]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
renamed mesh_ variables to gl_state. (created a struct for this purpose)
[xonotic/darkplaces.git] / gl_backend.c
index 4c1cd30d7722ed41281e7ee53ed31144d6c045d1..0dd8752fa33a0b7b32d9df7ee26b139139aeb9f6 100644 (file)
@@ -2,9 +2,8 @@
 #include "quakedef.h"
 
 cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
-cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "0"};
 cvar_t gl_mesh_transtriangles = {0, "gl_mesh_transtriangles", "16384"};
-cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "0"};
+cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
 cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
 
 cvar_t r_render = {0, "r_render", "1"};
@@ -69,23 +68,22 @@ void GL_PrintError(int errornumber, char *filename, int linenumber)
 }
 #endif
 
-float r_farclip, r_newfarclip;
-
-int polyindexarray[768];
+float r_mesh_farclip;
 
 static float viewdist;
+// sign bits (true if negative) for vpn[] entries, so quick integer compares can be used instead of float compares
+static int vpnbit0, vpnbit1, vpnbit2;
 
 int c_meshs, c_meshtris, c_transmeshs, c_transtris;
 
-int                    lightscalebit;
-float          lightscale;
-float          overbrightscale;
+int lightscalebit;
+float lightscale;
+float overbrightscale;
 
 void SCR_ScreenShot_f (void);
 
 static int max_meshs;
 static int max_transmeshs;
-static int max_batch;
 static int max_verts; // always max_meshs * 3
 static int max_transverts; // always max_transmeshs * 3
 #define TRANSDEPTHRES 4096
@@ -145,7 +143,6 @@ typedef struct
 }
 buf_texcoord_t;
 
-static float meshfarclip;
 static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, transranout;
 static buf_mesh_t *buf_mesh;
 static buf_tri_t *buf_tri;
@@ -173,9 +170,14 @@ static void gl_backend_start(void)
        qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
        qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
 
-       Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i, gl_mesh_transtriangles %i", gl_mesh_maxtriangles.integer, gl_mesh_transtriangles.integer);
+       Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i, gl_mesh_transtriangles %i\n", gl_mesh_maxtriangles.integer, gl_mesh_transtriangles.integer);
        if (qglDrawRangeElements != NULL)
-               Con_Printf(", with glDrawRangeElements (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
+               Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
+       if (strstr(gl_renderer, "3Dfx"))
+       {
+               Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
+               Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
+       }
        Con_Printf("\n");
 
        max_verts = max_meshs * 3;
@@ -268,13 +270,6 @@ static void gl_backend_bufferchanges(int init)
        if (gl_mesh_transtriangles.integer > 65536)
                Cvar_SetValueQuick(&gl_mesh_transtriangles, 65536);
 
-       if (gl_mesh_batchtriangles.integer < 0)
-               Cvar_SetValueQuick(&gl_mesh_batchtriangles, 0);
-       if (gl_mesh_batchtriangles.integer > gl_mesh_maxtriangles.integer)
-               Cvar_SetValueQuick(&gl_mesh_batchtriangles, gl_mesh_maxtriangles.integer);
-
-       max_batch = gl_mesh_batchtriangles.integer;
-
        if (max_meshs != gl_mesh_maxtriangles.integer || max_transmeshs != gl_mesh_transtriangles.integer)
        {
                max_meshs = gl_mesh_maxtriangles.integer;
@@ -292,13 +287,10 @@ static void gl_backend_bufferchanges(int init)
 
 static void gl_backend_newmap(void)
 {
-       r_farclip = r_newfarclip = 2048.0f;
 }
 
 void gl_backend_init(void)
 {
-       int i;
-
        Cvar_RegisterVariable(&r_render);
        Cvar_RegisterVariable(&gl_dither);
        Cvar_RegisterVariable(&gl_lockarrays);
@@ -308,17 +300,10 @@ void gl_backend_init(void)
 
        Cvar_RegisterVariable(&gl_mesh_maxtriangles);
        Cvar_RegisterVariable(&gl_mesh_transtriangles);
-       Cvar_RegisterVariable(&gl_mesh_batchtriangles);
        Cvar_RegisterVariable(&gl_mesh_floatcolors);
        Cvar_RegisterVariable(&gl_mesh_drawmode);
        R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
        gl_backend_bufferchanges(true);
-       for (i = 0;i < 256;i++)
-       {
-               polyindexarray[i*3+0] = 0;
-               polyindexarray[i*3+1] = i + 1;
-               polyindexarray[i*3+2] = i + 2;
-       }
 }
 
 int arraylocked = false;
@@ -353,9 +338,6 @@ static void GL_SetupFrame (void)
        double xmax, ymax;
        double fovx, fovy, zNear, zFar, aspect;
 
