]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
implemented r_transparent_alphatocoverage 2 which promotes alphablend if
[xonotic/darkplaces.git] / gl_backend.c
index 2a71b1f29b46a8c9b7bf863a489221db7aa4e3ad..0a08f1616722cd37d38f9ce2c8f42cf316984d22 100644 (file)
@@ -1,6 +1,7 @@
 
 #include "quakedef.h"
 #include "cl_collision.h"
+#include "dpsoftrast.h"
 #ifdef SUPPORTD3D
 #include <d3d9.h>
 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
@@ -12,7 +13,6 @@ extern D3DCAPS9 vid_d3d9caps;
 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
 cvar_t gl_mesh_prefer_short_elements = {CVAR_SAVE, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
-cvar_t gl_mesh_separatearrays = {0, "gl_mesh_separatearrays", "1", "use several separate vertex arrays rather than one combined stream"};
 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
 
@@ -110,7 +110,7 @@ typedef struct gltextureunit_s
        size_t pointer_texcoord_offset;
 
        rtexture_t *texture;
-       int t2d, t3d, tcubemap, trectangle;
+       int t2d, t3d, tcubemap;
        int arrayenabled;
        int rgbscale, alphascale;
        int combine;
@@ -137,6 +137,7 @@ typedef struct gl_state_s
        int alphatest;
        int alphafunc;
        float alphafuncvalue;
+       qboolean alphatocoverage;
        int scissortest;
        unsigned int unit;
        unsigned int clientunit;
@@ -147,6 +148,7 @@ typedef struct gl_state_s
        int vertexbufferobject;
        int elementbufferobject;
        int framebufferobject;
+       int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
        qboolean pointer_color_enabled;
 
        int pointer_vertex_components;
@@ -166,7 +168,6 @@ typedef struct gl_state_s
        void *preparevertices_tempdata;
        size_t preparevertices_tempdatamaxsize;
        r_meshbuffer_t *preparevertices_dynamicvertexbuffer;
-       r_vertexposition_t *preparevertices_vertexposition;
        r_vertexgeneric_t *preparevertices_vertexgeneric;
        r_vertexmesh_t *preparevertices_vertexmesh;
        int preparevertices_numvertices;
@@ -183,8 +184,8 @@ typedef struct gl_state_s
        qboolean active;
 
 #ifdef SUPPORTD3D
-       rtexture_t *d3drt_depthtexture;
-       rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
+//     rtexture_t *d3drt_depthtexture;
+//     rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
        IDirect3DSurface9 *d3drt_depthsurface;
        IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
        IDirect3DSurface9 *d3drt_backbufferdepthsurface;
@@ -275,7 +276,7 @@ static void R_Mesh_SetUseVBO(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES1:
                gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
                gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
                gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
@@ -291,6 +292,18 @@ static void R_Mesh_SetUseVBO(void)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               gl_state.usevbo_staticvertex = false;
+               gl_state.usevbo_staticindex = false;
+               gl_state.usevbo_dynamicvertex = false;
+               gl_state.usevbo_dynamicindex = false;
+               break;
+       case RENDERPATH_GLES2:
+               gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
+               gl_state.usevbo_staticindex = false;
+               gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
+               gl_state.usevbo_dynamicindex = false;
+               break;
        }
 }
 
@@ -314,7 +327,11 @@ static void gl_backend_start(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+               // fetch current fbo here (default fbo is not 0 on some GLES devices)
+               if (vid.support.ext_framebuffer_object)
+                       qglGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &gl_state.defaultframebufferobject);
                break;
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
@@ -328,6 +345,8 @@ static void gl_backend_start(void)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               break;
        }
 }
 
@@ -340,7 +359,9 @@ static void gl_backend_shutdown(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                break;
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
@@ -379,6 +400,28 @@ static void gl_backend_devicelost(void)
 #ifdef SUPPORTD3D
        gl_state.d3dvertexbuffer = NULL;
 #endif
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+               break;
+       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+               IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
+               IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
+#endif
+               break;
+       case RENDERPATH_D3D10:
+               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
+       case RENDERPATH_D3D11:
+               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
+       }
        endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
        for (i = 0;i < endindex;i++)
        {
@@ -390,7 +433,9 @@ static void gl_backend_devicelost(void)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
+               case RENDERPATH_SOFT:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
                        break;
                case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
@@ -416,6 +461,28 @@ static void gl_backend_devicelost(void)
 
 static void gl_backend_devicerestored(void)
 {
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+               break;
+       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+               IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
+               IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
+#endif
+               break;
+       case RENDERPATH_D3D10:
+               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
+       case RENDERPATH_D3D11:
+               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
+       }
 }
 
 void gl_backend_init(void)
@@ -441,7 +508,7 @@ void gl_backend_init(void)
 
        for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
                polygonelement3i[i] = polygonelement3s[i];
-       for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++)
+       for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
                quadelement3i[i] = quadelement3s[i];
 
        Cvar_RegisterVariable(&r_render);
@@ -459,7 +526,6 @@ void gl_backend_init(void)
        Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
        Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
        Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
-       Cvar_RegisterVariable(&gl_mesh_separatearrays);
 
        Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
 
@@ -476,10 +542,192 @@ void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t
        Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
        iw = 1.0f / out[3];
        out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
-       out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
+
+       // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
+       //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
+       out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
+
        out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
 }
 
+void GL_Finish(void)
+{
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+               qglFinish();
+               break;
+       case RENDERPATH_D3D9:
+               //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
+       case RENDERPATH_D3D10:
+               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
+       case RENDERPATH_D3D11:
+               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_Finish();
+               break;
+       }
+}
+
+static int bboxedges[12][2] =
+{
+       // top
+       {0, 1}, // +X
+       {0, 2}, // +Y
+       {1, 3}, // Y, +X
+       {2, 3}, // X, +Y
+       // bottom
+       {4, 5}, // +X
+       {4, 6}, // +Y
+       {5, 7}, // Y, +X
+       {6, 7}, // X, +Y
+       // verticals
+       {0, 4}, // +Z
+       {1, 5}, // X, +Z
+       {2, 6}, // Y, +Z
+       {3, 7}, // XY, +Z
+};
+
+qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
+{
+       int i, ix1, iy1, ix2, iy2;
+       float x1, y1, x2, y2;
+       vec4_t v, v2;
+       float vertex[20][3];
+       int j, k;
+       vec4_t plane4f;
+       int numvertices;
+       float corner[8][4];
+       float dist[8];
+       int sign[8];
+       float f;
+
+       scissor[0] = r_refdef.view.viewport.x;
+       scissor[1] = r_refdef.view.viewport.y;
+       scissor[2] = r_refdef.view.viewport.width;
+       scissor[3] = r_refdef.view.viewport.height;
+
+       // if view is inside the box, just say yes it's visible
+       if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
+               return false;
+
+       x1 = y1 = x2 = y2 = 0;
+
+       // transform all corners that are infront of the nearclip plane
+       VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
+       plane4f[3] = r_refdef.view.frustum[4].dist;
+       numvertices = 0;
+       for (i = 0;i < 8;i++)
+       {
+               Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
+               dist[i] = DotProduct4(corner[i], plane4f);
+               sign[i] = dist[i] > 0;
+               if (!sign[i])
+               {
+                       VectorCopy(corner[i], vertex[numvertices]);
+                       numvertices++;
+               }
+       }
+       // if some points are behind the nearclip, add clipped edge points to make
+       // sure that the scissor boundary is complete
+       if (numvertices > 0 && numvertices < 8)
+       {
+               // add clipped edge points
+               for (i = 0;i < 12;i++)
+               {
+                       j = bboxedges[i][0];
+                       k = bboxedges[i][1];
+                       if (sign[j] != sign[k])
+                       {
+                               f = dist[j] / (dist[j] - dist[k]);
+                               VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
+                               numvertices++;
+                       }
+               }
+       }
+
+       // if we have no points to check, it is behind the view plane
+       if (!numvertices)
+               return true;
+
+       // if we have some points to transform, check what screen area is covered
+       x1 = y1 = x2 = y2 = 0;
+       v[3] = 1.0f;
+       //Con_Printf("%i vertices to transform...\n", numvertices);
+       for (i = 0;i < numvertices;i++)
+       {
+               VectorCopy(vertex[i], v);
+               R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
+               //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
+               if (i)
+               {
+                       if (x1 > v2[0]) x1 = v2[0];
+                       if (x2 < v2[0]) x2 = v2[0];
+                       if (y1 > v2[1]) y1 = v2[1];
+                       if (y2 < v2[1]) y2 = v2[1];
+               }
+               else
+               {
+                       x1 = x2 = v2[0];
+                       y1 = y2 = v2[1];
+               }
+       }
+
+       // now convert the scissor rectangle to integer screen coordinates
+       ix1 = (int)(x1 - 1.0f);
+       //iy1 = vid.height - (int)(y2 - 1.0f);
+       //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
+       iy1 = (int)(y1 - 1.0f);
+       ix2 = (int)(x2 + 1.0f);
+       //iy2 = vid.height - (int)(y1 + 1.0f);
+       //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
+       iy2 = (int)(y2 + 1.0f);
+       //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
+
+       // clamp it to the screen
+       if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
+       if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
+       if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
+       if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
+
+       // if it is inside out, it's not visible
+       if (ix2 <= ix1 || iy2 <= iy1)
+               return true;
+
+       // the light area is visible, set up the scissor rectangle
+       scissor[0] = ix1;
+       scissor[1] = iy1;
+       scissor[2] = ix2 - ix1;
+       scissor[3] = iy2 - iy1;
+
+       // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+               scissor[1] = vid.height - scissor[1] - scissor[3];
+               break;
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+               break;
+       }
+
+       return false;
+}
+
+
 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
 {
        float q[4];
@@ -491,7 +739,7 @@ static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m
 
