]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
added cl_avidemo cvar (saves a series of tga images named gamedir/dpavi000000.tga...
[xonotic/darkplaces.git] / gl_backend.c
index 810900a7290a2f82b57db047cff43b91105aa152..0859df0b7eeac4c8b42098217dd16cd00a48513c 100644 (file)
@@ -1,26 +1,84 @@
 
 #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
+//cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"};
+cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "8192"};
+//cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "1024"};
+cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "0"};
+cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "0"};
+
+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_lockarrays = {0, "gl_lockarrays", "1"};
+
+#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
+
+float r_farclip, r_newfarclip;
+
+int polyindexarray[768];
+
+static float viewdist;
+
+int c_meshs, c_meshtris, c_transmeshs, c_transtris;
 
 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", "8192"};
-static cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "1024"};
-static cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "0"};
-
 typedef struct buf_mesh_s
 {
        int depthmask;
@@ -185,28 +243,22 @@ static void gl_backend_bufferchanges(int init)
        }
 }
 
-float r_farclip, r_newfarclip;
-
 static void gl_backend_newmap(void)
 {
        r_farclip = r_newfarclip = 2048.0f;
 }
 
-int polyindexarray[768];
-
 void gl_backend_init(void)
 {
        int i;
 
-       Cvar_RegisterVariable (&r_render);
-       Cvar_RegisterVariable (&gl_dither);
+       Cvar_RegisterVariable(&r_render);
+       Cvar_RegisterVariable(&gl_dither);
+       Cvar_RegisterVariable(&gl_lockarrays);
 #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_floatcolors);
@@ -220,16 +272,29 @@ void gl_backend_init(void)
        }
 }
 
-static void MYgluPerspective(GLdouble fovx, GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
-{
-       GLdouble xmax, ymax;
+int arraylocked = false;
 
-       xmax = zNear * tan( fovx * M_PI / 360.0 ) * aspect;
-       ymax = zNear * tan( fovy * M_PI / 360.0 );
+void GL_LockArray(int first, int count)
+{
+       if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer)
+       {
+               qglLockArraysEXT(first, count);
+               CHECKGLERROR
+               arraylocked = true;
+       }
+}
 
-       glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar );
+void GL_UnlockArray(void)
+{
+       if (arraylocked)
+       {
+               qglUnlockArraysEXT();
+               CHECKGLERROR
+               arraylocked = false;
+       }
 }
 
+//static float gldepthmin, gldepthmax;
 
 /*
 =============
@@ -238,39 +303,59 @@ GL_SetupFrame
 */
 static void GL_SetupFrame (void)
 {
+       double xmax, ymax;
+       double fovx, fovy, zNear, zFar, aspect;
+
+       // update farclip based on previous frame
+       r_farclip = r_newfarclip;
+
        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);
+//     gldepthmin = 0;
+//     gldepthmax = 1;
+       glDepthFunc (GL_LEQUAL);CHECKGLERROR
 
-       // update farclip based on previous frame
-       r_farclip = r_newfarclip;
+//     glDepthRange (gldepthmin, gldepthmax);CHECKGLERROR
 
        // set up viewpoint
-       glMatrixMode(GL_PROJECTION);
-       glLoadIdentity ();
+       glMatrixMode(GL_PROJECTION);CHECKGLERROR
+       glLoadIdentity ();CHECKGLERROR
 
        // 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);
+       glViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
 
-       glCullFace(GL_FRONT);
+       // depth range
+       zNear = 1.0;
+       zFar = r_farclip;
 
-       glMatrixMode(GL_MODELVIEW);
-       glLoadIdentity ();
+       // fov angles
+       fovx = r_refdef.fov_x;
+       fovy = r_refdef.fov_y;
+       aspect = r_refdef.width / r_refdef.height;
 
-       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]);
+       // pyramid slopes
+       xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
+       ymax = zNear * tan(fovy * M_PI / 360.0);
+
+       // set view pyramid
+       glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
+
+//     glCullFace(GL_FRONT);CHECKGLERROR
+
+       glMatrixMode(GL_MODELVIEW);CHECKGLERROR
+       glLoadIdentity ();CHECKGLERROR
+
+       // put Z going up
+       glRotatef (-90,  1, 0, 0);CHECKGLERROR
+       glRotatef (90,  0, 0, 1);CHECKGLERROR
+       // camera rotation
+       glRotatef (-r_refdef.viewangles[2],  1, 0, 0);CHECKGLERROR
+       glRotatef (-r_refdef.viewangles[0],  0, 1, 0);CHECKGLERROR
+       glRotatef (-r_refdef.viewangles[1],  0, 0, 1);CHECKGLERROR
+       // camera location
+       glTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);CHECKGLERROR
 
