]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
another curl message patch from div0
[xonotic/darkplaces.git] / gl_backend.c
index 0c43daf19b87767cf27c3e0ade87c51fa8aa5202..26b608479c7136516a3100d04ccbd5187d5dc39b 100644 (file)
 
 #include "quakedef.h"
+#include "cl_collision.h"
 
-cvar_t         r_render = {0, "r_render", "1"};
-cvar_t         gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
+cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
+cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
+cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
+cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
+cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
 
-int                    lightscalebit;
-float          lightscale;
-float          overbrightscale;
+cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"};
+cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
+cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
+cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
+cvar_t gl_lockarrays = {0, "gl_lockarrays", "1", "enables use of glLockArraysEXT, may cause glitches with some broken drivers"};
+
+int gl_maxdrawrangeelementsvertices;
+int gl_maxdrawrangeelementsindices;
+
+#ifdef DEBUGGL
+int errornumber = 0;
+
+void GL_PrintError(int errornumber, char *filename, int linenumber)
+{
+       switch(errornumber)
+       {
+#ifdef GL_INVALID_ENUM
+       case GL_INVALID_ENUM:
+               Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
+               break;
+#endif
+#ifdef GL_INVALID_VALUE
+       case GL_INVALID_VALUE:
+               Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
+               break;
+#endif
+#ifdef GL_INVALID_OPERATION
+       case GL_INVALID_OPERATION:
+               Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
+               break;
+#endif
+#ifdef GL_STACK_OVERFLOW
+       case GL_STACK_OVERFLOW:
+               Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
+               break;
+#endif
+#ifdef GL_STACK_UNDERFLOW
+       case GL_STACK_UNDERFLOW:
+               Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
+               break;
+#endif
+#ifdef GL_OUT_OF_MEMORY
+       case GL_OUT_OF_MEMORY:
+               Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
+               break;
+#endif
+#ifdef GL_TABLE_TOO_LARGE
+       case GL_TABLE_TOO_LARGE:
+               Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
+               break;
+#endif
+       default:
+               Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
+               break;
+       }
+}
+#endif
+
+#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
 
 void SCR_ScreenShot_f (void);
-static void R_Envmap_f (void);
 
-static int max_meshs;
-static int max_batch;
-static int max_verts; // always max_meshs * 3
-#define TRANSDEPTHRES 4096
+static matrix4x4_t backend_viewmatrix;
+static matrix4x4_t backend_modelmatrix;
+static matrix4x4_t backend_modelviewmatrix;
+static matrix4x4_t backend_glmodelviewmatrix;
+static matrix4x4_t backend_projectmatrix;
 
-//#define FLOATCOLORS
+static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
 
-//static cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"};
-static cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "8192"};
-static cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "1024"};
-static cvar_t gl_mesh_merge = {0, "gl_mesh_merge", "1"};
-#if FLOATCOLORS
-static cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
-#endif
-static cvar_t gl_mesh_dupetransverts = {0, "gl_mesh_dupetransverts", "0"};
-static cvar_t gl_mesh_sorttransbymesh = {0, "gl_mesh_sorttransbymesh", "1"};
+/*
+note: here's strip order for a terrain row:
+0--1--2--3--4
+|\ |\ |\ |\ |
+| \| \| \| \|
+A--B--C--D--E
+clockwise
 
-typedef struct buf_mesh_s
+A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
+
+*elements++ = i + row;
+*elements++ = i;
+*elements++ = i + row + 1;
+*elements++ = i;
+*elements++ = i + 1;
+*elements++ = i + row + 1;
+
+
+for (y = 0;y < rows - 1;y++)
 {
-       //struct buf_mesh_s *next;
-       int depthmask;
-       int depthtest;
-       int blendfunc1, blendfunc2;
-       int textures[MAX_TEXTUREUNITS];
-       float texturergbscale[MAX_TEXTUREUNITS];
-       int firsttriangle;
-       int triangles;
-       int firstvert;
-       int lastvert;
-       struct buf_mesh_s *chain;
-       struct buf_transtri_s *transchain;
-       //struct buf_transtri_s **transchainpointer;
+       for (x = 0;x < columns - 1;x++)
+       {
+               i = y * rows + x;
+               *elements++ = i + columns;
+               *elements++ = i;
+               *elements++ = i + columns + 1;
+               *elements++ = i;
+               *elements++ = i + 1;
+               *elements++ = i + columns + 1;
+       }
 }
-buf_mesh_t;
 
-typedef struct buf_transtri_s
+alternative:
+0--1--2--3--4
+| /| /|\ | /|
+|/ |/ | \|/ |
+A--B--C--D--E
+counterclockwise
+
+for (y = 0;y < rows - 1;y++)
 {
-       struct buf_transtri_s *next;
-       struct buf_transtri_s *meshsortchain;
-       buf_mesh_t *mesh;
-       int index[3];
+       for (x = 0;x < columns - 1;x++)
+       {
+               i = y * rows + x;
+               *elements++ = i;
+               *elements++ = i + columns;
+               *elements++ = i + columns + 1;
+               *elements++ = i + columns;
+               *elements++ = i + columns + 1;
+               *elements++ = i + 1;
+       }
 }
-buf_transtri_t;
+*/
 
-typedef struct buf_tri_s
+int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
+int quadelements[QUADELEMENTS_MAXQUADS*6];
+
+void GL_Backend_AllocArrays(void)
 {
-       int index[3];
 }
-buf_tri_t;
 
-typedef struct
+void GL_Backend_FreeArrays(void)
 {
-       float v[4];
 }
-buf_vertex_t;
 
-#if FLOATCOLORS
-typedef struct
+static void gl_backend_start(void)
 {
-       float c[4];
+       Con_Print("OpenGL Backend starting...\n");
+       CHECKGLERROR
+
+       if (qglDrawRangeElements != NULL)
+       {
+               CHECKGLERROR
+               qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
+               CHECKGLERROR
+               qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
+               CHECKGLERROR
+               Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
+       }
+
+       backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
+       backendimageunits = backendunits;
+       backendarrayunits = backendunits;
+       if (gl_support_fragment_shader)
+       {
+               CHECKGLERROR
+               qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
+               CHECKGLERROR
+               qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
+               CHECKGLERROR
+               Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
+       }
+       else if (backendunits > 1)
+               Con_Printf("multitexture detected: texture units = %i\n", backendunits);
+       else
+               Con_Printf("singletexture\n");
+
+       GL_Backend_AllocArrays();
+
+       Con_Printf("OpenGL backend started.\n");
+
+       CHECKGLERROR
+
+       backendactive = true;
 }
-buf_fcolor_t;
-#endif
 
-typedef struct
+static void gl_backend_shutdown(void)
 {
-       byte c[4];
+       backendunits = 0;
+       backendimageunits = 0;
+       backendarrayunits = 0;
+       backendactive = false;
+
+       Con_Print("OpenGL Backend shutting down\n");
+
+       GL_Backend_FreeArrays();
 }
-buf_bcolor_t;
 
-typedef struct
+static void gl_backend_newmap(void)
 {
-       float t[2];
 }
-buf_texcoord_t;
 
-static float meshfarclip;
-static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, meshmerge, transranout;
-#if FLOATCOLORS
-static int floatcolors;
-#endif
-static buf_mesh_t *buf_mesh;
-static buf_tri_t *buf_tri;
-static buf_vertex_t *buf_vertex;
-#if FLOATCOLORS
-static buf_fcolor_t *buf_fcolor;
-#endif
-static buf_bcolor_t *buf_bcolor;
-static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS];
-
-static int currenttransmesh, currenttransvertex, currenttranstriangle;
-static buf_mesh_t *buf_transmesh;
-static buf_transtri_t *buf_transtri;
-static buf_transtri_t **buf_transtri_list;
-static buf_vertex_t *buf_transvertex;
-#if FLOATCOLORS
-static buf_fcolor_t *buf_transfcolor;
+void gl_backend_init(void)
+{
+       int i;
+
+       for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
+       {
+               polygonelements[i * 3 + 0] = 0;
+               polygonelements[i * 3 + 1] = i + 1;
+               polygonelements[i * 3 + 2] = i + 2;
+       }
+       // elements for rendering a series of quads as triangles
+       for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
+       {
+               quadelements[i * 6 + 0] = i * 4;
+               quadelements[i * 6 + 1] = i * 4 + 1;
+               quadelements[i * 6 + 2] = i * 4 + 2;
+               quadelements[i * 6 + 3] = i * 4;
+               quadelements[i * 6 + 4] = i * 4 + 2;
+               quadelements[i * 6 + 5] = i * 4 + 3;
+       }
+
+       Cvar_RegisterVariable(&r_render);
+       Cvar_RegisterVariable(&r_waterwarp);
+       Cvar_RegisterVariable(&gl_polyblend);
+       Cvar_RegisterVariable(&gl_dither);
+       Cvar_RegisterVariable(&gl_lockarrays);
+       Cvar_RegisterVariable(&gl_paranoid);
+       Cvar_RegisterVariable(&gl_printcheckerror);
+#ifdef NORENDER
+       Cvar_SetValue("r_render", 0);
 #endif
-static buf_bcolor_t *buf_transbcolor;
-static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS];
 
-static mempool_t *gl_backend_mempool;
-static int resizingbuffers = false;
+       Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
+       Cvar_RegisterVariable(&gl_mesh_testarrayelement);
+       Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
 
-static void gl_backend_start(void)
+       R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
+}
+
+void GL_SetupView_Orientation_Identity (void)
 {
-       int i;
+       backend_viewmatrix = identitymatrix;
+       memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
+}
+
+void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
+{
+       matrix4x4_t tempmatrix, basematrix;
+       Matrix4x4_Invert_Simple(&tempmatrix, matrix);
+       Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
+       Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
+       Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
+       //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
+       //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
+       //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
+       //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
+       memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
+}
 
-       max_verts = max_meshs * 3;
+void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar)
+{
+       double m[16];
 
-       if (!gl_backend_mempool)
-               gl_backend_mempool = Mem_AllocPool("GL_Backend");
+       // set up viewpoint
+       CHECKGLERROR
+       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+       qglLoadIdentity();CHECKGLERROR
+       // set view pyramid
+       qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
+       qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
+       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];
+       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+       GL_SetupView_Orientation_Identity();
+       CHECKGLERROR
+}
 
-#define BACKENDALLOC(var, count, sizeofstruct)\
-       {\
-               var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\
-               if (var == NULL)\
-                       Sys_Error("gl_backend_start: unable to allocate memory\n");\
-               memset(var, 0, count * sizeof(sizeofstruct));\
-       }
+void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear)
+{
+       double nudge, m[16];
 
-       BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t)
-       BACKENDALLOC(buf_tri, max_meshs, buf_tri_t)
-       BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t)
-#if FLOATCOLORS
-       BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t)
-#endif
-       BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t)
-
-       BACKENDALLOC(buf_transmesh, max_meshs, buf_mesh_t)
-       BACKENDALLOC(buf_transtri, max_meshs, buf_transtri_t)
-       BACKENDALLOC(buf_transtri_list, TRANSDEPTHRES, buf_transtri_t *)
-       BACKENDALLOC(buf_transvertex, max_verts, buf_vertex_t)
-#if FLOATCOLORS
-       BACKENDALLOC(buf_transfcolor, max_verts, buf_fcolor_t)
-#endif
-       BACKENDALLOC(buf_transbcolor, max_verts, buf_bcolor_t)
+       // set up viewpoint
+       CHECKGLERROR
+       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+       qglLoadIdentity();CHECKGLERROR
+       // set view pyramid
+       nudge = 1.0 - 1.0 / (1<<23);
+       m[ 0] = 1.0 / frustumx;
+       m[ 1] = 0;
+       m[ 2] = 0;
+       m[ 3] = 0;
+       m[ 4] = 0;
+       m[ 5] = 1.0 / frustumy;
+       m[ 6] = 0;
+       m[ 7] = 0;
+       m[ 8] = 0;
+       m[ 9] = 0;
+       m[10] = -nudge;
+       m[11] = -1;
+       m[12] = 0;
+       m[13] = 0;
+       m[14] = -2 * zNear * nudge;
+       m[15] = 0;
+       qglLoadMatrixd(m);CHECKGLERROR
+       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+       GL_SetupView_Orientation_Identity();
+       CHECKGLERROR
+       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)
+{
+       double m[16];
+
+       // set up viewpoint
+       CHECKGLERROR
+       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+       qglLoadIdentity();CHECKGLERROR
+       qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR
+       qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
+       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];
+       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+       GL_SetupView_Orientation_Identity();
+       CHECKGLERROR
+}
+
+typedef struct gltextureunit_s
+{
+       int t1d, t2d, t3d, tcubemap;
+       int arrayenabled;
+       unsigned int arraycomponents;
+       const void *pointer_texcoord;
+       int rgbscale, alphascale;
+       int combinergb, combinealpha;
+       // FIXME: add more combine stuff
+       // texmatrixenabled exists only to avoid unnecessary texmatrix compares
+       int texmatrixenabled;
+       matrix4x4_t matrix;
+}
+gltextureunit_t;
+
+static struct gl_state_s
+{
+       int blendfunc1;
+       int blendfunc2;
+       int blend;
+       GLboolean depthmask;
+       int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
+       int depthtest;
+       int alphatest;
+       int scissortest;
+       unsigned int unit;
+       unsigned int clientunit;
+       gltextureunit_t units[MAX_TEXTUREUNITS];
+       float color4f[4];
+       int lockrange_first;
+       int lockrange_count;
+       const void *pointer_vertex;
+       const void *pointer_color;
+}
+gl_state;
 