        VectorSet(normal, normalx, normaly, normalz);
        Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
-       VectorScale(normal, dist, v3);
+       VectorScale(normal, -dist, v3);
        Matrix4x4_Transform(&v->viewmatrix, v3, v4);
        // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
        clipPlane[3] = -DotProduct(v4, clipPlane);
@@ -554,7 +802,9 @@ void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                break;
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
@@ -801,9 +1051,11 @@ void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatri
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                break;
        case RENDERPATH_D3D9:
                m[5] *= -1;
@@ -836,13 +1088,9 @@ void R_SetViewport(const r_viewport_t *v)
 
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
-//             CHECKGLERROR
-//             qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
-//             break;
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GLES1:
                CHECKGLERROR
                qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
                // Load the projection matrix into OpenGL
@@ -871,6 +1119,14 @@ void R_SetViewport(const r_viewport_t *v)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height);
+               break;
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES2:
+               CHECKGLERROR
+               qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
+               break;
        }
 
        // force an update of the derived matrices
@@ -911,7 +1167,8 @@ int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colorte
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                if (!vid.support.ext_framebuffer_object)
                        return 0;
                qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR
@@ -926,6 +1183,8 @@ int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colorte
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
                return 1;
+       case RENDERPATH_SOFT:
+               return 1;
        }
        return 0;
 }
@@ -937,7 +1196,8 @@ void R_Mesh_DestroyFramebufferObject(int fbo)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                if (fbo)
                        qglDeleteFramebuffersEXT(1, (GLuint*)&fbo);
                break;
@@ -945,8 +1205,46 @@ void R_Mesh_DestroyFramebufferObject(int fbo)
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
                break;
+       case RENDERPATH_SOFT:
+               break;
+       }
+}
+
+#ifdef SUPPORTD3D
+void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
+{
+// LordHavoc: for some weird reason the redundant SetDepthStencilSurface calls are necessary (otherwise the lights fail depth test, as if they were using the shadowmap depth surface and render target still)
+       if (gl_state.d3drt_depthsurface == depthsurface && gl_state.d3drt_colorsurfaces[0] == colorsurface0 && gl_state.d3drt_colorsurfaces[1] == colorsurface1 && gl_state.d3drt_colorsurfaces[2] == colorsurface2 && gl_state.d3drt_colorsurfaces[3] == colorsurface3)
+               return;
+
+       gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
+       if (gl_state.d3drt_depthsurface != depthsurface)
+       {
+               gl_state.d3drt_depthsurface = depthsurface;
+               IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
+       }
+       if (gl_state.d3drt_colorsurfaces[0] != colorsurface0)
+       {
+               gl_state.d3drt_colorsurfaces[0] = colorsurface0;
+               IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]);
+       }
+       if (gl_state.d3drt_colorsurfaces[1] != colorsurface1)
+       {
+               gl_state.d3drt_colorsurfaces[1] = colorsurface1;
+               IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]);
+       }
+       if (gl_state.d3drt_colorsurfaces[2] != colorsurface2)
+       {
+               gl_state.d3drt_colorsurfaces[2] = colorsurface2;
+               IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]);
+       }
+       if (gl_state.d3drt_colorsurfaces[3] != colorsurface3)
+       {
+               gl_state.d3drt_colorsurfaces[3] = colorsurface3;
+               IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]);
        }
 }
+#endif
 
 void R_Mesh_ResetRenderTargets(void)
 {
@@ -955,31 +1253,17 @@ void R_Mesh_ResetRenderTargets(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                if (gl_state.framebufferobject)
                {
                        gl_state.framebufferobject = 0;
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
+                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.defaultframebufferobject);
                }
                break;
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
-               if (gl_state.framebufferobject)
-               {
-                       unsigned int i;
-                       gl_state.framebufferobject = 0;
-                       IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_backbufferdepthsurface);
-                       IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_backbuffercolorsurface);
-                       gl_state.d3drt_depthsurface = NULL;
-                       for (i = 1;i < vid.maxdrawbuffers;i++)
-                       {
-                               if (gl_state.d3drt_colorsurfaces[i])
-                               {
-                                       gl_state.d3drt_colorsurfaces[i] = NULL;
-                                       IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL);
-                               }
-                       }
-               }
+               R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
 #endif
                break;
        case RENDERPATH_D3D10:
@@ -988,6 +1272,9 @@ void R_Mesh_ResetRenderTargets(void)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
+               break;
        }
 }
 
@@ -1010,11 +1297,12 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                if (gl_state.framebufferobject != fbo)
                {
                        gl_state.framebufferobject = fbo;
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
+                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
                }
                break;
        case RENDERPATH_D3D9:
@@ -1023,31 +1311,22 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo
                // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
                if (fbo)
                {
-                       gl_state.framebufferobject = 1;
-                       gl_state.d3drt_depthtexture = depthtexture;
-                       if (gl_state.d3drt_depthtexture)
+                       IDirect3DSurface9 *colorsurfaces[4];
+                       for (i = 0;i < 4;i++)
                        {
-                               IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_depthtexture->d3dtexture, 0, &gl_state.d3drt_depthsurface);
-                               IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
-                               IDirect3DSurface9_Release(gl_state.d3drt_depthsurface);
-                       }
-                       else
-                               IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, NULL);
-                       for (i = 0;i < vid.maxdrawbuffers;i++)
-                       {
-                               gl_state.d3drt_colortextures[i] = textures[i];
-                               if (gl_state.d3drt_colortextures[i])
-                               {
-                                       IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_colortextures[i]->d3dtexture, 0, &gl_state.d3drt_colorsurfaces[i]);
-                                       IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, gl_state.d3drt_colorsurfaces[i]);
-                                       IDirect3DSurface9_Release(gl_state.d3drt_colorsurfaces[i]);
-                               }
-                               else
-                                       IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL);
+                               colorsurfaces[i] = NULL;
+                               if (textures[i])
+                                       IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &colorsurfaces[i]);
                        }
+                       // set the render targets for real
+                       R_Mesh_SetRenderTargetsD3D9(depthtexture ? (IDirect3DSurface9 *)depthtexture->d3dtexture : NULL, colorsurfaces[0], colorsurfaces[1], colorsurfaces[2], colorsurfaces[3]);
+                       // release the texture surface levels (they won't be lost while bound...)
+                       for (i = 0;i < 4;i++)
+                               if (textures[i])
+                                       IDirect3DSurface9_Release(colorsurfaces[i]);
                }
                else
-                       R_Mesh_ResetRenderTargets();
+                       R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
 #endif
                break;
        case RENDERPATH_D3D10:
@@ -1056,6 +1335,21 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               if (fbo)
+               {
+                       int width, height;
+                       unsigned int *pointers[5];
+                       memset(pointers, 0, sizeof(pointers));
+                       for (i = 0;i < 5;i++)
+                               pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL;
+                       width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
+                       height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
+                       DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]);
+               }
+               else
+                       DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
+               break;
        }
 }
 