 //     glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
 
@@ -278,25 +363,103 @@ static void GL_SetupFrame (void)
        // set drawing parms
        //
 //     if (gl_cull.integer)
-               glEnable(GL_CULL_FACE);
+//     {
+//             glEnable(GL_CULL_FACE);CHECKGLERROR
+//     }
 //     else
-//             glDisable(GL_CULL_FACE);
+//     {
+//             glDisable(GL_CULL_FACE);CHECKGLERROR
+//     }
 
-       glEnable(GL_BLEND); // was Disable
-       glEnable(GL_DEPTH_TEST);
-       glDepthMask(1);
+//     glEnable(GL_BLEND);CHECKGLERROR
+//     glEnable(GL_DEPTH_TEST);CHECKGLERROR
+//     glDepthMask(1);CHECKGLERROR
 }
 
-static float viewdist;
-
-int c_meshs, c_meshtris, c_transmeshs, c_transtris;
+static int mesh_blendfunc1;
+static int mesh_blendfunc2;
+static int mesh_blend;
+static GLboolean mesh_depthmask;
+static int mesh_depthtest;
+static int mesh_unit;
+static int mesh_clientunit;
+static int mesh_texture[MAX_TEXTUREUNITS];
+static float mesh_texturergbscale[MAX_TEXTUREUNITS];
+
+void GL_SetupTextureState(void)
+{
+       int i;
+       if (backendunits > 1)
+       {
+               for (i = 0;i < backendunits;i++)
+               {
+                       qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
+                       glBindTexture(GL_TEXTURE_2D, mesh_texture[i]);CHECKGLERROR
+                       if (gl_combine.integer)
+                       {
+                               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, mesh_texturergbscale[i]);CHECKGLERROR
+                               glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0f);CHECKGLERROR
+                       }
+                       else
+                       {
+                               glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+                       }
+                       qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
+                       glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
+                       if (mesh_texture[i])
+                       {
+                               glEnable(GL_TEXTURE_2D);CHECKGLERROR
+                               glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       }
+                       else
+                       {
+                               glDisable(GL_TEXTURE_2D);CHECKGLERROR
+                               glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       }
+               }
+       }
+       else
+       {
+               glBindTexture(GL_TEXTURE_2D, mesh_texture[0]);CHECKGLERROR
+               glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+               glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
+               if (mesh_texture[0])
+               {
+                       glEnable(GL_TEXTURE_2D);CHECKGLERROR
+                       glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               }
+               else
+               {
+                       glDisable(GL_TEXTURE_2D);CHECKGLERROR
+                       glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               }
+       }
+}
 
 // called at beginning of frame
-void R_Mesh_Clear(void)
+void R_Mesh_Start(void)
 {
+       int i;
        if (!backendactive)
                Sys_Error("R_Mesh_Clear: called when backend is not active\n");
 
+       CHECKGLERROR
+
        gl_backend_bufferchanges(false);
 
        currentmesh = 0;
@@ -315,64 +478,56 @@ void R_Mesh_Clear(void)
        c_transtris = 0;
 
        GL_SetupFrame();
-}
 
-#ifdef DEBUGGL
-void GL_PrintError(int errornumber, char *filename, int linenumber)
-{
-       switch(errornumber)
+       mesh_unit = 0;
+       mesh_clientunit = 0;
+
+       for (i = 0;i < backendunits;i++)
        {
-       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;
+               mesh_texture[i] = 0;
+               mesh_texturergbscale[i] = 1;
+       }
+
+       glEnable(GL_CULL_FACE);CHECKGLERROR
+       glCullFace(GL_FRONT);CHECKGLERROR
+
+       mesh_depthtest = true;
+       glEnable(GL_DEPTH_TEST);CHECKGLERROR
+
+       mesh_blendfunc1 = GL_ONE;
+       mesh_blendfunc2 = GL_ZERO;
+       glBlendFunc(mesh_blendfunc1, mesh_blendfunc2);CHECKGLERROR
+
+       mesh_blend = 0;
+       glDisable(GL_BLEND);CHECKGLERROR
+
+       mesh_depthmask = GL_TRUE;
+       glDepthMask(mesh_depthmask);CHECKGLERROR
+
+       glVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR
+       glEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+       if (gl_mesh_floatcolors.integer)
+       {
+               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[0].c[0]);CHECKGLERROR
+       }
+       glEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+
+       GL_SetupTextureState();
 }
 
-int errornumber = 0;
-#endif
+int gl_backend_rebindtextures;
 
