]> 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 2b33d81c780b17ecaab168ac478344fa9d7b48d7..0a08f1616722cd37d38f9ce2c8f42cf316984d22 100644 (file)
@@ -1,11 +1,18 @@
 
 #include "quakedef.h"
 #include "cl_collision.h"
+#include "dpsoftrast.h"
+#ifdef SUPPORTD3D
+#include <d3d9.h>
+extern LPDIRECT3DDEVICE9 vid_d3d9dev;
+extern D3DCAPS9 vid_d3d9caps;
+#endif
+
+#define MAX_RENDERTARGETS 4
 
 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
-cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
-cvar_t gl_mesh_prefer_short_elements = {0, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
+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_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"};
 
@@ -14,21 +21,31 @@ cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you
 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
-cvar_t gl_lockarrays = {0, "gl_lockarrays", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"};
-cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"};
 cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"};
+cvar_t gl_vbo_dynamicvertex = {CVAR_SAVE, "gl_vbo_dynamicvertex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
+cvar_t gl_vbo_dynamicindex = {CVAR_SAVE, "gl_vbo_dynamicindex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
 cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"};
 
 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
 qboolean v_flipped_state = false;
 
+r_viewport_t gl_viewport;
+matrix4x4_t gl_modelmatrix;
+matrix4x4_t gl_viewmatrix;
+matrix4x4_t gl_modelviewmatrix;
+matrix4x4_t gl_projectionmatrix;
+matrix4x4_t gl_modelviewprojectionmatrix;
+float gl_modelview16f[16];
+float gl_modelviewprojection16f[16];
+qboolean gl_modelmatrixchanged;
+
 int gl_maxdrawrangeelementsvertices;
 int gl_maxdrawrangeelementsindices;
 
 #ifdef DEBUGGL
 int errornumber = 0;
 
-void GL_PrintError(int errornumber, char *filename, int linenumber)
+void GL_PrintError(int errornumber, const char *filename, int linenumber)
 {
        switch(errornumber)
        {
@@ -83,23 +100,18 @@ void GL_PrintError(int errornumber, char *filename, int linenumber)
 
 void SCR_ScreenShot_f (void);
 
-typedef struct gl_bufferobjectinfo_s
-{
-       int target;
-       int object;
-       size_t size;
-       char name[MAX_QPATH];
-}
-gl_bufferobjectinfo_t;
-
 typedef struct gltextureunit_s
 {
-       const void *pointer_texcoord;
+       int pointer_texcoord_components;
+       int pointer_texcoord_gltype;
+       size_t pointer_texcoord_stride;
+       const void *pointer_texcoord_pointer;
+       const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
        size_t pointer_texcoord_offset;
-       int pointer_texcoord_buffer;
-       int t2d, t3d, tcubemap, trectangle;
+
+       rtexture_t *texture;
+       int t2d, t3d, tcubemap;
        int arrayenabled;
-       unsigned int arraycomponents;
        int rgbscale, alphascale;
        int combine;
        int combinergb, combinealpha;
@@ -115,13 +127,17 @@ typedef struct gl_state_s
        int cullfaceenable;
        int blendfunc1;
        int blendfunc2;
-       int blend;
+       qboolean blend;
        GLboolean depthmask;
        int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
        int depthtest;
+       int depthfunc;
        float depthrange[2];
        float polygonoffset[2];
        int alphatest;
+       int alphafunc;
+       float alphafuncvalue;
+       qboolean alphatocoverage;
        int scissortest;
        unsigned int unit;
        unsigned int clientunit;
@@ -131,21 +147,53 @@ typedef struct gl_state_s
        int lockrange_count;
        int vertexbufferobject;
        int elementbufferobject;
+       int framebufferobject;
+       int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
        qboolean pointer_color_enabled;
-       const void *pointer_vertex;
-       const void *pointer_color;
+
+       int pointer_vertex_components;
+       int pointer_vertex_gltype;
+       size_t pointer_vertex_stride;
+       const void *pointer_vertex_pointer;
+       const r_meshbuffer_t *pointer_vertex_vertexbuffer;
        size_t pointer_vertex_offset;
+
+       int pointer_color_components;
+       int pointer_color_gltype;
+       size_t pointer_color_stride;
+       const void *pointer_color_pointer;
+       const r_meshbuffer_t *pointer_color_vertexbuffer;
        size_t pointer_color_offset;
-       int pointer_vertex_buffer;
-       int pointer_color_buffer;
 
-       memexpandablearray_t bufferobjectinfoarray;
+       void *preparevertices_tempdata;
+       size_t preparevertices_tempdatamaxsize;
+       r_meshbuffer_t *preparevertices_dynamicvertexbuffer;
+       r_vertexgeneric_t *preparevertices_vertexgeneric;
+       r_vertexmesh_t *preparevertices_vertexmesh;
+       int preparevertices_numvertices;
+
+       r_meshbuffer_t *draw_dynamicindexbuffer;
+
+       qboolean usevbo_staticvertex;
+       qboolean usevbo_staticindex;
+       qboolean usevbo_dynamicvertex;
+       qboolean usevbo_dynamicindex;
 
-       r_viewport_t viewport;
-       matrix4x4_t modelmatrix;
-       matrix4x4_t modelviewmatrix;
+       memexpandablearray_t meshbufferarray;
 
        qboolean active;
+
+#ifdef SUPPORTD3D
+//     rtexture_t *d3drt_depthtexture;
+//     rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
+       IDirect3DSurface9 *d3drt_depthsurface;
+       IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
+       IDirect3DSurface9 *d3drt_backbufferdepthsurface;
+       IDirect3DSurface9 *d3drt_backbuffercolorsurface;
+       void *d3dvertexbuffer;
+       void *d3dvertexdata;
+       size_t d3dvertexsize;
+#endif
 }
 gl_state_t;
 
@@ -218,24 +266,125 @@ void GL_VBOStats_f(void)
 
 static void GL_Backend_ResetState(void);
 
+static void R_Mesh_InitVertexDeclarations(void);
+static void R_Mesh_DestroyVertexDeclarations(void);
+
+static void R_Mesh_SetUseVBO(void)
+{
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       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;
+               gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
+               break;
+       case RENDERPATH_D3D9:
+               gl_state.usevbo_staticvertex = gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
+               gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer) || vid.forcevbo;
+               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:
+               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;
+       }
+}
+
 static void gl_backend_start(void)
 {
        memset(&gl_state, 0, sizeof(gl_state));
 
-       Mem_ExpandableArray_NewArray(&gl_state.bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128);
+       R_Mesh_InitVertexDeclarations();
+
+       R_Mesh_SetUseVBO();
+       Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
 
        Con_DPrintf("OpenGL backend started.\n");
 
        CHECKGLERROR
 
        GL_Backend_ResetState();
+
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       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
+               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;
+       case RENDERPATH_SOFT:
+               break;
+       }
 }
 
 static void gl_backend_shutdown(void)
 {
        Con_DPrint("OpenGL Backend shutting down\n");
 
-       Mem_ExpandableArray_FreeArray(&gl_state.bufferobjectinfoarray);
+       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;
+       }
+
+       if (gl_state.preparevertices_tempdata)
+               Mem_Free(gl_state.preparevertices_tempdata);
+       if (gl_state.preparevertices_dynamicvertexbuffer)
+               R_Mesh_DestroyMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer);
+
+       Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
+
+       R_Mesh_DestroyVertexDeclarations();
 
        memset(&gl_state, 0, sizeof(gl_state));
 }
@@ -244,6 +393,98 @@ static void gl_backend_newmap(void)
 {
 }
 
+static void gl_backend_devicelost(void)
+{
+       int i, endindex;
+       r_meshbuffer_t *buffer;
+#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++)
+       {
+               buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
+               if (!buffer || !buffer->isdynamic)
+                       continue;
+               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
+                       if (buffer->devicebuffer)
+                       {
+                               if (buffer->isindexbuffer)
+                                       IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
+                               else
+                                       IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
+                               buffer->devicebuffer = NULL;
+                       }
+#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;
+               }
+       }
+}
+
+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)
 {
        int i;
@@ -267,7 +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);
@@ -276,20 +517,19 @@ void gl_backend_init(void)
        Cvar_RegisterVariable(&gl_polyblend);
        Cvar_RegisterVariable(&v_flipped);
        Cvar_RegisterVariable(&gl_dither);
-       Cvar_RegisterVariable(&gl_lockarrays);
-       Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
        Cvar_RegisterVariable(&gl_vbo);
+       Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
+       Cvar_RegisterVariable(&gl_vbo_dynamicindex);
        Cvar_RegisterVariable(&gl_paranoid);
        Cvar_RegisterVariable(&gl_printcheckerror);
 
        Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
-       Cvar_RegisterVariable(&gl_mesh_testarrayelement);
        Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
        Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
 
        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");
 
-       R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
+       R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
 }
 
 void GL_SetMirrorState(qboolean state);
@@ -302,11 +542,193 @@ 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;
 }
 
-static void R_Viewport_ApplyNearClipPlane(r_viewport_t *v, float normalx, float normaly, float normalz, float dist)
+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];
        float d;
@@ -317,7 +739,7 @@ static void R_Viewport_ApplyNearClipPlane(r_viewport_t *v, float normalx, float
 
        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);
@@ -327,7 +749,7 @@ static void R_Viewport_ApplyNearClipPlane(r_viewport_t *v, float normalx, float
        // testing code for comparing results
        float clipPlane2[4];
        VectorCopy4(clipPlane, clipPlane2);
-       R_Mesh_Matrix(&identitymatrix);
+       R_EntityMatrix(&identitymatrix);
        VectorSet(q, normal[0], normal[1], normal[2], -dist);
        qglClipPlane(GL_CLIP_PLANE0, q);
        qglGetClipPlane(GL_CLIP_PLANE0, q);
@@ -339,24 +761,25 @@ static void R_Viewport_ApplyNearClipPlane(r_viewport_t *v, float normalx, float
        // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
        // transform it into camera space by multiplying it
        // by the inverse of the projection matrix
-       q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + v->m[8]) / v->m[0];
-       q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + v->m[9]) / v->m[5];
+       q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
+       q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
        q[2] = -1.0f;
-       q[3] = (1.0f + v->m[10]) / v->m[14];
+       q[3] = (1.0f + m[10]) / m[14];
 
        // Calculate the scaled plane vector
        d = 2.0f / DotProduct4(clipPlane, q);
 