@@ -1088,6 +1382,7 @@ static int d3dstencilopforglfunc(int f)
 }
 #endif
 
+extern cvar_t r_transparent_alphatocoverage;
 
 static void GL_Backend_ResetState(void)
 {
@@ -1097,6 +1392,7 @@ static void GL_Backend_ResetState(void)
        gl_state.alphatest = false;
        gl_state.alphafunc = GL_GEQUAL;
        gl_state.alphafuncvalue = 0.5f;
+       gl_state.alphatocoverage = false;
        gl_state.blendfunc1 = GL_ONE;
        gl_state.blendfunc2 = GL_ZERO;
        gl_state.blend = false;
@@ -1105,7 +1401,7 @@ static void GL_Backend_ResetState(void)
        gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
        gl_state.lockrange_first = 0;
        gl_state.lockrange_count = 0;
-       gl_state.cullface = GL_NONE;
+       gl_state.cullface = GL_FRONT;
        gl_state.cullfaceenable = false;
        gl_state.polygonoffset[0] = 0;
        gl_state.polygonoffset[1] = 0;
@@ -1118,9 +1414,6 @@ static void GL_Backend_ResetState(void)
 #ifdef SUPPORTD3D
                {
                        IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest);
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAFUNC, d3dcmpforglfunc(gl_state.alphafunc));
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAREF, (int)bound(0, gl_state.alphafuncvalue * 256.0f, 255));
                        IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
                        IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
                        IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
@@ -1136,8 +1429,9 @@ static void GL_Backend_ResetState(void)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
-       case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                CHECKGLERROR
 
                qglColorMask(1, 1, 1, 1);CHECKGLERROR
@@ -1160,7 +1454,7 @@ static void GL_Backend_ResetState(void)
 
                if (vid.support.ext_framebuffer_object)
                {
-                       qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+                       //qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
                        qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
                }
 
@@ -1176,40 +1470,46 @@ static void GL_Backend_ResetState(void)
 
                gl_state.unit = MAX_TEXTUREUNITS;
                gl_state.clientunit = MAX_TEXTUREUNITS;
-               for (i = 0;i < vid.teximageunits;i++)
+               for (i = 0;i < vid.texunits;i++)
                {
                        GL_ActiveTexture(i);
+                       GL_ClientActiveTexture(i);
+                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                        qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
                        if (vid.support.ext_texture_3d)
                        {
+                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
                                qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
                        }
                        if (vid.support.arb_texture_cube_map)
                        {
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
                                qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
                        }
-                       if (vid.support.arb_texture_rectangle)
-                       {
-                               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
-                       }
-               }
-
-               for (i = 0;i < vid.texarrayunits;i++)
-               {
-                       GL_ClientActiveTexture(i);
                        GL_BindVBO(0);
                        qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
                        qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+                       qglLoadIdentity();CHECKGLERROR
+                       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
                }
                CHECKGLERROR
                break;
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL11:
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_ColorMask(1,1,1,1);
+               DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
+               DPSOFTRAST_CullFace(gl_state.cullface);
+               DPSOFTRAST_DepthFunc(gl_state.depthfunc);
+               DPSOFTRAST_DepthMask(gl_state.depthmask);
+               DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
+               DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
+               DPSOFTRAST_Viewport(0, 0, vid.width, vid.height);
+               break;
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES2:
                CHECKGLERROR
-
                qglColorMask(1, 1, 1, 1);CHECKGLERROR
-               qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
-               qglDisable(GL_ALPHA_TEST);CHECKGLERROR
                qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
                qglDisable(GL_BLEND);CHECKGLERROR
                qglCullFace(gl_state.cullface);CHECKGLERROR
@@ -1218,59 +1518,38 @@ static void GL_Backend_ResetState(void)
                qglEnable(GL_DEPTH_TEST);CHECKGLERROR
                qglDepthMask(gl_state.depthmask);CHECKGLERROR
                qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
-
                if (vid.support.arb_vertex_buffer_object)
                {
                        qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
                        qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
                }
-
-               if (vid.support.ext_framebuffer_object)
-               {
-                       qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
-               }
-
-               qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
-               qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
-
-               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
-               qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
-               qglColor4f(1, 1, 1, 1);CHECKGLERROR
-
                if (vid.support.ext_framebuffer_object)
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
-
+                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.defaultframebufferobject);
+               qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
+               qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
+               qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
+               qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
+               qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
                gl_state.unit = MAX_TEXTUREUNITS;
                gl_state.clientunit = MAX_TEXTUREUNITS;
-               for (i = 0;i < vid.texunits;i++)
+               for (i = 0;i < vid.teximageunits;i++)
                {
                        GL_ActiveTexture(i);
-                       GL_ClientActiveTexture(i);
-                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                        qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
                        if (vid.support.ext_texture_3d)
                        {
-                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
                                qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
                        }
                        if (vid.support.arb_texture_cube_map)
                        {
-                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
                                qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
                        }
-                       if (vid.support.arb_texture_rectangle)
-                       {
-                               qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
-                               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
-                       }
+               }
+               for (i = 0;i < vid.texarrayunits;i++)
+               {
                        GL_BindVBO(0);
-                       qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
-                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       qglMatrixMode(GL_TEXTURE);CHECKGLERROR
-                       qglLoadIdentity();CHECKGLERROR
-                       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+                       qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
+                       qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
                }
                CHECKGLERROR
                break;
@@ -1287,7 +1566,8 @@ void GL_ActiveTexture(unsigned int num)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
                        if (qglActiveTexture)
                        {
                                CHECKGLERROR
@@ -1299,6 +1579,8 @@ void GL_ActiveTexture(unsigned int num)
                case RENDERPATH_D3D10:
                case RENDERPATH_D3D11:
                        break;
+               case RENDERPATH_SOFT:
+                       break;
                }
        }
 }
@@ -1312,8 +1594,7 @@ void GL_ClientActiveTexture(unsigned int num)
                {
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
+               case RENDERPATH_GLES1:
                        if (qglActiveTexture)
                        {
                                CHECKGLERROR
@@ -1325,6 +1606,11 @@ void GL_ClientActiveTexture(unsigned int num)
                case RENDERPATH_D3D10:
                case RENDERPATH_D3D11:
                        break;
+               case RENDERPATH_SOFT:
+                       break;
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES2:
+                       break;
                }
        }
 }
@@ -1342,7 +1628,8 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
                        if (gl_state.blend != blendenable)
@@ -1398,6 +1685,9 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
+                       break;
                }
        }
 }
@@ -1412,7 +1702,8 @@ void GL_DepthMask(int state)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglDepthMask(gl_state.depthmask);CHECKGLERROR
                        break;
@@ -1427,6 +1718,9 @@ void GL_DepthMask(int state)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_DepthMask(gl_state.depthmask);
+                       break;
                }
        }
 }
@@ -1441,7 +1735,8 @@ void GL_DepthTest(int state)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if (gl_state.depthtest)
                        {
@@ -1463,6 +1758,9 @@ void GL_DepthTest(int state)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_DepthTest(gl_state.depthtest);
+                       break;
                }
        }
 }
@@ -1477,7 +1775,8 @@ void GL_DepthFunc(int state)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
                        break;
@@ -1492,6 +1791,9 @@ void GL_DepthFunc(int state)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_DepthFunc(gl_state.depthfunc);
+                       break;
                }
        }
 }
@@ -1507,7 +1809,8 @@ void GL_DepthRange(float nearfrac, float farfrac)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
                        qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
                        break;
                case RENDERPATH_D3D9:
@@ -1530,6 +1833,9 @@ void GL_DepthRange(float nearfrac, float farfrac)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
+                       break;
                }
        }
 }
@@ -1541,7 +1847,8 @@ void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int fro
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                CHECKGLERROR
                if (enable)
                {
@@ -1579,11 +1886,11 @@ void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int fro
                IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
                IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
                IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
-               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, frontcompare);
+               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(frontcompare));
                IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
                IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
                IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
-               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, backcompare);
+               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare));
                IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
                IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
 #endif
@@ -1594,6 +1901,9 @@ void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int fro
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
        }
 }
 
@@ -1604,7 +1914,8 @@ void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                CHECKGLERROR
                if (enable)
                {
@@ -1632,7 +1943,7 @@ void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass
                IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
                IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
                IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
-               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, compare);
+               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare));
                IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
                IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
 #endif
@@ -1643,6 +1954,9 @@ void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
        }
 }
 