-// renders mesh buffers, called to flush buffers when full
-void R_Mesh_Render(void)
+void GL_UpdateFarclip(void)
 {
-       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;
-       qbyte *bcolor;
-       if (!backendactive)
-               Sys_Error("R_Mesh_Render: called when backend is not active\n");
-       if (!currentmesh)
-               return;
-
-CHECKGLERROR
+       int i;
+       float farclip;
 
        // push out farclip based on vertices
+       // FIXME: wouldn't this be slow when using matrix transforms?
        for (i = 0;i < currentvertex;i++)
        {
                farclip = DotProduct(buf_vertex[i].v, vpn);
@@ -385,361 +540,266 @@ CHECKGLERROR
        // push out farclip for next frame
        if (farclip > r_newfarclip)
                r_newfarclip = ceil((farclip + 255) / 256) * 256 + 256;
+}
 
-       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[0].v[0]);
-CHECKGLERROR
-       glEnableClientState(GL_VERTEX_ARRAY);
-CHECKGLERROR
-       if (gl_mesh_floatcolors.integer)
+void GL_ConvertColorsFloatToByte(void)
+{
+       int i, k, *icolor;
+       float *fcolor;
+       qbyte *bcolor;
+
+       // shift float to have 8bit fraction at base of number
+       for (i = 0, fcolor = &buf_fcolor->c[0];i < currentvertex;i++)
        {
-               glColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);
-CHECKGLERROR
+               *fcolor++ += 32768.0f;
+               *fcolor++ += 32768.0f;
+               *fcolor++ += 32768.0f;
+               *fcolor++ += 32768.0f;
        }
-       else
+       // 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++)
        {
-               // 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
+               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;
        }
-       glEnableClientState(GL_COLOR_ARRAY);
-CHECKGLERROR
+}
 