+void GL_SetupTextureState(void)
+{
+       unsigned int i;
+       gltextureunit_t *unit;
+       CHECKGLERROR
+       gl_state.unit = MAX_TEXTUREUNITS;
+       gl_state.clientunit = MAX_TEXTUREUNITS;
        for (i = 0;i < MAX_TEXTUREUNITS;i++)
        {
-               // only allocate as many texcoord arrays as we need
-               if (i < gl_textureunits)
+               unit = gl_state.units + i;
+               unit->t1d = 0;
+               unit->t2d = 0;
+               unit->t3d = 0;
+               unit->tcubemap = 0;
+               unit->arrayenabled = false;
+               unit->arraycomponents = 0;
+               unit->pointer_texcoord = NULL;
+               unit->rgbscale = 1;
+               unit->alphascale = 1;
+               unit->combinergb = GL_MODULATE;
+               unit->combinealpha = GL_MODULATE;
+               unit->texmatrixenabled = false;
+               unit->matrix = identitymatrix;
+       }
+
+       for (i = 0;i < backendimageunits;i++)
+       {
+               GL_ActiveTexture(i);
+               qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
+               if (gl_texture3d)
+               {
+                       qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
+               }
+               if (gl_texturecubemap)
+               {
+                       qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
+               }
+       }
+
+       for (i = 0;i < backendarrayunits;i++)
+       {
+               GL_ClientActiveTexture(i);
+               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)
                {
-                       BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t)
-                       BACKENDALLOC(buf_transtexcoord[i], max_verts, buf_texcoord_t)
+                       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
                {
-                       buf_texcoord[i] = NULL;
-                       buf_transtexcoord[i] = NULL;
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
                }
+               CHECKGLERROR
        }
-       backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
-       backendactive = true;
+       CHECKGLERROR
 }
 
-static void gl_backend_shutdown(void)
+void GL_Backend_ResetState(void)
 {
-       //int i;
-       /*
-#define BACKENDFREE(var)\
-       if (var)\
-       {\
-               Mem_Free(var);\
-               var = NULL;\
-       }
-       */
-       /*
-#define BACKENDFREE(var) var = NULL;
-
-       BACKENDFREE(buf_mesh)
-       BACKENDFREE(buf_tri)
-       BACKENDFREE(buf_vertex)
-#if FLOATCOLORS
-       BACKENDFREE(buf_fcolor)
-#endif
-       BACKENDFREE(buf_bcolor)
-
-       BACKENDFREE(buf_transmesh)
-       BACKENDFREE(buf_transtri)
-       BACKENDFREE(buf_transtri_list)
-       BACKENDFREE(buf_transvertex)
-#if FLOATCOLORS
-       BACKENDFREE(buf_transfcolor)
-#endif
-       BACKENDFREE(buf_transbcolor)
+       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.pointer_vertex = NULL;
+       gl_state.pointer_color = NULL;
 
-       for (i = 0;i < MAX_TEXTUREUNITS;i++)
-       {
-               BACKENDFREE(buf_texcoord[i])
-               BACKENDFREE(buf_transtexcoord[i])
-       }
-       */
+       CHECKGLERROR
 
-       if (resizingbuffers)
-               Mem_EmptyPool(gl_backend_mempool);
-       else
-               Mem_FreePool(&gl_backend_mempool);
+       qglColorMask(1, 1, 1, 1);
+       qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
+       qglDisable(GL_ALPHA_TEST);CHECKGLERROR
+       qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+       qglDisable(GL_BLEND);CHECKGLERROR
+       qglCullFace(GL_FRONT);CHECKGLERROR
+       qglEnable(GL_CULL_FACE);CHECKGLERROR
+       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+       qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+       qglDepthMask(gl_state.depthmask);CHECKGLERROR
 
-       backendunits = 0;
-       backendactive = false;
-}
+       qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
+       qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
 
-static void gl_backend_bufferchanges(int init)
-{
-       // 21760 is (65536 / 3) rounded off to a multiple of 128
-       if (gl_mesh_maxtriangles.integer < 256)
-               Cvar_SetValue("gl_mesh_maxtriangles", 256);
-       if (gl_mesh_maxtriangles.integer > 21760)
-               Cvar_SetValue("gl_mesh_maxtriangles", 21760);
+       qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
+       qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
 
-       if (gl_mesh_batchtriangles.integer < 0)
-               Cvar_SetValue("gl_mesh_batchtriangles", 0);
-       if (gl_mesh_batchtriangles.integer > gl_mesh_maxtriangles.integer)
-               Cvar_SetValue("gl_mesh_batchtriangles", gl_mesh_maxtriangles.integer);
+       GL_Color(0, 0, 0, 0);
+       GL_Color(1, 1, 1, 1);
 
-       max_batch = gl_mesh_batchtriangles.integer;
+       GL_SetupTextureState();
+}
 
-       if (max_meshs != gl_mesh_maxtriangles.integer)
+void GL_ActiveTexture(unsigned int num)
+{
+       if (gl_state.unit != num)
        {
-               max_meshs = gl_mesh_maxtriangles.integer;
+               gl_state.unit = num;
+               if (qglActiveTexture)
+               {
+                       CHECKGLERROR
+                       qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
+                       CHECKGLERROR
+               }
+       }
+}
 
-               if (!init)
+void GL_ClientActiveTexture(unsigned int num)
+{
+       if (gl_state.clientunit != num)
+       {
+               gl_state.clientunit = num;
+               if (qglActiveTexture)
                {
-                       resizingbuffers = true;
-                       gl_backend_shutdown();
-                       gl_backend_start();
-                       resizingbuffers = false;
+                       CHECKGLERROR
+                       qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
+                       CHECKGLERROR
                }
        }
 }
 
-float r_farclip, r_newfarclip;
+void GL_BlendFunc(int blendfunc1, int blendfunc2)
+{
+       if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
+       {
+               CHECKGLERROR
+               qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
+               if (gl_state.blendfunc2 == GL_ZERO)
+               {
+                       if (gl_state.blendfunc1 == GL_ONE)
+                       {
+                               if (gl_state.blend)
+                               {
+                                       gl_state.blend = 0;
+                                       qglDisable(GL_BLEND);CHECKGLERROR
+                               }
+                       }
+                       else
+                       {
+                               if (!gl_state.blend)
+                               {
+                                       gl_state.blend = 1;
+                                       qglEnable(GL_BLEND);CHECKGLERROR
+                               }
+                       }
+               }
+               else
+               {
+                       if (!gl_state.blend)
+                       {
+                               gl_state.blend = 1;
+                               qglEnable(GL_BLEND);CHECKGLERROR
+                       }
+               }
+       }
+}
 
-static void gl_backend_newmap(void)
+void GL_DepthMask(int state)
 {
-       r_farclip = r_newfarclip = 2048.0f;
+       if (gl_state.depthmask != state)
+       {
+               CHECKGLERROR
+               qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
+       }
 }
 
-int polyindexarray[768];
+void GL_DepthTest(int state)
+{
+       if (gl_state.depthtest != state)
+       {
+               gl_state.depthtest = state;
+               CHECKGLERROR
+               if (gl_state.depthtest)
+               {
+                       qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+               }
+               else
+               {
+                       qglDisable(GL_DEPTH_TEST);CHECKGLERROR
+               }
+       }
+}
 
-void gl_backend_init(void)
+void GL_AlphaTest(int state)
 {
-       int i;
+       if (gl_state.alphatest != state)
+       {
+               gl_state.alphatest = state;
+               CHECKGLERROR
+               if (gl_state.alphatest)
+               {
+                       qglEnable(GL_ALPHA_TEST);CHECKGLERROR
+               }
+               else
+               {
+                       qglDisable(GL_ALPHA_TEST);CHECKGLERROR
+               }
+       }
+}
 
-       Cvar_RegisterVariable (&r_render);
-       Cvar_RegisterVariable (&gl_dither);
-#ifdef NORENDER
-       Cvar_SetValue("r_render", 0);
-#endif
+void GL_ColorMask(int r, int g, int b, int a)
+{
+       int state = r*8 + g*4 + b*2 + a*1;
+       if (gl_state.colormask != state)
+       {
+               gl_state.colormask = state;
+               CHECKGLERROR
+               qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
+       }
+}
 
-       Cmd_AddCommand ("screenshot",SCR_ScreenShot_f);
-       Cmd_AddCommand ("envmap", R_Envmap_f);
+void GL_Color(float cr, float cg, float cb, float ca)
+{
+       if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
+       {
+               gl_state.color4f[0] = cr;
+               gl_state.color4f[1] = cg;
+               gl_state.color4f[2] = cb;
+               gl_state.color4f[3] = ca;
+               CHECKGLERROR
+               qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
+               CHECKGLERROR
+       }
+}
 
-       Cvar_RegisterVariable(&gl_mesh_maxtriangles);
-       Cvar_RegisterVariable(&gl_mesh_batchtriangles);
-       Cvar_RegisterVariable(&gl_mesh_merge);
-#if FLOATCOLORS
-       Cvar_RegisterVariable(&gl_mesh_floatcolors);
-#endif
-       Cvar_RegisterVariable(&gl_mesh_dupetransverts);
-       Cvar_RegisterVariable(&gl_mesh_sorttransbymesh);
-       R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
-       gl_backend_bufferchanges(true);
-       for (i = 0;i < 256;i++)
+void GL_LockArrays(int first, int count)
+{
+       if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
        {
-               polyindexarray[i*3+0] = 0;
-               polyindexarray[i*3+1] = i + 1;
-               polyindexarray[i*3+2] = i + 2;
+               if (gl_state.lockrange_count)
+               {
+                       gl_state.lockrange_count = 0;
+                       CHECKGLERROR
+                       qglUnlockArraysEXT();
+                       CHECKGLERROR
+               }
+               if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
+               {
+                       gl_state.lockrange_first = first;
+                       gl_state.lockrange_count = count;
+                       CHECKGLERROR
+                       qglLockArraysEXT(first, count);
+                       CHECKGLERROR
+               }
        }
 }
 
-static void MYgluPerspective(GLdouble fovx, GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
+void GL_Scissor (int x, int y, int width, int height)
 {
-       GLdouble xmax, ymax;
+       CHECKGLERROR
+       qglScissor(x, vid.height - (y + height),width,height);
+       CHECKGLERROR
+}
 
-       xmax = zNear * tan( fovx * M_PI / 360.0 ) * aspect;
-       ymax = zNear * tan( fovy * M_PI / 360.0 );
+void GL_ScissorTest(int state)
+{
+       if(gl_state.scissortest == state)
+               return;
 
