]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
2 new cvars: sv_gameplayfix_unstickentities and sv_gameplayfix_unstickplayers to...
[xonotic/darkplaces.git] / gl_rmain.c
index 383be057ae417f403760ac50762617ac41f91748..68b0d8f841ec88dc7a0286b4870ab1cd10a27f7d 100644 (file)
@@ -126,6 +126,7 @@ cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rat
 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
+cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
 
@@ -684,7 +685,7 @@ shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
 {
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
-       {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
+       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
@@ -2331,7 +2332,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
-               if (r_shadow_bouncegridtexture)
+               if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
                {
                        permutation |= SHADERPERMUTATION_BOUNCEGRID;
                        if (r_shadow_bouncegriddirectional)
@@ -2391,7 +2392,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
-               if (r_shadow_bouncegridtexture)
+               if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
                {
                        permutation |= SHADERPERMUTATION_BOUNCEGRID;
                        if (r_shadow_bouncegriddirectional)
@@ -2490,7 +2491,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        // ordinary vertex coloring (q3bsp)
                        mode = SHADERMODE_VERTEXCOLOR;
                }
-               if (r_shadow_bouncegridtexture)
+               if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
                {
                        permutation |= SHADERPERMUTATION_BOUNCEGRID;
                        if (r_shadow_bouncegriddirectional)
@@ -3348,11 +3349,13 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                        }
                }
                R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
+#ifndef USE_GLES2
                //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
                        R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
                        R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
        }
 
        if (r_loaddds)
@@ -3393,8 +3396,10 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                        skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                        Mem_Free(pixels);
                }
+#ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
                        R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
        }
 
        // _luma is supported only for tenebrae compatibility
@@ -3403,8 +3408,10 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
        {
                skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
                        R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
                Mem_Free(pixels);pixels = NULL;
        }
 
@@ -3412,8 +3419,10 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
        {
                skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
                        R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
                Mem_Free(pixels);
                pixels = NULL;
        }
@@ -3422,8 +3431,10 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
        {
                skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
                        R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
+#endif
                Mem_Free(pixels);
                pixels = NULL;
        }
@@ -3432,8 +3443,10 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
        {
                skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
                        R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
+#endif
                Mem_Free(pixels);
                pixels = NULL;
        }
@@ -3442,8 +3455,10 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
        {
                skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
                        R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
                Mem_Free(pixels);
                pixels = NULL;
        }
@@ -4050,8 +4065,10 @@ void gl_main_shutdown(void)
        case RENDERPATH_GL20:
        case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
+#ifdef GL_SAMPLES_PASSED_ARB
                if (r_maxqueries)
                        qglDeleteQueriesARB(r_maxqueries, r_queries);
+#endif
                break;
        case RENDERPATH_D3D9:
                //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
@@ -4223,6 +4240,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_fog_clear);
        Cvar_RegisterVariable(&r_drawfog);
        Cvar_RegisterVariable(&r_transparentdepthmasking);
+       Cvar_RegisterVariable(&r_transparent_sortmindist);
        Cvar_RegisterVariable(&r_transparent_sortmaxdist);
        Cvar_RegisterVariable(&r_transparent_sortarraysize);
        Cvar_RegisterVariable(&r_texture_dds_load);
@@ -4334,6 +4352,7 @@ void Render_Init(void)
 GL_Init
 ===============
 */
+#ifndef USE_GLES2
 extern char *ENGINE_EXTENSIONS;
 void GL_Init (void)
 {
@@ -4361,6 +4380,7 @@ void GL_Init (void)
        // clear to black (loading plaque will be seen over this)
        GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
 }
+#endif
 
 int R_CullBox(const vec3_t mins, const vec3_t maxs)
 {
@@ -6013,16 +6033,18 @@ void R_Bloom_StartFrame(void)
                        r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
                        r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
                        R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
+#ifndef USE_GLES2
                        // render depth into one texture and normalmap into the other
                        if (qglDrawBuffer)
                        {
                                int status;
-                               qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
-                               qglReadBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
-                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                               if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                               qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+                               qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
+                               if (status != GL_FRAMEBUFFER_COMPLETE)
                                        Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
                        }
+#endif
                }
                r_bloomstate.bloomtexturewidth = bloomtexturewidth;
                r_bloomstate.bloomtextureheight = bloomtextureheight;
@@ -6510,67 +6532,9 @@ static void R_BlendView(void)
 
 matrix4x4_t r_waterscrollmatrix;
 