+void GL_MeshState(buf_mesh_t *mesh)
+{
+       int i;
        if (backendunits > 1)
        {
                for (i = 0;i < backendunits;i++)
                {
-                       qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
-CHECKGLERROR
-                       glBindTexture(GL_TEXTURE_2D, (texture[i] = 0));
-CHECKGLERROR
-                       glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
-                       if (gl_combine.integer)
-                       {
-                               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
-                       }
-                       else
-                       {
-                               glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-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
-               }
-       }
-       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, mesh = buf_mesh;k < currentmesh;k++, mesh++)
-       {
-               if (backendunits > 1)
-               {
-//                     int topunit = 0;
-                       for (i = 0;i < backendunits;i++)
+                       if (mesh_texture[i] != mesh->textures[i])
                        {
-                               if (texture[i] != mesh->textures[i])
+                               if (mesh_unit != i)
                                {
-                                       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)
+                                       qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
+                               }
+                               if (mesh_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 (mesh_clientunit != i)
                                        {
-                                               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
+                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
                                        }
+                                       glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                                }
-                               if (texturergbscale[i] != mesh->texturergbscale[i])
+                               glBindTexture(GL_TEXTURE_2D, (mesh_texture[i] = mesh->textures[i]));CHECKGLERROR
+                               if (mesh_texture[i] == 0)
                                {
-                                       if (unit != i)
+                                       glDisable(GL_TEXTURE_2D);CHECKGLERROR
+                                       // have to disable texcoord array on disabled texture
+                                       // units due to NVIDIA driver bug with
+                                       // compiled_vertex_array
+                                       if (mesh_clientunit != i)
                                        {
-                                               qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
-CHECKGLERROR
+                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
                                        }
-                                       glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (texturergbscale[i] = mesh->texturergbscale[i]));
-CHECKGLERROR
+                                       glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                                }
-//                             if (texture[i])
-//                                     topunit = i;
                        }
-//                     if (unit != topunit)
-//                     {
-//                             qglActiveTexture(GL_TEXTURE0_ARB + (unit = topunit));
-//CHECKGLERROR
-//                     }
-               }
-               else
-               {
-                       if (texture[0] != mesh->textures[0])
+                       if (mesh_texturergbscale[i] != mesh->texturergbscale[i])
                        {
-                               if (texture[0] == 0)
+                               if (mesh_unit != i)
                                {
-                                       glEnable(GL_TEXTURE_2D);
-CHECKGLERROR
-                                       glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
-                               }
-                               glBindTexture(GL_TEXTURE_2D, (texture[0] = mesh->textures[0]));
-CHECKGLERROR
-                               if (texture[0] == 0)
-                               {
-                                       glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
-                                       glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
+                                       qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
                                }
+                               glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
                        }
                }
-               if (blendfunc1 != mesh->blendfunc1 || blendfunc2 != mesh->blendfunc2)
+       }
+       else
+       {
+               if (mesh_texture[0] != mesh->textures[0])
                {
-                       blendfunc1 = mesh->blendfunc1;
-                       blendfunc2 = mesh->blendfunc2;
-                       glBlendFunc(blendfunc1, blendfunc2);
-CHECKGLERROR
-                       if (blendfunc2 == GL_ZERO)
+                       if (mesh_texture[0] == 0)
                        {
-                               if (blendfunc1 == GL_ONE)
-                               {
-                                       if (blend)
-                                       {
-                                               blend = 0;
-                                               glDisable(GL_BLEND);
-CHECKGLERROR
-                                       }
-                               }
-                               else
+                               glEnable(GL_TEXTURE_2D);CHECKGLERROR
+                               glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       }
+                       glBindTexture(GL_TEXTURE_2D, (mesh_texture[0] = mesh->textures[0]));CHECKGLERROR
+                       if (mesh_texture[0] == 0)
+                       {
+                               glDisable(GL_TEXTURE_2D);CHECKGLERROR
+                               glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       }
+               }
+       }
+       if (mesh_blendfunc1 != mesh->blendfunc1 || mesh_blendfunc2 != mesh->blendfunc2)
+       {
+               glBlendFunc(mesh_blendfunc1 = mesh->blendfunc1, mesh_blendfunc2 = mesh->blendfunc2);CHECKGLERROR
+               if (mesh_blendfunc2 == GL_ZERO)
+               {
+                       if (mesh_blendfunc1 == GL_ONE)
+                       {
+                               if (mesh_blend)
                                {
-                                       if (!blend)
-                                       {
-                                               blend = 1;
-                                               glEnable(GL_BLEND);
-CHECKGLERROR
-                                       }
+                                       mesh_blend = 0;
+                                       glDisable(GL_BLEND);CHECKGLERROR
                                }
                        }
                        else
                        {
-                               if (!blend)
+                               if (!mesh_blend)
                                {
-                                       blend = 1;
-                                       glEnable(GL_BLEND);
-CHECKGLERROR
+                                       mesh_blend = 1;
+                                       glEnable(GL_BLEND);CHECKGLERROR
                                }
                        }
                }
-               if (depthtest != mesh->depthtest)
-               {
-                       depthtest = mesh->depthtest;
-                       if (depthtest)
-                               glEnable(GL_DEPTH_TEST);
-                       else
-                               glDisable(GL_DEPTH_TEST);
-               }
-               if (depthmask != mesh->depthmask)
+               else
                {
-                       depthmask = mesh->depthmask;
-                       glDepthMask((GLboolean) depthmask);
-CHECKGLERROR
+                       if (!mesh_blend)
+                       {
+                               mesh_blend = 1;
+                               glEnable(GL_BLEND);CHECKGLERROR
+                       }
                }
+       }
+       if (mesh_depthtest != mesh->depthtest)
+       {
+               mesh_depthtest = mesh->depthtest;
+               if (mesh_depthtest)
+                       glEnable(GL_DEPTH_TEST);
+               else
+                       glDisable(GL_DEPTH_TEST);
+       }
+       if (mesh_depthmask != mesh->depthmask)
+       {
+               glDepthMask(mesh_depthmask = mesh->depthmask);CHECKGLERROR
+       }
+}
+
+// renders mesh buffers, called to flush buffers when full
+void R_Mesh_Render(void)
+{
+       int i;
+       int k;
+       int indexcount;
+       int firstvert;
+       buf_mesh_t *mesh;
+       unsigned int *index;
 
-               firsttriangle = mesh->firsttriangle;
-               firstvert = mesh->firstvert;
-               endtriangle = firsttriangle + mesh->triangles;
-               endvert = firstvert + mesh->verts;
+       if (!backendactive)
+               Sys_Error("R_Mesh_Render: called when backend is not active\n");
 
-               indexcount = (endtriangle - firsttriangle) * 3;
-               index = (unsigned int *)&buf_tri[firsttriangle].index[0];
-               for (i = 0;i < indexcount;i++)
-                       index[i] += firstvert;
+       if (!currentmesh)
+               return;
 
