]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
corrected function names reported in various backend not active errors (by using...
[xonotic/darkplaces.git] / gl_backend.c
index 0cc530dcae3c30c1aea3bd26d168ccbe7ab7c3d3..16178e65f892c4ea9eed3e19848256c10792d879 100644 (file)
@@ -2,8 +2,6 @@
 #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", "1"};
 cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
 
@@ -14,8 +12,6 @@ cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
 // this is used to increase gl_mesh_maxtriangles automatically if a mesh was
 // too large for the buffers in the previous frame
 int overflowedverts = 0;
-// increase transtriangles automatically too
-int overflowedtransverts = 0;
 
 int gl_maxdrawrangeelementsvertices;
 int gl_maxdrawrangeelementsindices;
@@ -69,15 +65,15 @@ void GL_PrintError(int errornumber, char *filename, int linenumber)
 }
 #endif
 
-float r_mesh_farclip;
+#define BACKENDACTIVECHECK if (!backendactive) Sys_Error(__func__ " called when backend is not active\n");
 
-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 c_meshs, c_meshtris;
 
 int lightscalebit;
 float lightscale;
@@ -85,215 +81,113 @@ 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
+// these are externally accessible
+float mesh_colorscale;
+int *varray_element;
+float *varray_vertex;
+float *varray_color;
+float *varray_texcoord[MAX_TEXTUREUNITS];
+int mesh_maxtris;
+int mesh_maxverts; // always mesh_maxtris * 3
 
-typedef struct buf_mesh_s
-{
-       int depthmask;
-       int depthtest;
-       int blendfunc1, blendfunc2;
-       int textures[MAX_TEXTUREUNITS];
-       int texturergbscale[MAX_TEXTUREUNITS];
-       int firsttriangle;
-       int triangles;
-       int firstvert;
-       int verts;
-       struct buf_mesh_s *chain;
-       struct buf_transtri_s *transchain;
-}
-buf_mesh_t;
+static matrix4x4_t backendmatrix;
 
-typedef struct buf_transtri_s
-{
-       struct buf_transtri_s *next;
-       struct buf_transtri_s *meshsortchain;
-       buf_mesh_t *mesh;
-       int index[3];
-}
-buf_transtri_t;
+static int backendunits, backendactive;
+static qbyte *varray_bcolor;
+static mempool_t *gl_backend_mempool;
 
-typedef struct buf_tri_s
+void GL_Backend_AllocArrays(void)
 {
-       int index[3];
-}
-buf_tri_t;
+       int i;
 
-typedef struct
-{
-       float v[4];
-}
-buf_vertex_t;
+       if (!gl_backend_mempool)
+               gl_backend_mempool = Mem_AllocPool("GL_Backend");
 
-typedef struct
-{
-       float c[4];
-}
-buf_fcolor_t;
+       mesh_maxverts = mesh_maxtris * 3;
 
-typedef struct
-{
-       qbyte c[4];
+       varray_element = Mem_Alloc(gl_backend_mempool, mesh_maxtris * sizeof(int[3]));
+       varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
+       varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
+       varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4]));
+       for (i = 0;i < backendunits;i++)
+               varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[2]));
+       for (;i < MAX_TEXTUREUNITS;i++)
+               varray_texcoord[i] = NULL;
 }
-buf_bcolor_t;
 
-typedef struct
+void GL_Backend_FreeArrays(int resizingbuffers)
 {
-       float t[2];
+       int i;
+       if (resizingbuffers)
+               Mem_EmptyPool(gl_backend_mempool);
+       else
+               Mem_FreePool(&gl_backend_mempool);
+       varray_element = NULL;
+       varray_vertex = NULL;
+       varray_color = NULL;
+       varray_bcolor = NULL;
+       for (i = 0;i < MAX_TEXTUREUNITS;i++)
+               varray_texcoord[i] = NULL;
 }
-buf_texcoord_t;
-
-static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, transranout;
-static buf_mesh_t *buf_mesh;
-static buf_tri_t *buf_tri;
-static buf_vertex_t *buf_vertex;
-static buf_fcolor_t *buf_fcolor;
-static buf_bcolor_t *buf_bcolor;
-static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS];
-
-static int currenttransmesh, currenttransvertex, currenttranstriangle;
-static buf_mesh_t *buf_transmesh;
-static buf_transtri_t *buf_sorttranstri;
-static buf_transtri_t **buf_sorttranstri_list;
-static buf_tri_t *buf_transtri;
-static buf_vertex_t *buf_transvertex;
-static buf_fcolor_t *buf_transfcolor;
-static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS];
-
-static mempool_t *gl_backend_mempool;
-static int resizingbuffers = false;
 
 static void gl_backend_start(void)
 {
-       int i;
-
-       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\n", gl_mesh_maxtriangles.integer, gl_mesh_transtriangles.integer);
+       Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i\n", gl_mesh_maxtriangles.integer);
        if (qglDrawRangeElements != NULL)
+       {
+               qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
+               qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
+               CHECKGLERROR
                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;
-       max_transverts = max_transmeshs * 3;
 