-void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
+void R_UpdateFog(void) // needs to be called before HDR subrender too, as that changes colorscale!
 {
-       if (r_refdef.fog_density)
-       {
-               r_refdef.fogcolor[0] = r_refdef.fog_red;
-               r_refdef.fogcolor[1] = r_refdef.fog_green;
-               r_refdef.fogcolor[2] = r_refdef.fog_blue;
-
-               Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
-               r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
-               r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
-               r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
-
-               {
-                       vec3_t fogvec;
-                       VectorCopy(r_refdef.fogcolor, fogvec);
-                       //   color.rgb *= ContrastBoost * SceneBrightness;
-                       VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
-                       r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
-                       r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
-                       r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
-               }
-       }
-}
-
-void R_UpdateVariables(void)
-{
-       R_Textures_Frame();
-
-       r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
-
-       r_refdef.farclip = r_farclip_base.value;
-       if (r_refdef.scene.worldmodel)
-               r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
-       r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
-
-       if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
-               Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
-       r_refdef.polygonfactor = 0;
-       r_refdef.polygonoffset = 0;
-       r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
-       r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
-
-       r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
-       r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
-       r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
-       r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
-       r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
-       if (FAKELIGHT_ENABLED)
-       {
-               r_refdef.lightmapintensity *= r_fakelight_intensity.value;
-       }
-       if (r_showsurfaces.integer)
-       {
-               r_refdef.scene.rtworld = false;
-               r_refdef.scene.rtworldshadows = false;
-               r_refdef.scene.rtdlight = false;
-               r_refdef.scene.rtdlightshadows = false;
-               r_refdef.lightmapintensity = 0;
-       }
-
+       // Nehahra fog
        if (gamemode == GAME_NEHAHRA)
        {
                if (gl_fogenable.integer)
@@ -6601,12 +6565,11 @@ void R_UpdateVariables(void)
                }
        }
 
+       // fog parms
        r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
        r_refdef.fog_start = max(0, r_refdef.fog_start);
        r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
 
-       // R_UpdateFogColor(); // why? R_RenderScene does it anyway
-
        if (r_refdef.fog_density && r_drawfog.integer)
        {
                r_refdef.fogenabled = true;
@@ -6632,6 +6595,66 @@ void R_UpdateVariables(void)
        else
                r_refdef.fogenabled = false;
 
+       // fog color
+       if (r_refdef.fog_density)
+       {
+               r_refdef.fogcolor[0] = r_refdef.fog_red;
+               r_refdef.fogcolor[1] = r_refdef.fog_green;
+               r_refdef.fogcolor[2] = r_refdef.fog_blue;
+
+               Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
+               r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
+               r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
+               r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
+
+               {
+                       vec3_t fogvec;
+                       VectorCopy(r_refdef.fogcolor, fogvec);
+                       //   color.rgb *= ContrastBoost * SceneBrightness;
+                       VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
+                       r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
+                       r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
+                       r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
+               }
+       }
+}
+
+void R_UpdateVariables(void)
+{
+       R_Textures_Frame();
+
+       r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
+
+       r_refdef.farclip = r_farclip_base.value;
+       if (r_refdef.scene.worldmodel)
+               r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
+       r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
+
+       if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
+               Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
+       r_refdef.polygonfactor = 0;
+       r_refdef.polygonoffset = 0;
+       r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
+       r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
+
+       r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
+       r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
+       r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
+       r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
+       r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+       if (FAKELIGHT_ENABLED)
+       {
+               r_refdef.lightmapintensity *= r_fakelight_intensity.value;
+       }
+       if (r_showsurfaces.integer)
+       {
+               r_refdef.scene.rtworld = false;
+               r_refdef.scene.rtworldshadows = false;
+               r_refdef.scene.rtdlight = false;
+               r_refdef.scene.rtdlightshadows = false;
+               r_refdef.lightmapintensity = 0;
+       }
+
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
@@ -6879,7 +6902,7 @@ void R_RenderScene(void)
 
        r_refdef.stats.renders++;
 
-       R_UpdateFogColor();
+       R_UpdateFog();
 
        // don't let sound skip if going slow
        if (r_refdef.scene.extraupdate)
@@ -7504,7 +7527,7 @@ static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
        if(parms[0] == 0 && parms[1] == 0)
                return false;
        if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
-               if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
+               if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
                        return false;
        return true;
 }
@@ -7543,7 +7566,7 @@ static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
        }
        f = parms[0] + parms[1] * f;
        if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
-               f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
+               f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
        return (float) f;
 }
 
@@ -11350,6 +11373,7 @@ void R_DrawDebugModel(void)
 
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
 
+#ifndef USE_GLES2
        if (r_showtris.integer && qglPolygonMode)
        {
                if (r_showdisabledepthtest.integer)
@@ -11460,6 +11484,7 @@ void R_DrawDebugModel(void)
                }
                rsurface.texture = NULL;
        }
+#endif
 }
 
 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);