]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
cleaned up backend code a bit more, added R_Mesh_Draw_GetBuffer (untested - returns...
[xonotic/darkplaces.git] / gl_backend.c
index 16a92c257b67b201b4bfef11f7cbaf989638bcbf..e03740b1ffef52c117c1984c6c100ded82fd9743 100644 (file)
@@ -1,31 +1,47 @@
 
 #include "quakedef.h"
 
+cvar_t         r_render = {0, "r_render", "1"};
+cvar_t         gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
+
+int                    lightscalebit;
+float          lightscale;
+float          overbrightscale;
+
+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 cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"};
+//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"};
-static cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
+static cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "0"};
 
 typedef struct buf_mesh_s
 {
-       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 verts;
+       struct buf_mesh_s *chain;
+       struct buf_transtri_s *transchain;
 }
 buf_mesh_t;
 
 typedef struct buf_transtri_s
 {
        struct buf_transtri_s *next;
+       struct buf_transtri_s *meshsortchain;
        buf_mesh_t *mesh;
        int index[3];
 }
@@ -62,7 +78,7 @@ typedef struct
 buf_texcoord_t;
 
 static float meshfarclip;
-static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, meshmerge, floatcolors, transranout;
+static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, transranout;
 static buf_mesh_t *buf_mesh;
 static buf_tri_t *buf_tri;
 static buf_vertex_t *buf_vertex;
@@ -72,14 +88,15 @@ 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_transtri_t *buf_sorttranstri;
+static buf_transtri_t **buf_sorttranstri_list;
+static buf_tri_t *buf_transtri;
 static buf_vertex_t *buf_transvertex;
 static buf_fcolor_t *buf_transfcolor;
-static buf_bcolor_t *buf_transbcolor;
 static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS];
 
 static mempool_t *gl_backend_mempool;
+static int resizingbuffers = false;
 
 static void gl_backend_start(void)
 {
@@ -87,7 +104,8 @@ static void gl_backend_start(void)
 
        max_verts = max_meshs * 3;
 
-       gl_backend_mempool = Mem_AllocPool("GL_Backend");
+       if (!gl_backend_mempool)
+               gl_backend_mempool = Mem_AllocPool("GL_Backend");
 
 #define BACKENDALLOC(var, count, sizeofstruct)\
        {\
@@ -104,11 +122,11 @@ static void gl_backend_start(void)
        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_sorttranstri, max_meshs, buf_transtri_t)
+       BACKENDALLOC(buf_sorttranstri_list, TRANSDEPTHRES, buf_transtri_t *)
+       BACKENDALLOC(buf_transtri, max_meshs, buf_tri_t)
        BACKENDALLOC(buf_transvertex, max_verts, buf_vertex_t)
        BACKENDALLOC(buf_transfcolor, max_verts, buf_fcolor_t)
-       BACKENDALLOC(buf_transbcolor, max_verts, buf_bcolor_t)
 
        for (i = 0;i < MAX_TEXTUREUNITS;i++)
        {
@@ -130,37 +148,10 @@ static void gl_backend_start(void)
 
 static void gl_backend_shutdown(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)
-       BACKENDFREE(buf_fcolor)
-       BACKENDFREE(buf_bcolor)
-
-       BACKENDFREE(buf_transmesh)
-       BACKENDFREE(buf_transtri)
-       BACKENDFREE(buf_transtri_list)
-       BACKENDFREE(buf_transvertex)
-       BACKENDFREE(buf_transfcolor)
-       BACKENDFREE(buf_transbcolor)
-
-       for (i = 0;i < MAX_TEXTUREUNITS;i++)
-       {
-               BACKENDFREE(buf_texcoord[i])
-               BACKENDFREE(buf_transtexcoord[i])
-       }
-
-       Mem_FreePool(&gl_backend_mempool);
+       if (resizingbuffers)
+               Mem_EmptyPool(gl_backend_mempool);
+       else
+               Mem_FreePool(&gl_backend_mempool);
 
        backendunits = 0;
        backendactive = false;
@@ -187,8 +178,10 @@ static void gl_backend_bufferchanges(int init)
 
                if (!init)
                {
+                       resizingbuffers = true;
                        gl_backend_shutdown();
                        gl_backend_start();
+                       resizingbuffers = false;
                }
        }
 }
@@ -205,6 +198,16 @@ int polyindexarray[768];
 void gl_backend_init(void)
 {
        int i;
+
+       Cvar_RegisterVariable (&r_render);
+       Cvar_RegisterVariable (&gl_dither);
+#ifdef NORENDER
+       Cvar_SetValue("r_render", 0);
+#endif
+
+       Cmd_AddCommand ("screenshot",SCR_ScreenShot_f);
+       Cmd_AddCommand ("envmap", R_Envmap_f);
+
        Cvar_RegisterVariable(&gl_mesh_maxtriangles);
        Cvar_RegisterVariable(&gl_mesh_batchtriangles);
        Cvar_RegisterVariable(&gl_mesh_merge);
@@ -219,9 +222,76 @@ void gl_backend_init(void)
        }
 }
 