-       glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar );
+       CHECKGLERROR
+       if((gl_state.scissortest = state))
+               qglEnable(GL_SCISSOR_TEST);
+       else
+               qglDisable(GL_SCISSOR_TEST);
+       CHECKGLERROR
 }
 
+void GL_Clear(int mask)
+{
+       CHECKGLERROR
+       qglClear(mask);CHECKGLERROR
+}
 
-/*
-=============
-GL_SetupFrame
-=============
-*/
-static void GL_SetupFrame (void)
+void GL_TransformToScreen(const vec4_t in, vec4_t out)
 {
-       if (!r_render.integer)
-               return;
+       vec4_t temp;
+       float iw;
+       Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
+       Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
+       iw = 1.0f / out[3];
+       out[0] = r_view.x + (out[0] * iw + 1.0f) * r_view.width * 0.5f;
+       out[1] = r_view.y + (out[1] * iw + 1.0f) * r_view.height * 0.5f;
+       out[2] = r_view.z + (out[2] * iw + 1.0f) * r_view.depth * 0.5f;
+}
 
-//     glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
-       gldepthmin = 0;
-       gldepthmax = 1;
-       glDepthFunc (GL_LEQUAL);
+// called at beginning of frame
+void R_Mesh_Start(void)
+{
+       BACKENDACTIVECHECK
+       CHECKGLERROR
+       if (gl_printcheckerror.integer && !gl_paranoid.integer)
+       {
+               Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
+               Cvar_SetValueQuick(&gl_paranoid, 1);
+       }
+       GL_Backend_ResetState();
+}
 
-       glDepthRange (gldepthmin, gldepthmax);
+unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
+{
+       GLint vertexshadercompiled, fragmentshadercompiled, programlinked;
+       GLuint vertexshaderobject, fragmentshaderobject, programobject = 0;
+       char compilelog[MAX_INPUTLINE];
+       CHECKGLERROR
 
-       // update farclip based on previous frame
-       r_farclip = r_newfarclip;
+       programobject = qglCreateProgramObjectARB();CHECKGLERROR
+       if (!programobject)
+               return 0;
 
-       // set up viewpoint
-       glMatrixMode(GL_PROJECTION);
-       glLoadIdentity ();
-
-       // y is weird beause OpenGL is bottom to top, we use top to bottom
-       glViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);
-//     yfov = 2*atan((float)r_refdef.height/r_refdef.width)*180/M_PI;
-       MYgluPerspective (r_refdef.fov_x, r_refdef.fov_y, r_refdef.width/r_refdef.height, 4, r_farclip);
-
-       glCullFace(GL_FRONT);
-
-       glMatrixMode(GL_MODELVIEW);
-       glLoadIdentity ();
-
-       glRotatef (-90,  1, 0, 0);          // put Z going up
-       glRotatef (90,  0, 0, 1);           // put Z going up
-       glRotatef (-r_refdef.viewangles[2],  1, 0, 0);
-       glRotatef (-r_refdef.viewangles[0],  0, 1, 0);
-       glRotatef (-r_refdef.viewangles[1],  0, 0, 1);
-       glTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);
-
-//     glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
-
-       //
-       // set drawing parms
-       //
-//     if (gl_cull.integer)
-               glEnable(GL_CULL_FACE);
-//     else
-//             glDisable(GL_CULL_FACE);
-
-       glEnable(GL_BLEND); // was Disable
-       glEnable(GL_DEPTH_TEST);
-       glDepthMask(1);
-}
+       if (developer.integer >= 100)
+       {
+               int i;
+               Con_Printf("Compiling shader:\n");
+               if (vertexstrings_count)
+               {
+                       Con_Printf("------ VERTEX SHADER ------\n");
+                       for (i = 0;i < vertexstrings_count;i++)
+                               Con_Print(vertexstrings_list[i]);
+                       Con_Print("\n");
+               }
+               if (fragmentstrings_count)
+               {
+                       Con_Printf("------ FRAGMENT SHADER ------\n");
+                       for (i = 0;i < fragmentstrings_count;i++)
+                               Con_Print(fragmentstrings_list[i]);
+                       Con_Print("\n");
+               }
+       }
 
-static float viewdist;
+       if (vertexstrings_count)
+       {
+               vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);CHECKGLERROR
+               if (!vertexshaderobject)
+               {
+                       qglDeleteObjectARB(programobject);
+                       CHECKGLERROR
+                       return 0;
+               }
+               qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL);CHECKGLERROR
+               qglCompileShaderARB(vertexshaderobject);CHECKGLERROR
+               qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);CHECKGLERROR
+               qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
+               if (compilelog[0])
+                       Con_DPrintf("vertex shader compile log:\n%s\n", compilelog);
+               if (!vertexshadercompiled)
+               {
+                       qglDeleteObjectARB(programobject);CHECKGLERROR
+                       qglDeleteObjectARB(vertexshaderobject);CHECKGLERROR
+                       return 0;
+               }
+               qglAttachObjectARB(programobject, vertexshaderobject);CHECKGLERROR
+               qglDeleteObjectARB(vertexshaderobject);CHECKGLERROR
+       }
 
-int c_meshs, c_meshtris, c_transmeshs, c_transtris;
+       if (fragmentstrings_count)
+       {
+               fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);CHECKGLERROR
+               if (!fragmentshaderobject)
+               {
+                       qglDeleteObjectARB(programobject);CHECKGLERROR
+                       return 0;
+               }
+               qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL);CHECKGLERROR
+               qglCompileShaderARB(fragmentshaderobject);CHECKGLERROR
+               qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);CHECKGLERROR
+               qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
+               if (compilelog[0])
+                       Con_DPrintf("fragment shader compile log:\n%s\n", compilelog);
+               if (!fragmentshadercompiled)
+               {
+                       qglDeleteObjectARB(programobject);CHECKGLERROR
+                       qglDeleteObjectARB(fragmentshaderobject);CHECKGLERROR
+                       return 0;
+               }
+               qglAttachObjectARB(programobject, fragmentshaderobject);CHECKGLERROR
+               qglDeleteObjectARB(fragmentshaderobject);CHECKGLERROR
+       }
 
-// called at beginning of frame
-void R_Mesh_Clear(void)
+       qglLinkProgramARB(programobject);CHECKGLERROR
+       qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
+       qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
+       if (compilelog[0])
+       {
+               Con_DPrintf("program link log:\n%s\n", compilelog);
+               // software vertex shader is ok but software fragment shader is WAY
+               // too slow, fail program if so.
+               // NOTE: this string might be ATI specific, but that's ok because the
+               // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
+               // software fragment shader due to low instruction and dependent
+               // texture limits.
+               if (strstr(compilelog, "fragment shader will run in software"))
+                       programlinked = false;
+       }
+       if (!programlinked)
+       {
+               qglDeleteObjectARB(programobject);CHECKGLERROR
+               return 0;
+       }
+       CHECKGLERROR
+       return programobject;
+}
+
+void GL_Backend_FreeProgram(unsigned int prog)
 {
-       if (!backendactive)
-               Sys_Error("R_Mesh_Clear: called when backend is not active\n");
-
-       gl_backend_bufferchanges(false);
-
-       currentmesh = 0;
-       currenttriangle = 0;
-       currentvertex = 0;
-       currenttransmesh = 0;
-       currenttranstriangle = 0;
-       currenttransvertex = 0;
-       meshfarclip = 0;
-       meshmerge = gl_mesh_merge.integer;
-#if FLOATCOLORS
-       floatcolors = gl_mesh_floatcolors.integer;
-#endif
-       transranout = false;
-       viewdist = DotProduct(r_origin, vpn);
+       CHECKGLERROR
+       qglDeleteObjectARB(prog);
+       CHECKGLERROR
+}
 
-       c_meshs = 0;
-       c_meshtris = 0;
-       c_transmeshs = 0;
-       c_transtris = 0;
+int gl_backend_rebindtextures;
 
-       GL_SetupFrame();
+void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
+{
+       int i;
+       if (offset)
+       {
+               for (i = 0;i < count;i++)
+                       *out++ = *in++ + offset;
+       }
+       else
+               memcpy(out, in, sizeof(*out) * count);
 }
 
-#ifdef DEBUGGL
-void GL_PrintError(int errornumber, char *filename, int linenumber)
+// renders triangles using vertices from the active arrays
+int paranoidblah = 0;
+void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements)
 {
-       switch(errornumber)
+       unsigned int numelements = numtriangles * 3;
+       if (numvertices < 3 || numtriangles < 1)
        {
-       case GL_INVALID_ENUM:
-               Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
-               break;
-       case GL_INVALID_VALUE:
-               Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
-               break;
-       case GL_INVALID_OPERATION:
-               Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
-               break;
-       case GL_STACK_OVERFLOW:
-               Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
-               break;
-       case GL_STACK_UNDERFLOW:
-               Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
-               break;
-       case GL_OUT_OF_MEMORY:
-               Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
-               break;
-#ifdef GL_TABLE_TOO_LARGE
-    case GL_TABLE_TOO_LARGE:
-               Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
-               break;
-#endif
-       default:
-               Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
-               break;
+               Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements);
+               return;
+       }
+       CHECKGLERROR
+       r_refdef.stats.meshes++;
+       r_refdef.stats.meshes_elements += numelements;
+       if (gl_paranoid.integer)
+       {
+               unsigned int i, j, size;
+               const int *p;
+               if (!qglIsEnabled(GL_VERTEX_ARRAY))
+                       Con_Print("R_Mesh_Draw: vertex array not enabled\n");
+               CHECKGLERROR
+               for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
+                       paranoidblah += *p;
+               if (gl_state.pointer_color)
+               {
+                       if (!qglIsEnabled(GL_COLOR_ARRAY))
+                               Con_Print("R_Mesh_Draw: color array set but not enabled\n");
+                       CHECKGLERROR
+                       for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
+                               paranoidblah += *p;
+               }
+               for (i = 0;i < backendarrayunits;i++)
+               {
+                       if (gl_state.units[i].arrayenabled)
+                       {
+                               GL_ClientActiveTexture(i);
+                               if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
+                                       Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
+                               CHECKGLERROR
+                               for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
+                                       paranoidblah += *p;
+                       }
+               }
+               for (i = 0;i < (unsigned int) numtriangles * 3;i++)
+               {
+                       if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices)
+                       {
+                               Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices);
+                               return;
+                       }
+               }
+               CHECKGLERROR
+       }
+       if (r_render.integer)
+       {
+               CHECKGLERROR
+               if (gl_mesh_testmanualfeeding.integer)
+               {
+                       unsigned int i, j;
+                       const GLfloat *p;
+                       qglBegin(GL_TRIANGLES);
+                       for (i = 0;i < (unsigned int) numtriangles * 3;i++)
+                       {
+                               for (j = 0;j < backendarrayunits;j++)
+                               {
+                                       if (gl_state.units[j].pointer_texcoord)
+                                       {
+                                               if (backendarrayunits > 1)
+                                               {
+                                                       if (gl_state.units[j].arraycomponents == 4)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
+                                                               qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
+                                                       }
+                                                       else if (gl_state.units[j].arraycomponents == 3)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
+                                                               qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
+                                                       }
+                                                       else if (gl_state.units[j].arraycomponents == 2)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
+                                                               qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
+                                                       }
+                                                       else
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
+                                                               qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
+                                                       }
+                                               }
+                                               else
+                                               {
+                                                       if (gl_state.units[j].arraycomponents == 4)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
+                                                               qglTexCoord4f(p[0], p[1], p[2], p[3]);
+                                                       }
+                                                       else if (gl_state.units[j].arraycomponents == 3)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
+                                                               qglTexCoord3f(p[0], p[1], p[2]);
+                                                       }
+                                                       else if (gl_state.units[j].arraycomponents == 2)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
+                                                               qglTexCoord2f(p[0], p[1]);
+                                                       }
+                                                       else
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
+                                                               qglTexCoord1f(p[0]);
+                                                       }
+                                               }
+                                       }
+                               }
+                               if (gl_state.pointer_color)
+                               {
+                                       p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
+                                       qglColor4f(p[0], p[1], p[2], p[3]);
+                               }
+                               p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
+                               qglVertex3f(p[0], p[1], p[2]);
+                       }
+                       qglEnd();
+                       CHECKGLERROR
+               }
+               else if (gl_mesh_testarrayelement.integer)
+               {
+                       int i;
+                       qglBegin(GL_TRIANGLES);
+                       for (i = 0;i < numtriangles * 3;i++)
+                       {
+                               qglArrayElement(elements[i]);
+                       }
+                       qglEnd();
+                       CHECKGLERROR
+               }
+               else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+               {
+                       qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements);
+                       CHECKGLERROR
+               }
+               else
+               {
+                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);
+                       CHECKGLERROR
+               }
        }
 }
 