-       // update farclip based on previous frame
-       r_farclip = r_newfarclip;
-
        if (!r_render.integer)
                return;
 
@@ -370,7 +352,7 @@ static void GL_SetupFrame (void)
 
        // depth range
        zNear = 1.0;
-       zFar = r_farclip;
+       zFar = r_mesh_farclip;
 
        // fov angles
        fovx = r_refdef.fov_x;
@@ -398,15 +380,19 @@ static void GL_SetupFrame (void)
        qglTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);CHECKGLERROR
 }
 
-static int mesh_blendfunc1;
-static int mesh_blendfunc2;
-static int mesh_blend;
-static GLboolean mesh_depthmask;
-static int mesh_depthtest;
-static int mesh_unit;
-static int mesh_clientunit;
-static int mesh_texture[MAX_TEXTUREUNITS];
-static float mesh_texturergbscale[MAX_TEXTUREUNITS];
+static struct
+{
+       int blendfunc1;
+       int blendfunc2;
+       int blend;
+       GLboolean depthmask;
+       int depthtest;
+       int unit;
+       int clientunit;
+       int texture[MAX_TEXTUREUNITS];
+       float texturergbscale[MAX_TEXTUREUNITS];
+}
+gl_state;
 
 void GL_SetupTextureState(void)
 {
@@ -415,8 +401,8 @@ void GL_SetupTextureState(void)
        {
                for (i = 0;i < backendunits;i++)
                {
-                       qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
-                       qglBindTexture(GL_TEXTURE_2D, mesh_texture[i]);CHECKGLERROR
+                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+                       qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR
                        if (gl_combine.integer)
                        {
                                qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
@@ -434,14 +420,14 @@ void GL_SetupTextureState(void)
                                qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
                                qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
                                qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, mesh_texturergbscale[i]);CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR
                                qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
                        }
                        else
                        {
                                qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
                        }
-                       if (mesh_texture[i])
+                       if (gl_state.texture[i])
                        {
                                qglEnable(GL_TEXTURE_2D);CHECKGLERROR
                        }
@@ -451,9 +437,9 @@ void GL_SetupTextureState(void)
                        }
                        if (gl_mesh_drawmode.integer > 0)
                        {
-                               qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
+                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
                                qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
-                               if (mesh_texture[i])
+                               if (gl_state.texture[i])
                                {
                                        qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                                }
@@ -466,9 +452,9 @@ void GL_SetupTextureState(void)
        }
        else
        {
-               qglBindTexture(GL_TEXTURE_2D, mesh_texture[0]);CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR
                qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
-               if (mesh_texture[0])
+               if (gl_state.texture[0])
                {
                        qglEnable(GL_TEXTURE_2D);CHECKGLERROR
                }
@@ -479,7 +465,7 @@ void GL_SetupTextureState(void)
                if (gl_mesh_drawmode.integer > 0)
                {
                        qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
-                       if (mesh_texture[0])
+                       if (gl_state.texture[0])
                        {
                                qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                        }
@@ -493,7 +479,7 @@ void GL_SetupTextureState(void)
 
 // called at beginning of frame
 int usedarrays;
-void R_Mesh_Start(void)
+void R_Mesh_Start(float farclip)
 {
        int i;
        if (!backendactive)
@@ -509,9 +495,12 @@ void R_Mesh_Start(void)
        currenttransmesh = 0;
        currenttranstriangle = 0;
        currenttransvertex = 0;
-       meshfarclip = 0;
        transranout = false;
+       r_mesh_farclip = farclip;
        viewdist = DotProduct(r_origin, vpn);
+       vpnbit0 = vpn[0] < 0;
+       vpnbit1 = vpn[1] < 0;
+       vpnbit2 = vpn[2] < 0;
 
        c_meshs = 0;
        c_meshtris = 0;
@@ -520,30 +509,30 @@ void R_Mesh_Start(void)
 
        GL_SetupFrame();
 
-       mesh_unit = 0;
-       mesh_clientunit = 0;
+       gl_state.unit = 0;
+       gl_state.clientunit = 0;
 
        for (i = 0;i < backendunits;i++)
        {
-               mesh_texture[i] = 0;
-               mesh_texturergbscale[i] = 1;
+               gl_state.texture[i] = 0;
+               gl_state.texturergbscale[i] = 1;
        }
 
        qglEnable(GL_CULL_FACE);CHECKGLERROR
        qglCullFace(GL_FRONT);CHECKGLERROR
 
-       mesh_depthtest = true;
+       gl_state.depthtest = true;
        qglEnable(GL_DEPTH_TEST);CHECKGLERROR
 