        // Replace the third row of the projection matrix
-       v->m[2] = clipPlane[0] * d;
-       v->m[6] = clipPlane[1] * d;
-       v->m[10] = clipPlane[2] * d + 1.0f;
-       v->m[14] = clipPlane[3] * d;
+       m[2] = clipPlane[0] * d;
+       m[6] = clipPlane[1] * d;
+       m[10] = clipPlane[2] * d + 1.0f;
+       m[14] = clipPlane[3] * d;
 }
 
 void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float x1, float y1, float x2, float y2, float nearclip, float farclip, const float *nearplane)
 {
        float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
+       float m[16];
        memset(v, 0, sizeof(*v));
        v->type = R_VIEWPORTTYPE_ORTHO;
        v->cameramatrix = *cameramatrix;
@@ -366,21 +789,39 @@ void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int
        v->width = width;
        v->height = height;
        v->depth = 1;
-       v->m[0]  = 2/(right - left);
-       v->m[5]  = 2/(top - bottom);
-       v->m[10] = -2/(zFar - zNear);
-       v->m[12] = - (right + left)/(right - left);
-       v->m[13] = - (top + bottom)/(top - bottom);
-       v->m[14] = - (zFar + zNear)/(zFar - zNear);
-       v->m[15] = 1;
+       memset(m, 0, sizeof(m));
+       m[0]  = 2/(right - left);
+       m[5]  = 2/(top - bottom);
+       m[10] = -2/(zFar - zNear);
+       m[12] = - (right + left)/(right - left);
+       m[13] = - (top + bottom)/(top - bottom);
+       m[14] = - (zFar + zNear)/(zFar - zNear);
+       m[15] = 1;
+       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:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+               m[10] = -1/(zFar - zNear);
+               m[14] = -zNear/(zFar-zNear);
+               break;
+       }
        v->screentodepth[0] = -farclip / (farclip - nearclip);
        v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
 
        Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
-       Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m);
 
        if (nearplane)
-               R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+               R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+       Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
 
 #if 0
        {
@@ -396,11 +837,9 @@ void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int
 void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane)
 {
        matrix4x4_t tempmatrix, basematrix;
+       float m[16];
        memset(v, 0, sizeof(*v));
 
-       if(v_flipped.integer)
-               frustumx = -frustumx;
-
        v->type = R_VIEWPORTTYPE_PERSPECTIVE;
        v->cameramatrix = *cameramatrix;
        v->x = x;
@@ -409,11 +848,12 @@ void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix
        v->width = width;
        v->height = height;
        v->depth = 1;
-       v->m[0]  = 1.0 / frustumx;
-       v->m[5]  = 1.0 / frustumy;
-       v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
-       v->m[11] = -1;
-       v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+       memset(m, 0, sizeof(m));
+       m[0]  = 1.0 / frustumx;
+       m[5]  = 1.0 / frustumy;
+       m[10] = -(farclip + nearclip) / (farclip - nearclip);
+       m[11] = -1;
+       m[14] = -2 * nearclip * farclip / (farclip - nearclip);
        v->screentodepth[0] = -farclip / (farclip - nearclip);
        v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
 
@@ -422,21 +862,27 @@ void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix
        Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
        Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
 
-       Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m);
-
        if (nearplane)
-               R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+               R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+       if(v_flipped.integer)
+       {
+               m[0] = -m[0];
+               m[4] = -m[4];
+               m[8] = -m[8];
+               m[12] = -m[12];
+       }
+
+       Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
 }
 
 void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, const float *nearplane)
 {
        matrix4x4_t tempmatrix, basematrix;
        const float nudge = 1.0 - 1.0 / (1<<23);
+       float m[16];
        memset(v, 0, sizeof(*v));
 
-       if(v_flipped.integer)
-               frustumx = -frustumx;
-
        v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
        v->cameramatrix = *cameramatrix;
        v->x = x;
@@ -445,23 +891,32 @@ void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *came
        v->width = width;
        v->height = height;
        v->depth = 1;
-       v->m[ 0] = 1.0 / frustumx;
-       v->m[ 5] = 1.0 / frustumy;
-       v->m[10] = -nudge;
-       v->m[11] = -1;
-       v->m[14] = -2 * nearclip * nudge;
-       v->screentodepth[0] = (v->m[10] + 1) * 0.5 - 1;
-       v->screentodepth[1] = v->m[14] * -0.5;
+       memset(m, 0, sizeof(m));
+       m[ 0] = 1.0 / frustumx;
+       m[ 5] = 1.0 / frustumy;
+       m[10] = -nudge;
+       m[11] = -1;
+       m[14] = -2 * nearclip * nudge;
+       v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
+       v->screentodepth[1] = m[14] * -0.5;
 
        Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
        Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
        Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
        Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
 
-       Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m);
-
        if (nearplane)
-               R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+               R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+       if(v_flipped.integer)
+       {
+               m[0] = -m[0];
+               m[4] = -m[4];
+               m[8] = -m[8];
+               m[12] = -m[12];
+       }
+
+       Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
 }
 
 float cubeviewmatrix[6][16] =
@@ -548,29 +1003,33 @@ float rectviewmatrix[6][16] =
 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
 {
        matrix4x4_t tempmatrix, basematrix;
+       float m[16];
        memset(v, 0, sizeof(*v));
        v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
        v->cameramatrix = *cameramatrix;
        v->width = size;
        v->height = size;
        v->depth = 1;
-       v->m[0] = v->m[5] = 1.0f;
-       v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
-       v->m[11] = -1;
-       v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+       memset(m, 0, sizeof(m));
+       m[0] = m[5] = 1.0f;
+       m[10] = -(farclip + nearclip) / (farclip - nearclip);
+       m[11] = -1;
+       m[14] = -2 * nearclip * farclip / (farclip - nearclip);
 
        Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
        Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
        Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
-       Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m);
 
        if (nearplane)
-               R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+               R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+       Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
 }
 
 void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane)
 {
        matrix4x4_t tempmatrix, basematrix;
+       float m[16];
        memset(v, 0, sizeof(*v));
        v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
        v->cameramatrix = *cameramatrix;
@@ -579,45 +1038,105 @@ void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatri
        v->width = size;
        v->height = size;
        v->depth = 1;
-       v->m[0] = v->m[5] = 1.0f * ((float)size - border) / size;
-       v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
-       v->m[11] = -1;
-       v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+       memset(m, 0, sizeof(m));
+       m[0] = m[5] = 1.0f * ((float)size - border) / size;
+       m[10] = -(farclip + nearclip) / (farclip - nearclip);
+       m[11] = -1;
+       m[14] = -2 * nearclip * farclip / (farclip - nearclip);
 
        Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
        Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
        Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
-       Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m);
+
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+               break;
+       case RENDERPATH_D3D9:
+               m[5] *= -1;
+               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;
+       }
 
        if (nearplane)
-               R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+               R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+       Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
 }
 
 void R_SetViewport(const r_viewport_t *v)
 {
-       float glmatrix[16];
-       gl_state.viewport = *v;
-
-       CHECKGLERROR
-       qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
-
-       // Load the projection matrix into OpenGL
-       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
-       qglLoadMatrixf(gl_state.viewport.m);CHECKGLERROR
-       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+       float m[16];
+       gl_viewport = *v;
 
        // FIXME: v_flipped_state is evil, this probably breaks somewhere
        GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
 
-       // directly force an update of the modelview matrix
-       Matrix4x4_Concat(&gl_state.modelviewmatrix, &gl_state.viewport.viewmatrix, &gl_state.modelmatrix);
-       Matrix4x4_ToArrayFloatGL(&gl_state.modelviewmatrix, glmatrix);
-       qglLoadMatrixf(glmatrix);CHECKGLERROR
+       // copy over the matrices to our state
+       gl_viewmatrix = v->viewmatrix;
+       gl_projectionmatrix = v->projectmatrix;
+
+       switch(vid.renderpath)
+       {
+       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
+               qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+               Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
+               qglLoadMatrixf(m);CHECKGLERROR
+               qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+               break;
+       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+               {
+                       D3DVIEWPORT9 d3dviewport;
+                       d3dviewport.X = gl_viewport.x;
+                       d3dviewport.Y = gl_viewport.y;
+                       d3dviewport.Width = gl_viewport.width;
+                       d3dviewport.Height = gl_viewport.height;
+                       d3dviewport.MinZ = gl_state.depthrange[0];
+                       d3dviewport.MaxZ = gl_state.depthrange[1];
+                       IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
+               }
+#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;
+       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
+       gl_modelmatrixchanged = true;
+       R_EntityMatrix(&gl_modelmatrix);
 }
 
 void R_GetViewport(r_viewport_t *v)
 {
-       *v = gl_state.viewport;
+       *v = gl_viewport;
 }
 
 static void GL_BindVBO(int bufferobject)
@@ -626,8 +1145,7 @@ static void GL_BindVBO(int bufferobject)
        {
                gl_state.vertexbufferobject = bufferobject;
                CHECKGLERROR
-               qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
-               CHECKGLERROR
+               qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR
        }
 }
 
@@ -637,116 +1155,405 @@ static void GL_BindEBO(int bufferobject)
        {
                gl_state.elementbufferobject = bufferobject;
                CHECKGLERROR
-               qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
-               CHECKGLERROR
+               qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR
        }
 }
 
-static void GL_Backend_ResetState(void)
+int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
 {
-       unsigned int i;
-       gl_state.active = true;
-       gl_state.depthtest = true;
-       gl_state.alphatest = false;
-       gl_state.blendfunc1 = GL_ONE;
-       gl_state.blendfunc2 = GL_ZERO;
-       gl_state.blend = false;
-       gl_state.depthmask = GL_TRUE;
-       gl_state.colormask = 15;
-       gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
-       gl_state.lockrange_first = 0;
-       gl_state.lockrange_count = 0;
-       gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
-       gl_state.cullfaceenable = true;
-       gl_state.polygonoffset[0] = 0;
-       gl_state.polygonoffset[1] = 0;
-
-       CHECKGLERROR
-
-       qglColorMask(1, 1, 1, 1);
-       qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
-       qglDisable(GL_ALPHA_TEST);CHECKGLERROR
-       qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
-       qglDisable(GL_BLEND);CHECKGLERROR
-       qglCullFace(gl_state.cullface);CHECKGLERROR
-       qglEnable(GL_CULL_FACE);CHECKGLERROR
-       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
-       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)
+       int temp;
+       switch(vid.renderpath)
        {
-               qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
-               qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+               if (!vid.support.ext_framebuffer_object)
+                       return 0;
+               qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR
+               R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
+               if (depthtexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, depthtexture->gltexturetypeenum, R_GetTexture(depthtexture), 0);CHECKGLERROR
+               if (colortexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, colortexture->gltexturetypeenum, R_GetTexture(colortexture), 0);CHECKGLERROR
+               if (colortexture2) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, colortexture2->gltexturetypeenum, R_GetTexture(colortexture2), 0);CHECKGLERROR
+               if (colortexture3) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT2_EXT, colortexture3->gltexturetypeenum, R_GetTexture(colortexture3), 0);CHECKGLERROR
+               if (colortexture4) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT3_EXT, colortexture4->gltexturetypeenum, R_GetTexture(colortexture4), 0);CHECKGLERROR
+               return temp;
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+               return 1;
+       case RENDERPATH_SOFT:
+               return 1;
        }
+       return 0;
+}
 
-       if (vid.support.ext_framebuffer_object)
+void R_Mesh_DestroyFramebufferObject(int fbo)
+{
+       switch(vid.renderpath)
        {
-               qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
-               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+               if (fbo)
+                       qglDeleteFramebuffersEXT(1, (GLuint*)&fbo);
+               break;
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+               break;
+       case RENDERPATH_SOFT:
+               break;
        }
+}
 
-       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
+#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_Color(0, 0, 0, 0);
-       GL_Color(1, 1, 1, 1);
+       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)
+{
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+               if (gl_state.framebufferobject)
+               {
+                       gl_state.framebufferobject = 0;
+                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.defaultframebufferobject);
+               }
+               break;
+       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+               R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
+#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;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
+               break;
+       }
+}
 