-#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
+       CHECKGLERROR
+
+       GL_UpdateFarclip();
+
+       if (!gl_mesh_floatcolors.integer)
+               GL_ConvertColorsFloatToByte();
+
+       // lock the arrays now that they will have no further modifications
+       //GL_LockArray(0, currentvertex);CHECKGLERROR
+       if (gl_backend_rebindtextures)
+       {
+               gl_backend_rebindtextures = false;
+               GL_SetupTextureState();
+       }
+
+       GL_MeshState(buf_mesh);
+       GL_LockArray(0, currentvertex);
+       #ifdef WIN32
+       // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32
+       glDrawElements(GL_TRIANGLES, buf_mesh->triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR
+       #else
+       glDrawRangeElements(GL_TRIANGLES, buf_mesh->firstvert, buf_mesh->firstvert + buf_mesh->verts, buf_mesh->triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR
+       #endif
+
+       if (currentmesh >= 2)
+       {
+               for (k = 1, mesh = buf_mesh + k;k < currentmesh;k++, mesh++)
+               {
+                       GL_MeshState(mesh);
+
+                       firstvert = mesh->firstvert;
+                       indexcount = mesh->triangles * 3;
+                       index = (unsigned int *)&buf_tri[mesh->firsttriangle].index[0];
+
+                       // if not using batching, skip the index adjustment
+                       if (firstvert != 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);CHECKGLERROR
+                       #else
+                       glDrawRangeElements(GL_TRIANGLES, firstvert, firstvert + mesh->verts, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
+                       #endif
+               }
        }
 
        currentmesh = 0;
        currenttriangle = 0;
        currentvertex = 0;
 
-       GL_UnlockArray();
-CHECKGLERROR
+       GL_UnlockArray();CHECKGLERROR
+}
+
+// restores backend state, used when done with 3D rendering
+void R_Mesh_Finish(void)
+{
+       int i;
+       // flush any queued meshs
+       R_Mesh_Render();
 
        if (backendunits > 1)
        {
                for (i = backendunits - 1;i >= 0;i--)
                {
-                       qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
-CHECKGLERROR
-                       glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-CHECKGLERROR
+                       qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+                       glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
                        if (gl_combine.integer)
                        {
-                               glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f);
-CHECKGLERROR
+                               glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f);CHECKGLERROR
                        }
                        if (i > 0)
                        {
-                               glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
+                               glDisable(GL_TEXTURE_2D);CHECKGLERROR
                        }
                        else
                        {
-                               glEnable(GL_TEXTURE_2D);
-CHECKGLERROR
+                               glEnable(GL_TEXTURE_2D);CHECKGLERROR
                        }
-                       glBindTexture(GL_TEXTURE_2D, 0);
-CHECKGLERROR
+                       glBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
 
-                       qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
-CHECKGLERROR
-                       glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
+                       qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+                       glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                }
        }
        else
        {
-               glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-CHECKGLERROR
-               glEnable(GL_TEXTURE_2D);
-CHECKGLERROR
-               glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
+               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
+       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_ClearDepth(void)
+{
+       R_Mesh_AddTransparent();
+       R_Mesh_Finish();
+       glClear(GL_DEPTH_BUFFER_BIT);
+       R_Mesh_Start();
 }
 
 void R_Mesh_AddTransparent(void)
@@ -1366,14 +1426,15 @@ void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts)
 ==============================================================================
 */
 
-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)
+qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
 {
+       qboolean ret;
        int i;
        qbyte *buffer;
 
+       if (!r_render.integer)
+               return false;
+
        buffer = Mem_Alloc(tempmempool, width*height*3);
        glReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
        CHECKGLERROR
@@ -1383,114 +1444,10 @@ void SCR_ScreenShot(char *filename, int x, int y, int width, int height)
                for (i = 0;i < width * height * 3;i++)
                        buffer[i] <<= v_overbrightbits.integer;
 
-       Image_WriteTGARGB_preflipped(filename, width, height, buffer);
+       ret = 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;
+       return ret;
 }
 
 //=============================================================================
@@ -1499,15 +1456,19 @@ 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
+               // clear to black
+               glClearColor(0,0,0,0);CHECKGLERROR
+               // clear the screen
+               glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
+               // set dithering mode
                if (gl_dither.integer)
-                       glEnable(GL_DITHER);
+               {
+                       glEnable(GL_DITHER);CHECKGLERROR
+               }
                else
-                       glDisable(GL_DITHER);
-               CHECKGLERROR
+               {
+                       glDisable(GL_DITHER);CHECKGLERROR
+               }
        }
 }
 
@@ -1524,9 +1485,6 @@ void SCR_UpdateScreen (void)
        //Mem_CheckSentinelsGlobal();
        //R_TimeReport("memtest");
 
-       glFinish ();
-       CHECKGLERROR
-
        VID_Finish ();
 
        R_TimeReport("finish");
@@ -1552,4 +1510,8 @@ void SCR_UpdateScreen (void)
 
        // draw 2D stuff
        R_DrawQueue();
+
+       // tell driver to commit it's partially full geometry queue to the rendering queue
+       // (this doesn't wait for the commands themselves to complete)
+       glFlush();
 }