-       mesh_blendfunc1 = GL_ONE;
-       mesh_blendfunc2 = GL_ZERO;
-       qglBlendFunc(mesh_blendfunc1, mesh_blendfunc2);CHECKGLERROR
+       gl_state.blendfunc1 = GL_ONE;
+       gl_state.blendfunc2 = GL_ZERO;
+       qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
 
-       mesh_blend = 0;
+       gl_state.blend = 0;
        qglDisable(GL_BLEND);CHECKGLERROR
 
-       mesh_depthmask = GL_TRUE;
-       qglDepthMask(mesh_depthmask);CHECKGLERROR
+       gl_state.depthmask = GL_TRUE;
+       qglDepthMask(gl_state.depthmask);CHECKGLERROR
 
        usedarrays = false;
        if (gl_mesh_drawmode.integer > 0)
@@ -567,27 +556,6 @@ void R_Mesh_Start(void)
 
 int gl_backend_rebindtextures;
 
-void GL_UpdateFarclip(void)
-{
-       int i;
-       float farclip;
-
-       // push out farclip based on vertices
-       // FIXME: wouldn't this be slow when using matrix transforms?
-       for (i = 0;i < currentvertex;i++)
-       {
-               farclip = DotProduct(buf_vertex[i].v, vpn);
-               if (meshfarclip < farclip)
-                       meshfarclip = farclip;
-       }
-
-       farclip = meshfarclip + 256.0f - viewdist; // + 256 just to be safe
-
-       // push out farclip for next frame
-       if (farclip > r_newfarclip)
-               r_newfarclip = ceil((farclip + 255) / 256) * 256 + 256;
-}
-
 void GL_ConvertColorsFloatToByte(void)
 {
        int i, k, total;
@@ -631,107 +599,107 @@ void GL_MeshState(buf_mesh_t *mesh)
        {
                for (i = 0;i < backendunits;i++)
                {
-                       if (mesh_texture[i] != mesh->textures[i])
+                       if (gl_state.texture[i] != mesh->textures[i])
                        {
-                               if (mesh_unit != i)
+                               if (gl_state.unit != i)
                                {
-                                       qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
+                                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
                                }
-                               if (mesh_texture[i] == 0)
+                               if (gl_state.texture[i] == 0)
                                {
                                        qglEnable(GL_TEXTURE_2D);CHECKGLERROR
                                        // have to disable texcoord array on disabled texture
                                        // units due to NVIDIA driver bug with
                                        // compiled_vertex_array
-                                       if (mesh_clientunit != i)
+                                       if (gl_state.clientunit != i)
                                        {
-                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
+                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
                                        }
                                        qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                                }
-                               qglBindTexture(GL_TEXTURE_2D, (mesh_texture[i] = mesh->textures[i]));CHECKGLERROR
-                               if (mesh_texture[i] == 0)
+                               qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = mesh->textures[i]));CHECKGLERROR
+                               if (gl_state.texture[i] == 0)
                                {
                                        qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                                        // have to disable texcoord array on disabled texture
                                        // units due to NVIDIA driver bug with
                                        // compiled_vertex_array
-                                       if (mesh_clientunit != i)
+                                       if (gl_state.clientunit != i)
                                        {
-                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
+                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
                                        }
                                        qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                                }
                        }
-                       if (mesh_texturergbscale[i] != mesh->texturergbscale[i])
+                       if (gl_state.texturergbscale[i] != mesh->texturergbscale[i])
                        {
-                               if (mesh_unit != i)
+                               if (gl_state.unit != i)
                                {
-                                       qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
+                                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
                                }
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
                        }
                }
        }
        else
        {
-               if (mesh_texture[0] != mesh->textures[0])
+               if (gl_state.texture[0] != mesh->textures[0])
                {
-                       if (mesh_texture[0] == 0)
+                       if (gl_state.texture[0] == 0)
                        {
                                qglEnable(GL_TEXTURE_2D);CHECKGLERROR
                                qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                        }
-                       qglBindTexture(GL_TEXTURE_2D, (mesh_texture[0] = mesh->textures[0]));CHECKGLERROR
-                       if (mesh_texture[0] == 0)
+                       qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = mesh->textures[0]));CHECKGLERROR
+                       if (gl_state.texture[0] == 0)
                        {
                                qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                                qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                        }
                }
        }
-       if (mesh_blendfunc1 != mesh->blendfunc1 || mesh_blendfunc2 != mesh->blendfunc2)
+       if (gl_state.blendfunc1 != mesh->blendfunc1 || gl_state.blendfunc2 != mesh->blendfunc2)
        {
-               qglBlendFunc(mesh_blendfunc1 = mesh->blendfunc1, mesh_blendfunc2 = mesh->blendfunc2);CHECKGLERROR
-               if (mesh_blendfunc2 == GL_ZERO)
+               qglBlendFunc(gl_state.blendfunc1 = mesh->blendfunc1, gl_state.blendfunc2 = mesh->blendfunc2);CHECKGLERROR
+               if (gl_state.blendfunc2 == GL_ZERO)
                {
-                       if (mesh_blendfunc1 == GL_ONE)
+                       if (gl_state.blendfunc1 == GL_ONE)
                        {
-                               if (mesh_blend)
+                               if (gl_state.blend)
                                {
-                                       mesh_blend = 0;
+                                       gl_state.blend = 0;
                                        qglDisable(GL_BLEND);CHECKGLERROR
                                }
                        }
                        else
                        {
-                               if (!mesh_blend)
+                               if (!gl_state.blend)
                                {
-                                       mesh_blend = 1;
+                                       gl_state.blend = 1;
                                        qglEnable(GL_BLEND);CHECKGLERROR
                                }
                        }
                }
                else
                {
-                       if (!mesh_blend)
+                       if (!gl_state.blend)
                        {
-                               mesh_blend = 1;
+                               gl_state.blend = 1;
                                qglEnable(GL_BLEND);CHECKGLERROR
                        }
                }
        }
-       if (mesh_depthtest != mesh->depthtest)
+       if (gl_state.depthtest != mesh->depthtest)
        {
-               mesh_depthtest = mesh->depthtest;
-               if (mesh_depthtest)
+               gl_state.depthtest = mesh->depthtest;
+               if (gl_state.depthtest)
                        qglEnable(GL_DEPTH_TEST);
                else
                        qglDisable(GL_DEPTH_TEST);
        }
-       if (mesh_depthmask != mesh->depthmask)
+       if (gl_state.depthmask != mesh->depthmask)
        {
-               qglDepthMask(mesh_depthmask = mesh->depthmask);CHECKGLERROR
+               qglDepthMask(gl_state.depthmask = mesh->depthmask);CHECKGLERROR
        }
 }
 