-       gl_state.unit = MAX_TEXTUREUNITS;
-       gl_state.clientunit = MAX_TEXTUREUNITS;
-       for (i = 0;i < vid.teximageunits;i++)
+void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
+{
+       unsigned int i;
+       unsigned int j;
+       rtexture_t *textures[5];
+       Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
+       textures[4] = depthtexture;
+       // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
+       for (j = 0;j < 5;j++)
+               if (textures[j])
+                       for (i = 0;i < vid.teximageunits;i++)
+                               if (gl_state.units[i].texture == textures[j])
+                                       R_Mesh_TexBind(i, NULL);
+       // set up framebuffer object or render targets for the active rendering API
+       switch(vid.renderpath)
        {
-               GL_ActiveTexture(i);
-               qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
-               if (vid.support.ext_texture_3d)
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+               if (gl_state.framebufferobject != fbo)
                {
-                       qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
+                       gl_state.framebufferobject = fbo;
+                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
                }
-               if (vid.support.arb_texture_cube_map)
+               break;
+       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+               // set up the new render targets, a NULL depthtexture intentionally binds nothing
+               // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
+               if (fbo)
                {
-                       qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
+                       IDirect3DSurface9 *colorsurfaces[4];
+                       for (i = 0;i < 4;i++)
+                       {
+                               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]);
                }
-               if (vid.support.arb_texture_rectangle)
+               else
+                       R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
+#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;
+       case RENDERPATH_SOFT:
+               if (fbo)
                {
-                       qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
+                       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;
+       }
+}
+
+#ifdef SUPPORTD3D
+static int d3dcmpforglfunc(int f)
+{
+       switch(f)
+       {
+       case GL_NEVER: return D3DCMP_NEVER;
+       case GL_LESS: return D3DCMP_LESS;
+       case GL_EQUAL: return D3DCMP_EQUAL;
+       case GL_LEQUAL: return D3DCMP_LESSEQUAL;
+       case GL_GREATER: return D3DCMP_GREATER;
+       case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
+       case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
+       case GL_ALWAYS: return D3DCMP_ALWAYS;
+       default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
        }
+}
 
-       for (i = 0;i < vid.texarrayunits;i++)
+static int d3dstencilopforglfunc(int f)
+{
+       switch(f)
        {
-               GL_ClientActiveTexture(i);
-               GL_BindVBO(0);
-               qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
-               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+       case GL_KEEP: return D3DSTENCILOP_KEEP;
+       case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
+       case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
+       default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
        }
+}
+#endif
+
+extern cvar_t r_transparent_alphatocoverage;
+
+static void GL_Backend_ResetState(void)
+{
+       unsigned int i;
+       gl_state.active = true;
+       gl_state.depthtest = true;
+       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;
+       gl_state.depthmask = GL_TRUE;
+       gl_state.colormask = 15;
+       gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
+       gl_state.lockrange_first = 0;
+       gl_state.lockrange_count = 0;
+       gl_state.cullface = GL_FRONT;
+       gl_state.cullfaceenable = false;
+       gl_state.polygonoffset[0] = 0;
+       gl_state.polygonoffset[1] = 0;
+       gl_state.framebufferobject = 0;
+       gl_state.depthfunc = GL_LEQUAL;
 
-       for (i = 0;i < vid.texunits;i++)
+       switch(vid.renderpath)
        {
-               GL_ActiveTexture(i);
-               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
-               if (vid.support.ext_texture_3d)
+       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
                {
-                       qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
+                       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);
+                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
+                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
+                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
                }
-               if (vid.support.arb_texture_cube_map)
+#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;
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
+               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
+               qglDisable(GL_CULL_FACE);CHECKGLERROR
+               qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+               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)
                {
-                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                       qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+                       qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
                }
-               if (vid.support.arb_texture_rectangle)
+
+               if (vid.support.ext_framebuffer_object)
                {
-                       qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+                       //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);
+
+               gl_state.unit = MAX_TEXTUREUNITS;
+               gl_state.clientunit = MAX_TEXTUREUNITS;
+               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
+                       }
+                       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_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
+               qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+               qglDisable(GL_BLEND);CHECKGLERROR
+               qglCullFace(gl_state.cullface);CHECKGLERROR
+               qglDisable(GL_CULL_FACE);CHECKGLERROR
+               qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+               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)
+                       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.teximageunits;i++)
+               {
+                       GL_ActiveTexture(i);
+                       qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
+                       if (vid.support.ext_texture_3d)
+                       {
+                               qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
+                       }
+                       if (vid.support.arb_texture_cube_map)
+                       {
+                               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
+                       }
+               }
+               for (i = 0;i < vid.texarrayunits;i++)
+               {
+                       GL_BindVBO(0);
+                       qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
+                       qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
                }
-               qglMatrixMode(GL_TEXTURE);CHECKGLERROR
-               qglLoadIdentity();CHECKGLERROR
-               qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
                CHECKGLERROR
+               break;
        }
-       CHECKGLERROR
 }
 
 void GL_ActiveTexture(unsigned int num)
@@ -754,11 +1561,26 @@ void GL_ActiveTexture(unsigned int num)
        if (gl_state.unit != num)
        {
                gl_state.unit = num;
-               if (qglActiveTexture)
+               switch(vid.renderpath)
                {
-                       CHECKGLERROR
-                       qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
-                       CHECKGLERROR
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
+                       if (qglActiveTexture)
+                       {
+                               CHECKGLERROR
+                               qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
+                               CHECKGLERROR
+                       }
+                       break;
+               case RENDERPATH_D3D9:
+               case RENDERPATH_D3D10:
+               case RENDERPATH_D3D11:
+                       break;
+               case RENDERPATH_SOFT:
+                       break;
                }
        }
 }
@@ -768,11 +1590,27 @@ void GL_ClientActiveTexture(unsigned int num)
        if (gl_state.clientunit != num)
        {
                gl_state.clientunit = num;
-               if (qglActiveTexture)
+               switch(vid.renderpath)
                {
-                       CHECKGLERROR
-                       qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
-                       CHECKGLERROR
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GLES1:
+                       if (qglActiveTexture)
+                       {
+                               CHECKGLERROR
+                               qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
+                               CHECKGLERROR
+                       }
+                       break;
+               case RENDERPATH_D3D9:
+               case RENDERPATH_D3D10:
+               case RENDERPATH_D3D11:
+                       break;
+               case RENDERPATH_SOFT:
+                       break;
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES2:
+                       break;
                }
        }
 }
@@ -781,34 +1619,75 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2)
 {
        if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
        {
-               CHECKGLERROR
-               qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
-               if (gl_state.blendfunc2 == GL_ZERO)
+               qboolean blendenable;
+               gl_state.blendfunc1 = blendfunc1;
+               gl_state.blendfunc2 = blendfunc2;
+               blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
+               switch(vid.renderpath)
                {
-                       if (gl_state.blendfunc1 == GL_ONE)
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
+                       CHECKGLERROR
+                       qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+                       if (gl_state.blend != blendenable)
                        {
-                               if (gl_state.blend)
+                               gl_state.blend = blendenable;
+                               if (!gl_state.blend)
                                {
-                                       gl_state.blend = 0;
                                        qglDisable(GL_BLEND);CHECKGLERROR
                                }
-                       }
-                       else
-                       {
-                               if (!gl_state.blend)
+                               else
                                {
-                                       gl_state.blend = 1;
                                        qglEnable(GL_BLEND);CHECKGLERROR
                                }
                        }
-               }
-               else
-               {
-                       if (!gl_state.blend)
+                       break;
+               case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
                        {
-                               gl_state.blend = 1;
-                               qglEnable(GL_BLEND);CHECKGLERROR
+                               int i;
+                               int glblendfunc[2];
+                               D3DBLEND d3dblendfunc[2];
+                               glblendfunc[0] = gl_state.blendfunc1;
+                               glblendfunc[1] = gl_state.blendfunc2;
+                               for (i = 0;i < 2;i++)
+                               {
+                                       switch(glblendfunc[i])
+                                       {
+                                       case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
+                                       case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
+                                       case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
+                                       case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
+                                       case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
+                                       case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
+                                       case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
+                                       case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
+                                       case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
+                                       case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
+                                       }
+                               }
+                               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
+                               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
+                               if (gl_state.blend != blendenable)
+                               {
+                                       gl_state.blend = blendenable;
+                                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
+                               }
                        }
+#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;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
+                       break;
                }
        }
 }
@@ -817,8 +1696,32 @@ void GL_DepthMask(int state)
 {
        if (gl_state.depthmask != state)
        {
-               CHECKGLERROR
-               qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
+               gl_state.depthmask = state;
+               switch(vid.renderpath)
+               {
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
+                       CHECKGLERROR
+                       qglDepthMask(gl_state.depthmask);CHECKGLERROR
+                       break;
+               case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
+#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;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_DepthMask(gl_state.depthmask);
+                       break;
+               }
        }
 }
 
@@ -827,14 +1730,70 @@ void GL_DepthTest(int state)
        if (gl_state.depthtest != state)
        {
                gl_state.depthtest = state;
-               CHECKGLERROR
-               if (gl_state.depthtest)
+               switch(vid.renderpath)
                {
-                       qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
+                       CHECKGLERROR
+                       if (gl_state.depthtest)
+                       {
+                               qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+                       }
+                       else
+                       {
+                               qglDisable(GL_DEPTH_TEST);CHECKGLERROR
+                       }
+                       break;
+               case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
+#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;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_DepthTest(gl_state.depthtest);
+                       break;
                }
-               else
+       }
+}
+
+void GL_DepthFunc(int state)
+{
+       if (gl_state.depthfunc != state)
+       {
+               gl_state.depthfunc = state;
+               switch(vid.renderpath)
                {
-                       qglDisable(GL_DEPTH_TEST);CHECKGLERROR
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
+                       CHECKGLERROR
+                       qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
+                       break;
+               case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
+#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;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_DepthFunc(gl_state.depthfunc);
+                       break;
                }
        }
 }
@@ -845,168 +1804,642 @@ void GL_DepthRange(float nearfrac, float farfrac)
        {
                gl_state.depthrange[0] = nearfrac;
                gl_state.depthrange[1] = farfrac;
-               qglDepthRange(nearfrac, farfrac);
-       }
-}
-
-void GL_PolygonOffset(float planeoffset, float depthoffset)
-{
-       if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
-       {
-               gl_state.polygonoffset[0] = planeoffset;
-               gl_state.polygonoffset[1] = depthoffset;
-               qglPolygonOffset(planeoffset, depthoffset);
-       }
-}
-
-void GL_SetMirrorState(qboolean state)
-{
-       if(!state != !v_flipped_state)
-       {
-               // change cull face mode!
-               if(gl_state.cullface == GL_BACK)
-                       qglCullFace((gl_state.cullface = GL_FRONT));
-               else if(gl_state.cullface == GL_FRONT)
-                       qglCullFace((gl_state.cullface = GL_BACK));
+               switch(vid.renderpath)
+               {
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
+                       qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
+                       break;
+               case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+                       {
+                               D3DVIEWPORT9 d3dviewport;
+                               d3dviewport.X = gl_viewport.x;
+                               d3dviewport.Y = gl_viewport.y;
+                               d3dviewport.Width = gl_viewport.width;
+                               d3dviewport.Height = gl_viewport.height;
+                               d3dviewport.MinZ = gl_state.depthrange[0];
+                               d3dviewport.MaxZ = gl_state.depthrange[1];
+                               IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
+                       }
+#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;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
+                       break;
+               }
        }
-       v_flipped_state = state;
 }
 