+static void MYgluPerspective(GLdouble fovx, GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
+{
+       GLdouble xmax, ymax;
+
+       xmax = zNear * tan( fovx * M_PI / 360.0 ) * aspect;
+       ymax = zNear * tan( fovy * M_PI / 360.0 );
+
+       glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar );
+}
+
+
+/*
+=============
+GL_SetupFrame
+=============
+*/
+static void GL_SetupFrame (void)
+{
+       if (!r_render.integer)
+               return;
+
+//     glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
+       gldepthmin = 0;
+       gldepthmax = 1;
+       glDepthFunc (GL_LEQUAL);
+
+       glDepthRange (gldepthmin, gldepthmax);
+
+       // update farclip based on previous frame
+       r_farclip = r_newfarclip;
+
+       // 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, 4.0 / 3.0, 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);
+}
+
 static float viewdist;
 
-int c_meshtris;
+int c_meshs, c_meshtris, c_transmeshs, c_transtris;
 
 // called at beginning of frame
 void R_Mesh_Clear(void)
@@ -238,12 +308,15 @@ void R_Mesh_Clear(void)
        currenttranstriangle = 0;
        currenttransvertex = 0;
        meshfarclip = 0;
-       meshmerge = gl_mesh_merge.integer;
-       floatcolors = gl_mesh_floatcolors.integer;
        transranout = false;
        viewdist = DotProduct(r_origin, vpn);
 
+       c_meshs = 0;
        c_meshtris = 0;
+       c_transmeshs = 0;
+       c_transtris = 0;
+
+       GL_SetupFrame();
 }
 
 #ifdef DEBUGGL
@@ -269,9 +342,11 @@ void GL_PrintError(int errornumber, char *filename, int linenumber)
        case GL_OUT_OF_MEMORY:
                Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
                break;
-       case GL_TABLE_TOO_LARGE:
+#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;
@@ -284,9 +359,14 @@ int errornumber = 0;
 // renders mesh buffers, called to flush buffers when full
 void R_Mesh_Render(void)
 {
-       int i, k, blendfunc1, blendfunc2, blend, depthmask, unit = 0, clientunit = 0, firsttriangle, triangles, texture[MAX_TEXTUREUNITS];
+       int i, k, blendfunc1, blendfunc2, blend, depthmask, depthtest, unit = 0, clientunit = 0, firsttriangle, endtriangle, indexcount, firstvert, endvert, texture[MAX_TEXTUREUNITS];
        float farclip, texturergbscale[MAX_TEXTUREUNITS];
        buf_mesh_t *mesh;
+       unsigned int *index;
+       // float to byte color conversion
+       int *icolor;
+       float *fcolor;
+       byte *bcolor;
        if (!backendactive)
                Sys_Error("R_Mesh_Render: called when backend is not active\n");
        if (!currentmesh)
@@ -294,6 +374,14 @@ void R_Mesh_Render(void)
 
 CHECKGLERROR
 
+       // push out farclip based on vertices
+       for (i = 0;i < currentvertex;i++)
+       {
+               farclip = DotProduct(buf_vertex[i].v, vpn);
+               if (meshfarclip < farclip)
+                       meshfarclip = farclip;
+       }
+
        farclip = meshfarclip + 256.0f - viewdist; // + 256 just to be safe
 
        // push out farclip for next frame
@@ -307,6 +395,7 @@ CHECKGLERROR
 CHECKGLERROR
        glCullFace(GL_FRONT);
 CHECKGLERROR
+       depthtest = true;
        glEnable(GL_DEPTH_TEST);
 CHECKGLERROR
        blendfunc1 = GL_ONE;
@@ -320,19 +409,34 @@ CHECKGLERROR
        glDepthMask((GLboolean) depthmask);
 CHECKGLERROR
 