@@ -762,7 +730,7 @@ void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *in
                // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
                // feed it manually
                qglBegin(GL_TRIANGLES);
-               if (r_multitexture.integer)
+               if (gl_state.texture[1]) // if the mesh uses multiple textures
                {
                        // the minigl doesn't have this (because it does not have ARB_multitexture)
                        for (i = 0;i < indexcount;i++)
@@ -770,7 +738,7 @@ void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *in
                                in = index[i];
                                qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
                                for (j = 0;j < backendunits;j++)
-                                       if (mesh_texture[j])
+                                       if (gl_state.texture[j])
                                                qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, buf_texcoord[j][in].t[0], buf_texcoord[j][in].t[1]);
                                qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
                        }
@@ -781,7 +749,7 @@ void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *in
                        {
                                in = index[i];
                                qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
-                               if (mesh_texture[0])
+                               if (gl_state.texture[0])
                                        qglTexCoord2f(buf_texcoord[0][in].t[0], buf_texcoord[0][in].t[1]);
                                qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
                        }
@@ -793,12 +761,8 @@ void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *in
 // renders mesh buffers, called to flush buffers when full
 void R_Mesh_Render(void)
 {
-       int i;
        int k;
-       int indexcount;
-       int firstvert;
        buf_mesh_t *mesh;
-       unsigned int *index;
 
        if (!backendactive)
                Sys_Error("R_Mesh_Render: called when backend is not active\n");
@@ -816,8 +780,6 @@ void R_Mesh_Render(void)
 
        CHECKGLERROR
 
-       GL_UpdateFarclip();
-
        // drawmode 0 always uses byte colors
        if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0)
                GL_ConvertColorsFloatToByte();
@@ -837,17 +799,7 @@ void R_Mesh_Render(void)
                for (k = 1, mesh = buf_mesh + k;k < currentmesh;k++, mesh++)
                {
                        GL_MeshState(mesh);
-
-                       firstvert = mesh->firstvert;
-                       indexcount = mesh->triangles * 3;
-                       index = (unsigned int *)&buf_tri[mesh->firsttriangle].index[0];
-
-                       // if not using batching, skip the index adjustment
-                       if (firstvert != 0)
-                               for (i = 0;i < indexcount;i++)
-                                       index[i] += firstvert;
-
-                       GL_DrawRangeElements(firstvert, firstvert + mesh->verts, indexcount, index);CHECKGLERROR
+                       GL_DrawRangeElements(mesh->firstvert, mesh->firstvert + mesh->verts, mesh->triangles * 3, buf_tri[mesh->firsttriangle].index);CHECKGLERROR
                }
        }
 