-int errornumber = 0;
-#endif
-
-// renders mesh buffers, called to flush buffers when full
-void R_Mesh_Render(void)
+// restores backend state, used when done with 3D rendering
+void R_Mesh_Finish(void)
 {
-       int i, k, blendfunc1, blendfunc2, blend, depthmask, depthtest, unit = 0, clientunit = 0, firsttriangle, triangles, firstvert, lastvert, texture[MAX_TEXTUREUNITS];
-       float farclip, texturergbscale[MAX_TEXTUREUNITS];
-       buf_mesh_t *mesh;
-       if (!backendactive)
-               Sys_Error("R_Mesh_Render: called when backend is not active\n");
-       if (!currentmesh)
-               return;
+       unsigned int i;
+       BACKENDACTIVECHECK
+       CHECKGLERROR
+       GL_LockArrays(0, 0);
+       CHECKGLERROR
 
-CHECKGLERROR
+       for (i = 0;i < backendimageunits;i++)
+       {
+               GL_ActiveTexture(i);
+               qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
+               if (gl_texture3d)
+               {
+                       qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
+               }
+               if (gl_texturecubemap)
+               {
+                       qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
+               }
+       }
+       for (i = 0;i < backendarrayunits;i++)
+       {
+               GL_ActiveTexture(backendarrayunits - 1 - i);
+               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+       }
+       for (i = 0;i < backendunits;i++)
+       {
+               GL_ActiveTexture(backendunits - 1 - 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
+               }
+               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+               if (gl_combine.integer)
+               {
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
+               }
+       }
+       qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+       qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+
+       qglDisable(GL_BLEND);CHECKGLERROR
+       qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+       qglDepthMask(GL_TRUE);CHECKGLERROR
+       qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
+}
 
-       // push out farclip based on vertices
-       for (i = 0;i < currentvertex;i++)
+void R_Mesh_Matrix(const matrix4x4_t *matrix)
+{
+       if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
        {
-               farclip = DotProduct(buf_vertex[i].v, vpn);
-               if (meshfarclip < farclip)
-                       meshfarclip = farclip;
+               backend_modelmatrix = *matrix;
+               Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
+               Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
+               CHECKGLERROR
+               qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);CHECKGLERROR
        }
+}
 
-       farclip = meshfarclip + 256.0f - viewdist; // + 256 just to be safe
+void R_Mesh_VertexPointer(const float *vertex3f)
+{
+       if (gl_state.pointer_vertex != vertex3f)
+       {
+               gl_state.pointer_vertex = vertex3f;
+               CHECKGLERROR
+               qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
+               CHECKGLERROR
+       }
+}
 
-       // push out farclip for next frame
-       if (farclip > r_newfarclip)
-               r_newfarclip = ceil((farclip + 255) / 256) * 256 + 256;
+void R_Mesh_ColorPointer(const float *color4f)
+{
+       if (gl_state.pointer_color != color4f)
+       {
+               CHECKGLERROR
+               if (!gl_state.pointer_color)
+               {
+                       qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+               }
+               else if (!color4f)
+               {
+                       qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+                       // when color array is on the glColor gets trashed, set it again
+                       qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
+               }
+               gl_state.pointer_color = color4f;
+               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);CHECKGLERROR
+       }
+}
 
-       for (i = 0;i < backendunits;i++)
-               texturergbscale[i] = 1;
-
-       glEnable(GL_CULL_FACE);
-CHECKGLERROR
-       glCullFace(GL_FRONT);
-CHECKGLERROR
-       depthtest = true;
-       glEnable(GL_DEPTH_TEST);
-CHECKGLERROR
-       blendfunc1 = GL_ONE;
-       blendfunc2 = GL_ZERO;
-       glBlendFunc(blendfunc1, blendfunc2);
-CHECKGLERROR
-       blend = 0;
-       glDisable(GL_BLEND);
-CHECKGLERROR
-       depthmask = true;
-       glDepthMask((GLboolean) depthmask);
-CHECKGLERROR
-
-       glVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), buf_vertex);
-CHECKGLERROR
-       glEnableClientState(GL_VERTEX_ARRAY);
-CHECKGLERROR
-#if FLOATCOLORS
-       if (floatcolors)
-       {
-               glColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), buf_fcolor);
-CHECKGLERROR
+void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       // update array settings
+       CHECKGLERROR
+       if (texcoord)
+       {
+               // texcoord array
+               if (unit->pointer_texcoord != texcoord || unit->arraycomponents != numcomponents)
+               {
+                       unit->pointer_texcoord = texcoord;
+                       unit->arraycomponents = numcomponents;
+                       GL_ClientActiveTexture(unitnum);
+                       qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord);CHECKGLERROR
+               }
+               // texture array unit is enabled, enable the array
+               if (!unit->arrayenabled)
+               {
+                       unit->arrayenabled = true;
+                       GL_ClientActiveTexture(unitnum);
+                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               }
        }
        else
        {
-#endif
-               glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), buf_bcolor);
-CHECKGLERROR
-#if FLOATCOLORS
+               // texture array unit is disabled, disable the array
+               if (unit->arrayenabled)
+               {
+                       unit->arrayenabled = false;
+                       GL_ClientActiveTexture(unitnum);
+                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               }
        }
-#endif
-       glEnableClientState(GL_COLOR_ARRAY);
-CHECKGLERROR
+}
 
-       if (backendunits > 1)
+void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendimageunits)
+               return;
+       // update 1d texture binding
+       if (unit->t1d != tex1d)
        {
-               for (i = 0;i < backendunits;i++)
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
-CHECKGLERROR
-                       glBindTexture(GL_TEXTURE_2D, (texture[i] = 0));
-CHECKGLERROR
-                       glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
-                       if (gl_combine.integer)
+                       if (tex1d)
                        {
-                               glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);
-CHECKGLERROR
-                               glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f);
-CHECKGLERROR
-                               glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0f);
-CHECKGLERROR
+                               if (unit->t1d == 0)
+                               {
+                                       qglEnable(GL_TEXTURE_1D);CHECKGLERROR
+                               }
                        }
                        else
                        {
-                               glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-CHECKGLERROR
+                               if (unit->t1d)
+                               {
+                                       qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+                               }
                        }
-
-                       qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
-CHECKGLERROR
-                       glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);
-CHECKGLERROR
-                       glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
                }
+               unit->t1d = tex1d;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
        }
-       else
-       {
-               glBindTexture(GL_TEXTURE_2D, (texture[0] = 0));
-CHECKGLERROR
-               glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
-               glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-CHECKGLERROR
-
-               glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);
-CHECKGLERROR
-               glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
-       }
-
-       // lock as early as possible
-       GL_LockArray(0, currentvertex);
-CHECKGLERROR
-
-       for (k = 0;k < currentmesh;)
+       // update 2d texture binding
+       if (unit->t2d != tex2d)
        {
-               mesh = &buf_mesh[k];
-
-               if (backendunits > 1)
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-//                     int topunit = 0;
-                       for (i = 0;i < backendunits;i++)
+                       if (tex2d)
                        {
-                               if (texture[i] != mesh->textures[i])
+                               if (unit->t2d == 0)
                                {
-                                       if (unit != i)
-                                       {
-                                               qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
-CHECKGLERROR
-                                       }
-                                       if (texture[i] == 0)
-                                       {
-                                               glEnable(GL_TEXTURE_2D);
-CHECKGLERROR
-                                               // have to disable texcoord array on disabled texture
-                                               // units due to NVIDIA driver bug with
-                                               // compiled_vertex_array
-                                               if (clientunit != i)
-                                               {
-                                                       qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
-CHECKGLERROR
-                                               }
-                                               glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
-                                       }
-                                       glBindTexture(GL_TEXTURE_2D, (texture[i] = mesh->textures[i]));
-CHECKGLERROR
-                                       if (texture[i] == 0)
-                                       {
-                                               glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
-                                               // have to disable texcoord array on disabled texture
-                                               // units due to NVIDIA driver bug with
-                                               // compiled_vertex_array
-                                               if (clientunit != i)
-                                               {
-                                                       qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
-CHECKGLERROR
-                                               }
-                                               glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
-                                       }
+                                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
                                }
-                               if (texturergbscale[i] != mesh->texturergbscale[i])
+                       }
+                       else
+                       {
+                               if (unit->t2d)
                                {
-                                       if (unit != i)
-                                       {
-                                               qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
-CHECKGLERROR
-                                       }
-                                       glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (texturergbscale[i] = mesh->texturergbscale[i]));
-CHECKGLERROR
+                                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                                }
-//                             if (texture[i])
-//                                     topunit = i;
                        }
-//                     if (unit != topunit)
-//                     {
-//                             qglActiveTexture(GL_TEXTURE0_ARB + (unit = topunit));
-//CHECKGLERROR
-//                     }
                }
-               else
+               unit->t2d = tex2d;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+       }
+       // update 3d texture binding
+       if (unit->t3d != tex3d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       if (texture[0] != mesh->textures[0])
+                       if (tex3d)
                        {
-                               if (texture[0] == 0)
+                               if (unit->t3d == 0)
                                {
-                                       glEnable(GL_TEXTURE_2D);
-CHECKGLERROR
-                                       glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
+                                       qglEnable(GL_TEXTURE_3D);CHECKGLERROR
                                }
-                               glBindTexture(GL_TEXTURE_2D, (texture[0] = mesh->textures[0]));
-CHECKGLERROR
-                               if (texture[0] == 0)
+                       }
+                       else
+                       {
+                               if (unit->t3d)
                                {
-                                       glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
-                                       glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
+                                       qglDisable(GL_TEXTURE_3D);CHECKGLERROR
                                }
                        }
                }
-               if (blendfunc1 != mesh->blendfunc1 || blendfunc2 != mesh->blendfunc2)
+               unit->t3d = tex3d;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+       }
+       // update cubemap texture binding
+       if (unit->tcubemap != texcubemap)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       blendfunc1 = mesh->blendfunc1;
-                       blendfunc2 = mesh->blendfunc2;
-                       glBlendFunc(blendfunc1, blendfunc2);
-CHECKGLERROR
-                       if (blendfunc2 == GL_ZERO)
+                       if (texcubemap)
                        {
-                               if (blendfunc1 == GL_ONE)
+                               if (unit->tcubemap == 0)
                                {
-                                       if (blend)
-                                       {
-                                               blend = 0;
-                                               glDisable(GL_BLEND);
-CHECKGLERROR
-                                       }
+                                       qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                               }
+                       }
+                       else
+                       {
+                               if (unit->tcubemap)
+                               {
+                                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
                                }
-                               else
+                       }
+               }
+               unit->tcubemap = texcubemap;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+       }
+}
+
+void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendimageunits)
+               return;
+       // update 1d texture binding
+       if (unit->t1d != texnum)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (texnum)
+                       {
+                               if (unit->t1d == 0)
                                {
-                                       if (!blend)
-                                       {
-                                               blend = 1;
-                                               glEnable(GL_BLEND);
-CHECKGLERROR
-                                       }
+                                       qglEnable(GL_TEXTURE_1D);CHECKGLERROR
                                }
                        }
                        else
                        {
-                               if (!blend)
+                               if (unit->t1d)
                                {
-                                       blend = 1;
-                                       glEnable(GL_BLEND);
-CHECKGLERROR
+                                       qglDisable(GL_TEXTURE_1D);CHECKGLERROR
                                }
                        }
                }
-               if (depthtest != mesh->depthtest)
+               unit->t1d = texnum;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
+       }
+       // update 2d texture binding
+       if (unit->t2d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       depthtest = mesh->depthtest;
-                       if (depthtest)
-                               glEnable(GL_DEPTH_TEST);
-                       else
-                               glDisable(GL_DEPTH_TEST);
-               }
-               if (depthmask != mesh->depthmask)
-               {
-                       depthmask = mesh->depthmask;
-                       glDepthMask((GLboolean) depthmask);
-CHECKGLERROR
-               }
-
-               firsttriangle = mesh->firsttriangle;
-               triangles = mesh->triangles;
-               firstvert = mesh->firstvert;
-               lastvert = mesh->lastvert;
-               mesh = &buf_mesh[++k];
-
-               if (meshmerge)
-               {
-                       #if MAX_TEXTUREUNITS != 4
-                       #error update this code
-                       #endif
-                       while (k < currentmesh
-                               && mesh->blendfunc1 == blendfunc1
-                               && mesh->blendfunc2 == blendfunc2
-                               && mesh->depthtest == depthtest
-                               && mesh->depthmask == depthmask
-                               && mesh->textures[0] == texture[0]
-                               && mesh->textures[1] == texture[1]
-                               && mesh->textures[2] == texture[2]
-                               && mesh->textures[3] == texture[3]
-                               && mesh->texturergbscale[0] == texturergbscale[0]
-                               && mesh->texturergbscale[1] == texturergbscale[1]
-                               && mesh->texturergbscale[2] == texturergbscale[2]
-                               && mesh->texturergbscale[3] == texturergbscale[3])
+                       if (unit->t2d)
                        {
-                               triangles += mesh->triangles;
-                               if (firstvert > mesh->firstvert)
-                                       firstvert = mesh->firstvert;
-                               if (lastvert < mesh->lastvert)
-                                       lastvert = mesh->lastvert;
-                               mesh = &buf_mesh[++k];
+                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                        }
                }
-
-#ifdef WIN32
-               // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32
-               glDrawElements(GL_TRIANGLES, triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[firsttriangle]);
-#else
-               glDrawRangeElements(GL_TRIANGLES, firstvert, lastvert + 1, triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[firsttriangle]);
-#endif
-CHECKGLERROR
+               unit->t2d = 0;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
        }
-
-       currentmesh = 0;
-       currenttriangle = 0;
-       currentvertex = 0;
-
-       GL_UnlockArray();
-CHECKGLERROR
-
-       if (backendunits > 1)
+       // update 3d texture binding
+       if (unit->t3d)
        {
-               for (i = backendunits - 1;i >= 0;i--)
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
-CHECKGLERROR
-                       glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-CHECKGLERROR
-                       if (gl_combine.integer)
+                       if (unit->t3d)
                        {
-                               glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f);
-CHECKGLERROR
+                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
                        }
-                       if (i > 0)
-                       {
-                               glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
-                       }
-                       else
+               }
+               unit->t3d = 0;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+       }
+       // update cubemap texture binding
+       if (unit->tcubemap)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->tcubemap)
                        {
-                               glEnable(GL_TEXTURE_2D);
-CHECKGLERROR
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
                        }
-                       glBindTexture(GL_TEXTURE_2D, 0);
-CHECKGLERROR
-
-                       qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
-CHECKGLERROR
-                       glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
                }
+               unit->tcubemap = 0;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
        }
-       else
-       {
-               glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-CHECKGLERROR
-               glEnable(GL_TEXTURE_2D);
-CHECKGLERROR
-               glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
-       }
-       glDisableClientState(GL_COLOR_ARRAY);
-CHECKGLERROR
-       glDisableClientState(GL_VERTEX_ARRAY);
-CHECKGLERROR
-
-       glDisable(GL_BLEND);
-CHECKGLERROR
-       glEnable(GL_DEPTH_TEST);
-CHECKGLERROR
-       glDepthMask(true);
-CHECKGLERROR
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-CHECKGLERROR
 }
 