-CHECKGLERROR
-       glVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), buf_vertex);
+       glVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);
 CHECKGLERROR
        glEnableClientState(GL_VERTEX_ARRAY);
 CHECKGLERROR
-       if (floatcolors)
+       if (gl_mesh_floatcolors.integer)
        {
-               glColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), buf_fcolor);
+               glColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);
 CHECKGLERROR
        }
        else
        {
-               glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), buf_bcolor);
+               // shift float to have 8bit fraction at base of number
+               for (i = 0, fcolor = &buf_fcolor->c[0];i < currentvertex;i++)
+               {
+                       *fcolor++ += 32768.0f;
+                       *fcolor++ += 32768.0f;
+                       *fcolor++ += 32768.0f;
+                       *fcolor++ += 32768.0f;
+               }
+               // then read as integer and kill float bits...
+               for (i = 0, icolor = (int *)&buf_fcolor->c[0], bcolor = &buf_bcolor->c[0];i < currentvertex;i++)
+               {
+                       k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
+                       k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
+                       k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
+                       k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
+               }
+               glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);
 CHECKGLERROR
        }
        glEnableClientState(GL_COLOR_ARRAY);
@@ -545,6 +649,14 @@ CHECKGLERROR
                                }
                        }
                }
+               if (depthtest != mesh->depthtest)
+               {
+                       depthtest = mesh->depthtest;
+                       if (depthtest)
+                               glEnable(GL_DEPTH_TEST);
+                       else
+                               glDisable(GL_DEPTH_TEST);
+               }
                if (depthmask != mesh->depthmask)
                {
                        depthmask = mesh->depthmask;
@@ -553,18 +665,23 @@ CHECKGLERROR
                }
 
                firsttriangle = mesh->firsttriangle;
-               triangles = mesh->triangles;
-               mesh = &buf_mesh[++k];
+               firstvert = mesh->firstvert;
+               endtriangle = firsttriangle + mesh->triangles;
+               endvert = firstvert + mesh->verts;
 
-               if (meshmerge)
+               mesh = &buf_mesh[++k];
+               if (gl_mesh_merge.integer)
                {
                        #if MAX_TEXTUREUNITS != 4
                        #error update this code
                        #endif
                        while (k < currentmesh
+                               && mesh->firsttriangle == endtriangle
+                               && mesh->firstvert == endvert
+                               && mesh->depthmask == depthmask
+                               && mesh->depthtest == depthtest
                                && mesh->blendfunc1 == blendfunc1
                                && mesh->blendfunc2 == blendfunc2
-                               && mesh->depthmask == depthmask
                                && mesh->textures[0] == texture[0]
                                && mesh->textures[1] == texture[1]
                                && mesh->textures[2] == texture[2]
@@ -574,12 +691,23 @@ CHECKGLERROR
                                && mesh->texturergbscale[2] == texturergbscale[2]
                                && mesh->texturergbscale[3] == texturergbscale[3])
                        {
-                               triangles += mesh->triangles;
+                               endtriangle += mesh->triangles;
+                               endvert += mesh->verts;
                                mesh = &buf_mesh[++k];
                        }
                }
 
-               glDrawElements(GL_TRIANGLES, triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[firsttriangle]);
+               indexcount = (endtriangle - firsttriangle) * 3;
+               index = (unsigned int *)&buf_tri[firsttriangle].index[0];
+               for (i = 0;i < indexcount;i++)
+                       index[i] += firstvert;
+
+#ifdef WIN32
+               // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32
+               glDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
+#else
+               glDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
+#endif
 CHECKGLERROR
        }
 
@@ -637,6 +765,8 @@ CHECKGLERROR
 CHECKGLERROR
 
        glDisable(GL_BLEND);
+CHECKGLERROR
+       glEnable(GL_DEPTH_TEST);
 CHECKGLERROR
        glDepthMask(true);
 CHECKGLERROR
@@ -646,31 +776,46 @@ CHECKGLERROR
 
 void R_Mesh_AddTransparent(void)
 {
-       int i, j, k;
+       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;
+       buf_mesh_t *mesh, *transmesh;
 
-       // process and add transparent mesh triangles
-       if (!currenttranstriangle)
+       if (!currenttransmesh)
                return;
 