@@ -863,7 +815,8 @@ void R_Mesh_Finish(void)
 {
        int i;
        // flush any queued meshs
-       R_Mesh_Render();
+       if (currentmesh)
+               R_Mesh_Render();
 
        if (backendunits > 1)
        {
@@ -915,10 +868,13 @@ void R_Mesh_Finish(void)
 
 void R_Mesh_ClearDepth(void)
 {
-       R_Mesh_AddTransparent();
+       if (currenttransmesh)
+               R_Mesh_AddTransparent();
+       if (currentmesh)
+               R_Mesh_Render();
        R_Mesh_Finish();
        qglClear(GL_DEPTH_BUFFER_BIT);
-       R_Mesh_Start();
+       R_Mesh_Start(r_mesh_farclip);
 }
 
 void R_Mesh_AddTransparent(void)
@@ -949,7 +905,7 @@ void R_Mesh_AddTransparent(void)
        }
 
        // map farclip to 0-4095 list range
-       centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f);
+       centerscaler = (TRANSDEPTHRES / r_mesh_farclip) * (1.0f / 3.0f);
        viewdistcompare = viewdist + 4.0f;
 
        memset(buf_sorttranstri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
@@ -1008,11 +964,9 @@ void R_Mesh_AddTransparent(void)
                }
        }
 
+       R_Mesh_Render();
        for (;transmesh;transmesh = transmesh->chain)
        {
-               if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currenttriangle + transmesh->triangles > 1024 || currentvertex + transmesh->verts > max_verts)
-                       R_Mesh_Render();
-
                mesh = &buf_mesh[currentmesh++];
                *mesh = *transmesh; // copy mesh properties
 
@@ -1032,6 +986,7 @@ void R_Mesh_AddTransparent(void)
                        currenttriangle++;
                }
                mesh->triangles = currenttriangle - mesh->firsttriangle;
+               R_Mesh_Render();
        }
 
        currenttransmesh = 0;
@@ -1039,398 +994,9 @@ void R_Mesh_AddTransparent(void)
        currenttransvertex = 0;
 }
 