@@ -1657,7 +1971,8 @@ void GL_PolygonOffset(float planeoffset, float depthoffset)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
                        qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
                        break;
                case RENDERPATH_D3D9:
@@ -1672,6 +1987,9 @@ void GL_PolygonOffset(float planeoffset, float depthoffset)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
+                       break;
                }
        }
 }
@@ -1692,8 +2010,9 @@ void GL_SetMirrorState(qboolean state)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
-                       qglCullFace(gl_state.cullface);
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
+                       qglCullFace(gl_state.cullface);CHECKGLERROR
                        break;
                case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
@@ -1706,6 +2025,9 @@ void GL_SetMirrorState(qboolean state)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_CullFace(gl_state.cullface);
+                       break;
                }
        }
 }
@@ -1725,7 +2047,8 @@ void GL_CullFace(int state)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                CHECKGLERROR
 
                if (state != GL_NONE)
@@ -1779,6 +2102,14 @@ void GL_CullFace(int state)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               if (gl_state.cullface != state)
+               {
+                       gl_state.cullface = state;
+                       gl_state.cullfaceenable = state != GL_NONE ? true : false;
+                       DPSOFTRAST_CullFace(gl_state.cullface);
+               }
+               break;
        }
 }
 
@@ -1791,8 +2122,8 @@ void GL_AlphaTest(int state)
                {
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
+               case RENDERPATH_GLES1:
+                       // only fixed function uses alpha test, other paths use pixel kill capability in shaders
                        CHECKGLERROR
                        if (gl_state.alphatest)
                        {
@@ -1804,52 +2135,51 @@ void GL_AlphaTest(int state)
                        }
                        break;
                case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest);
-#endif
-                       break;
                case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
                case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               case RENDERPATH_SOFT:
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES2:
                        break;
                }
        }
 }
 
-void GL_AlphaFunc(int state, float value)
+void GL_AlphaToCoverage(qboolean state)
 {
-       if (gl_state.alphafunc != state || gl_state.alphafuncvalue != value)
+       if (gl_state.alphatocoverage != state)
        {
-               gl_state.alphafunc = state;
-               gl_state.alphafuncvalue = value;
+               gl_state.alphatocoverage = state;
                switch(vid.renderpath)
                {
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
-                       CHECKGLERROR
-                       qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
-                       break;
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
                case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAFUNC, d3dcmpforglfunc(gl_state.alphafunc));
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAREF, (int)bound(0, value * 256.0f, 255));
-#endif
-                       break;
                case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
                case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               case RENDERPATH_SOFT:
                        break;
-               }
-       }
-}
-
-void GL_ColorMask(int r, int g, int b, int a)
+               case RENDERPATH_GL20:
+                       // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
+                       CHECKGLERROR
+                       if (gl_state.alphatocoverage)
+                       {
+                               qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
+//                             qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
+                       }
+                       else
+                       {
+                               qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
+//                             qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
+                       }
+                       break;
+               }
+       }
+}
+
+void GL_ColorMask(int r, int g, int b, int a)
 {
        // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
        int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
@@ -1861,7 +2191,8 @@ void GL_ColorMask(int r, int g, int b, int a)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
                        break;
@@ -1876,6 +2207,9 @@ void GL_ColorMask(int r, int g, int b, int a)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_ColorMask(r, g, b, a);
+                       break;
                }
        }
 }
@@ -1892,8 +2226,7 @@ void GL_Color(float cr, float cg, float cb, float ca)
                {
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
+               case RENDERPATH_GLES1:
                        CHECKGLERROR
                        qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
                        CHECKGLERROR
@@ -1903,6 +2236,13 @@ void GL_Color(float cr, float cg, float cb, float ca)
                case RENDERPATH_D3D11:
                        // no equivalent in D3D
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_Color4f(cr, cg, cb, ca);
+                       break;
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES2:
+                       qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);
+                       break;
                }
        }
 }
@@ -1914,7 +2254,8 @@ void GL_Scissor (int x, int y, int width, int height)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                CHECKGLERROR
                qglScissor(x, y,width,height);
                CHECKGLERROR
@@ -1937,6 +2278,9 @@ void GL_Scissor (int x, int y, int width, int height)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_Scissor(x, y, width, height);
+               break;
        }
 }
 
@@ -1950,7 +2294,8 @@ void GL_ScissorTest(int state)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if(gl_state.scissortest)
                                qglEnable(GL_SCISSOR_TEST);
@@ -1969,6 +2314,9 @@ void GL_ScissorTest(int state)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_ScissorTest(gl_state.scissortest);
+                       break;
                }
        }
 }
@@ -1989,7 +2337,8 @@ void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilva
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                CHECKGLERROR
                if (mask & GL_COLOR_BUFFER_BIT)
                {
@@ -2016,6 +2365,12 @@ void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilva
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               if (mask & GL_COLOR_BUFFER_BIT)
+                       DPSOFTRAST_ClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);
+               if (mask & GL_DEPTH_BUFFER_BIT)
+                       DPSOFTRAST_ClearDepth(depthvalue);
+               break;
        }
 }
 
@@ -2026,7 +2381,8 @@ void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpi
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                CHECKGLERROR
                qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
                break;
@@ -2072,6 +2428,9 @@ void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpi
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_GetPixelsBGRA(x, y, width, height, outpixels);
+               break;
        }
 }
 
@@ -2079,6 +2438,7 @@ void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpi
 void R_Mesh_Start(void)
 {
        BACKENDACTIVECHECK
+       R_Mesh_ResetRenderTargets();
        R_Mesh_SetUseVBO();
        if (gl_printcheckerror.integer && !gl_paranoid.integer)
        {
@@ -2092,13 +2452,13 @@ qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, cons
        int shaderobject;
        int shadercompiled;
        char compilelog[MAX_INPUTLINE];
-       shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
+       shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
        if (!shaderobject)
                return false;
-       qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
-       qglCompileShaderARB(shaderobject);CHECKGLERROR
-       qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
-       qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
+       qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
+       qglCompileShader(shaderobject);CHECKGLERROR
+       qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
+       qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
        if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")))
        {
                int i, j, pretextlines = 0;
@@ -2110,11 +2470,11 @@ qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, cons
        }
        if (!shadercompiled)
        {
-               qglDeleteObjectARB(shaderobject);CHECKGLERROR
+               qglDeleteShader(shaderobject);CHECKGLERROR
                return false;
        }
-       qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
-       qglDeleteObjectARB(shaderobject);CHECKGLERROR
+       qglAttachShader(programobject, shaderobject);CHECKGLERROR
+       qglDeleteShader(shaderobject);CHECKGLERROR
        return true;
 }
 
@@ -2125,24 +2485,37 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
        char linklog[MAX_INPUTLINE];
        CHECKGLERROR
 
-       programobject = qglCreateProgramObjectARB();CHECKGLERROR
+       programobject = qglCreateProgram();CHECKGLERROR
        if (!programobject)
                return 0;
 
-       if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
+       qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
+       qglBindAttribLocation(programobject, GLSLATTRIB_COLOR    , "Attrib_Color"    );
+       qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
+       qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
+       qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
+       qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
+       qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
+       qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
+       qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_TexCoord6");
+       qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_TexCoord7");
+       if(vid.support.gl20shaders130)
+               qglBindFragDataLocation(programobject, 0, "dp_FragColor");
+
+       if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
                goto cleanup;
 
-#ifdef GL_GEOMETRY_SHADER_ARB
-       if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
+#ifdef GL_GEOMETRY_SHADER
+       if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
                goto cleanup;
 #endif
 
-       if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
+       if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
                goto cleanup;
 
-       qglLinkProgramARB(programobject);CHECKGLERROR
-       qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
-       qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
+       qglLinkProgram(programobject);CHECKGLERROR
+       qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
+       qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
        if (linklog[0])
        {
                if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning"))
@@ -2160,14 +2533,14 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
                goto cleanup;
        return programobject;
 cleanup:
-       qglDeleteObjectARB(programobject);CHECKGLERROR
+       qglDeleteProgram(programobject);CHECKGLERROR
        return 0;
 }
 
 void GL_Backend_FreeProgram(unsigned int prog)
 {
        CHECKGLERROR
-       qglDeleteObjectARB(prog);
+       qglDeleteProgram(prog);
        CHECKGLERROR
 }
 