+       // convert index data to transtris for sorting
+       for (j = 0;j < currenttransmesh;j++)
+       {
+               mesh = buf_transmesh + j;
+               k = mesh->firsttriangle;
+               index = &buf_transtri[k].index[0];
+               for (i = 0;i < mesh->triangles;i++)
+               {
+                       tri = &buf_sorttranstri[k++];
+                       tri->mesh = mesh;
+                       tri->index[0] = *index++;
+                       tri->index[1] = *index++;
+                       tri->index[2] = *index++;
+               }
+       }
+
        // 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 *));
+       memset(buf_sorttranstri_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--)
+       for (j = 0;j < currenttranstriangle;j++)
        {
-               tri = &buf_transtri[j];
+               tri = &buf_sorttranstri[j];
+               i = tri->mesh->firstvert;
 
-               vert1 = &buf_transvertex[tri->index[0]];
-               vert2 = &buf_transvertex[tri->index[1]];
-               vert3 = &buf_transvertex[tri->index[2]];
+               vert1 = &buf_transvertex[tri->index[0] + i];
+               vert2 = &buf_transvertex[tri->index[1] + i];
+               vert3 = &buf_transvertex[tri->index[2] + i];
 
                dist1 = DotProduct(vert1->v, vpn);
                dist2 = DotProduct(vert2->v, vpn);
@@ -691,42 +836,57 @@ void R_Mesh_AddTransparent(void)
                i = *((long *)&center) & 0x7FFFFF;
                i = min(i, (TRANSDEPTHRES - 1));
 #endif
-               tri->next = buf_transtri_list[i];
-               buf_transtri_list[i] = tri;
+               tri->next = buf_sorttranstri_list[i];
+               buf_sorttranstri_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)
-               memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[0], currenttransvertex * sizeof(buf_fcolor_t));
-       else
-               memcpy(&buf_fcolor[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--)
+       for (i = 0;i < currenttransmesh;i++)
+               buf_transmesh[i].transchain = NULL;
+       transmesh = NULL;
+       for (j = 0;j < TRANSDEPTHRES;j++)
        {
-               if ((tri = buf_transtri_list[j]))
+               if ((tri = buf_sorttranstri_list[j]))
                {
-                       while(tri)
+                       for (;tri;tri = tri->next)
                        {
-                               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->firsttriangle = currenttriangle++;
-                               mesh->triangles = 1;
-                               tri = tri->next;
+                               if (!tri->mesh->transchain)
+                               {
+                                       tri->mesh->chain = transmesh;
+                                       transmesh = tri->mesh;
+                               }
+                               tri->meshsortchain = tri->mesh->transchain;
+                               tri->mesh->transchain = tri;
                        }
                }
        }
-       currentvertex += currenttransvertex;
+
+       for (;transmesh;transmesh = transmesh->chain)
+       {
+               if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currentvertex + transmesh->verts > max_verts)
+                       R_Mesh_Render();
+
+               mesh = &buf_mesh[currentmesh++];
+               *mesh = *transmesh; // copy mesh properties
+
+               mesh->firstvert = currentvertex;
+               memcpy(&buf_vertex[currentvertex], &buf_transvertex[transmesh->firstvert], transmesh->verts * sizeof(buf_vertex_t));
+               memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[transmesh->firstvert], transmesh->verts * sizeof(buf_fcolor_t));
+               for (i = 0;i < backendunits && transmesh->textures[i];i++)
+                       memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][transmesh->firstvert], transmesh->verts * sizeof(buf_texcoord_t));
+               currentvertex += mesh->verts;
+
+               mesh->firsttriangle = currenttriangle;
+               for (tri = transmesh->transchain;tri;tri = tri->meshsortchain)
+               {
+                       buf_tri[currenttriangle].index[0] = tri->index[0];
+                       buf_tri[currenttriangle].index[1] = tri->index[1];
+                       buf_tri[currenttriangle].index[2] = tri->index[2];
+                       currenttriangle++;
+               }
+               mesh->triangles = currenttriangle - mesh->firsttriangle;
+       }
+
        currenttransmesh = 0;
        currenttranstriangle = 0;
        currenttransvertex = 0;
@@ -734,24 +894,47 @@ void R_Mesh_AddTransparent(void)
 
 void R_Mesh_Draw(const rmeshinfo_t *m)
 {
-       static int i, j, *index, overbright;
-       static float c, *in, scaler, cr, cg, cb, ca;
+       // these are static because gcc runs out of virtual registers otherwise
+       static int i, j, overbright, *index;
+       static float *in, scaler;
+       static float cr, cg, cb, ca;
        static buf_mesh_t *mesh;
        static buf_vertex_t *vert;
        static buf_fcolor_t *fcolor;
-       static buf_bcolor_t *bcolor;
        static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS];
-       static buf_transtri_t *tri;
-       static byte br, bg, bb, ba;
+
+       if (!backendactive)
+               Sys_Error("R_Mesh_Draw: called when backend is not active\n");
 