-void R_Mesh_Draw(const rmeshinfo_t *m)
-{
-       // these are static because gcc runs out of virtual registers otherwise
-       static int i, j, overbright, *index;
-       static float *in, scaler;
-       static float cr, cg, cb, ca;
-       static buf_mesh_t *mesh;
-       static buf_vertex_t *vert;
-       static buf_fcolor_t *fcolor;
-       static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS];
-
-       if (!backendactive)
-               Sys_Error("R_Mesh_Draw: called when backend is not active\n");
-
-       if (m->index == NULL
-        || !m->numtriangles
-        || m->vertex == NULL
-        || !m->numverts)
-               Host_Error("R_Mesh_Draw: no triangles or verts\n");
-
-       // ignore meaningless alpha meshs
-       if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA))
-       {
-               if (m->color)
-               {
-                       for (i = 0, in = m->color + 3;i < m->numverts;i++, (int)in += m->colorstep)
-                               if (*in >= 0.01f)
-                                       break;
-                       if (i == m->numverts)
-                               return;
-               }
-               else if (m->ca < 0.01f)
-                       return;
-       }
-
-       if (!backendactive)
-               Sys_Error("R_Mesh_Draw: called when backend is not active\n");
-
-#ifdef DEBUGGL
-       for (i = 0;i < m->numtriangles * 3;i++)
-               if ((unsigned int) m->index[i] >= (unsigned int) m->numverts)
-                       Host_Error("R_Mesh_Draw: invalid index (%i of %i verts)\n", m->index, m->numverts);
-#endif
-
-       // LordHavoc: removed this error condition because with floatcolors 0,
-       // the 3DFX driver works with very large meshs
-       // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
-       //if (m->numtriangles > 1024 || m->numverts > 3072)
-       //{
-       //      Con_Printf("R_Mesh_Draw: mesh too big for 3DFX drivers, rejected\n");
-       //      return;
-       //}
-
-       i = max(m->numtriangles * 3, m->numverts);
-       if (overflowedverts < i)
-               overflowedverts = i;
-
-       if (m->numtriangles > max_meshs || m->numverts > max_verts)
-       {
-               Con_Printf("R_Mesh_Draw: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n");
-               return;
-       }
-
-       if (m->transparent)
-       {
-               overflowedtransverts += max(m->numtriangles * 3, m->numverts);
-               if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
-               {
-                       if (!transranout)
-                       {
-                               Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
-                               transranout = true;
-                       }
-                       return;
-               }
-
-               c_transmeshs++;
-               c_transtris += m->numtriangles;
-               vert = &buf_transvertex[currenttransvertex];
-               fcolor = &buf_transfcolor[currenttransvertex];
-               for (i = 0;i < backendunits;i++)
-                       texcoord[i] = &buf_transtexcoord[i][currenttransvertex];
-
-               // transmesh is only for storage of transparent meshs until they
-               // are inserted into the main mesh array
-               mesh = &buf_transmesh[currenttransmesh++];
-               mesh->firsttriangle = currenttranstriangle;
-               mesh->firstvert = currenttransvertex;
-               index = &buf_transtri[currenttranstriangle].index[0];
-
-               currenttranstriangle += m->numtriangles;
-               currenttransvertex += m->numverts;
-       }
-       else
-       {
-               if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
-                       R_Mesh_Render();
-
-               c_meshs++;
-               c_meshtris += m->numtriangles;
-               vert = &buf_vertex[currentvertex];
-               fcolor = &buf_fcolor[currentvertex];
-               for (i = 0;i < backendunits;i++)
-                       texcoord[i] = &buf_texcoord[i][currentvertex];
-
-               // opaque meshs are rendered directly
-               mesh = &buf_mesh[currentmesh++];
-               mesh->firsttriangle = currenttriangle;
-               mesh->firstvert = currentvertex;
-               index = &buf_tri[currenttriangle].index[0];
-
-               currenttriangle += m->numtriangles;
-               currentvertex += m->numverts;
-       }
-
-       // code shared for transparent and opaque meshs
-       memcpy(index, m->index, sizeof(int[3]) * m->numtriangles);
-       mesh->blendfunc1 = m->blendfunc1;
-       mesh->blendfunc2 = m->blendfunc2;
-       mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
-       mesh->depthtest = !m->depthdisable;
-       mesh->triangles = m->numtriangles;
-       mesh->verts = m->numverts;
-
-       overbright = false;
-       scaler = 1;
-       if (m->blendfunc2 == GL_SRC_COLOR)
-       {
-               if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
-                       scaler *= 0.5f;
-       }
-       else
-       {
-               if (m->tex[0])
-               {
-                       overbright = gl_combine.integer;
-                       if (overbright)
-                               scaler *= 0.25f;
-               }
-               scaler *= overbrightscale;
-       }
-
-
-       j = -1;
-       for (i = 0;i < backendunits;i++)
-       {
-               if ((mesh->textures[i] = m->tex[i]))
-                       j = i;
-               mesh->texturergbscale[i] = m->texrgbscale[i];
-               if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
-                       mesh->texturergbscale[i] = 1;
-       }
-       if (overbright && j >= 0)
-               mesh->texturergbscale[j] = 4;
-
-       if (m->vertexstep != sizeof(buf_vertex_t))
-       {
-               for (i = 0, in = m->vertex;i < m->numverts;i++, (int)in += m->vertexstep)
-               {
-                       vert[i].v[0] = in[0];
-                       vert[i].v[1] = in[1];
-                       vert[i].v[2] = in[2];
-               }
-       }
-       else
-               memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
-
-       if (m->color)
-       {
-               for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
-               {
-                       fcolor[i].c[0] = in[0] * scaler;
-                       fcolor[i].c[1] = in[1] * scaler;
-                       fcolor[i].c[2] = in[2] * scaler;
-                       fcolor[i].c[3] = in[3];
-               }
-       }
-       else
-       {
-               cr = m->cr * scaler;
-               cg = m->cg * scaler;
-               cb = m->cb * scaler;
-               ca = m->ca;
-               for (i = 0;i < m->numverts;i++)
-               {
-                       fcolor[i].c[0] = cr;
-                       fcolor[i].c[1] = cg;
-                       fcolor[i].c[2] = cb;
-                       fcolor[i].c[3] = ca;
-               }
-       }
-
-       for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
-       {
-               if (j >= backendunits)
-                       Sys_Error("R_Mesh_Draw: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
-               if (m->texcoordstep[j] != sizeof(buf_texcoord_t))
-               {
-                       for (i = 0, in = m->texcoords[j];i < m->numverts;i++, (int)in += m->texcoordstep[j])
-                       {
-                               texcoord[j][i].t[0] = in[0];
-                               texcoord[j][i].t[1] = in[1];
-                       }
