+void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
+{
+ double xmax, ymax;
+
+ if (!r_render.integer)
+ return;
+
+ // set up viewpoint
+ qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ // pyramid slopes
+ xmax = zNear * tan(fovx * M_PI / 360.0);
+ ymax = zNear * tan(fovy * M_PI / 360.0);
+ // set view pyramid
+ qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ GL_SetupView_Orientation_Identity();
+}
+
+void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
+{
+ float nudge, m[16];
+
+ if (!r_render.integer)
+ return;
+
+ // set up viewpoint
+ qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ // set view pyramid
+ nudge = 1.0 - 1.0 / (1<<23);
+ m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
+ m[ 1] = 0;
+ m[ 2] = 0;
+ m[ 3] = 0;
+ m[ 4] = 0;
+ m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
+ m[ 6] = 0;
+ m[ 7] = 0;
+ m[ 8] = 0;
+ m[ 9] = 0;
+ m[10] = -1 * nudge;
+ m[11] = -1 * nudge;
+ m[12] = 0;
+ m[13] = 0;
+ m[14] = -2 * zNear * nudge;
+ m[15] = 0;
+ qglLoadMatrixf(m);
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ GL_SetupView_Orientation_Identity();
+ backend_projectmatrix.m[0][0] = m[0];
+ backend_projectmatrix.m[1][0] = m[1];
+ backend_projectmatrix.m[2][0] = m[2];
+ backend_projectmatrix.m[3][0] = m[3];
+ backend_projectmatrix.m[0][1] = m[4];
+ backend_projectmatrix.m[1][1] = m[5];
+ backend_projectmatrix.m[2][1] = m[6];
+ backend_projectmatrix.m[3][1] = m[7];
+ backend_projectmatrix.m[0][2] = m[8];
+ backend_projectmatrix.m[1][2] = m[9];
+ backend_projectmatrix.m[2][2] = m[10];
+ backend_projectmatrix.m[3][2] = m[11];
+ backend_projectmatrix.m[0][3] = m[12];
+ backend_projectmatrix.m[1][3] = m[13];
+ backend_projectmatrix.m[2][3] = m[14];
+ backend_projectmatrix.m[3][3] = m[15];
+}
+
+void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
+{
+ if (!r_render.integer)
+ return;
+
+ // set up viewpoint
+ qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ qglOrtho(x1, x2, y2, y1, zNear, zFar);
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ GL_SetupView_Orientation_Identity();
+}
+
+typedef struct gltextureunit_s
+{
+ int t1d, t2d, t3d, tcubemap;
+ int arrayenabled;
+ float rgbscale, alphascale;
+ int combinergb, combinealpha;
+ // FIXME: add more combine stuff
+}
+gltextureunit_t;
+
+static struct
+{
+ int blendfunc1;
+ int blendfunc2;
+ int blend;
+ GLboolean depthmask;
+ int depthdisable;
+ int unit;
+ int clientunit;
+ gltextureunit_t units[MAX_TEXTUREUNITS];
+ int colorarray;
+}
+gl_state;
+
+void GL_SetupTextureState(void)
+{
+ int i;
+ gltextureunit_t *unit;
+ for (i = 0;i < backendunits;i++)