@@ -2219,7 +2592,8 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                // check if the user specified to ignore static index buffers
                if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
                {
@@ -2231,6 +2605,8 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
                break;
+       case RENDERPATH_SOFT:
+               break;
        }
        // upload a dynamic index buffer if needed
        if (element3s)
@@ -2261,8 +2637,9 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
        bufferoffset3i = element3i_bufferoffset;
        bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
        bufferoffset3s = element3s_bufferoffset;
-       r_refdef.stats.meshes++;
-       r_refdef.stats.meshes_elements += numelements;
+       r_refdef.stats.draws++;
+       r_refdef.stats.draws_vertices += numvertices;
+       r_refdef.stats.draws_elements += numelements;
        if (gl_paranoid.integer)
        {
                unsigned int i;
@@ -2334,7 +2711,6 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                        CHECKGLERROR
                        if (gl_mesh_testmanualfeeding.integer)
                        {
@@ -2542,11 +2918,11 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                        else
                        {
                                if (element3s)
-                                       IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s + firsttriangle*3, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
+                                       IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
                                else if (element3i)
-                                       IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i + firsttriangle*3, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
+                                       IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
                                else
-                                       IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *) ((byte *) gl_state.d3dvertexdata + (numvertices * gl_state.d3dvertexsize)), gl_state.d3dvertexsize);
+                                       IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
                        }
 #endif
                        break;
@@ -2556,6 +2932,58 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s);
+                       break;
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
+                       // GLES does not have glDrawRangeElements, and generally
+                       // underperforms with index buffers, so this code path is
+                       // relatively straightforward...
+#if 0
+                       if (gl_paranoid.integer)
+                       {
+                               int r, prog, enabled, i;
+                               GLsizei         attriblength;
+                               GLint           attribsize;
+                               GLenum          attribtype;
+                               GLchar          attribname[1024];
+                               r = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+                               if (r != GL_FRAMEBUFFER_COMPLETE_EXT)
+                                       Con_DPrintf("fbo %i not complete (default %i)\n", gl_state.framebufferobject, gl_state.defaultframebufferobject);
+#ifndef GL_CURRENT_PROGRAM
+#define GL_CURRENT_PROGRAM 0x8B8D
+#endif
+                               qglGetIntegerv(GL_CURRENT_PROGRAM, &r);CHECKGLERROR
+                               if (r < 0 || r > 10000)
+                                       Con_DPrintf("GL_CURRENT_PROGRAM = %i\n", r);
+                               prog = r;
+                               for (i = 0;i < 8;i++)
+                               {
+                                       qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &r);CHECKGLERROR
+                                       if (!r)
+                                               continue;
+                                       qglGetActiveAttrib(prog, i, sizeof(attribname), &attriblength, &attribsize, &attribtype, attribname);CHECKGLERROR
+                                       Con_DPrintf("prog %i position %i length %i size %04X type %i name \"%s\"\n", prog, i, (int)attriblength, (int)attribsize, (int)attribtype, (char *)attribname);
+                               }
+                       }
+#endif
+                       if (element3s)
+                       {
+                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
+                               CHECKGLERROR
+                       }
+                       else if (element3i)
+                       {
+                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
+                               CHECKGLERROR
+                       }
+                       else
+                       {
+                               qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
+                               CHECKGLERROR
+                       }
+                       break;
                }
        }
 }
@@ -2563,6 +2991,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
 // restores backend state, used when done with 3D rendering
 void R_Mesh_Finish(void)
 {
+       R_Mesh_ResetRenderTargets();
 }
 
 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16)
@@ -2602,7 +3031,8 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                if (!buffer->bufferobject)
                        qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
                if (buffer->isindexbuffer)
@@ -2669,6 +3099,8 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               break;
        }
 }
 
@@ -2681,7 +3113,8 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
                break;
        case RENDERPATH_D3D9:
@@ -2704,6 +3137,8 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               break;
        }
        Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
 }
@@ -2730,18 +3165,46 @@ void GL_Mesh_ListVBOs(qboolean printeach)
 
 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
 {
-       int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
-       if (gl_state.pointer_vertex_components != components || gl_state.pointer_vertex_gltype != gltype || gl_state.pointer_vertex_stride != stride || gl_state.pointer_vertex_pointer != pointer || gl_state.pointer_vertex_vertexbuffer != vertexbuffer || gl_state.pointer_vertex_offset != bufferoffset)
+       switch(vid.renderpath)
        {
-               gl_state.pointer_vertex_components = components;
-               gl_state.pointer_vertex_gltype = gltype;
-               gl_state.pointer_vertex_stride = stride;
-               gl_state.pointer_vertex_pointer = pointer;
-               gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
-               gl_state.pointer_vertex_offset = bufferoffset;
-               CHECKGLERROR
-               GL_BindVBO(bufferobject);
-               qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
+               if (gl_state.pointer_vertex_components != components || gl_state.pointer_vertex_gltype != gltype || gl_state.pointer_vertex_stride != stride || gl_state.pointer_vertex_pointer != pointer || gl_state.pointer_vertex_vertexbuffer != vertexbuffer || gl_state.pointer_vertex_offset != bufferoffset)
+               {
+                       int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+                       gl_state.pointer_vertex_components = components;
+                       gl_state.pointer_vertex_gltype = gltype;
+                       gl_state.pointer_vertex_stride = stride;
+                       gl_state.pointer_vertex_pointer = pointer;
+                       gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
+                       gl_state.pointer_vertex_offset = bufferoffset;
+                       CHECKGLERROR
+                       GL_BindVBO(bufferobject);
+                       qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+               }
+               break;
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES2:
+               if (gl_state.pointer_vertex_components != components || gl_state.pointer_vertex_gltype != gltype || gl_state.pointer_vertex_stride != stride || gl_state.pointer_vertex_pointer != pointer || gl_state.pointer_vertex_vertexbuffer != vertexbuffer || gl_state.pointer_vertex_offset != bufferoffset)
+               {
+                       int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+                       gl_state.pointer_vertex_components = components;
+                       gl_state.pointer_vertex_gltype = gltype;
+                       gl_state.pointer_vertex_stride = stride;
+                       gl_state.pointer_vertex_pointer = pointer;
+                       gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
+                       gl_state.pointer_vertex_offset = bufferoffset;
+                       CHECKGLERROR
+                       GL_BindVBO(bufferobject);
+                       qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+               }
+               break;
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+               break;
        }
 }
 
@@ -2749,40 +3212,92 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *
 {
        // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
        // the pointer only.
-       if (pointer)
+       switch(vid.renderpath)
        {
-               int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
-               // caller wants color array enabled
-               if (!gl_state.pointer_color_enabled)
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
+               CHECKGLERROR
+               if (pointer)
                {
-                       gl_state.pointer_color_enabled = true;
-                       CHECKGLERROR
-                       qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+                       // caller wants color array enabled
+                       int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+                       if (!gl_state.pointer_color_enabled)
+                       {
+                               gl_state.pointer_color_enabled = true;
+                               CHECKGLERROR
+                               qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+                       }
+                       if (gl_state.pointer_color_components != components || gl_state.pointer_color_gltype != gltype || gl_state.pointer_color_stride != stride || gl_state.pointer_color_pointer != pointer || gl_state.pointer_color_vertexbuffer != vertexbuffer || gl_state.pointer_color_offset != bufferoffset)
+                       {
+                               gl_state.pointer_color_components = components;
+                               gl_state.pointer_color_gltype = gltype;
+                               gl_state.pointer_color_stride = stride;
+                               gl_state.pointer_color_pointer = pointer;
+                               gl_state.pointer_color_vertexbuffer = vertexbuffer;
+                               gl_state.pointer_color_offset = bufferoffset;
+                               CHECKGLERROR
+                               GL_BindVBO(bufferobject);
+                               qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+                       }
                }
-               if (gl_state.pointer_color_components != components || gl_state.pointer_color_gltype != gltype || gl_state.pointer_color_stride != stride || gl_state.pointer_color_pointer != pointer || gl_state.pointer_color_vertexbuffer != vertexbuffer || gl_state.pointer_color_offset != bufferoffset)
+               else
                {
-                       gl_state.pointer_color_components = components;
-                       gl_state.pointer_color_gltype = gltype;
-                       gl_state.pointer_color_stride = stride;
-                       gl_state.pointer_color_pointer = pointer;
-                       gl_state.pointer_color_vertexbuffer = vertexbuffer;
-                       gl_state.pointer_color_offset = bufferoffset;
-                       CHECKGLERROR
-                       GL_BindVBO(bufferobject);
-                       qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+                       // caller wants color array disabled
+                       if (gl_state.pointer_color_enabled)
+                       {
+                               gl_state.pointer_color_enabled = false;
+                               CHECKGLERROR
+                               qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+                               // when color array is on the glColor gets trashed, set it again
+                               qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
+                       }
                }
-       }
-       else
-       {
-               // caller wants color array disabled
-               if (gl_state.pointer_color_enabled)
+               break;
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES2:
+               CHECKGLERROR
+               if (pointer)
                {
-                       gl_state.pointer_color_enabled = false;
-                       CHECKGLERROR
-                       qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
-                       // when color array is on the glColor gets trashed, set it again
-                       qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
+                       // caller wants color array enabled
+                       int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+                       if (!gl_state.pointer_color_enabled)
+                       {
+                               gl_state.pointer_color_enabled = true;
+                               CHECKGLERROR
+                               qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
+                       }
+                       if (gl_state.pointer_color_components != components || gl_state.pointer_color_gltype != gltype || gl_state.pointer_color_stride != stride || gl_state.pointer_color_pointer != pointer || gl_state.pointer_color_vertexbuffer != vertexbuffer || gl_state.pointer_color_offset != bufferoffset)
+                       {
+                               gl_state.pointer_color_components = components;
+                               gl_state.pointer_color_gltype = gltype;
+                               gl_state.pointer_color_stride = stride;
+                               gl_state.pointer_color_pointer = pointer;
+                               gl_state.pointer_color_vertexbuffer = vertexbuffer;
+                               gl_state.pointer_color_offset = bufferoffset;
+                               CHECKGLERROR
+                               GL_BindVBO(bufferobject);
+                               qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+                       }
                }
+               else
+               {
+                       // caller wants color array disabled
+                       if (gl_state.pointer_color_enabled)
+                       {
+                               gl_state.pointer_color_enabled = false;
+                               CHECKGLERROR
+                               qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
+                               // when color array is on the glColor gets trashed, set it again
+                               qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
+                       }
+               }
+               break;
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+               break;
        }
 }
 