-               }
-               else
-                       memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
-       }
-
-       if (currenttriangle >= max_batch)
-               R_Mesh_Render();
-}
-
-void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m)
-{
-       // these are static because gcc runs out of virtual registers otherwise
-       static int i, j, overbright, *index;
-       static float *in, scaler;
-       static buf_mesh_t *mesh;
-       static buf_vertex_t *vert;
-       static buf_fcolor_t *fcolor;
-       static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS];
-
-       if (!backendactive)
-               Sys_Error("R_Mesh_Draw: called when backend is not active\n");
-
-       if (m->index == NULL
-        || !m->numtriangles
-        || m->vertex == NULL
-        || !m->numverts)
-               Host_Error("R_Mesh_Draw: no triangles or verts\n");
-
-       // ignore meaningless alpha meshs
-       if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA))
-       {
-               if (m->color)
-               {
-                       for (i = 0, in = m->color + 3;i < m->numverts;i++, (int)in += m->colorstep)
-                               if (*in >= 0.01f)
-                                       break;
-                       if (i == m->numverts)
-                               return;
-               }
-               else if (m->ca < 0.01f)
-                       return;
-       }
-
-       // LordHavoc: removed this error condition because with floatcolors 0,
-       // the 3DFX driver works with very large meshs
-       // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
-       //if (m->numtriangles > 1024 || m->numverts > 3072)
-       //{
-       //      Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for 3DFX drivers, rejected\n");
-       //      return;
-       //}
-
-       i = max(m->numtriangles * 3, m->numverts);
-       if (overflowedverts < i)
-               overflowedverts = i;
-
-       if (m->numtriangles > max_meshs || m->numverts > max_verts)
-       {
-               Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n");
-               return;
-       }
-
-       if (m->transparent)
-       {
-               overflowedtransverts += max(m->numtriangles * 3, m->numverts);
-               if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
-               {
-                       if (!transranout)
-                       {
-                               Con_Printf("R_Mesh_Draw_NativeOnly: ran out of room for transparent meshs\n");
-                               transranout = true;
-                       }
-                       return;
-               }
-
-               c_transmeshs++;
-               c_transtris += m->numtriangles;
-               vert = &buf_transvertex[currenttransvertex];
-               fcolor = &buf_transfcolor[currenttransvertex];
-               for (i = 0;i < backendunits;i++)
-                       texcoord[i] = &buf_transtexcoord[i][currenttransvertex];
-
-               // transmesh is only for storage of transparent meshs until they
-               // are inserted into the main mesh array
-               mesh = &buf_transmesh[currenttransmesh++];
-               mesh->firsttriangle = currenttranstriangle;
-               mesh->firstvert = currenttransvertex;
-               index = &buf_transtri[currenttranstriangle].index[0];
-               currenttranstriangle += m->numtriangles;
-               currenttransvertex += m->numverts;
-       }
-       else
-       {
-               if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
-                       R_Mesh_Render();
-
-               c_meshs++;
-               c_meshtris += m->numtriangles;
-               vert = &buf_vertex[currentvertex];
-               fcolor = &buf_fcolor[currentvertex];
-               for (i = 0;i < backendunits;i++)
-                       texcoord[i] = &buf_texcoord[i][currentvertex];
-
-               // opaque meshs are rendered directly
-               mesh = &buf_mesh[currentmesh++];
-               mesh->firsttriangle = currenttriangle;
-               mesh->firstvert = currentvertex;
-               index = &buf_tri[currenttriangle].index[0];
-               currenttriangle += m->numtriangles;
-               currentvertex += m->numverts;
-       }
-
-       // code shared for transparent and opaque meshs
-       memcpy(index, m->index, sizeof(int[3]) * m->numtriangles);
-       mesh->blendfunc1 = m->blendfunc1;
-       mesh->blendfunc2 = m->blendfunc2;
-       mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
-       mesh->depthtest = !m->depthdisable;
-       mesh->triangles = m->numtriangles;
-       mesh->verts = m->numverts;
-
-       overbright = false;
-       scaler = 1;
-       if (m->blendfunc2 == GL_SRC_COLOR)
-       {
-               if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
-                       scaler *= 0.5f;
-       }
-       else
-       {
-               if (m->tex[0])
-               {
-                       overbright = gl_combine.integer;
-                       if (overbright)
-                               scaler *= 0.25f;
-               }
-               scaler *= overbrightscale;
-       }
-
-       j = -1;
-       for (i = 0;i < backendunits;i++)
-       {
-               if ((mesh->textures[i] = m->tex[i]))
-                       j = i;
-               mesh->texturergbscale[i] = m->texrgbscale[i];
-               if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
-                       mesh->texturergbscale[i] = 1;
-       }
-       if (overbright && j >= 0)
-               mesh->texturergbscale[j] = 4;
-
-       if (m->vertexstep != sizeof(buf_vertex_t))
-               Host_Error("R_Mesh_Draw_NativeOnly: unsupported vertexstep\n");
-       if (m->colorstep != sizeof(buf_fcolor_t))
-               Host_Error("R_Mesh_Draw_NativeOnly: unsupported colorstep\n");
-       if (m->color == NULL)
-               Host_Error("R_Mesh_Draw_NativeOnly: must provide color array\n");
-       for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
-       {
-               if (j >= backendunits)
-                       Sys_Error("R_Mesh_Draw_NativeOnly: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
-               if (m->texcoordstep[j] != sizeof(buf_texcoord_t))
-                       Host_Error("R_Mesh_Draw_NativeOnly: unsupported texcoordstep\n");
-       }
-
-       memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
-       for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
-               memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
-
-       memcpy(fcolor, m->color, m->numverts * sizeof(buf_fcolor_t));
-
-       // do this as a second step because memcpy preloaded the cache, which we can't easily do
-       if (scaler != 1)
-       {
-               for (i = 0;i < m->numverts;i++)
-               {
-                       fcolor[i].c[0] *= scaler;
-                       fcolor[i].c[1] *= scaler;
-                       fcolor[i].c[2] *= scaler;
-               }
-       }
-
-       if (currenttriangle >= max_batch)
-               R_Mesh_Render();
-}
-
 // allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
 // (this is used for very high speed rendering, no copying)
-int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m)
+int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m, int wantoverbright)
 {
        // these are static because gcc runs out of virtual registers otherwise
        int i, j, overbright;
@@ -1438,11 +1004,11 @@ int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m)
        buf_mesh_t *mesh;
 