        if (m->index == NULL
         || !m->numtriangles
         || m->vertex == NULL
         || !m->numverts)
-               return;
+               Host_Error("R_Mesh_Draw: no triangles or verts\n");
+
+       // ignore meaningless alpha meshs
+       if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA))
+       {
+               if (m->color)
+               {
+                       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;
+               }
+               else if (m->ca < 0.01f)
+                       return;
+       }
 
        if (!backendactive)
-               Sys_Error("R_DrawMesh: called when backend is not active\n");
+               Sys_Error("R_Mesh_Draw: called when backend is not active\n");
+
+#ifdef DEBUGGL
+       for (i = 0;i < m->numtriangles * 3;i++)
+               if ((unsigned int) m->index[i] >= (unsigned int) m->numverts)
+                       Host_Error("R_Mesh_Draw: invalid index (%i of %i verts)\n", m->index, m->numverts);
+#endif
 
        if (m->transparent)
        {
@@ -759,49 +942,67 @@ void R_Mesh_Draw(const rmeshinfo_t *m)
                {
                        if (!transranout)
                        {
-                               Con_Printf("R_DrawMesh: ran out of room for transparent meshs\n");
+                               Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
                                transranout = true;
                        }
                        return;
                }
 
+               c_transmeshs++;
+               c_transtris += m->numtriangles;
                vert = &buf_transvertex[currenttransvertex];
                fcolor = &buf_transfcolor[currenttransvertex];
-               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++];
+               mesh->firsttriangle = currenttranstriangle;
+               mesh->firstvert = currenttransvertex;
+               index = &buf_transtri[currenttranstriangle].index[0];
+
+               currenttranstriangle += m->numtriangles;
+               currenttransvertex += m->numverts;
        }
        else
        {
                if (m->numtriangles > max_meshs || m->numverts > max_verts)
                {
-                       Con_Printf("R_DrawMesh: mesh too big for buffers\n");
+                       Con_Printf("R_Mesh_Draw: mesh too big for buffers\n");
                        return;
                }
 
                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];
                fcolor = &buf_fcolor[currentvertex];
-               bcolor = &buf_bcolor[currentvertex];
                for (i = 0;i < backendunits;i++)
                        texcoord[i] = &buf_texcoord[i][currentvertex];
-       }
 
-       // vertex array code is shared for transparent and opaque meshs
+               // opaque meshs are rendered directly
+               mesh = &buf_mesh[currentmesh++];
+               mesh->firsttriangle = currenttriangle;
+               mesh->firstvert = currentvertex;
+               index = &buf_tri[currenttriangle].index[0];
 
-       for (i = 0, in = m->vertex;i < m->numverts;i++, (int)in += m->vertexstep)
-       {
-               vert[i].v[0] = in[0];
-               vert[i].v[1] = in[1];
-               vert[i].v[2] = in[2];
-               // push out farclip based on vertices encountered
-               c = DotProduct(vert[i].v, vpn);
-               if (meshfarclip < c)
-                       meshfarclip = c;
+               currenttriangle += m->numtriangles;
+               currentvertex += m->numverts;
        }
 
+       // code shared for transparent and opaque meshs
+       memcpy(index, m->index, sizeof(int[3]) * m->numtriangles);
+       mesh->blendfunc1 = m->blendfunc1;
+       mesh->blendfunc2 = m->blendfunc2;
+       mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
+       mesh->depthtest = !m->depthdisable;
+       mesh->triangles = m->numtriangles;
+       mesh->verts = m->numverts;
+
+       overbright = false;
        scaler = 1;
        if (m->blendfunc2 == GL_SRC_COLOR)
        {
@@ -816,148 +1017,359 @@ void R_Mesh_Draw(const rmeshinfo_t *m)
                        if (overbright)
                                scaler *= 0.25f;
                }
-               if (lighthalf)
-                       scaler *= 0.5f;
+               scaler *= overbrightscale;
        }
 