-void GL_CullFace(int state)
+void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int frontzfail, int frontzpass, int backfail, int backzfail, int backzpass, int frontcompare, int backcompare, int comparereference, int comparemask)
 {
-       CHECKGLERROR
-
-       if(v_flipped_state)
-       {
-               if(state == GL_FRONT)
-                       state = GL_BACK;
-               else if(state == GL_BACK)
-                       state = GL_FRONT;
-       }
-
-       if (state != GL_NONE)
+       switch (vid.renderpath)
        {
-               if (!gl_state.cullfaceenable)
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+               CHECKGLERROR
+               if (enable)
                {
-                       gl_state.cullfaceenable = true;
-                       qglEnable(GL_CULL_FACE);CHECKGLERROR
+                       qglEnable(GL_STENCIL_TEST);CHECKGLERROR
                }
-               if (gl_state.cullface != state)
+               else
                {
-                       gl_state.cullface = state;
-                       qglCullFace(gl_state.cullface);CHECKGLERROR
+                       qglDisable(GL_STENCIL_TEST);CHECKGLERROR
                }
-       }
-       else
-       {
-               if (gl_state.cullfaceenable)
+               if (vid.support.ati_separate_stencil)
+               {
+                       qglStencilMask(writemask);CHECKGLERROR
+                       qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
+                       qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
+                       qglStencilFuncSeparate(frontcompare, backcompare, comparereference, comparereference);CHECKGLERROR
+               }
+               else if (vid.support.ext_stencil_two_side)
                {
-                       gl_state.cullfaceenable = false;
-                       qglDisable(GL_CULL_FACE);CHECKGLERROR
+                       qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
+                       qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
+                       qglStencilMask(writemask);CHECKGLERROR
+                       qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
+                       qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
+                       qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
+                       qglStencilMask(writemask);CHECKGLERROR
+                       qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
+                       qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
                }
+               break;
+       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
+               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
+               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
+               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, 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, d3dcmpforglfunc(backcompare));
+               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
+               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
+#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;
+       case RENDERPATH_SOFT:
+               //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
        }
 }
 
-void GL_AlphaTest(int state)
+void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
 {
-       if (gl_state.alphatest != state)
+       switch (vid.renderpath)
        {
-               gl_state.alphatest = state;
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                CHECKGLERROR
-               if (gl_state.alphatest)
+               if (enable)
                {
-                       qglEnable(GL_ALPHA_TEST);CHECKGLERROR
+                       qglEnable(GL_STENCIL_TEST);CHECKGLERROR
                }
                else
                {
-                       qglDisable(GL_ALPHA_TEST);CHECKGLERROR
+                       qglDisable(GL_STENCIL_TEST);CHECKGLERROR
                }
-       }
+               if (vid.support.ext_stencil_two_side)
+               {
+                       qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
+               }
+               qglStencilMask(writemask);CHECKGLERROR
+               qglStencilOp(fail, zfail, zpass);CHECKGLERROR
+               qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
+               CHECKGLERROR
+               break;
+       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+               if (vid.support.ati_separate_stencil)
+                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
+               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
+               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
+               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, d3dcmpforglfunc(compare));
+               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
+               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
+#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;
+       case RENDERPATH_SOFT:
+               //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
+       }
 }
 
-void GL_ColorMask(int r, int g, int b, int a)
+void GL_PolygonOffset(float planeoffset, float depthoffset)
 {
-       int state = r*8 + g*4 + b*2 + a*1;
-       if (gl_state.colormask != state)
+       if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
        {
-               gl_state.colormask = state;
-               CHECKGLERROR
-               qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
+               gl_state.polygonoffset[0] = planeoffset;
+               gl_state.polygonoffset[1] = depthoffset;
+               switch(vid.renderpath)
+               {
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
+                       qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
+                       break;
+               case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
+                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
+#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;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
+                       break;
+               }
        }
 }
 
-void GL_Color(float cr, float cg, float cb, float ca)
+void GL_SetMirrorState(qboolean state)
 {
-       if (gl_state.pointer_color_enabled || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
+       if (v_flipped_state != state)
        {
-               gl_state.color4f[0] = cr;
-               gl_state.color4f[1] = cg;
-               gl_state.color4f[2] = cb;
-               gl_state.color4f[3] = ca;
-               CHECKGLERROR
-               qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
+               v_flipped_state = state;
+               if (gl_state.cullface == GL_BACK)
+                       gl_state.cullface = GL_FRONT;
+               else if (gl_state.cullface == GL_FRONT)
+                       gl_state.cullface = GL_BACK;
+               else
+                       return;
+               switch(vid.renderpath)
+               {
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
+                       qglCullFace(gl_state.cullface);CHECKGLERROR
+                       break;
+               case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
+#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;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_CullFace(gl_state.cullface);
+                       break;
+               }
+       }
+}
+
+void GL_CullFace(int state)
+{
+       if(v_flipped_state)
+       {
+               if(state == GL_FRONT)
+                       state = GL_BACK;
+               else if(state == GL_BACK)
+                       state = GL_FRONT;
+       }
+
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
                CHECKGLERROR
+
+               if (state != GL_NONE)
+               {
+                       if (!gl_state.cullfaceenable)
+                       {
+                               gl_state.cullfaceenable = true;
+                               qglEnable(GL_CULL_FACE);CHECKGLERROR
+                       }
+                       if (gl_state.cullface != state)
+                       {
+                               gl_state.cullface = state;
+                               qglCullFace(gl_state.cullface);CHECKGLERROR
+                       }
+               }
+               else
+               {
+                       if (gl_state.cullfaceenable)
+                       {
+                               gl_state.cullfaceenable = false;
+                               qglDisable(GL_CULL_FACE);CHECKGLERROR
+                       }
+               }
+               break;
+       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+               if (gl_state.cullface != state)
+               {
+                       gl_state.cullface = state;
+                       switch(gl_state.cullface)
+                       {
+                       case GL_NONE:
+                               gl_state.cullfaceenable = false;
+                               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
+                               break;
+                       case GL_FRONT:
+                               gl_state.cullfaceenable = true;
+                               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
+                               break;
+                       case GL_BACK:
+                               gl_state.cullfaceenable = true;
+                               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
+                               break;
+                       }
+               }
+#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;
+       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;
        }
 }
 
-void GL_LockArrays(int first, int count)
+void GL_AlphaTest(int state)
 {
-       if (count < gl_lockarrays_minimumvertices.integer)
+       if (gl_state.alphatest != state)
        {
-               first = 0;
-               count = 0;
+               gl_state.alphatest = state;
+               switch(vid.renderpath)
+               {
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GLES1:
+                       // only fixed function uses alpha test, other paths use pixel kill capability in shaders
+                       CHECKGLERROR
+                       if (gl_state.alphatest)
+                       {
+                               qglEnable(GL_ALPHA_TEST);CHECKGLERROR
+                       }
+                       else
+                       {
+                               qglDisable(GL_ALPHA_TEST);CHECKGLERROR
+                       }
+                       break;
+               case RENDERPATH_D3D9:
+               case RENDERPATH_D3D10:
+               case RENDERPATH_D3D11:
+               case RENDERPATH_SOFT:
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES2:
+                       break;
+               }
        }
-       if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
+}
+
+void GL_AlphaToCoverage(qboolean state)
+{
+       if (gl_state.alphatocoverage != state)
        {
-               if (gl_state.lockrange_count)
+               gl_state.alphatocoverage = state;
+               switch(vid.renderpath)
                {
-                       gl_state.lockrange_count = 0;
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
+               case RENDERPATH_D3D9:
+               case RENDERPATH_D3D10:
+               case RENDERPATH_D3D11:
+               case RENDERPATH_SOFT:
+                       break;
+               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
-                       qglUnlockArraysEXT();
+                       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);
+       if (gl_state.colormask != state)
+       {
+               gl_state.colormask = state;
+               switch(vid.renderpath)
+               {
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
                        CHECKGLERROR
+                       qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
+                       break;
+               case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
+#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;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_ColorMask(r, g, b, a);
+                       break;
                }
-               if (count && vid.support.ext_compiled_vertex_array && gl_lockarrays.integer)
+       }
+}
+
+void GL_Color(float cr, float cg, float cb, float ca)
+{
+       if (gl_state.pointer_color_enabled || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
+       {
+               gl_state.color4f[0] = cr;
+               gl_state.color4f[1] = cg;
+               gl_state.color4f[2] = cb;
+               gl_state.color4f[3] = ca;
+               switch(vid.renderpath)
                {
-                       gl_state.lockrange_first = first;
-                       gl_state.lockrange_count = count;
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GLES1:
                        CHECKGLERROR
-                       qglLockArraysEXT(first, count);
+                       qglColor4f(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:
+                       // 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;
                }
        }
 }
 
 void GL_Scissor (int x, int y, int width, int height)
 {
-       CHECKGLERROR
-       qglScissor(x, y,width,height);
-       CHECKGLERROR
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+               CHECKGLERROR
+               qglScissor(x, y,width,height);
+               CHECKGLERROR
+               break;
+       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+               {
+                       RECT d3drect;
+                       d3drect.left = x;
+                       d3drect.top = y;
+                       d3drect.right = x + width;
+                       d3drect.bottom = y + height;
+                       IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
+               }
+#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;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_Scissor(x, y, width, height);
+               break;
+       }
 }
 
 void GL_ScissorTest(int state)
 {
-       if(gl_state.scissortest == state)
-               return;
+       if (gl_state.scissortest != state)
+       {
+               gl_state.scissortest = state;
+               switch(vid.renderpath)
+               {
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES1:
+               case RENDERPATH_GLES2:
+                       CHECKGLERROR
+                       if(gl_state.scissortest)
+                               qglEnable(GL_SCISSOR_TEST);
+                       else
+                               qglDisable(GL_SCISSOR_TEST);
+                       CHECKGLERROR
+                       break;
+               case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
+#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;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_ScissorTest(gl_state.scissortest);
+                       break;
+               }
+       }
+}
 