@@ -2790,42 +3305,89 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, si
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
        // update array settings
-       CHECKGLERROR
        // note: there is no need to check bufferobject here because all cases
        // that involve a valid bufferobject also supply a texcoord array
-       if (pointer)
-       {
-               int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
-               // texture array unit is enabled, enable the array
-               if (!unit->arrayenabled)
-               {
-                       unit->arrayenabled = true;
-                       GL_ClientActiveTexture(unitnum);
-                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-               }
-               // texcoord array
-               if (unit->pointer_texcoord_components != components || unit->pointer_texcoord_gltype != gltype || unit->pointer_texcoord_stride != stride || unit->pointer_texcoord_pointer != pointer || unit->pointer_texcoord_vertexbuffer != vertexbuffer || unit->pointer_texcoord_offset != bufferoffset)
-               {
-                       unit->pointer_texcoord_components = components;
-                       unit->pointer_texcoord_gltype = gltype;
-                       unit->pointer_texcoord_stride = stride;
-                       unit->pointer_texcoord_pointer = pointer;
-                       unit->pointer_texcoord_vertexbuffer = vertexbuffer;
-                       unit->pointer_texcoord_offset = bufferoffset;
-                       GL_ClientActiveTexture(unitnum);
-                       GL_BindVBO(bufferobject);
-                       qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
-               }
-       }
-       else
+       switch(vid.renderpath)
        {
-               // texture array unit is disabled, disable the array
-               if (unit->arrayenabled)
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
+               CHECKGLERROR
+               if (pointer)
                {
-                       unit->arrayenabled = false;
-                       GL_ClientActiveTexture(unitnum);
-                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+                       // texture array unit is enabled, enable the array
+                       if (!unit->arrayenabled)
+                       {
+                               unit->arrayenabled = true;
+                               GL_ClientActiveTexture(unitnum);
+                               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       }
+                       // texcoord array
+                       if (unit->pointer_texcoord_components != components || unit->pointer_texcoord_gltype != gltype || unit->pointer_texcoord_stride != stride || unit->pointer_texcoord_pointer != pointer || unit->pointer_texcoord_vertexbuffer != vertexbuffer || unit->pointer_texcoord_offset != bufferoffset)
+                       {
+                               unit->pointer_texcoord_components = components;
+                               unit->pointer_texcoord_gltype = gltype;
+                               unit->pointer_texcoord_stride = stride;
+                               unit->pointer_texcoord_pointer = pointer;
+                               unit->pointer_texcoord_vertexbuffer = vertexbuffer;
+                               unit->pointer_texcoord_offset = bufferoffset;
+                               GL_ClientActiveTexture(unitnum);
+                               GL_BindVBO(bufferobject);
+                               qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+                       }
+               }
+               else
+               {
+                       // texture array unit is disabled, disable the array
+                       if (unit->arrayenabled)
+                       {
+                               unit->arrayenabled = false;
+                               GL_ClientActiveTexture(unitnum);
+                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       }
+               }
+               break;
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES2:
+               CHECKGLERROR
+               if (pointer)
+               {
+                       int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+                       // texture array unit is enabled, enable the array
+                       if (!unit->arrayenabled)
+                       {
+                               unit->arrayenabled = true;
+                               qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
+                       }
+                       // texcoord array
+                       if (unit->pointer_texcoord_components != components || unit->pointer_texcoord_gltype != gltype || unit->pointer_texcoord_stride != stride || unit->pointer_texcoord_pointer != pointer || unit->pointer_texcoord_vertexbuffer != vertexbuffer || unit->pointer_texcoord_offset != bufferoffset)
+                       {
+                               unit->pointer_texcoord_components = components;
+                               unit->pointer_texcoord_gltype = gltype;
+                               unit->pointer_texcoord_stride = stride;
+                               unit->pointer_texcoord_pointer = pointer;
+                               unit->pointer_texcoord_vertexbuffer = vertexbuffer;
+                               unit->pointer_texcoord_offset = bufferoffset;
+                               GL_BindVBO(bufferobject);
+                               qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+                       }
                }
+               else
+               {
+                       // texture array unit is disabled, disable the array
+                       if (unit->arrayenabled)
+                       {
+                               unit->arrayenabled = false;
+                               qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
+                       }
+               }
+               break;
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+               break;
        }
 }
 
@@ -2840,8 +3402,6 @@ int R_Mesh_TexBound(unsigned int unitnum, int id)
                return unit->t3d;
        if (id == GL_TEXTURE_CUBE_MAP_ARB)
                return unit->tcubemap;
-       if (id == GL_TEXTURE_RECTANGLE_ARB)
-               return unit->trectangle;
        return 0;
 }
 
@@ -2852,7 +3412,8 @@ void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int w
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                R_Mesh_TexBind(0, tex);
                GL_ActiveTexture(0);CHECKGLERROR
                qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
@@ -2890,6 +3451,9 @@ void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int w
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height);
+               break;
        }
 }
 
@@ -2897,6 +3461,23 @@ void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int w
 int d3drswrap[16] = {D3DRS_WRAP0, D3DRS_WRAP1, D3DRS_WRAP2, D3DRS_WRAP3, D3DRS_WRAP4, D3DRS_WRAP5, D3DRS_WRAP6, D3DRS_WRAP7, D3DRS_WRAP8, D3DRS_WRAP9, D3DRS_WRAP10, D3DRS_WRAP11, D3DRS_WRAP12, D3DRS_WRAP13, D3DRS_WRAP14, D3DRS_WRAP15};
 #endif
 
+void R_Mesh_ClearBindingsForTexture(int texnum)
+{
+       gltextureunit_t *unit;
+       unsigned int unitnum;
+       // this doesn't really unbind the texture, but it does prevent a mistaken "do nothing" behavior on the next time this same texnum is bound on the same unit as the same type (this mainly affects r_shadow_bouncegrid because 3D textures are so rarely used)
+       for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
+       {
+               unit = gl_state.units + unitnum;
+               if (unit->t2d == texnum)
+                       unit->t2d = -1;
+               if (unit->t3d == texnum)
+                       unit->t3d = -1;
+               if (unit->tcubemap == texnum)
+                       unit->tcubemap = -1;
+       }
+}
+
 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
@@ -2908,7 +3489,7 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                if (!tex)
                {
                        tex = r_texture_white;
@@ -2923,11 +3504,11 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
                case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
                case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
                case GL_TEXTURE_CUBE_MAP_ARB: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR}break;
-               case GL_TEXTURE_RECTANGLE_ARB: if (unit->trectangle != texnum) {GL_ActiveTexture(unitnum);unit->trectangle = texnum;qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR}break;
                }
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                unit->texture = tex;
                tex2d = 0;
                tex3d = 0;
@@ -3023,12 +3604,11 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
                                if (!tex)
                                        return;
                        }
+                       // upload texture if needed
+                       R_GetTexture(tex);
                        if (unit->texture == tex)
                                return;
                        unit->texture = tex;
-                       // upload texture if needed
-                       if (tex->dirty)
-                               R_RealGetTexture(tex);
                        IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
                        //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
                        IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
@@ -3050,6 +3630,20 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               if (!tex)
+               {
+                       tex = r_texture_white;
+                       // not initialized enough yet...
+                       if (!tex)
+                               return;
+               }
+               texnum = R_GetTexture(tex);
+               if (unit->texture == tex)
+                       return;
+               unit->texture = tex;
+               DPSOFTRAST_SetTexture(unitnum, texnum);
+               break;
        }
 }
 