-       if (floatcolors)
+
+       j = -1;
+       for (i = 0;i < backendunits;i++)
        {
-               if (m->color)
+               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;
+       }
+       if (overbright && j >= 0)
+               mesh->texturergbscale[j] = 4;
+
+       if (m->vertexstep != sizeof(buf_vertex_t))
+       {
+               for (i = 0, in = m->vertex;i < m->numverts;i++, (int)in += m->vertexstep)
                {
-                       for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
-                       {
-                               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];
-                       }
+                       vert[i].v[0] = in[0];
+                       vert[i].v[1] = in[1];
+                       vert[i].v[2] = in[2];
                }
-               else
+       }
+       else
+               memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
+
+       if (m->color)
+       {
+               for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
                {
-                       cr = m->cr * scaler;
-                       cg = m->cg * scaler;
-                       cb = m->cb * scaler;
-                       ca = m->ca;
-                       for (i = 0;i < m->numverts;i++)
-                       {
-                               fcolor[i].c[0] = cr;
-                               fcolor[i].c[1] = cg;
-                               fcolor[i].c[2] = cb;
-                               fcolor[i].c[3] = ca;
-                       }
+                       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];
                }
        }
        else
        {
-               if (m->color)
+               cr = m->cr * scaler;
+               cg = m->cg * scaler;
+               cb = m->cb * scaler;
+               ca = m->ca;
+               for (i = 0;i < m->numverts;i++)
+               {
+                       fcolor[i].c[0] = cr;
+                       fcolor[i].c[1] = cg;
+                       fcolor[i].c[2] = cb;
+                       fcolor[i].c[3] = ca;
+               }
+       }
+
+       for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
+       {
+               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))
                {
-                       for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
+                       for (i = 0, in = m->texcoords[j];i < m->numverts;i++, (int)in += m->texcoordstep[j])
                        {
-                               // 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;
+                               texcoord[j][i].t[0] = in[0];
+                               texcoord[j][i].t[1] = in[1];
                        }
                }
                else
+                       memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
+       }
+       #if 0
+       for (;j < backendunits;j++)
+               memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t));
+       #endif
+}
+
+void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m)
+{
+       // these are static because gcc runs out of virtual registers otherwise
+       static int i, j, overbright, *index;
+       static float *in, scaler;
+       static buf_mesh_t *mesh;
+       static buf_vertex_t *vert;
+       static buf_fcolor_t *fcolor;
+       static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS];
+
+       if (!backendactive)
+               Sys_Error("R_Mesh_Draw: called when backend is not active\n");
+
+       if (m->index == NULL
+        || !m->numtriangles
+        || m->vertex == NULL
+        || !m->numverts)
+               Host_Error("R_Mesh_Draw: no triangles or verts\n");
+
+       // ignore meaningless alpha meshs
+       if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA))
+       {
+               if (m->color)
+               {
+                       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;
+               }
+               else if (m->ca < 0.01f)
+                       return;
+       }
+
+       if (m->transparent)
+       {
+               if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
                {
-                       c = in[0] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;br = (byte) j;
-                       c = in[1] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bg = (byte) j;
-                       c = in[2] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bb = (byte) j;
-                       c = in[3]          + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;ba = (byte) j;
-                       for (i = 0;i < m->numverts;i++)
+                       if (!transranout)
                        {
-                               bcolor[i].c[0] = br;
-                               bcolor[i].c[1] = bg;
-                               bcolor[i].c[2] = bb;
-                               bcolor[i].c[3] = ba;
+                               Con_Printf("R_Mesh_Draw_NativeOnly: ran out of room for transparent meshs\n");
+                               transranout = true;
                        }
+                       return;
                }
+
+               c_transmeshs++;
+               c_transtris += m->numtriangles;
+               vert = &buf_transvertex[currenttransvertex];
+               fcolor = &buf_transfcolor[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++];
+               mesh->firsttriangle = currenttranstriangle;
+               mesh->firstvert = currenttransvertex;
+               index = &buf_transtri[currenttranstriangle].index[0];
+               currenttranstriangle += m->numtriangles;
+               currenttransvertex += m->numverts;
        }
+       else
+       {
+               if (m->numtriangles > max_meshs || m->numverts > max_verts)
+               {
+                       Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for buffers\n");
+                       return;
+               }
 