-       CHECKGLERROR
-       if((gl_state.scissortest = state))
-               qglEnable(GL_SCISSOR_TEST);
-       else
-               qglDisable(GL_SCISSOR_TEST);
-       CHECKGLERROR
+void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
+{
+       static const float blackcolor[4] = {0, 0, 0, 0};
+       // prevent warnings when trying to clear a buffer that does not exist
+       if (!colorvalue)
+               colorvalue = blackcolor;
+       if (!vid.stencil)
+       {
+               mask &= ~GL_STENCIL_BUFFER_BIT;
+               stencilvalue = 0;
+       }
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+               CHECKGLERROR
+               if (mask & GL_COLOR_BUFFER_BIT)
+               {
+                       qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
+               }
+               if (mask & GL_DEPTH_BUFFER_BIT)
+               {
+                       qglClearDepth(depthvalue);CHECKGLERROR
+               }
+               if (mask & GL_STENCIL_BUFFER_BIT)
+               {
+                       qglClearStencil(stencilvalue);CHECKGLERROR
+               }
+               qglClear(mask);CHECKGLERROR
+               break;
+       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+               IDirect3DDevice9_Clear(vid_d3d9dev, 0, NULL, ((mask & GL_COLOR_BUFFER_BIT) ? D3DCLEAR_TARGET : 0) | ((mask & GL_STENCIL_BUFFER_BIT) ? D3DCLEAR_STENCIL : 0) | ((mask & GL_DEPTH_BUFFER_BIT) ? D3DCLEAR_ZBUFFER : 0), D3DCOLOR_COLORVALUE(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]), depthvalue, stencilvalue);
+#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;
+       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;
+       }
 }
 
-void GL_Clear(int mask)
+void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
 {
-       CHECKGLERROR
-       qglClear(mask);CHECKGLERROR
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+               CHECKGLERROR
+               qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
+               break;
+       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+               {
+                       // LordHavoc: we can't directly download the backbuffer because it may be
+                       // multisampled, and it may not be lockable, so we blit it to a lockable
+                       // surface of the same dimensions (but without multisample) to resolve the
+                       // multisample buffer to a normal image, and then lock that...
+                       IDirect3DSurface9 *stretchsurface = NULL;
+                       if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
+                       {
+                               D3DLOCKED_RECT lockedrect;
+                               if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
+                               {
+                                       if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
+                                       {
+                                               int line;
+                                               unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
+                                               for (line = 0;line < height;line++, row -= lockedrect.Pitch)
+                                                       memcpy(outpixels + line * width * 4, row, width * 4);
+                                               IDirect3DSurface9_UnlockRect(stretchsurface);
+                                       }
+                               }
+                               IDirect3DSurface9_Release(stretchsurface);
+                       }
+                       // code scraps
+                       //IDirect3DSurface9 *syssurface = NULL;
+                       //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
+                       //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
+                       //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
+                       //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
+                       //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
+                       //IDirect3DSurface9_UnlockRect(syssurface);
+                       //IDirect3DSurface9_Release(syssurface);
+               }
+#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;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_GetPixelsBGRA(x, y, width, height, outpixels);
+               break;
+       }
 }
 
 // called at beginning of frame
 void R_Mesh_Start(void)
 {
        BACKENDACTIVECHECK
-       CHECKGLERROR
+       R_Mesh_ResetRenderTargets();
+       R_Mesh_SetUseVBO();
        if (gl_printcheckerror.integer && !gl_paranoid.integer)
        {
                Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
@@ -1019,29 +2452,29 @@ 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
-       if (compilelog[0] && developer.integer > 0 && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")))
+       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;
                for (i = 0;i < numstrings - 1;i++)
                        for (j = 0;strings[i][j];j++)
                                if (strings[i][j] == '\n')
                                        pretextlines++;
-               Con_DPrintf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
+               Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
        }
        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;
 }
 
@@ -1052,24 +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"))
@@ -1087,14 +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
 }
 
@@ -1112,46 +2558,94 @@ void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
 
 // renders triangles using vertices from the active arrays
 int paranoidblah = 0;
-void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s)
+void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, size_t element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, size_t element3s_bufferoffset)
 {
        unsigned int numelements = numtriangles * 3;
+       int bufferobject3i;
+       size_t bufferoffset3i;
+       int bufferobject3s;
+       size_t bufferoffset3s;
        if (numvertices < 3 || numtriangles < 1)
        {
-               if (numvertices < 0 || numtriangles < 0 || developer.integer >= 100)
-                       Con_Printf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3s, bufferobject3i, bufferobject3s);
+               if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
+                       Con_DPrintf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %8x, %8p, %8p, %8x);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3i_indexbuffer, (int)element3i_bufferoffset, (void *)element3s, (void *)element3s_indexbuffer, (int)element3s_bufferoffset);
                return;
        }
        if (!gl_mesh_prefer_short_elements.integer)
        {
                if (element3i)
                        element3s = NULL;
-               if (bufferobject3i)
-                       bufferobject3s = 0;
+               if (element3i_indexbuffer)
+                       element3i_indexbuffer = NULL;
        }
+       // adjust the pointers for firsttriangle
        if (element3i)
                element3i += firsttriangle * 3;
+       if (element3i_indexbuffer)
+               element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
        if (element3s)
                element3s += firsttriangle * 3;
-       switch (gl_vbo.integer)
+       if (element3s_indexbuffer)
+               element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
+       switch(vid.renderpath)
        {
-       default:
-       case 0:
-       case 2:
-               bufferobject3i = bufferobject3s = 0;
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       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)))
+               {
+                       element3i_indexbuffer = NULL;
+                       element3s_indexbuffer = NULL;
+               }
                break;
-       case 1:
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
                break;
-       case 3:
-               if (firsttriangle)
-                       bufferobject3i = bufferobject3s = 0;
+       case RENDERPATH_SOFT:
                break;
        }
-       CHECKGLERROR
-       r_refdef.stats.meshes++;
-       r_refdef.stats.meshes_elements += numelements;
+       // upload a dynamic index buffer if needed
+       if (element3s)
+       {
+               if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
+               {
+                       if (gl_state.draw_dynamicindexbuffer)
+                               R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s));
+                       else
+                               gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true, true);
+                       element3s_indexbuffer = gl_state.draw_dynamicindexbuffer;
+                       element3s_bufferoffset = 0;
+               }
+       }
+       else if (element3i)
+       {
+               if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
+               {
+                       if (gl_state.draw_dynamicindexbuffer)
+                               R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i));
+                       else
+                               gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true, false);
+                       element3i_indexbuffer = gl_state.draw_dynamicindexbuffer;
+                       element3i_bufferoffset = 0;
+               }
+       }
+       bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
+       bufferoffset3i = element3i_bufferoffset;
+       bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
+       bufferoffset3s = element3s_bufferoffset;
+       r_refdef.stats.draws++;
+       r_refdef.stats.draws_vertices += numvertices;
+       r_refdef.stats.draws_elements += numelements;
        if (gl_paranoid.integer)
        {
-               unsigned int i, j, size;
+               unsigned int i;
+               // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
+#if 0
+               unsigned int j, size;
                const int *p;
                // note: there's no validation done here on buffer objects because it
                // is somewhat difficult to get at the data, and gl_paranoid can be
@@ -1161,7 +2655,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                if (!qglIsEnabled(GL_VERTEX_ARRAY))
                        Con_Print("R_Mesh_Draw: vertex array not enabled\n");
                CHECKGLERROR
-               if (gl_state.pointer_vertex)
+               if (gl_state.pointer_vertex_pointer)
                        for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
                                paranoidblah += *p;
                if (gl_state.pointer_color_enabled)
@@ -1186,6 +2680,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                                                paranoidblah += *p;
                        }
                }
+#endif
                if (element3i)
                {
                        for (i = 0;i < (unsigned int) numtriangles * 3;i++)
@@ -1208,154 +2703,287 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                                }
                        }
                }
-               CHECKGLERROR
        }
        if (r_render.integer || r_refdef.draw2dstage)
        {
-               CHECKGLERROR
-               if (gl_mesh_testmanualfeeding.integer)
+               switch(vid.renderpath)
                {
-                       unsigned int i, j, element;
-                       const GLfloat *p;
-                       qglBegin(GL_TRIANGLES);
-                       for (i = 0;i < (unsigned int) numtriangles * 3;i++)
+               case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+                       CHECKGLERROR
+                       if (gl_mesh_testmanualfeeding.integer)
                        {
-                               element = element3i ? element3i[i] : element3s[i];
-                               for (j = 0;j < vid.texarrayunits;j++)
+                               unsigned int i, j, element;
+                               const GLfloat *p;
+                               qglBegin(GL_TRIANGLES);
+                               for (i = 0;i < (unsigned int) numtriangles * 3;i++)
                                {
-                                       if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
+                                       if (element3i)
+                                               element = element3i[i];
+                                       else if (element3s)
+                                               element = element3s[i];
+                                       else
+                                               element = firstvertex + i;
+                                       for (j = 0;j < vid.texarrayunits;j++)
                                        {
-                                               if (vid.texarrayunits > 1)
+                                               if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
                                                {
-                                                       if (gl_state.units[j].arraycomponents == 4)
-                                                       {
-                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
-                                                               qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
-                                                       }
-                                                       else if (gl_state.units[j].arraycomponents == 3)
+                                                       if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
                                                        {
-                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
-                                                               qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
+                                                               p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
+                                                               if (vid.texarrayunits > 1)
+                                                               {
+                                                                       if (gl_state.units[j].pointer_texcoord_components == 4)
+                                                                               qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
+                                                                       else if (gl_state.units[j].pointer_texcoord_components == 3)
+                                                                               qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
+                                                                       else if (gl_state.units[j].pointer_texcoord_components == 2)
+                                                                               qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
+                                                                       else
+                                                                               qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
+                                                               }
+                                                               else
+                                                               {
+                                                                       if (gl_state.units[j].pointer_texcoord_components == 4)
+                                                                               qglTexCoord4f(p[0], p[1], p[2], p[3]);
+                                                                       else if (gl_state.units[j].pointer_texcoord_components == 3)
+                                                                               qglTexCoord3f(p[0], p[1], p[2]);
+                                                                       else if (gl_state.units[j].pointer_texcoord_components == 2)
+                                                                               qglTexCoord2f(p[0], p[1]);
+                                                                       else
+                                                                               qglTexCoord1f(p[0]);
+                                                               }
                                                        }
-                                                       else if (gl_state.units[j].arraycomponents == 2)
+                                                       else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
                                                        {
-                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
-                                                               qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
+                                                               const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
+                                                               if (vid.texarrayunits > 1)
+                                                               {
+                                                                       if (gl_state.units[j].pointer_texcoord_components == 4)
+                                                                               qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2], s[3]);
+                                                                       else if (gl_state.units[j].pointer_texcoord_components == 3)
+                                                                               qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2]);
+                                                                       else if (gl_state.units[j].pointer_texcoord_components == 2)
+                                                                               qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, s[0], s[1]);
+                                                                       else if (gl_state.units[j].pointer_texcoord_components == 1)
+                                                                               qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, s[0]);
+                                                               }
+                                                               else
+                                                               {
+                                                                       if (gl_state.units[j].pointer_texcoord_components == 4)
+                                                                               qglTexCoord4f(s[0], s[1], s[2], s[3]);
+                                                                       else if (gl_state.units[j].pointer_texcoord_components == 3)
+                                                                               qglTexCoord3f(s[0], s[1], s[2]);
+                                                                       else if (gl_state.units[j].pointer_texcoord_components == 2)
+                                                                               qglTexCoord2f(s[0], s[1]);
+                                                                       else if (gl_state.units[j].pointer_texcoord_components == 1)
+                                                                               qglTexCoord1f(s[0]);
+                                                               }
                                                        }
-                                                       else
+                                                       else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
                                                        {
-                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
-                                                               qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
+                                                               const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
+                                                               if (vid.texarrayunits > 1)
+                                                               {
+                                                                       if (gl_state.units[j].pointer_texcoord_components == 4)
+                                                                               qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2], sb[3]);
+                                                                       else if (gl_state.units[j].pointer_texcoord_components == 3)
+                                                                               qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]);
+                                                                       else if (gl_state.units[j].pointer_texcoord_components == 2)
+                                                                               qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]);
+                                                                       else if (gl_state.units[j].pointer_texcoord_components == 1)
+                                                                               qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, sb[0]);
+                                                               }
+                                                               else
+                                                               {
+                                                                       if (gl_state.units[j].pointer_texcoord_components == 4)
+                                                                               qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
+                                                                       else if (gl_state.units[j].pointer_texcoord_components == 3)
+                                                                               qglTexCoord3f(sb[0], sb[1], sb[2]);
+                                                                       else if (gl_state.units[j].pointer_texcoord_components == 2)
+                                                                               qglTexCoord2f(sb[0], sb[1]);
+                                                                       else if (gl_state.units[j].pointer_texcoord_components == 1)
+                                                                               qglTexCoord1f(sb[0]);
+                                                               }
                                                        }
                                                }
-                                               else
+                                       }
+                                       if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
+                                       {
+                                               if (gl_state.pointer_color_gltype == GL_FLOAT)
                                                {
-                                                       if (gl_state.units[j].arraycomponents == 4)
-                                                       {
-                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
-                                                               qglTexCoord4f(p[0], p[1], p[2], p[3]);
-                                                       }
-                                                       else if (gl_state.units[j].arraycomponents == 3)
-                                                       {
-                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
-                                                               qglTexCoord3f(p[0], p[1], p[2]);
-                                                       }
-                                                       else if (gl_state.units[j].arraycomponents == 2)
-                                                       {
-                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
-                                                               qglTexCoord2f(p[0], p[1]);
-                                                       }
-                                                       else
-                                                       {
-                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
-                                                               qglTexCoord1f(p[0]);
-                                                       }
+                                                       p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
+                                                       qglColor4f(p[0], p[1], p[2], p[3]);
+                                               }
+                                               else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
+                                               {
+                                                       const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
+                                                       qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
                                                }
                                        }
+                                       if (gl_state.pointer_vertex_gltype == GL_FLOAT)
+                                       {
+                                               p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
+                                               if (gl_state.pointer_vertex_components == 4)
+                                                       qglVertex4f(p[0], p[1], p[2], p[3]);
+                                               else if (gl_state.pointer_vertex_components == 3)
+                                                       qglVertex3f(p[0], p[1], p[2]);
+                                               else
+                                                       qglVertex2f(p[0], p[1]);
+                                       }
+                               }
+                               qglEnd();
+                               CHECKGLERROR
+                       }
+                       else if (bufferobject3s)
+                       {
+                               GL_BindEBO(bufferobject3s);
+                               if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+                               {
+                                       qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
+                                       CHECKGLERROR
                                }
-                               if (gl_state.pointer_color && gl_state.pointer_color_enabled)
+                               else
                                {
-                                       p = ((const GLfloat *)(gl_state.pointer_color)) + element * 4;
-                                       qglColor4f(p[0], p[1], p[2], p[3]);
+                                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
+                                       CHECKGLERROR
                                }
-                               p = ((const GLfloat *)(gl_state.pointer_vertex)) + element * 3;
-                               qglVertex3f(p[0], p[1], p[2]);
                        }
-                       qglEnd();
-                       CHECKGLERROR
-               }
-               else if (gl_mesh_testarrayelement.integer)
-               {
-                       int i;
-                       qglBegin(GL_TRIANGLES);
-                       if (element3i)
+                       else if (bufferobject3i)
                        {
-                               for (i = 0;i < numtriangles * 3;i++)
-                                       qglArrayElement(element3i[i]);
+                               GL_BindEBO(bufferobject3i);
+                               if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+                               {
+                                       qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
+                                       CHECKGLERROR
+                               }
+                               else
+                               {
+                                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
+                                       CHECKGLERROR
+                               }
                        }
                        else if (element3s)
                        {
-                               for (i = 0;i < numtriangles * 3;i++)
-                                       qglArrayElement(element3s[i]);
+                               GL_BindEBO(0);
+                               if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+                               {
+                                       qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
+                                       CHECKGLERROR
+                               }
+                               else
+                               {
+                                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
+                                       CHECKGLERROR
+                               }
                        }
-                       qglEnd();
-                       CHECKGLERROR
-               }
-               else if (bufferobject3s)
-               {
-                       GL_BindEBO(bufferobject3s);
-                       if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+                       else if (element3i)
                        {
-                               qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
-                               CHECKGLERROR
+                               GL_BindEBO(0);
+                               if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+                               {
+                                       qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
+                                       CHECKGLERROR
+                               }
+                               else
+                               {
+                                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
+                                       CHECKGLERROR
+                               }
                        }
                        else
                        {
-                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
+                               qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
                                CHECKGLERROR
                        }
-               }
-               else if (bufferobject3i)
-               {
-                       GL_BindEBO(bufferobject3i);
-                       if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+                       break;
+               case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+                       if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer)))
                        {
-                               qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
-                               CHECKGLERROR
+                               if (element3s_indexbuffer)
+                               {
+                                       IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
+                                       IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
+                               }
+                               else if (element3i_indexbuffer)
+                               {
+                                       IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
+                                       IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
+                               }
+                               else
+                                       IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
                        }
                        else
                        {
-                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
-                               CHECKGLERROR
+                               if (element3s)
+                                       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, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
+                               else
+                                       IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
                        }
-               }
-               else if (element3s)
-               {
-                       GL_BindEBO(0);
-                       if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+#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;
+               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)
                        {
-                               qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
-                               CHECKGLERROR
+                               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);
+                               }
                        }
-                       else
+#endif
+                       if (element3s)
                        {
                                qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
                                CHECKGLERROR
                        }
-               }
-               else if (element3i)
-               {
-                       GL_BindEBO(0);
-                       if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+                       else if (element3i)
                        {
-                               qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
+                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
                                CHECKGLERROR
                        }
                        else
                        {
-                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
+                               qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
                                CHECKGLERROR
                        }
+                       break;
                }
        }
 }
@@ -1363,54 +2991,156 @@ 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();
 }
 