-void R_Mesh_AddTransparent(void)
+void R_Mesh_TexBind(unsigned int unitnum, int texnum)
 {
-       if (gl_mesh_sorttransbymesh.integer)
-       {
-               int i, j, k;
-               float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist;
-               buf_vertex_t *vert1, *vert2, *vert3;
-               buf_transtri_t *tri;
-               buf_mesh_t *mesh, *transmesh;
-
-               // process and add transparent mesh triangles
-               if (!currenttranstriangle)
-                       return;
-
-               // map farclip to 0-4095 list range
-               centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f);
-               viewdistcompare = viewdist + 4.0f;
-
-               memset(buf_transtri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
-
-               k = 0;
-               for (j = 0;j < currenttranstriangle;j++)
-               {
-                       tri = &buf_transtri[j];
-
-                       vert1 = &buf_transvertex[tri->index[0]];
-                       vert2 = &buf_transvertex[tri->index[1]];
-                       vert3 = &buf_transvertex[tri->index[2]];
-
-                       dist1 = DotProduct(vert1->v, vpn);
-                       dist2 = DotProduct(vert2->v, vpn);
-                       dist3 = DotProduct(vert3->v, vpn);
-
-                       maxdist = max(dist1, max(dist2, dist3));
-                       if (maxdist < viewdistcompare)
-                               continue;
-
-                       center = (dist1 + dist2 + dist3) * centerscaler - viewdist;
-       #if SLOWMATH
-                       i = (int) center;
-                       i = bound(0, i, (TRANSDEPTHRES - 1));
-       #else
-                       if (center < 0.0f)
-                               center = 0.0f;
-                       center += 8388608.0f;
-                       i = *((long *)&center) & 0x7FFFFF;
-                       i = min(i, (TRANSDEPTHRES - 1));
-       #endif
-                       tri->next = buf_transtri_list[i];
-                       buf_transtri_list[i] = tri;
-                       k++;
-               }
-
-               #ifndef TRANSBATCH
-               if (currentmesh + k > max_meshs || currenttriangle + k > max_batch || currentvertex + currenttransvertex > max_verts)
-                       R_Mesh_Render();
-
-               // note: can't batch these because they can be rendered in any order
-               // there can never be more transparent triangles than fit in main buffers
-               memcpy(&buf_vertex[currentvertex], &buf_transvertex[0], currenttransvertex * sizeof(buf_vertex_t));
-#if FLOATCOLORS
-               if (floatcolors)
-                       memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[0], currenttransvertex * sizeof(buf_fcolor_t));
-               else
-#endif
-                       memcpy(&buf_bcolor[currentvertex], &buf_transbcolor[0], currenttransvertex * sizeof(buf_bcolor_t));
-               for (i = 0;i < backendunits;i++)
-                       memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][0], currenttransvertex * sizeof(buf_texcoord_t));
-               #endif
-
-               for (i = 0;i < currenttransmesh;i++)
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendimageunits)
+               return;
+       // update 1d texture binding
+       if (unit->t1d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       buf_transmesh[i].transchain = NULL;
-                       //buf_transmesh[i].transchainpointer = &buf_transmesh[i].transchain;
-                       buf_transmesh[i].triangles = 0;
+                       if (unit->t1d)
+                       {
+                               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+                       }
                }
-               transmesh = NULL;
-               for (j = 0;j < TRANSDEPTHRES;j++)
+               unit->t1d = 0;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
+       }
+       // update 2d texture binding
+       if (unit->t2d != texnum)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       if ((tri = buf_transtri_list[j]))
+                       if (texnum)
                        {
-                               for (;tri;tri = tri->next)
+                               if (unit->t2d == 0)
                                {
-                                       if (!tri->mesh->transchain)
-                                       {
-                                               tri->mesh->chain = transmesh;
-                                               transmesh = tri->mesh;
-                                       }
-                                       tri->meshsortchain = tri->mesh->transchain;
-                                       tri->mesh->transchain = tri;
-                                       /*
-                                       *tri->mesh->transchainpointer = tri;
-                                       tri->meshsortchain = NULL;
-                                       tri->mesh->transchainpointer = &tri->meshsortchain;
-                                       */
-                                       tri->mesh->triangles++;
+                                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
                                }
                        }
-               }
-
-               #if TRANSBATCH
-               for (;transmesh;transmesh = transmesh->chain)
-               {
-                       int meshvertexadjust;
-                       int numverts = transmesh->lastvert - transmesh->firstvert + 1;
-                       if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currentvertex + numverts > max_verts)
-                               R_Mesh_Render();
-
-                       memcpy(&buf_vertex[currentvertex], &buf_transvertex[transmesh->firstvert], numverts * sizeof(buf_vertex_t));
-#if FLOATCOLORS
-                       if (floatcolors)
-                               memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[transmesh->firstvert], numverts * sizeof(buf_fcolor_t));
                        else
-#endif
-                               memcpy(&buf_bcolor[currentvertex], &buf_transbcolor[transmesh->firstvert], numverts * sizeof(buf_bcolor_t));
-                       for (i = 0;i < backendunits && transmesh->textures[i];i++)
-                               memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][transmesh->firstvert], numverts * sizeof(buf_texcoord_t));
-
-                       mesh = &buf_mesh[currentmesh++];
-                       *mesh = *transmesh; // copy mesh properties
-                       mesh->firstvert = currentvertex;
-                       mesh->lastvert = currentvertex + numverts - 1;
-                       currentvertex += numverts;
-                       meshvertexadjust = mesh->firstvert - transmesh->firstvert;
-                       mesh->firsttriangle = currenttriangle;
-                       for (tri = transmesh->transchain;tri;tri = tri->meshsortchain)
-                       {
-                               buf_tri[currenttriangle].index[0] = tri->index[0] + meshvertexadjust;
-                               buf_tri[currenttriangle].index[1] = tri->index[1] + meshvertexadjust;
-                               buf_tri[currenttriangle].index[2] = tri->index[2] + meshvertexadjust;
-                               /*
-                               if (tri->mesh != transmesh)
-                                       Sys_Error("!?!");
-                               if ((unsigned int) buf_tri[currenttriangle].index[0] < (unsigned int) mesh->firstvert
-                                || (unsigned int) buf_tri[currenttriangle].index[0] > (unsigned int) mesh->lastvert
-                                || (unsigned int) buf_tri[currenttriangle].index[1] < (unsigned int) mesh->firstvert
-                                || (unsigned int) buf_tri[currenttriangle].index[1] > (unsigned int) mesh->lastvert
-                                || (unsigned int) buf_tri[currenttriangle].index[2] < (unsigned int) mesh->firstvert
-                                || (unsigned int) buf_tri[currenttriangle].index[2] > (unsigned int) mesh->lastvert)
-                                       Sys_Error("!?");
-                               */
-                               currenttriangle++;
-                       }
-                       /*
-                       if (mesh->triangles != currenttriangle - mesh->firsttriangle)
-                               Sys_Error("!");
-                       */
-               }
-               #else
-               for (;transmesh;transmesh = transmesh->chain)
-               {
-                       mesh = &buf_mesh[currentmesh++];
-                       *mesh = *transmesh; // copy mesh properties
-                       mesh->firstvert += currentvertex;
-                       mesh->lastvert += currentvertex;
-                       mesh->firsttriangle = currenttriangle;
-                       for (tri = transmesh->transchain;tri;tri = tri->meshsortchain)
                        {
-                               buf_tri[currenttriangle].index[0] = tri->index[0] + currentvertex;
-                               buf_tri[currenttriangle].index[1] = tri->index[1] + currentvertex;
-                               buf_tri[currenttriangle].index[2] = tri->index[2] + currentvertex;
-                               /*
-                               if (tri->mesh != transmesh)
-                                       Sys_Error("!?!");
-                               if ((unsigned int) buf_tri[currenttriangle].index[0] < (unsigned int) mesh->firstvert
-                                || (unsigned int) buf_tri[currenttriangle].index[0] > (unsigned int) mesh->lastvert
-                                || (unsigned int) buf_tri[currenttriangle].index[1] < (unsigned int) mesh->firstvert
-                                || (unsigned int) buf_tri[currenttriangle].index[1] > (unsigned int) mesh->lastvert
-                                || (unsigned int) buf_tri[currenttriangle].index[2] < (unsigned int) mesh->firstvert
-                                || (unsigned int) buf_tri[currenttriangle].index[2] > (unsigned int) mesh->lastvert)
-                                       Sys_Error("!?");
-                               */
-                               currenttriangle++;
-                       }
-                       /*
-                       if (mesh->triangles != currenttriangle - mesh->firsttriangle)
-                               Sys_Error("!");
-                       */
-               }
-               currentvertex += currenttransvertex;
-               #endif
-
-               currenttransmesh = 0;
-               currenttranstriangle = 0;
-               currenttransvertex = 0;
-       }
-       else if (gl_mesh_dupetransverts.integer)
-       {
-               int i, j, k, index;
-               float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist;
-               buf_vertex_t *vert1, *vert2, *vert3;
-               buf_transtri_t *tri;
-               buf_mesh_t *mesh;
-
-               // process and add transparent mesh triangles
-               if (!currenttranstriangle)
-                       return;
-
-               // map farclip to 0-4095 list range
-               centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f);
-               viewdistcompare = viewdist + 4.0f;
-
-               memset(buf_transtri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
-
-               // process in reverse because transtri_list adding code is in reverse as well
-               k = 0;
-               for (j = currenttranstriangle - 1;j >= 0;j--)
-               {
-                       tri = &buf_transtri[j];
-
-                       vert1 = &buf_transvertex[tri->index[0]];
-                       vert2 = &buf_transvertex[tri->index[1]];
-                       vert3 = &buf_transvertex[tri->index[2]];
-
-                       dist1 = DotProduct(vert1->v, vpn);
-                       dist2 = DotProduct(vert2->v, vpn);
-                       dist3 = DotProduct(vert3->v, vpn);
-
-                       maxdist = max(dist1, max(dist2, dist3));
-                       if (maxdist < viewdistcompare)
-                               continue;
-
-                       center = (dist1 + dist2 + dist3) * centerscaler - viewdist;
-       #if SLOWMATH
-                       i = (int) center;
-                       i = bound(0, i, (TRANSDEPTHRES - 1));
-       #else
-                       if (center < 0.0f)
-                               center = 0.0f;
-                       center += 8388608.0f;
-                       i = *((long *)&center) & 0x7FFFFF;
-                       i = min(i, (TRANSDEPTHRES - 1));
-       #endif
-                       tri->next = buf_transtri_list[i];
-                       buf_transtri_list[i] = tri;
-                       k++;
-               }
-
-               if (currentmesh + k > max_meshs || currenttriangle + k > max_batch || currentvertex + k * 3 > max_verts)
-                       R_Mesh_Render();
-
-               currenttransmesh = 0;
-               currenttranstriangle = 0;
-               currenttransvertex = 0;
-
-               // note: can't batch these because they can be rendered in any order
-               // there can never be more transparent triangles than fit in main buffers
-               for (j = TRANSDEPTHRES - 1;j >= 0;j--)
-               {
-                       if ((tri = buf_transtri_list[j]))
-                       {
-                               while(tri)
+                               if (unit->t2d)
                                {
-                                       mesh = &buf_mesh[currentmesh++];
-                                       *mesh = *tri->mesh; // copy mesh properties
-                                       mesh->firstvert = currentvertex;
-                                       mesh->lastvert = currentvertex + 2;
-                                       mesh->firsttriangle = currenttriangle;
-                                       mesh->triangles = 1;
-                                       for (k = 0;k < 3;k++)
-                                       {
-                                               index = tri->index[k];
-                                               buf_tri[currenttriangle].index[k] = currentvertex;
-                                               memcpy(buf_vertex[currentvertex].v, buf_transvertex[index].v, sizeof(buf_vertex_t));
-#if FLOATCOLORS
-                                               if (floatcolors)
-                                                       memcpy(buf_fcolor[currentvertex].c, buf_transfcolor[index].c, sizeof(buf_fcolor_t));
-                                               else
-#endif
-                                                       memcpy(buf_bcolor[currentvertex].c, buf_transbcolor[index].c, sizeof(buf_bcolor_t));
-                                               for (i = 0;i < backendunits && tri->mesh->textures[i];i++)
-                                                       memcpy(buf_texcoord[i][currentvertex].t, buf_transtexcoord[i][index].t, sizeof(buf_texcoord_t));
-                                               currentvertex++;
-                                       }
-                                       currenttriangle++;
-                                       tri = tri->next;
+                                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                                }
                        }
                }
+               unit->t2d = texnum;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
        }
-       else
+       // update 3d texture binding
+       if (unit->t3d)
        {
-               int i, j, k;
-               float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist;
-               buf_vertex_t *vert1, *vert2, *vert3;
-               buf_transtri_t *tri;
-               buf_mesh_t *mesh;
-
-               // process and add transparent mesh triangles
-               if (!currenttranstriangle)
-                       return;
-
-               // map farclip to 0-4095 list range
-               centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f);
-               viewdistcompare = viewdist + 4.0f;
-
-               memset(buf_transtri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
-
-               // process in reverse because transtri_list adding code is in reverse as well
-               k = 0;
-               for (j = currenttranstriangle - 1;j >= 0;j--)
-               {
-                       tri = &buf_transtri[j];
-
-                       vert1 = &buf_transvertex[tri->index[0]];
-                       vert2 = &buf_transvertex[tri->index[1]];
-                       vert3 = &buf_transvertex[tri->index[2]];
-
-                       dist1 = DotProduct(vert1->v, vpn);
-                       dist2 = DotProduct(vert2->v, vpn);
-                       dist3 = DotProduct(vert3->v, vpn);
-
-                       maxdist = max(dist1, max(dist2, dist3));
-                       if (maxdist < viewdistcompare)
-                               continue;
-
-                       center = (dist1 + dist2 + dist3) * centerscaler - viewdist;
-       #if SLOWMATH
-                       i = (int) center;
-                       i = bound(0, i, (TRANSDEPTHRES - 1));
-       #else
-                       if (center < 0.0f)
-                               center = 0.0f;
-                       center += 8388608.0f;
-                       i = *((long *)&center) & 0x7FFFFF;
-                       i = min(i, (TRANSDEPTHRES - 1));
-       #endif
-                       tri->next = buf_transtri_list[i];
-                       buf_transtri_list[i] = tri;
-                       k++;
-               }
-
-               if (currentmesh + k > max_meshs || currenttriangle + k > max_batch || currentvertex + currenttransvertex > max_verts)
-                       R_Mesh_Render();
-
-               // note: can't batch these because they can be rendered in any order
-               // there can never be more transparent triangles than fit in main buffers
-               memcpy(&buf_vertex[currentvertex], &buf_transvertex[0], currenttransvertex * sizeof(buf_vertex_t));
-#if FLOATCOLORS
-               if (floatcolors)
-                       memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[0], currenttransvertex * sizeof(buf_fcolor_t));
-               else
-#endif
-                       memcpy(&buf_bcolor[currentvertex], &buf_transbcolor[0], currenttransvertex * sizeof(buf_bcolor_t));
-               for (i = 0;i < backendunits;i++)
-                       memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][0], currenttransvertex * sizeof(buf_texcoord_t));
-
-               for (j = TRANSDEPTHRES - 1;j >= 0;j--)
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       if ((tri = buf_transtri_list[j]))
+                       if (unit->t3d)
                        {
-                               while(tri)
-                               {
-                                       mesh = &buf_mesh[currentmesh++];
-                                       *mesh = *tri->mesh; // copy mesh properties
-                                       buf_tri[currenttriangle].index[0] = tri->index[0] + currentvertex;
-                                       buf_tri[currenttriangle].index[1] = tri->index[1] + currentvertex;
-                                       buf_tri[currenttriangle].index[2] = tri->index[2] + currentvertex;
-                                       mesh->firstvert = min(buf_tri[currenttriangle].index[0], min(buf_tri[currenttriangle].index[1], buf_tri[currenttriangle].index[2]));
-                                       mesh->lastvert = max(buf_tri[currenttriangle].index[0], max(buf_tri[currenttriangle].index[1], buf_tri[currenttriangle].index[2]));
-                                       mesh->firsttriangle = currenttriangle++;
-                                       mesh->triangles = 1;
-                                       tri = tri->next;
-                               }
+                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
                        }
                }
-               currentvertex += currenttransvertex;
-               currenttransmesh = 0;
-               currenttranstriangle = 0;
-               currenttransvertex = 0;
+               unit->t3d = 0;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
        }
-}
-
-void R_Mesh_Draw(const rmeshinfo_t *m)
-{
-       // these are static because gcc runs out of virtual registers otherwise
-       static int i, j, *index, overbright;
-       static float c, *in, scaler;
-#if FLOATCOLORS
-       static float cr, cg, cb, ca;
-#endif
-       static buf_mesh_t *mesh;
-       static buf_vertex_t *vert;
-#if FLOATCOLORS
-       static buf_fcolor_t *fcolor;
-#endif
-       static buf_bcolor_t *bcolor;
-       static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS];
-       static buf_transtri_t *tri;
-       static buf_bcolor_t flatbcolor;
-
-       if (m->index == NULL
-        || !m->numtriangles
-        || m->vertex == NULL
-        || !m->numverts)
-               return;
-       // ignore meaningless alpha meshs
-       if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA))
+       // update cubemap texture binding
+       if (unit->tcubemap != 0)
        {
-               if (m->color)
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       for (i = 0, in = m->color + 3;i < m->numverts;i++, (int)in += m->colorstep)
-                               if (*in >= 0.01f)
-                                       break;
-                       if (i == m->numverts)
-                               return;
+                       if (unit->tcubemap)
+                       {
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                       }
                }
-               else if (m->ca < 0.01f)
-                       return;
+               unit->tcubemap = 0;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
        }
+}
 