-       for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
+               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];
+               fcolor = &buf_fcolor[currentvertex];
+               for (i = 0;i < backendunits;i++)
+                       texcoord[i] = &buf_texcoord[i][currentvertex];
+
+               // opaque meshs are rendered directly
+               mesh = &buf_mesh[currentmesh++];
+               mesh->firsttriangle = currenttriangle;
+               mesh->firstvert = currentvertex;
+               index = &buf_tri[currenttriangle].index[0];
+               currenttriangle += m->numtriangles;
+               currentvertex += m->numverts;
+       }
+
+       // code shared for transparent and opaque meshs
+       memcpy(index, m->index, sizeof(int[3]) * m->numtriangles);
+       mesh->blendfunc1 = m->blendfunc1;
+       mesh->blendfunc2 = m->blendfunc2;
+       mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
+       mesh->depthtest = !m->depthdisable;
+       mesh->triangles = m->numtriangles;
+       mesh->verts = m->numverts;
+
+       overbright = false;
+       scaler = 1;
+       if (m->blendfunc2 == GL_SRC_COLOR)
        {
-               if (j >= backendunits)
-                       Sys_Error("R_DrawMesh: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
-               for (i = 0, in = m->texcoords[j];i < m->numverts;i++, (int)in += m->texcoordstep[j])
+               if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
+                       scaler *= 0.5f;
+       }
+       else
+       {
+               if (m->tex[0])
                {
-                       texcoord[j][i].t[0] = in[0];
-                       texcoord[j][i].t[1] = in[1];
+                       overbright = gl_combine.integer;
+                       if (overbright)
+                               scaler *= 0.25f;
                }
+               scaler *= overbrightscale;
+       }
+
+       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;
+       }
+       if (overbright && j >= 0)
+               mesh->texturergbscale[j] = 4;
+
+       if (m->vertexstep != sizeof(buf_vertex_t))
+               Host_Error("R_Mesh_Draw_NativeOnly: unsupported vertexstep\n");
+       if (m->colorstep != sizeof(buf_fcolor_t))
+               Host_Error("R_Mesh_Draw_NativeOnly: unsupported colorstep\n");
+       if (m->color == NULL)
+               Host_Error("R_Mesh_Draw_NativeOnly: must provide color array\n");
+       for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
+       {
+               if (j >= backendunits)
+                       Sys_Error("R_Mesh_Draw_NativeOnly: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
+               if (m->texcoordstep[j] != sizeof(buf_texcoord_t))
+                       Host_Error("R_Mesh_Draw_NativeOnly: unsupported texcoordstep\n");
        }
+
+       memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
+       for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
+               memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
+       #if 0
        for (;j < backendunits;j++)
+               memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t));
+       #endif
+
+       memcpy(fcolor, m->color, m->numverts * sizeof(buf_fcolor_t));
+
+       // do this as a second step because memcpy preloaded the cache, which we can't easily do
+       if (scaler != 1)
        {
                for (i = 0;i < m->numverts;i++)
                {
-                       texcoord[j][i].t[0] = 0;
-                       texcoord[j][i].t[1] = 0;
+                       fcolor[i].c[0] *= scaler;
+                       fcolor[i].c[1] *= scaler;
+                       fcolor[i].c[2] *= scaler;
                }
        }
+}
+
+// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
+// (this is used for very high speed rendering, no copying)
+int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m)
+{
+       // these are static because gcc runs out of virtual registers otherwise
+       int i, j, overbright;
+       float scaler;
+       buf_mesh_t *mesh;
+
+       if (!backendactive)
+               Sys_Error("R_Mesh_Draw: called when backend is not active\n");
+
+       if (!m->numtriangles
+        || !m->numverts)
+               Host_Error("R_Mesh_Draw: no triangles or verts\n");
 
        if (m->transparent)
        {
-               // transmesh is only for storage of tranparent 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;
-               j = -1;
-               for (i = 0;i < backendunits;i++)
+               if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
                {
-                       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;
+                       if (!transranout)
+                       {
+                               Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
+                               transranout = true;
+                       }
+                       return false;
                }
-               if (overbright && j >= 0)
-                       mesh->texturergbscale[j] = 4;
 