-int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name)
+r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16)
 {
-       gl_bufferobjectinfo_t *info;
-       GLuint bufferobject;
-
-       if (!gl_vbo.integer)
-               return 0;
+       r_meshbuffer_t *buffer;
+       if (!(isdynamic ? (isindexbuffer ? gl_state.usevbo_dynamicindex : gl_state.usevbo_dynamicvertex) : (isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex)))
+               return NULL;
+       buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
+       memset(buffer, 0, sizeof(*buffer));
+       buffer->bufferobject = 0;
+       buffer->devicebuffer = NULL;
+       buffer->size = 0;
+       buffer->isindexbuffer = isindexbuffer;
+       buffer->isdynamic = isdynamic;
+       buffer->isindex16 = isindex16;
+       strlcpy(buffer->name, name, sizeof(buffer->name));
+       R_Mesh_UpdateMeshBuffer(buffer, data, size);
+       return buffer;
+}
 
-       qglGenBuffersARB(1, &bufferobject);
-       switch(target)
+void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size)
+{
+       if (!buffer)
+               return;
+       if (buffer->isindexbuffer)
        {
-       case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break;
-       case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break;
-       default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0;
+               r_refdef.stats.indexbufferuploadcount++;
+               r_refdef.stats.indexbufferuploadsize += size;
+       }
+       else
+       {
+               r_refdef.stats.vertexbufferuploadcount++;
+               r_refdef.stats.vertexbufferuploadsize += size;
+       }
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+               if (!buffer->bufferobject)
+                       qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
+               if (buffer->isindexbuffer)
+                       GL_BindEBO(buffer->bufferobject);
+               else
+                       GL_BindVBO(buffer->bufferobject);
+               qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER_ARB : GL_ARRAY_BUFFER_ARB, size, data, buffer->isdynamic ? GL_STREAM_DRAW_ARB : GL_STATIC_DRAW_ARB);
+               break;
+       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+               {
+                       int result;
+                       void *datapointer = NULL;
+                       if (buffer->isindexbuffer)
+                       {
+                               IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
+                               if (size > buffer->size || !buffer->devicebuffer)
+                               {
+                                       if (buffer->devicebuffer)
+                                               IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
+                                       buffer->devicebuffer = NULL;
+                                       if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL)))
+                                               Sys_Error("IDirect3DDevice9_CreateIndexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? (int)D3DFMT_INDEX16 : (int)D3DFMT_INDEX32, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9indexbuffer, (int)result);
+                                       buffer->devicebuffer = (void *)d3d9indexbuffer;
+                                       buffer->size = size;
+                               }
+                               if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
+                               {
+                                       if (data)
+                                               memcpy(datapointer, data, size);
+                                       else
+                                               memset(datapointer, 0, size);
+                                       IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
+                               }
+                       }
+                       else
+                       {
+                               IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
+                               if (size > buffer->size || !buffer->devicebuffer)
+                               {
+                                       if (buffer->devicebuffer)
+                                               IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
+                                       buffer->devicebuffer = NULL;
+                                       if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
+                                               Sys_Error("IDirect3DDevice9_CreateVertexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9vertexbuffer, (int)result);
+                                       buffer->devicebuffer = (void *)d3d9vertexbuffer;
+                                       buffer->size = size;
+                               }
+                               if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
+                               {
+                                       if (data)
+                                               memcpy(datapointer, data, size);
+                                       else
+                                               memset(datapointer, 0, size);
+                                       IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
+                               }
+                       }
+               }
+#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;
+       case RENDERPATH_SOFT:
+               break;
        }
-       qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
-
-       info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_AllocRecord(&gl_state.bufferobjectinfoarray);
-       memset(info, 0, sizeof(*info));
-       info->target = target;
-       info->object = bufferobject;
-       info->size = size;
-       strlcpy(info->name, name, sizeof(info->name));
-
-       return (int)bufferobject;
 }
 