-       if (!backendactive)
-               Sys_Error("R_Mesh_Draw: called when backend is not active\n");
-
-       scaler = 1;
-       if (m->blendfunc2 == GL_SRC_COLOR)
-       {
-               if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
-                       scaler *= 0.5f;
-       }
-       else
+void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendimageunits)
+               return;
+       // update 1d texture binding
+       if (unit->t1d)
        {
-               if (m->tex[0])
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       overbright = gl_combine.integer;
-                       if (overbright)
-                               scaler *= 0.25f;
+                       if (unit->t1d)
+                       {
+                               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+                       }
                }
-               scaler *= overbrightscale;
+               unit->t1d = 0;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
        }
-
-       if (m->transparent)
+       // update 2d texture binding
+       if (unit->t2d)
        {
-               if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       if (!transranout)
+                       if (unit->t2d)
                        {
-                               Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
-                               transranout = true;
+                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                        }
-                       return;
-               }
-
-               c_transmeshs++;
-               c_transtris += m->numtriangles;
-               vert = &buf_transvertex[currenttransvertex];
-#if FLOATCOLORS
-               fcolor = &buf_transfcolor[currenttransvertex];
-#endif
-               bcolor = &buf_transbcolor[currenttransvertex];
-               for (i = 0;i < backendunits;i++)
-                       texcoord[i] = &buf_transtexcoord[i][currenttransvertex];
-
-               // transmesh is only for storage of transparent meshs until they
-               // are inserted into the main mesh array
-               mesh = &buf_transmesh[currenttransmesh++];
-
-               // transparent meshs are broken up into individual triangles which can
-               // be sorted by depth
-               index = m->index;
-               for (i = 0;i < m->numtriangles;i++)
-               {
-                       tri = &buf_transtri[currenttranstriangle++];
-                       tri->mesh = mesh;
-                       tri->index[0] = *index++ + currenttransvertex;
-                       tri->index[1] = *index++ + currenttransvertex;
-                       tri->index[2] = *index++ + currenttransvertex;
                }
-
-               mesh->firstvert = currenttransvertex;
-               mesh->lastvert = currenttransvertex + m->numverts - 1;
-               currenttransvertex += m->numverts;
+               unit->t2d = 0;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
        }
-       else
+       // update 3d texture binding
+       if (unit->t3d != texnum)
        {
-               if (m->numtriangles > max_meshs || m->numverts > max_verts)
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       Con_Printf("R_Mesh_Draw: mesh too big for buffers\n");
-                       return;
+                       if (texnum)
+                       {
+                               if (unit->t3d == 0)
+                               {
+                                       qglEnable(GL_TEXTURE_3D);CHECKGLERROR
+                               }
+                       }
+                       else
+                       {
+                               if (unit->t3d)
+                               {
+                                       qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+                               }
+                       }
                }
-
-               if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
-                       R_Mesh_Render();
-
-               c_meshs++;
-               c_meshtris += m->numtriangles;
-               vert = &buf_vertex[currentvertex];
-#if FLOATCOLORS
-               fcolor = &buf_fcolor[currentvertex];
-#endif
-               bcolor = &buf_bcolor[currentvertex];
-               for (i = 0;i < backendunits;i++)
-                       texcoord[i] = &buf_texcoord[i][currentvertex];
-
-               mesh = &buf_mesh[currentmesh++];
-               // opaque meshs are rendered directly
-               index = (int *)&buf_tri[currenttriangle];
-               mesh->firsttriangle = currenttriangle;
-               currenttriangle += m->numtriangles;
-               for (i = 0;i < m->numtriangles * 3;i++)
-                       index[i] = m->index[i] + currentvertex;
-
-               mesh->firstvert = currentvertex;
-               mesh->lastvert = currentvertex + m->numverts - 1;
-               currentvertex += m->numverts;
-       }
-
-       // code shared for transparent and opaque meshs
-       mesh->blendfunc1 = m->blendfunc1;
-       mesh->blendfunc2 = m->blendfunc2;
-       mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
-       mesh->depthtest = !m->depthdisable;
-       mesh->triangles = m->numtriangles;
-       j = -1;
-       for (i = 0;i < backendunits;i++)
-       {
-               if ((mesh->textures[i] = m->tex[i]))
-                       j = i;
-               mesh->texturergbscale[i] = m->texrgbscale[i];
-               if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
-                       mesh->texturergbscale[i] = 1;
+               unit->t3d = texnum;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
        }
-       if (overbright && j >= 0)
-               mesh->texturergbscale[j] = 4;
-
-       if (m->vertexstep != sizeof(buf_vertex_t))
+       // update cubemap texture binding
+       if (unit->tcubemap != 0)
        {
-               for (i = 0, in = m->vertex;i < m->numverts;i++, (int)in += m->vertexstep)
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       vert[i].v[0] = in[0];
-                       vert[i].v[1] = in[1];
-                       vert[i].v[2] = in[2];
+                       if (unit->tcubemap)
+                       {
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                       }
                }
+               unit->tcubemap = 0;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
        }
-       else
-               memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
+}
 