@@ -3061,7 +3655,8 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                if (matrix && matrix->m[3][3])
                {
                        // texmatrix specified, check if it is different
@@ -3097,6 +3692,8 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
                break;
+       case RENDERPATH_SOFT:
+               break;
        }
 }
 
@@ -3107,10 +3704,11 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                // do nothing
                break;
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                // GL_ARB_texture_env_combine
                if (!combinergb)
                        combinergb = GL_MODULATE;
@@ -3181,6 +3779,8 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
                break;
+       case RENDERPATH_SOFT:
+               break;
        }
 }
 
@@ -3190,145 +3790,48 @@ void R_Mesh_ResetTextureState(void)
 
        BACKENDACTIVECHECK
 
-       CHECKGLERROR
+       for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
+               R_Mesh_TexBind(unitnum, NULL);
+       for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
+               R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
-               for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
-               {
-                       gltextureunit_t *unit = gl_state.units + unitnum;
-                       if (unit->t2d)
-                       {
-                               unit->t2d = 0;
-                               GL_ActiveTexture(unitnum);
-                               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
-                       }
-                       if (unit->t3d)
-                       {
-                               unit->t3d = 0;
-                               GL_ActiveTexture(unitnum);
-                               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
-                       }
-                       if (unit->tcubemap)
-                       {
-                               unit->tcubemap = 0;
-                               GL_ActiveTexture(unitnum);
-                               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
-                       }
-                       if (unit->trectangle)
-                       {
-                               unit->trectangle = 0;
-                               GL_ActiveTexture(unitnum);
-                               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
-                       }
-               }
-               for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
-               {
-                       gltextureunit_t *unit = gl_state.units + unitnum;
-                       if (unit->arrayenabled)
-                       {
-                               unit->arrayenabled = false;
-                               GL_ClientActiveTexture(unitnum);
-                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       }
-               }
-               for (unitnum = 0;unitnum < vid.texunits;unitnum++)
-               {
-                       gltextureunit_t *unit = gl_state.units + unitnum;
-                       if (unit->texmatrixenabled)
-                       {
-                               unit->texmatrixenabled = false;
-                               unit->matrix = identitymatrix;
-                               CHECKGLERROR
-                               GL_ActiveTexture(unitnum);
-                               qglMatrixMode(GL_TEXTURE);CHECKGLERROR
-                               qglLoadIdentity();CHECKGLERROR
-                               qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-                       }
-               }
+       case RENDERPATH_GLES2:
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                for (unitnum = 0;unitnum < vid.texunits;unitnum++)
                {
-                       gltextureunit_t *unit = gl_state.units + unitnum;
-                       if (unit->t2d)
-                       {
-                               unit->t2d = 0;
-                               GL_ActiveTexture(unitnum);
-                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
-                               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
-                       }
-                       if (unit->t3d)
-                       {
-                               unit->t3d = 0;
-                               GL_ActiveTexture(unitnum);
-                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
-                               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
-                       }
-                       if (unit->tcubemap)
-                       {
-                               unit->tcubemap = 0;
-                               GL_ActiveTexture(unitnum);
-                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
-                               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
-                       }
-                       if (unit->trectangle)
-                       {
-                               unit->trectangle = 0;
-                               GL_ActiveTexture(unitnum);
-                               qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
-                               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
-                       }
-                       if (unit->arrayenabled)
-                       {
-                               unit->arrayenabled = false;
-                               GL_ClientActiveTexture(unitnum);
-                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       }
-                       if (unit->texmatrixenabled)
-                       {
-                               unit->texmatrixenabled = false;
-                               unit->matrix = identitymatrix;
-                               CHECKGLERROR
-                               GL_ActiveTexture(unitnum);
-                               qglMatrixMode(GL_TEXTURE);CHECKGLERROR
-                               qglLoadIdentity();CHECKGLERROR
-                               qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-                       }
-                       if (unit->combine != GL_MODULATE)
-                       {
-                               unit->combine = GL_MODULATE;
-                               GL_ActiveTexture(unitnum);
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
-                       }
+                       R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1);
+                       R_Mesh_TexMatrix(unitnum, NULL);
                }
                break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               break;
        }
 }
 
 
 
 #ifdef SUPPORTD3D
-//#define r_vertexposition_d3d9fvf (D3DFVF_XYZ)
+//#define r_vertex3f_d3d9fvf (D3DFVF_XYZ)
 //#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
 //#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
 
-D3DVERTEXELEMENT9 r_vertexposition_d3d9elements[] =
+D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] =
 {
-       {0, (int)((size_t)&((r_vertexposition_t *)0)->vertex3f), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
+       {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
        D3DDECL_END()
 };
 
 D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
 {
        {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f  ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
-       {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4ub  ), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
+       {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4f   ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
        {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
        D3DDECL_END()
 };
@@ -3336,7 +3839,7 @@ D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
 D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
 {
        {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f          ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
-       {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4ub          ), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
+       {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4f           ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
        {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
        {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f         ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
        {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f         ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
@@ -3345,7 +3848,7 @@ D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
        D3DDECL_END()
 };
 
-IDirect3DVertexDeclaration9 *r_vertexposition_d3d9decl;
+IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl;
 IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
 IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
 #endif
@@ -3353,18 +3856,19 @@ IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
 static void R_Mesh_InitVertexDeclarations(void)
 {
 #ifdef SUPPORTD3D
-       r_vertexposition_d3d9decl = NULL;
+       r_vertex3f_d3d9decl = NULL;
        r_vertexgeneric_d3d9decl = NULL;
        r_vertexmesh_d3d9decl = NULL;
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                break;
        case RENDERPATH_D3D9:
-               IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9elements, &r_vertexposition_d3d9decl);
+               IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl);
                IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
                IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
                break;
@@ -3374,6 +3878,8 @@ static void R_Mesh_InitVertexDeclarations(void)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               break;
        }
 #endif
 }
@@ -3381,9 +3887,9 @@ static void R_Mesh_InitVertexDeclarations(void)
 static void R_Mesh_DestroyVertexDeclarations(void)
 {
 #ifdef SUPPORTD3D
-       if (r_vertexposition_d3d9decl)
-               IDirect3DVertexDeclaration9_Release(r_vertexposition_d3d9decl);
-       r_vertexposition_d3d9decl = NULL;
+       if (r_vertex3f_d3d9decl)
+               IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl);
+       r_vertex3f_d3d9decl = NULL;
        if (r_vertexgeneric_d3d9decl)
                IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
        r_vertexgeneric_d3d9decl = NULL;
@@ -3393,78 +3899,7 @@ static void R_Mesh_DestroyVertexDeclarations(void)
 #endif
 }
 
