayunits;i++)
- {
- GL_ClientActiveTexture(i);
- GL_BindVBO(0);
- qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
-
- for (i = 0;i < backendunits;i++)
- {
- GL_ActiveTexture(i);
- qglDisable(GL_TEXTURE_1D);CHECKGLERROR
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- if (gl_texture3d)
- {
- qglDisable(GL_TEXTURE_3D);CHECKGLERROR
- }
- if (gl_texturecubemap)
- {
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
- }
- qglMatrixMode(GL_TEXTURE);CHECKGLERROR
- qglLoadIdentity();CHECKGLERROR
- qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
- if (gl_combine.integer)
- {
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
- }
- else
- {
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
- }
- CHECKGLERROR
- }
- CHECKGLERROR
-}
-
-void GL_Backend_ResetState(void)
-{
- memset(&gl_state, 0, sizeof(gl_state));
- gl_state.depthtest = true;
- gl_state.alphatest = false;
- gl_state.blendfunc1 = GL_ONE;
- gl_state.blendfunc2 = GL_ZERO;
- gl_state.blend = false;
- gl_state.depthmask = GL_TRUE;
- gl_state.colormask = 15;
- gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
- gl_state.lockrange_first = 0;
- gl_state.lockrange_count = 0;
- gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
- gl_state.cullfaceenable = true;
- gl_state.polygonoffset[0] = 0;
- gl_state.polygonoffset[1] = 0;
-
- CHECKGLERROR