-#if FLOATCOLORS
-       if (floatcolors)
+void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendimageunits)
+               return;
+       // update 1d texture binding
+       if (unit->t1d)
        {
-               if (m->color)
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
+                       if (unit->t1d)
                        {
-                               fcolor[i].c[0] = in[0] * scaler;
-                               fcolor[i].c[1] = in[1] * scaler;
-                               fcolor[i].c[2] = in[2] * scaler;
-                               fcolor[i].c[3] = in[3];
+                               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
                        }
                }
-               else
+               unit->t1d = 0;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
+       }
+       // update 2d texture binding
+       if (unit->t2d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       cr = m->cr * scaler;
-                       cg = m->cg * scaler;
-                       cb = m->cb * scaler;
-                       ca = m->ca;
-                       for (i = 0;i < m->numverts;i++)
+                       if (unit->t2d)
                        {
-                               fcolor[i].c[0] = cr;
-                               fcolor[i].c[1] = cg;
-                               fcolor[i].c[2] = cb;
-                               fcolor[i].c[3] = ca;
+                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                        }
                }
+               unit->t2d = 0;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
        }
-       else
+       // update 3d texture binding
+       if (unit->t3d)
        {
-#endif
-               if (m->color)
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
+                       if (unit->t3d)
                        {
-                               // shift float to have 8bit fraction at base of number,
-                               // then read as integer and kill float bits...
-                               c = in[0] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[0] = (byte) j;
-                               c = in[1] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[1] = (byte) j;
-                               c = in[2] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[2] = (byte) j;
-                               c = in[3]          + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[3] = (byte) j;
+                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
                        }
                }
-               else
-               {
-                       c = m->cr * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;flatbcolor.c[0] = (byte) j;
-                       c = m->cg * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;flatbcolor.c[1] = (byte) j;
-                       c = m->cb * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;flatbcolor.c[2] = (byte) j;
-                       c = m->ca          + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;flatbcolor.c[3] = (byte) j;
-                       for (i = 0;i < m->numverts;i++)
-                               bcolor[i] = flatbcolor;
-               }
-#if FLOATCOLORS
+               unit->t3d = 0;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
        }
-#endif
-
-       for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
+       // update cubemap texture binding
+       if (unit->tcubemap != texnum)
        {
-               if (j >= backendunits)
-                       Sys_Error("R_Mesh_Draw: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
-               if (m->texcoordstep[j] != sizeof(buf_texcoord_t))
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       for (i = 0, in = m->texcoords[j];i < m->numverts;i++, (int)in += m->texcoordstep[j])
+                       if (texnum)
+                       {
+                               if (unit->tcubemap == 0)
+                               {
+                                       qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                               }
+                       }
+                       else
                        {
-                               texcoord[j][i].t[0] = in[0];
-                               texcoord[j][i].t[1] = in[1];
+                               if (unit->tcubemap)
+                               {
+                                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                               }
                        }
                }
-               else
-                       memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
+               unit->tcubemap = texnum;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
        }
-       #if 0
-       for (;j < backendunits;j++)
-               memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t));
-       #endif
 }
 
-void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts)
+void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
 {
-       m->index = polyindexarray;
-       m->numverts = numverts;
-       m->numtriangles = numverts - 2;
-       if (m->numtriangles < 1)
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (matrix->m[3][3])
        {
-               Con_Printf("R_Mesh_DrawPolygon: invalid vertex count\n");
-               return;
+               // texmatrix specified, check if it is different
+               if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
+               {
+                       matrix4x4_t tempmatrix;
+                       unit->texmatrixenabled = true;
+                       unit->matrix = *matrix;
+                       CHECKGLERROR
+                       Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
+                       qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+                       GL_ActiveTexture(unitnum);
+                       qglLoadMatrixf(&tempmatrix.m[0][0]);CHECKGLERROR
+                       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+               }
        }
-       if (m->numtriangles >= 256)
+       else
        {
-               Con_Printf("R_Mesh_DrawPolygon: only up to 256 triangles (258 verts) supported\n");
-               return;
+               // no texmatrix specified, revert to identity
+               if (unit->texmatrixenabled)
+               {
+                       unit->texmatrixenabled = false;
+                       CHECKGLERROR
+                       qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+                       GL_ActiveTexture(unitnum);
+                       qglLoadIdentity();CHECKGLERROR
+                       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+               }
        }
-       R_Mesh_Draw(m);
 }
 
-// LordHavoc: this thing is evil, but necessary because decals account for so much overhead
-void R_Mesh_DrawDecal(const rmeshinfo_t *m)
+void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
 {
-       // these are static because gcc runs out of virtual registers otherwise
-       static int i, j, *index, overbright;
-       static float c, scaler;
-#if FLOATCOLORS
-       static float cr, cg, cb, ca;
-#endif
-       static buf_mesh_t *mesh;
-       static buf_vertex_t *vert;
-#if FLOATCOLORS
-       static buf_fcolor_t *fcolor;
-#endif
-       static buf_bcolor_t *bcolor;
-       static buf_texcoord_t *texcoord;
-       static buf_transtri_t *tri;
-       static buf_bcolor_t flatbcolor;
-
-       if (!backendactive)
-               Sys_Error("R_Mesh_Draw: called when backend is not active\n");
-
-       scaler = 1;
-       if (m->tex[0])
-       {
-               overbright = gl_combine.integer;
-               if (overbright)
-                       scaler *= 0.25f;
-       }
-       scaler *= overbrightscale;
-
-       if (m->transparent)
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       CHECKGLERROR
+       if (gl_combine.integer)
        {
-               if (currenttransmesh >= max_meshs || (currenttranstriangle + 2) > max_meshs || (currenttransvertex + 4) > max_verts)
+               // GL_ARB_texture_env_combine
+               if (!combinergb)
+                       combinergb = GL_MODULATE;
+               if (!combinealpha)
+                       combinealpha = GL_MODULATE;
+               if (!rgbscale)
+                       rgbscale = 1;
+               if (!alphascale)
+                       alphascale = 1;
+               if (unit->combinergb != combinergb)
                {
-                       if (!transranout)
-                       {
-                               Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
-                               transranout = true;
-                       }
-                       return;
+                       unit->combinergb = combinergb;
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
                }
-
-               c_transmeshs++;
-               c_transtris += 2;
-               vert = &buf_transvertex[currenttransvertex];
-#if FLOATCOLORS
-               fcolor = &buf_transfcolor[currenttransvertex];
-#endif
-               bcolor = &buf_transbcolor[currenttransvertex];
-               texcoord = &buf_transtexcoord[0][currenttransvertex];
-
-               // transmesh is only for storage of transparent meshs until they
-               // are inserted into the main mesh array
-               mesh = &buf_transmesh[currenttransmesh++];
-               mesh->blendfunc1 = m->blendfunc1;
-               mesh->blendfunc2 = m->blendfunc2;
-               mesh->depthmask = false;
-               mesh->depthtest = true;
-               mesh->triangles = 2;
-               mesh->textures[0] = m->tex[0];
-               mesh->texturergbscale[0] = overbright ? 4 : 1;
-               for (i = 1;i < backendunits;i++)
-               {
-                       mesh->textures[i] = 0;
-                       mesh->texturergbscale[i] = 1;
-               }
-               mesh->chain = NULL;
-
-               // transparent meshs are broken up into individual triangles which can
-               // be sorted by depth
-               index = m->index;
-               tri = &buf_transtri[currenttranstriangle++];
-               tri->mesh = mesh;
-               tri->index[0] = 0 + currenttransvertex;
-               tri->index[1] = 1 + currenttransvertex;
-               tri->index[2] = 2 + currenttransvertex;
-               tri = &buf_transtri[currenttranstriangle++];
-               tri->mesh = mesh;
-               tri->index[0] = 0 + currenttransvertex;
-               tri->index[1] = 2 + currenttransvertex;
-               tri->index[2] = 3 + currenttransvertex;
-
-               mesh->firstvert = currenttransvertex;
-               mesh->lastvert = currenttransvertex + 3;
-               currenttransvertex += 4;
-       }
-       else
-       {
-               if (2 > max_meshs || 4 > max_verts)
+               if (unit->combinealpha != combinealpha)
                {
-                       Con_Printf("R_Mesh_Draw: mesh too big for buffers\n");
-                       return;
+                       unit->combinealpha = combinealpha;
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
+               }
+               if (unit->rgbscale != rgbscale)
+               {
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
+               }
+               if (unit->alphascale != alphascale)
+               {
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
                }
-
-               if (currentmesh >= max_meshs || (currenttriangle + 2) > max_batch || (currentvertex + 4) > max_verts)
-                       R_Mesh_Render();
-
-               c_meshs++;
-               c_meshtris += 2;
-               vert = &buf_vertex[currentvertex];
-#if FLOATCOLORS
-               fcolor = &buf_fcolor[currentvertex];
-#endif
-               bcolor = &buf_bcolor[currentvertex];
-               texcoord = &buf_texcoord[0][currentvertex];
-
-               mesh = &buf_mesh[currentmesh++];
-               mesh->blendfunc1 = m->blendfunc1;
-               mesh->blendfunc2 = m->blendfunc2;
-               mesh->depthmask = false;
-               mesh->depthtest = !m->depthdisable;
-               mesh->firsttriangle = currenttriangle;
-               mesh->triangles = 2;
-               mesh->textures[0] = m->tex[0];
-               mesh->texturergbscale[0] = overbright ? 4 : 1;
-               for (i = 1;i < backendunits;i++)
-               {
-                       mesh->textures[i] = 0;
-                       mesh->texturergbscale[i] = 1;
-               }
-
-               // opaque meshs are rendered directly
-               index = (int *)&buf_tri[currenttriangle];
-               index[0] = 0 + currentvertex;
-               index[1] = 1 + currentvertex;
-               index[2] = 2 + currentvertex;
-               index[3] = 0 + currentvertex;
-               index[4] = 2 + currentvertex;
-               index[5] = 3 + currentvertex;
-               mesh->firstvert = currentvertex;
-               mesh->lastvert = currentvertex + 3;
-               currenttriangle += 2;
-               currentvertex += 4;
-       }
-
-       // buf_vertex_t must match the size of the decal vertex array (or vice versa)
-       memcpy(vert, m->vertex, 4 * sizeof(buf_vertex_t));
-
-#if FLOATCOLORS
-       if (floatcolors)
-       {
-               cr = m->cr * scaler;
-               cg = m->cg * scaler;
-               cb = m->cb * scaler;
-               ca = m->ca;
-               fcolor[0].c[0] = cr;
-               fcolor[0].c[1] = cg;
-               fcolor[0].c[2] = cb;
-               fcolor[0].c[3] = ca;
-               fcolor[1].c[0] = cr;
-               fcolor[1].c[1] = cg;
-               fcolor[1].c[2] = cb;
-               fcolor[1].c[3] = ca;
-               fcolor[2].c[0] = cr;
-               fcolor[2].c[1] = cg;
-               fcolor[2].c[2] = cb;
-               fcolor[2].c[3] = ca;
-               fcolor[3].c[0] = cr;
-               fcolor[3].c[1] = cg;
-               fcolor[3].c[2] = cb;
-               fcolor[3].c[3] = ca;
        }
        else
        {
-#endif
-               c = m->cr * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;flatbcolor.c[0] = (byte) j;
-               c = m->cg * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;flatbcolor.c[1] = (byte) j;
-               c = m->cb * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;flatbcolor.c[2] = (byte) j;
-               c = m->ca          + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;flatbcolor.c[3] = (byte) j;
-               bcolor[0] = flatbcolor;
-               bcolor[1] = flatbcolor;
-               bcolor[2] = flatbcolor;
-               bcolor[3] = flatbcolor;
-#if FLOATCOLORS
+               // normal GL texenv
+               if (!combinergb)
+                       combinergb = GL_MODULATE;
+               if (unit->combinergb != combinergb)
+               {
+                       unit->combinergb = combinergb;
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
+               }
        }
-#endif
-
-       // buf_texcoord_t must be the same size as the decal texcoord array (or vice versa)
-       memcpy(&texcoord[0].t[0], m->texcoords[0], 4 * sizeof(buf_texcoord_t));
 }
 