-r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices)
-{
-       size_t size;
-       size = sizeof(r_vertexposition_t) * numvertices;
-       if (gl_state.preparevertices_tempdatamaxsize < size)
-       {
-               gl_state.preparevertices_tempdatamaxsize = size;
-               gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
-       }
-       gl_state.preparevertices_vertexposition = (r_vertexposition_t *)gl_state.preparevertices_tempdata;
-       gl_state.preparevertices_numvertices = numvertices;
-       return gl_state.preparevertices_vertexposition;
-}
-
-qboolean R_Mesh_PrepareVertices_Position_Unlock(void)
-{
-       R_Mesh_PrepareVertices_Position(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexposition, NULL);
-       gl_state.preparevertices_vertexposition = NULL;
-       gl_state.preparevertices_numvertices = 0;
-       return true;
-}
-
-void R_Mesh_PrepareVertices_Position_Arrays(int numvertices, const float *vertex3f)
-{
-       int i;
-       r_vertexposition_t *vertex;
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
-               R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
-               R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               return;
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL11:
-               R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
-               R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               if (vid.texunits >= 2)
-                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               if (vid.texunits >= 3)
-                       R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               return;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-               gl_state.d3dvertexbuffer = NULL;
-               gl_state.d3dvertexdata = (void *)vertex3f;
-               gl_state.d3dvertexsize = sizeof(float[3]);
-#endif
-               return;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       }
-
-       // no quick path for this case, convert to vertex structs
-       vertex = R_Mesh_PrepareVertices_Position_Lock(numvertices);
-       for (i = 0;i < numvertices;i++)
-               VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
-       R_Mesh_PrepareVertices_Position_Unlock();
-       R_Mesh_PrepareVertices_Position(numvertices, vertex, NULL);
-}
-
-void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *vertex, const r_meshbuffer_t *vertexbuffer)
+void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer)
 {
        // upload temporary vertexbuffer for this rendering
        if (!gl_state.usevbo_staticvertex)
@@ -3472,18 +3907,18 @@ void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *
        if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
        {
                if (gl_state.preparevertices_dynamicvertexbuffer)
-                       R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
+                       R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex3f, numvertices * sizeof(float[3]));
                else
-                       gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
+                       gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex3f, numvertices * sizeof(float[3]), "temporary", false, true, false);
                vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
        }
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                if (vertexbuffer)
                {
-                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
+                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
                        R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
@@ -3493,7 +3928,7 @@ void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *
                }
                else
                {
-                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
+                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
                        R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
@@ -3503,16 +3938,17 @@ void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *
                }
                break;
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                if (vertexbuffer)
                {
-                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
+                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
                        R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                }
                else
                {
-                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
+                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
                        R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
@@ -3521,27 +3957,27 @@ void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *
        case RENDERPATH_GL11:
                if (vertexbuffer)
                {
-                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
+                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
                        R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                }
                else
                {
-                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
+                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
                        R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                }
                break;
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
-               IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9decl);
+               IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
                if (vertexbuffer)
-                       IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
+                       IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(float[3]));
                else
                        IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
                gl_state.d3dvertexbuffer = (void *)vertexbuffer;
-               gl_state.d3dvertexdata = (void *)vertex;
-               gl_state.d3dvertexsize = sizeof(*vertex);
+               gl_state.d3dvertexdata = (void *)vertex3f;
+               gl_state.d3dvertexsize = sizeof(float[3]);
 #endif
                break;
        case RENDERPATH_D3D10:
@@ -3550,6 +3986,15 @@ void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
+               DPSOFTRAST_SetColorPointer(NULL, 0);
+               DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL);
+               DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
+               DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
+               DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
+               DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
+               break;
        }
 }
 
@@ -3584,8 +4029,8 @@ void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
-               if (gl_mesh_separatearrays.integer)
+       case RENDERPATH_GLES2:
+               if (!vid.useinterleavedarrays)
                {
                        R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
                        R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
@@ -3597,9 +4042,10 @@ void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3
                        return;
                }
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
-               if (gl_mesh_separatearrays.integer)
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
+               if (!vid.useinterleavedarrays)
                {
                        R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
                        R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
@@ -3615,6 +4061,15 @@ void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
                break;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
+               DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
+               DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoord2f);
+               DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
+               DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
+               DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
+               DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
+               return;
        }
 
        // no quick path for this case, convert to vertex structs
@@ -3624,19 +4079,12 @@ void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3
        if (color4f)
        {
                for (i = 0;i < numvertices;i++)
-                       Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub);
+                       Vector4Copy(color4f + 4*i, vertex[i].color4f);
        }
        else
        {
-               float tempcolor4f[4];
-               unsigned char tempcolor4ub[4];
-               Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f);
-               tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f);
-               tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f);
-               tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f);
-               tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f);
                for (i = 0;i < numvertices;i++)
-                       Vector4Copy(tempcolor4ub, vertex[i].color4ub);
+                       Vector4Copy(gl_state.color4f, vertex[i].color4f);
        }
        if (texcoord2f)
                for (i = 0;i < numvertices;i++)
@@ -3661,11 +4109,11 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                if (vertexbuffer)
                {
                        R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
-                       R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , vertexbuffer, (int)((unsigned char *)vertex->color4ub           - (unsigned char *)vertex));
+                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
                        R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
@@ -3675,7 +4123,7 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve
                else
                {
                        R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
-                       R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , NULL, 0);
+                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
                        R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
@@ -3684,17 +4132,18 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve
                }
                break;
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                if (vertexbuffer)
                {
                        R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
-                       R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , vertexbuffer, (int)((unsigned char *)vertex->color4ub           - (unsigned char *)vertex));
+                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
                        R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                }
                else
                {
                        R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
-                       R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , NULL, 0);
+                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
                        R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                }
@@ -3703,13 +4152,13 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve
                if (vertexbuffer)
                {
                        R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
-                       R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , vertexbuffer, (int)((unsigned char *)vertex->color4ub           - (unsigned char *)vertex));
+                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
                }
                else
                {
                        R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
-                       R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , NULL, 0);
+                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
                }
                break;
@@ -3731,6 +4180,15 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
+               DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
+               DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f);
+               DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL);
+               DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL);
+               DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL);
+               DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL);
+               break;
        }
 }
 
@@ -3765,8 +4223,8 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f,
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
-               if (gl_mesh_separatearrays.integer)
+       case RENDERPATH_GLES2:
+               if (!vid.useinterleavedarrays)
                {
                        R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
                        R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
@@ -3778,9 +4236,10 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f,
                        return;
                }
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
-               if (gl_mesh_separatearrays.integer)
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
+               if (!vid.useinterleavedarrays)
                {
                        R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
                        R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
@@ -3796,6 +4255,15 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f,
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
                break;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
+               DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
+               DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoordtexture2f);
+               DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f);
+               DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f);
+               DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f);
+               DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f);
+               return;
        }
 
        vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
@@ -3813,19 +4281,12 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f,
        if (color4f)
        {
                for (i = 0;i < numvertices;i++)
-                       Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub);
+                       Vector4Copy(color4f + 4*i, vertex[i].color4f);
        }
        else
        {
-               float tempcolor4f[4];
-               unsigned char tempcolor4ub[4];
-               Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f);
-               tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f);
-               tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f);
-               tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f);
-               tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f);
                for (i = 0;i < numvertices;i++)
-                       Vector4Copy(tempcolor4ub, vertex[i].color4ub);
+                       Vector4Copy(gl_state.color4f, vertex[i].color4f);
        }
        if (texcoordtexture2f)
                for (i = 0;i < numvertices;i++)
@@ -3853,11 +4314,11 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex,
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                if (vertexbuffer)
                {
                        R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
-                       R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , vertexbuffer, (int)((unsigned char *)vertex->color4ub           - (unsigned char *)vertex));
+                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
                        R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(*vertex), vertex->svector3f         , vertexbuffer, (int)((unsigned char *)vertex->svector3f          - (unsigned char *)vertex));
                        R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(*vertex), vertex->tvector3f         , vertexbuffer, (int)((unsigned char *)vertex->tvector3f          - (unsigned char *)vertex));
@@ -3867,7 +4328,7 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex,
                else
                {
                        R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
-                       R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , NULL, 0);
+                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
                        R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(*vertex), vertex->svector3f         , NULL, 0);
                        R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(*vertex), vertex->tvector3f         , NULL, 0);
@@ -3876,17 +4337,18 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex,
                }
                break;
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                if (vertexbuffer)
                {
                        R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
-                       R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , vertexbuffer, (int)((unsigned char *)vertex->color4ub           - (unsigned char *)vertex));
+                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
                        R_Mesh_TexCoordPointer(1, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
                }
                else
                {
                        R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
-                       R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , NULL, 0);
+                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
                        R_Mesh_TexCoordPointer(1, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
                }
@@ -3895,13 +4357,13 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex,
                if (vertexbuffer)
                {
                        R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
-                       R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , vertexbuffer, (int)((unsigned char *)vertex->color4ub           - (unsigned char *)vertex));
+                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
                }
                else
                {
                        R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
-                       R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , NULL, 0);
+                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
                }
                break;
@@ -3923,5 +4385,14 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex,
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
+               DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
+               DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f);
+               DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f);
+               DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f);
+               DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f);
+               DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f);
+               break;
        }
 }