-               // 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;
-               }
+               c_transmeshs++;
+               c_transtris += m->numtriangles;
+               m->index = &buf_transtri[currenttranstriangle].index[0];
+               m->vertex = &buf_transvertex[currenttransvertex].v[0];
+               m->color = &buf_transfcolor[currenttransvertex].c[0];
+               for (i = 0;i < backendunits;i++)
+                       m->texcoords[i] = &buf_transtexcoord[i][currenttransvertex].t[0];
+
+               // transmesh is only for storage of transparent meshs until they
+               // are inserted into the main mesh array
+               mesh = &buf_transmesh[currenttransmesh++];
+               mesh->firsttriangle = currenttranstriangle;
+               mesh->firstvert = currenttransvertex;
+               currenttranstriangle += m->numtriangles;
                currenttransvertex += m->numverts;
        }
        else
        {
-               mesh = &buf_mesh[currentmesh++];
-               mesh->blendfunc1 = m->blendfunc1;
-               mesh->blendfunc2 = m->blendfunc2;
-               mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
-               mesh->firsttriangle = currenttriangle;
-               mesh->triangles = m->numtriangles;
-               j = -1;
-               for (i = 0;i < backendunits;i++)
+               if (m->numtriangles > max_meshs || m->numverts > max_verts)
                {
-                       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;
+                       Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for buffers\n");
+                       return false;
                }
-               if (overbright && j >= 0)
-                       mesh->texturergbscale[j] = 4;
+
+               if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
+                       R_Mesh_Render();
+
+               c_meshs++;
+               c_meshtris += m->numtriangles;
+               m->index = &buf_tri[currenttriangle].index[0];
+               m->vertex = &buf_vertex[currentvertex].v[0];
+               m->color = &buf_fcolor[currentvertex].c[0];
+               for (i = 0;i < backendunits;i++)
+                       m->texcoords[i] = &buf_texcoord[i][currentvertex].t[0];
 
                // opaque meshs are rendered directly
-               index = (int *)&buf_tri[currenttriangle];
-               for (i = 0;i < m->numtriangles * 3;i++)
-                       index[i] = m->index[i] + currentvertex;
+               mesh = &buf_mesh[currentmesh++];
+               mesh->firsttriangle = currenttriangle;
+               mesh->firstvert = currentvertex;
                currenttriangle += m->numtriangles;
                currentvertex += m->numverts;
        }
 
-       c_meshtris += m->numtriangles;
+       // 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;
+       mesh->verts = m->numverts;
+
+       overbright = false;
+       scaler = 1;
+       if (m->blendfunc2 == GL_SRC_COLOR)
+       {
+               if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
+                       scaler *= 0.5f;
+       }
+       else
+       {
+               if (m->tex[0])
+               {
+                       overbright = gl_combine.integer;
+                       if (overbright)
+                               scaler *= 0.25f;
+               }
+               scaler *= overbrightscale;
+       }
+       m->colorscale = scaler;
+
+       j = -1;
+       for (i = 0;i < MAX_TEXTUREUNITS;i++)
+       {
+               if ((mesh->textures[i] = m->tex[i]))
+               {
+                       j = i;
+                       if (i >= backendunits)
+                               Sys_Error("R_Mesh_Draw_GetBuffer: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
+               }
+               mesh->texturergbscale[i] = m->texrgbscale[i];
+               if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
+                       mesh->texturergbscale[i] = 1;
+       }
+       if (overbright && j >= 0)
+               mesh->texturergbscale[j] = 4;
+
+       return true;
 }
 
 void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts)
@@ -977,3 +1389,199 @@ void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts)
        }
        R_Mesh_Draw(m);
 }
+
+/*
+==============================================================================
+
+                                               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)
+{
+       int i;
+       byte *buffer;
+
+       buffer = Mem_Alloc(tempmempool, width*height*3);
+       glReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
+       CHECKGLERROR
+
+       // 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;
+
+       Image_WriteTGARGB_preflipped(filename, width, height, buffer);
+
+       Mem_Free(buffer);
+}
+
+/*
+==================
+SCR_ScreenShot_f
+==================
+*/
+void SCR_ScreenShot_f (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;
+       }
+
+       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];
+
+       if (Cmd_Argc() != 3)
+       {
+               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;
+       }
+
+       if (!r_render.integer)
+               return;
+
+       strcpy(basename, Cmd_Argv(1));
+       size = atoi(Cmd_Argv(2));
+       if (size != 128 && size != 256 && size != 512 && size != 1024)
+       {
+               Con_Printf("envmap: size must be one of 128, 256, 512, or 1024\n");
+               return;
+       }
+       if (size > vid.realwidth || size > vid.realheight)
+       {
+               Con_Printf("envmap: your resolution is not big enough to render that size\n");
+               return;
+       }
+
+       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++)
+       {
+               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);
+       }
+
+       envmap = false;
+}
+
+//=============================================================================
+
+void R_ClearScreen(void)
+{
+       if (r_render.integer)
+       {
+               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
+       }
+}
+
+/*
+==================
+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 ();
+       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();
+}