-void R_Mesh_DestroyBufferObject(int bufferobject)
+void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
 {
-       int i, endindex;
-       gl_bufferobjectinfo_t *info;
-
-       qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
-
-       endindex = Mem_ExpandableArray_IndexRange(&gl_state.bufferobjectinfoarray);
-       for (i = 0;i < endindex;i++)
+       if (!buffer)
+               return;
+       switch(vid.renderpath)
        {
-               info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.bufferobjectinfoarray, i);
-               if (!info)
-                       continue;
-               if (info->object == bufferobject)
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+               qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
+               break;
+       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+               if (gl_state.d3dvertexbuffer == (void *)buffer)
+                       gl_state.d3dvertexbuffer = NULL;
+               if (buffer->devicebuffer)
                {
-                       Mem_ExpandableArray_FreeRecord(&gl_state.bufferobjectinfoarray, (void *)info);
-                       break;
+                       if (buffer->isindexbuffer)
+                               IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
+                       else
+                               IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
+                       buffer->devicebuffer = NULL;
                }
+#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;
+       case RENDERPATH_SOFT:
+               break;
        }
+       Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
 }
 
 void GL_Mesh_ListVBOs(qboolean printeach)
@@ -1418,130 +3148,246 @@ void GL_Mesh_ListVBOs(qboolean printeach)
        int i, endindex;
        size_t ebocount = 0, ebomemory = 0;
        size_t vbocount = 0, vbomemory = 0;
-       gl_bufferobjectinfo_t *info;
-       endindex = Mem_ExpandableArray_IndexRange(&gl_state.bufferobjectinfoarray);
+       r_meshbuffer_t *buffer;
+       endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
        for (i = 0;i < endindex;i++)
        {
-               info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.bufferobjectinfoarray, i);
-               if (!info)
+               buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
+               if (!buffer)
                        continue;
-               switch(info->target)
-               {
-               case GL_ELEMENT_ARRAY_BUFFER_ARB: ebocount++;ebomemory += info->size;if (printeach) Con_Printf("EBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
-               case GL_ARRAY_BUFFER_ARB: vbocount++;vbomemory += info->size;if (printeach) Con_Printf("VBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
-               default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break;
-               }
+               if (buffer->isindexbuffer) {ebocount++;ebomemory += buffer->size;if (printeach) Con_Printf("indexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
+               else                       {vbocount++;vbomemory += buffer->size;if (printeach) Con_Printf("vertexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
        }
-       Con_Printf("vertex buffers: %i element buffers totalling %i bytes (%.3f MB), %i vertex buffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
+       Con_Printf("vertex buffers: %i indexbuffers totalling %i bytes (%.3f MB), %i vertexbuffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
 }
 
-void R_Mesh_Matrix(const matrix4x4_t *matrix)
-{
-       if (memcmp(matrix, &gl_state.modelmatrix, sizeof(matrix4x4_t)))
-       {
-               float glmatrix[16];
-               gl_state.modelmatrix = *matrix;
-               Matrix4x4_Concat(&gl_state.modelviewmatrix, &gl_state.viewport.viewmatrix, &gl_state.modelmatrix);
-               Matrix4x4_ToArrayFloatGL(&gl_state.modelviewmatrix, glmatrix);
-               CHECKGLERROR
-               qglLoadMatrixf(glmatrix);CHECKGLERROR
-       }
-}
 
-void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
-{
-       if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
-               bufferobject = 0;
-       if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
-       {
-               gl_state.pointer_vertex = vertex3f;
-               gl_state.pointer_vertex_buffer = bufferobject;
-               gl_state.pointer_vertex_offset = bufferoffset;
-               CHECKGLERROR
-               GL_BindVBO(bufferobject);
-               qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
-       }
-}
 
-void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
+void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
 {
-       // note: this can not rely on bufferobject to decide whether a color array
-       // is supplied, because surfmesh_t shares one vbo for all arrays, which
-       // means that a valid vbo may be supplied even if there is no color array.
-       if (color4f)
+       switch(vid.renderpath)
        {
-               if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
-                       bufferobject = 0;
-               // caller wants color array enabled
-               if (!gl_state.pointer_color_enabled)
+       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)
                {
-                       gl_state.pointer_color_enabled = true;
+                       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
-                       qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+                       GL_BindVBO(bufferobject);
+                       qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
                }
-               if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
+               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)
                {
-                       gl_state.pointer_color = color4f;
-                       gl_state.pointer_color_buffer = bufferobject;
-                       gl_state.pointer_color_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);
-                       qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
+                       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;
        }
-       else
+}
+
+void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
+{
+       // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
+       // the pointer only.
+       switch(vid.renderpath)
        {
-               // caller wants color array disabled
-               if (gl_state.pointer_color_enabled)
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
+               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
+                               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
+                       }
+               }
+               else
+               {
+                       // 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
+                       }
+               }
+               break;
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES2:
+               CHECKGLERROR
+               if (pointer)
+               {
+                       // 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;
        }
 }
 
-void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
+void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
 {
        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 (texcoord)
+       switch(vid.renderpath)
        {
-               if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
-                       bufferobject = 0;
-               // texture array unit is enabled, enable the array
-               if (!unit->arrayenabled)
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
+               CHECKGLERROR
+               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
                {
-                       unit->arrayenabled = true;
-                       GL_ClientActiveTexture(unitnum);
-                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       // texture array unit is disabled, disable the array
+                       if (unit->arrayenabled)
+                       {
+                               unit->arrayenabled = false;
+                               GL_ClientActiveTexture(unitnum);
+                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       }
                }
-               // texcoord array
-               if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
+               break;
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES2:
+               CHECKGLERROR
+               if (pointer)
                {
-                       unit->pointer_texcoord = texcoord;
-                       unit->pointer_texcoord_buffer = bufferobject;
-                       unit->pointer_texcoord_offset = bufferoffset;
-                       unit->arraycomponents = numcomponents;
-                       GL_ClientActiveTexture(unitnum);
-                       GL_BindVBO(bufferobject);
-                       qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
+                       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)
+               else
                {
-                       unit->arrayenabled = false;
-                       GL_ClientActiveTexture(unitnum);
-                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       // 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;
        }
 }
 
@@ -1556,221 +3402,298 @@ 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;
 }
 
-void R_Mesh_TexBindAll(unsigned int unitnum, int tex2d, int tex3d, int texcubemap, int texrectangle)
+void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
 {
-       gltextureunit_t *unit = gl_state.units + unitnum;
-       if (unitnum >= vid.teximageunits)
-               return;
-       // update 2d texture binding
-       if (unit->t2d != tex2d)
+       switch(vid.renderpath)
        {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < vid.texunits)
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       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
+               break;
+       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
                {
-                       if (tex2d)
-                       {
-                               if (unit->t2d == 0)
-                               {
-                                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
-                               }
-                       }
-                       else
+                       IDirect3DSurface9 *currentsurface = NULL;
+                       IDirect3DSurface9 *texturesurface = NULL;
+                       RECT sourcerect;
+                       RECT destrect;
+                       sourcerect.left = sx;
+                       sourcerect.top = sy;
+                       sourcerect.right = sx + width;
+                       sourcerect.bottom = sy + height;
+                       destrect.left = tx;
+                       destrect.top = ty;
+                       destrect.right = tx + width;
+                       destrect.bottom = ty + height;
+                       if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
                        {
-                               if (unit->t2d)
+                               if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &currentsurface)))
                                {
-                                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                                       IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
+                                       IDirect3DSurface9_Release(currentsurface);
                                }
+                               IDirect3DSurface9_Release(texturesurface);
                        }
                }
-               unit->t2d = tex2d;
-               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+#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;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height);
+               break;
        }
-       // update 3d texture binding
-       if (unit->t3d != tex3d)
+}
+
+#ifdef SUPPORTD3D
+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++)
        {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < vid.texunits)
-               {
-                       if (tex3d)
-                       {
-                               if (unit->t3d == 0)
-                               {
-                                       qglEnable(GL_TEXTURE_3D);CHECKGLERROR
-                               }
-                       }
-                       else
+               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;
+       int tex2d, tex3d, texcubemap, texnum;
+       if (unitnum >= vid.teximageunits)
+               return;
+//     if (unit->texture == tex)
+//             return;
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES2:
+               if (!tex)
+               {
+                       tex = r_texture_white;
+                       // not initialized enough yet...
+                       if (!tex)
+                               return;
+               }
+               unit->texture = tex;
+               texnum = R_GetTexture(tex);
+               switch(tex->gltexturetypeenum)
+               {
+               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;
+               }
+               break;
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
+               unit->texture = tex;
+               tex2d = 0;
+               tex3d = 0;
+               texcubemap = 0;
+               if (tex)
+               {
+                       texnum = R_GetTexture(tex);
+                       switch(tex->gltexturetypeenum)
                        {
-                               if (unit->t3d)
-                               {
-                                       qglDisable(GL_TEXTURE_3D);CHECKGLERROR
-                               }
+                       case GL_TEXTURE_2D:
+                               tex2d = texnum;
+                               break;
+                       case GL_TEXTURE_3D:
+                               tex3d = texnum;
+                               break;
+                       case GL_TEXTURE_CUBE_MAP_ARB:
+                               texcubemap = texnum;
+                               break;
                        }
                }
-               unit->t3d = tex3d;
-               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
-       }
-       // update cubemap texture binding
-       if (unit->tcubemap != texcubemap)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < vid.texunits)
+               // update 2d texture binding
+               if (unit->t2d != tex2d)
                {
-                       if (texcubemap)
+                       GL_ActiveTexture(unitnum);
+                       if (tex2d)
                        {
-                               if (unit->tcubemap == 0)
+                               if (unit->t2d == 0)
                                {
-                                       qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
                                }
                        }
                        else
                        {
-                               if (unit->tcubemap)
+                               if (unit->t2d)
                                {
-                                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                                }
                        }
+                       unit->t2d = tex2d;
+                       qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
                }
-               unit->tcubemap = texcubemap;
-               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
-       }
-       // update rectangle texture binding
-       if (unit->trectangle != texrectangle)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < vid.texunits)
+               // update 3d texture binding
+               if (unit->t3d != tex3d)
                {
-                       if (texrectangle)
+                       GL_ActiveTexture(unitnum);
+                       if (tex3d)
                        {
-                               if (unit->trectangle == 0)
+                               if (unit->t3d == 0)
                                {
-                                       qglEnable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+                                       qglEnable(GL_TEXTURE_3D);CHECKGLERROR
                                }
                        }
                        else
                        {
-                               if (unit->trectangle)
+                               if (unit->t3d)
                                {
-                                       qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+                                       qglDisable(GL_TEXTURE_3D);CHECKGLERROR
                                }
                        }
+                       unit->t3d = tex3d;
+                       qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
                }
-               unit->trectangle = texrectangle;
-               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
-       }
-}
-
-void R_Mesh_TexBind(unsigned int unitnum, int texnum)
-{
-       gltextureunit_t *unit = gl_state.units + unitnum;
-       if (unitnum >= vid.teximageunits)
-               return;
-       // update 2d texture binding
-       if (unit->t2d != texnum)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < vid.texunits)
+               // update cubemap texture binding
+               if (unit->tcubemap != texcubemap)
                {
-                       if (texnum)
+                       GL_ActiveTexture(unitnum);
+                       if (texcubemap)
                        {
-                               if (unit->t2d == 0)
+                               if (unit->tcubemap == 0)
                                {
-                                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+                                       qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
                                }
                        }
                        else
                        {
-                               if (unit->t2d)
+                               if (unit->tcubemap)
                                {
-                                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
                                }
                        }
+                       unit->tcubemap = texcubemap;
+                       qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
                }
-               unit->t2d = texnum;
-               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
-       }
-       // update 3d texture binding
-       if (unit->t3d)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < vid.texunits)
-               {
-                       if (unit->t3d)
-                       {
-                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
-                       }
-               }
-               unit->t3d = 0;
-               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
-       }
-       // update cubemap texture binding
-       if (unit->tcubemap != 0)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < vid.texunits)
+               break;
+       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
                {
-                       if (unit->tcubemap)
+                       extern cvar_t gl_texture_anisotropy;
+                       if (!tex)
                        {
-                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                               tex = r_texture_white;
+                               // not initialized enough yet...
+                               if (!tex)
+                                       return;
                        }
+                       // upload texture if needed
+                       R_GetTexture(tex);
+                       if (unit->texture == tex)
+                               return;
+                       unit->texture = 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);
+                       IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
+                       if (tex->d3daddressw)
+                               IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW,  tex->d3daddressw);
+                       IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
+                       IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
+                       IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
+                       IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
+                       IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
+                       IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
                }
-               unit->tcubemap = 0;
-               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
-       }
-       // update rectangle texture binding
-       if (unit->trectangle != 0)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < vid.texunits)
+#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;
+       case RENDERPATH_SOFT:
+               if (!tex)
                {
-                       if (unit->trectangle)
-                       {
-                               qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
-                       }
+                       tex = r_texture_white;
+                       // not initialized enough yet...
+                       if (!tex)
+                               return;
                }
-               unit->trectangle = 0;
-               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+               texnum = R_GetTexture(tex);
+               if (unit->texture == tex)
+                       return;
+               unit->texture = tex;
+               DPSOFTRAST_SetTexture(unitnum, texnum);
+               break;
        }
 }
 