-/*
-==============================================================================
-
-                                               SCREEN SHOTS
-
-==============================================================================
-*/
-
-float CalcFov (float fov_x, float width, float height);
-void R_ClearScreen(void);
-
-void SCR_ScreenShot(char *filename, int x, int y, int width, int height)
+void R_Mesh_TextureState(const rmeshstate_t *m)
 {
-       int i;
-       byte *buffer;
-
-       buffer = Mem_Alloc(tempmempool, width*height*3);
-       glReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
-       CHECKGLERROR
+       unsigned int i;
 
-       // LordHavoc: compensate for v_overbrightbits when using hardware gamma
-       if (v_hwgamma.integer)
-               for (i = 0;i < width * height * 3;i++)
-                       buffer[i] <<= v_overbrightbits.integer;
+       BACKENDACTIVECHECK
 
-       Image_WriteTGARGB_preflipped(filename, width, height, buffer);
+       CHECKGLERROR
+       if (gl_backend_rebindtextures)
+       {
+               gl_backend_rebindtextures = false;
+               GL_SetupTextureState();
+               CHECKGLERROR
+       }
 
-       Mem_Free(buffer);
+       for (i = 0;i < backendimageunits;i++)
+               R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
+       for (i = 0;i < backendarrayunits;i++)
+       {
+               if (m->pointer_texcoord3f[i])
+                       R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i]);
+               else
+                       R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]);
+       }
+       for (i = 0;i < backendunits;i++)
+       {
+               R_Mesh_TexMatrix(i, &m->texmatrix[i]);
+               R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
+       }
+       CHECKGLERROR
 }
 
-/*
-==================
-SCR_ScreenShot_f
-==================
-*/
-void SCR_ScreenShot_f (void)
+void R_Mesh_ResetTextureState(void)
 {
-       int i;
-       char filename[16];
-       char checkname[MAX_OSPATH];
-//
-// find a file name to save it to
-//
-       strcpy(filename, "dp0000.tga");
-
-       for (i=0 ; i<=9999 ; i++)
-       {
-               filename[2] = (i/1000)%10 + '0';
-               filename[3] = (i/ 100)%10 + '0';
-               filename[4] = (i/  10)%10 + '0';
-               filename[5] = (i/   1)%10 + '0';
-               sprintf (checkname, "%s/%s", com_gamedir, filename);
-               if (Sys_FileTime(checkname) == -1)
-                       break;  // file doesn't exist
-       }
-       if (i==10000)
-       {
-               Con_Printf ("SCR_ScreenShot_f: Couldn't create a TGA file\n");
-               return;
-       }
+       unsigned int unitnum;
 
-       SCR_ScreenShot(filename, vid.realx, vid.realy, vid.realwidth, vid.realheight);
-       Con_Printf ("Wrote %s\n", filename);
-}
-
-/*
-===============
-R_Envmap_f
-
-Grab six views for environment mapping tests
-===============
-*/
-struct
-{
-       float angles[3];
-       char *name;
-}
-envmapinfo[6] =
-{
-       {{  0,   0, 0}, "ft"},
-       {{  0,  90, 0}, "rt"},
-       {{  0, 180, 0}, "bk"},
-       {{  0, 270, 0}, "lf"},
-       {{-90,  90, 0}, "up"},
-       {{ 90,  90, 0}, "dn"}
-};
-static void R_Envmap_f (void)
-{
-       int j, size;
-       char filename[256], basename[256];
+       BACKENDACTIVECHECK
 
-       if (Cmd_Argc() != 3)
+       CHECKGLERROR
+       if (gl_backend_rebindtextures)
        {
-               Con_Printf ("envmap <basename> <size>: save out 6 cubic environment map images, usable with loadsky, note that size must one of 128, 256, 512, or 1024 and can't be bigger than your current resolution\n");
-               return;
+               gl_backend_rebindtextures = false;
+               GL_SetupTextureState();
+               CHECKGLERROR
        }
 
-       if (!r_render.integer)
-               return;
-
-       strcpy(basename, Cmd_Argv(1));
-       size = atoi(Cmd_Argv(2));
-       if (size != 128 && size != 256 && size != 512 && size != 1024)
+       for (unitnum = 0;unitnum < backendimageunits;unitnum++)
        {
-               Con_Printf("envmap: size must be one of 128, 256, 512, or 1024\n");
-               return;
+               gltextureunit_t *unit = gl_state.units + unitnum;
+               // update 1d texture binding
+               if (unit->t1d)
+               {
+                       GL_ActiveTexture(unitnum);
+                       if (unitnum < backendunits)
+                       {
+                               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+                       }
+                       unit->t1d = 0;
+                       qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
+               }
+               // update 2d texture binding
+               if (unit->t2d)
+               {
+                       GL_ActiveTexture(unitnum);
+                       if (unitnum < backendunits)
+                       {
+                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                       }
+                       unit->t2d = 0;
+                       qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+               }
+               // update 3d texture binding
+               if (unit->t3d)
+               {
+                       GL_ActiveTexture(unitnum);
+                       if (unitnum < backendunits)
+                       {
+                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+                       }
+                       unit->t3d = 0;
+                       qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+               }
+               // update cubemap texture binding
+               if (unit->tcubemap)
+               {
+                       GL_ActiveTexture(unitnum);
+                       if (unitnum < backendunits)
+                       {
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                       }
+                       unit->tcubemap = 0;
+                       qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+               }
        }
-       if (size > vid.realwidth || size > vid.realheight)
+       for (unitnum = 0;unitnum < backendarrayunits;unitnum++)
        {
-               Con_Printf("envmap: your resolution is not big enough to render that size\n");
-               return;
+               gltextureunit_t *unit = gl_state.units + unitnum;
+               // texture array unit is disabled, disable the array
+               if (unit->arrayenabled)
+               {
+                       unit->arrayenabled = false;
+                       GL_ClientActiveTexture(unitnum);
+                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               }
        }
-
-       envmap = true;
-
-       r_refdef.x = 0;
-       r_refdef.y = 0;
-       r_refdef.width = size;
-       r_refdef.height = size;
-
-       r_refdef.fov_x = 90;
-       r_refdef.fov_y = 90;
-
-       for (j = 0;j < 6;j++)
+       for (unitnum = 0;unitnum < backendunits;unitnum++)
        {
-               sprintf(filename, "env/%s%s.tga", basename, envmapinfo[j].name);
-               VectorCopy(envmapinfo[j].angles, r_refdef.viewangles);
-               R_ClearScreen();
-               R_RenderView ();
-               SCR_ScreenShot(filename, vid.realx, vid.realy, size, size);
+               gltextureunit_t *unit = gl_state.units + unitnum;
+               // no texmatrix specified, revert to identity
+               if (unit->texmatrixenabled)
+               {
+                       unit->texmatrixenabled = false;
+                       CHECKGLERROR
+                       qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+                       GL_ActiveTexture(unitnum);
+                       qglLoadIdentity();CHECKGLERROR
+                       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+               }
+               if (gl_combine.integer)
+               {
+                       // GL_ARB_texture_env_combine
+                       if (unit->combinergb != GL_MODULATE)
+                       {
+                               unit->combinergb = GL_MODULATE;
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
+                       }
+                       if (unit->combinealpha != GL_MODULATE)
+                       {
+                               unit->combinealpha = GL_MODULATE;
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
+                       }
+                       if (unit->rgbscale != 1)
+                       {
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR
+                       }
+                       if (unit->alphascale != 1)
+                       {
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR
+                       }
+               }
+               else
+               {
+                       // normal GL texenv
+                       if (unit->combinergb != GL_MODULATE)
+                       {
+                               unit->combinergb = GL_MODULATE;
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
+                       }
+               }
        }
-
-       envmap = false;
 }
 
-//=============================================================================
-
-void R_ClearScreen(void)
+void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
 {
-       if (r_render.integer)
+       CHECKGLERROR
+       qglBegin(GL_LINES);
+       for (;numtriangles;numtriangles--, elements += 3)
        {
-               glClearColor(0,0,0,0);
-               CHECKGLERROR
-               glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: clear the screen (around the view as well)
-               CHECKGLERROR
-               if (gl_dither.integer)
-                       glEnable(GL_DITHER);
-               else
-                       glDisable(GL_DITHER);
-               CHECKGLERROR
+               qglArrayElement(elements[0]);qglArrayElement(elements[1]);
+               qglArrayElement(elements[1]);qglArrayElement(elements[2]);
+               qglArrayElement(elements[2]);qglArrayElement(elements[0]);
        }
-}
-
-/*
-==================
-SCR_UpdateScreen
-
-This is called every frame, and can also be called explicitly to flush
-text to the screen.
-==================
-*/
-void SCR_UpdateScreen (void)
-{
-       //Mem_CheckSentinelsGlobal();
-       //R_TimeReport("memtest");
-
-       glFinish ();
+       qglEnd();
        CHECKGLERROR
-
-       VID_Finish ();
-
-       R_TimeReport("finish");
-
-       if (gl_combine.integer && !gl_combine_extension)
-               Cvar_SetValue("gl_combine", 0);
-
-       lightscalebit = v_overbrightbits.integer;
-       if (gl_combine.integer && r_multitexture.integer)
-               lightscalebit += 2;
-
-       lightscale = 1.0f / (float) (1 << lightscalebit);
-       overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
-
-       R_TimeReport("setup");
-
-       R_ClearScreen();
-
-       R_TimeReport("clear");
-
-       if (scr_conlines < vid.conheight)
-               R_RenderView();
-
-       // draw 2D stuff
-       R_DrawQueue();
 }