        if (!backendactive)
-               Sys_Error("R_Mesh_Draw: called when backend is not active\n");
+               Sys_Error("R_Mesh_Draw_GetBuffer: called when backend is not active\n");
 
        if (!m->numtriangles
         || !m->numverts)
-               Host_Error("R_Mesh_Draw: no triangles or verts\n");
+               Host_Error("R_Mesh_Draw_GetBuffer: no triangles or verts\n");
 
        // LordHavoc: removed this error condition because with floatcolors 0,
        // the 3DFX driver works with very large meshs
@@ -1470,7 +1036,7 @@ int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m)
                {
                        if (!transranout)
                        {
-                               Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
+                               Con_Printf("R_Mesh_Draw_GetBuffer: ran out of room for transparent meshs\n");
                                transranout = true;
                        }
                        return false;
@@ -1494,8 +1060,11 @@ int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m)
        }
        else
        {
-               if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
+               if (currentmesh)
+               {
                        R_Mesh_Render();
+                       Con_Printf("mesh queue not empty, flushing.\n");
+               }
 
                c_meshs++;
                c_meshtris += m->numtriangles;
@@ -1523,16 +1092,17 @@ int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m)
 
        overbright = false;
        scaler = 1;
-       if (m->blendfunc2 == GL_SRC_COLOR)
+       if (m->blendfunc1 == GL_DST_COLOR)
        {
-               if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
+               // check if it is a 2x modulate with framebuffer
+               if (m->blendfunc2 == GL_SRC_COLOR)
                        scaler *= 0.5f;
        }
-       else
+       else if (m->blendfunc2 != GL_SRC_COLOR)
        {
                if (m->tex[0])
                {
-                       overbright = gl_combine.integer;
+                       overbright = wantoverbright && gl_combine.integer;
                        if (overbright)
                                scaler *= 0.25f;
                }
@@ -1559,24 +1129,6 @@ int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m)
        return true;
 }
 
-void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts)
-{
-       m->index = polyindexarray;
-       m->numverts = numverts;
-       m->numtriangles = numverts - 2;
-       if (m->numtriangles < 1)
-       {
-               Con_Printf("R_Mesh_DrawPolygon: invalid vertex count\n");
-               return;
-       }
-       if (m->numtriangles >= 256)
-       {
-               Con_Printf("R_Mesh_DrawPolygon: only up to 256 triangles (258 verts) supported\n");
-               return;
-       }
-       R_Mesh_Draw(m);
-}
-
 /*
 ==============================================================================
 
@@ -1645,15 +1197,22 @@ void SCR_UpdateScreen (void)
 
        R_TimeReport("finish");
 
-       if (gl_combine.integer && !gl_combine_extension)
-               Cvar_SetValue("gl_combine", 0);
+       if (r_textureunits.integer > gl_textureunits)
+               Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
+       if (r_textureunits.integer < 1)
+               Cvar_SetValueQuick(&r_textureunits, 1);
+
+       if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
+               Cvar_SetValueQuick(&gl_combine, 0);
 
+       // lighting scale
+       overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
+
+       // lightmaps only
        lightscalebit = v_overbrightbits.integer;
-       if (gl_combine.integer && r_multitexture.integer)
+       if (gl_combine.integer && r_textureunits.integer > 1)
                lightscalebit += 2;
-
        lightscale = 1.0f / (float) (1 << lightscalebit);
-       overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
 
        R_TimeReport("setup");