-static const float gl_identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
-
 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
-       if (matrix && matrix->m[3][3])
+       switch(vid.renderpath)
        {
-               // texmatrix specified, check if it is different
-               if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+               if (matrix && matrix->m[3][3])
                {
-                       float glmatrix[16];
-                       unit->texmatrixenabled = true;
-                       unit->matrix = *matrix;
-                       CHECKGLERROR
-                       Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
-                       GL_ActiveTexture(unitnum);
-                       qglMatrixMode(GL_TEXTURE);CHECKGLERROR
-                       qglLoadMatrixf(glmatrix);CHECKGLERROR
-                       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+                       // texmatrix specified, check if it is different
+                       if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
+                       {
+                               float glmatrix[16];
+                               unit->texmatrixenabled = true;
+                               unit->matrix = *matrix;
+                               CHECKGLERROR
+                               Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
+                               GL_ActiveTexture(unitnum);
+                               qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+                               qglLoadMatrixf(glmatrix);CHECKGLERROR
+                               qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+                       }
                }
-       }
-       else
-       {
-               // no texmatrix specified, revert to identity
-               if (unit->texmatrixenabled)
+               else
                {
-                       unit->texmatrixenabled = false;
-                       unit->matrix = identitymatrix;
-                       CHECKGLERROR
-                       GL_ActiveTexture(unitnum);
-                       qglMatrixMode(GL_TEXTURE);CHECKGLERROR
-                       qglLoadIdentity();CHECKGLERROR
-                       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+                       // no texmatrix specified, revert to identity
+                       if (unit->texmatrixenabled)
+                       {
+                               unit->texmatrixenabled = false;
+                               unit->matrix = identitymatrix;
+                               CHECKGLERROR
+                               GL_ActiveTexture(unitnum);
+                               qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+                               qglLoadIdentity();CHECKGLERROR
+                               qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+                       }
                }
+               break;
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+               break;
+       case RENDERPATH_SOFT:
+               break;
        }
 }
 
@@ -1781,9 +3704,11 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
+       case RENDERPATH_GLES2:
                // do nothing
                break;
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                // GL_ARB_texture_env_combine
                if (!combinergb)
                        combinergb = GL_MODULATE;
@@ -1850,6 +3775,12 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i
                        qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
                }
                break;
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+               break;
+       case RENDERPATH_SOFT:
+               break;
        }
 }
 
@@ -1859,119 +3790,609 @@ 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:
-               for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
+       case RENDERPATH_GLES2:
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+               break;
+       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);
-                               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
-                       }
+                       R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1);
+                       R_Mesh_TexMatrix(unitnum, NULL);
                }
-               for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
+               break;
+       }
+}
+
+
+
+#ifdef SUPPORTD3D
+//#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_vertex3f_d3d9elements[] =
+{
+       {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)->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()
+};
+
+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)->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},
+       {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f          ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
+       {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
+       D3DDECL_END()
+};
+
+IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl;
+IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
+IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
+#endif
+
+static void R_Mesh_InitVertexDeclarations(void)
+{
+#ifdef SUPPORTD3D
+       r_vertex3f_d3d9decl = NULL;
+       r_vertexgeneric_d3d9decl = NULL;
+       r_vertexmesh_d3d9decl = NULL;
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL11:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
+               break;
+       case RENDERPATH_D3D9:
+               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;
+       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:
+               break;
+       }
+#endif
+}
+
+static void R_Mesh_DestroyVertexDeclarations(void)
+{
+#ifdef SUPPORTD3D
+       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;
+       if (r_vertexmesh_d3d9decl)
+               IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
+       r_vertexmesh_d3d9decl = NULL;
+#endif
+}
+
+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)
+               vertexbuffer = NULL;
+       if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
+       {
+               if (gl_state.preparevertices_dynamicvertexbuffer)
+                       R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex3f, numvertices * sizeof(float[3]));
+               else
+                       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_GLES2:
+               if (vertexbuffer)
                {
-                       gltextureunit_t *unit = gl_state.units + unitnum;
-                       if (unit->arrayenabled)
-                       {
-                               unit->arrayenabled = false;
-                               GL_ClientActiveTexture(unitnum);
-                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       }
+                       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);
+                       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);
                }
-               for (unitnum = 0;unitnum < vid.texunits;unitnum++)
+               else
                {
-                       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
-                       }
+                       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);
+                       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);
                }
                break;
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
+               if (vertexbuffer)
+               {
+                       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(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);
+               }
+               break;
        case RENDERPATH_GL11:
-               for (unitnum = 0;unitnum < vid.texunits;unitnum++)
+               if (vertexbuffer)
                {
-                       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_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(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_vertex3f_d3d9decl);
+               if (vertexbuffer)
+                       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 *)vertex3f;
+               gl_state.d3dvertexsize = sizeof(float[3]);
+#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;
+       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;
+       }
+}
+
+
+
+r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
+{
+       size_t size;
+       size = sizeof(r_vertexgeneric_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_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
+       gl_state.preparevertices_numvertices = numvertices;
+       return gl_state.preparevertices_vertexgeneric;
+}
+
+qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
+{
+       R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL);
+       gl_state.preparevertices_vertexgeneric = NULL;
+       gl_state.preparevertices_numvertices = 0;
+       return true;
+}
+
+void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
+{
+       int i;
+       r_vertexgeneric_t *vertex;
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+       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);
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), 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);
+                       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;
                }
                break;
+       case RENDERPATH_GL11:
+       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);
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, 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;
+               }
+               break;
+       case RENDERPATH_D3D9:
+       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
+       vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
+       for (i = 0;i < numvertices;i++)
+               VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
+       if (color4f)
+       {
+               for (i = 0;i < numvertices;i++)
+                       Vector4Copy(color4f + 4*i, vertex[i].color4f);
+       }
+       else
+       {
+               for (i = 0;i < numvertices;i++)
+                       Vector4Copy(gl_state.color4f, vertex[i].color4f);
+       }
+       if (texcoord2f)
+               for (i = 0;i < numvertices;i++)
+                       Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
+       R_Mesh_PrepareVertices_Generic_Unlock();
+       R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL);
+}
+
+void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer)
+{
+       // upload temporary vertexbuffer for this rendering
+       if (!gl_state.usevbo_staticvertex)
+               vertexbuffer = NULL;
+       if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
+       {
+               if (gl_state.preparevertices_dynamicvertexbuffer)
+                       R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
+               else
+                       gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
+               vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
+       }
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+       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_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);
+                       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);
+               }
+               else
+               {
+                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , 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);
+                       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);
+               }
+               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_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_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);
+               }
+               break;
+       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_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_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
+               }
+               break;
+       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+               IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
+               if (vertexbuffer)
+                       IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
+               else
+                       IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
+               gl_state.d3dvertexbuffer = (void *)vertexbuffer;
+               gl_state.d3dvertexdata = (void *)vertex;
+               gl_state.d3dvertexsize = sizeof(*vertex);
+#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;
+       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;
+       }
+}
+
+
+
+r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
+{
+       size_t size;
+       size = sizeof(r_vertexmesh_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_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
+       gl_state.preparevertices_numvertices = numvertices;
+       return gl_state.preparevertices_vertexmesh;
+}
+
+qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
+{
+       R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL);
+       gl_state.preparevertices_vertexmesh = NULL;
+       gl_state.preparevertices_numvertices = 0;
+       return true;
+}
+
+void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *color4f, const float *texcoordtexture2f, const float *texcoordlightmap2f)
+{
+       int i;
+       r_vertexmesh_t *vertex;
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+       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);
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
+                       R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
+                       R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
+                       R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
+                       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
+                       return;
+               }
+               break;
+       case RENDERPATH_GL11:
+       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);
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
+                       if (vid.texunits >= 2)
+                               R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
+                       if (vid.texunits >= 3)
+                               R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+                       return;
+               }
+               break;
+       case RENDERPATH_D3D9:
+       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);
+       for (i = 0;i < numvertices;i++)
+               VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
+       if (svector3f)
+               for (i = 0;i < numvertices;i++)
+                       VectorCopy(svector3f + 3*i, vertex[i].svector3f);
+       if (tvector3f)
+               for (i = 0;i < numvertices;i++)
+                       VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
+       if (normal3f)
+               for (i = 0;i < numvertices;i++)
+                       VectorCopy(normal3f + 3*i, vertex[i].normal3f);
+       if (color4f)
+       {
+               for (i = 0;i < numvertices;i++)
+                       Vector4Copy(color4f + 4*i, vertex[i].color4f);
+       }
+       else
+       {
+               for (i = 0;i < numvertices;i++)
+                       Vector4Copy(gl_state.color4f, vertex[i].color4f);
+       }
+       if (texcoordtexture2f)
+               for (i = 0;i < numvertices;i++)
+                       Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
+       if (texcoordlightmap2f)
+               for (i = 0;i < numvertices;i++)
+                       Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
+       R_Mesh_PrepareVertices_Mesh_Unlock();
+       R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL);
+}
+
+void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer)
+{
+       // upload temporary vertexbuffer for this rendering
+       if (!gl_state.usevbo_staticvertex)
+               vertexbuffer = NULL;
+       if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
+       {
+               if (gl_state.preparevertices_dynamicvertexbuffer)
+                       R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
+               else
+                       gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
+               vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
+       }
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+       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_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));
+                       R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(*vertex), vertex->normal3f          , vertexbuffer, (int)((unsigned char *)vertex->normal3f           - (unsigned char *)vertex));
+                       R_Mesh_TexCoordPointer(4, 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_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);
+                       R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(*vertex), vertex->normal3f          , NULL, 0);
+                       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
+               }
+               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_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_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);
+               }
+               break;
+       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_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_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
+               }
+               break;
+       case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+               IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
+               if (vertexbuffer)
+                       IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
+               else
+                       IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
+               gl_state.d3dvertexbuffer = (void *)vertexbuffer;
+               gl_state.d3dvertexdata = (void *)vertex;
+               gl_state.d3dvertexsize = sizeof(*vertex);
+#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;
+       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;
        }
 }