-       if (!gl_backend_mempool)
-               gl_backend_mempool = Mem_AllocPool("GL_Backend");
-
-#define BACKENDALLOC(var, count, sizeofstruct, varname)\
-       {\
-               var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\
-               if (var == NULL)\
-                       Sys_Error("gl_backend_start: unable to allocate memory for %s (%d bytes)\n", (varname), count * sizeof(sizeofstruct));\
-               memset(var, 0, count * sizeof(sizeofstruct));\
-       }
-
-       BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t, "buf_mesh")
-       BACKENDALLOC(buf_tri, max_meshs, buf_tri_t, "buf_tri")
-       BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t, "buf_vertex")
-       BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t, "buf_fcolor")
-       BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t, "buf_bcolor")
+       backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
 
-       BACKENDALLOC(buf_transmesh, max_transmeshs, buf_mesh_t, "buf_transmesh")
-       BACKENDALLOC(buf_sorttranstri, max_transmeshs, buf_transtri_t, "buf_sorttranstri")
-       BACKENDALLOC(buf_sorttranstri_list, TRANSDEPTHRES, buf_transtri_t *, "buf_sorttranstri_list")
-       BACKENDALLOC(buf_transtri, max_transmeshs, buf_tri_t, "buf_transtri")
-       BACKENDALLOC(buf_transvertex, max_transverts, buf_vertex_t, "buf_vertex")
-       BACKENDALLOC(buf_transfcolor, max_transverts, buf_fcolor_t, "buf_fcolor")
+       GL_Backend_AllocArrays();
 
-       for (i = 0;i < MAX_TEXTUREUNITS;i++)
-       {
-               // only allocate as many texcoord arrays as we need
-               if (i < gl_textureunits)
-               {
-                       BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t, va("buf_texcoord[%d]", i))
-                       BACKENDALLOC(buf_transtexcoord[i], max_transverts, buf_texcoord_t, va("buf_transtexcoord[%d]", i))
-               }
-               else
-               {
-                       buf_texcoord[i] = NULL;
-                       buf_transtexcoord[i] = NULL;
-               }
-       }
-       backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
        backendactive = true;
 }
 
 static void gl_backend_shutdown(void)
 {
-       Con_Printf("OpenGL Backend shutting down\n");
-
-       if (resizingbuffers)
-               Mem_EmptyPool(gl_backend_mempool);
-       else
-               Mem_FreePool(&gl_backend_mempool);
-
        backendunits = 0;
        backendactive = false;
-}
 
-static void gl_backend_bufferchanges(int init)
-{
-       if (overflowedverts > gl_mesh_maxtriangles.integer * 3)
-               Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) ((overflowedverts + 2) / 3));
-       overflowedverts = 0;
+       Con_Printf("OpenGL Backend shutting down\n");
 
-       if (overflowedtransverts > gl_mesh_transtriangles.integer * 3)
-               Cvar_SetValueQuick(&gl_mesh_transtriangles, (int) ((overflowedtransverts + 2) / 3));
-       overflowedtransverts = 0;
+       GL_Backend_FreeArrays(false);
+}
 
+void GL_Backend_CheckCvars(void)
+{
        if (gl_mesh_drawmode.integer < 0)
                Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
        if (gl_mesh_drawmode.integer > 3)
                Cvar_SetValueQuick(&gl_mesh_drawmode, 3);
 
+       // change drawmode 3 to 2 if 3 won't work
        if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL)
-       {
-               // change drawmode 3 to 2 if 3 won't work at all
                Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
-       }
 
        // 21760 is (65536 / 3) rounded off to a multiple of 128
        if (gl_mesh_maxtriangles.integer < 1024)
                Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024);
        if (gl_mesh_maxtriangles.integer > 21760)
                Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760);
+}
 
-       if (gl_mesh_transtriangles.integer < 1024)
-               Cvar_SetValueQuick(&gl_mesh_transtriangles, 1024);
-       if (gl_mesh_transtriangles.integer > 65536)
-               Cvar_SetValueQuick(&gl_mesh_transtriangles, 65536);
-
-       if (gl_mesh_batchtriangles.integer < 1)
-               Cvar_SetValueQuick(&gl_mesh_batchtriangles, 1);
-       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;
-               max_transmeshs = gl_mesh_transtriangles.integer;
-
-               if (!init)
-               {
-                       resizingbuffers = true;
-                       gl_backend_shutdown();
-                       gl_backend_start();
-                       resizingbuffers = false;
-               }
-       }
+void GL_Backend_ResizeArrays(int numtriangles)
+{
+       Cvar_SetValueQuick(&gl_mesh_maxtriangles, numtriangles);
+       GL_Backend_CheckCvars();
+       mesh_maxtris = gl_mesh_maxtriangles.integer;
+       GL_Backend_FreeArrays(true);
+       GL_Backend_AllocArrays();
 }
 
 static void gl_backend_newmap(void)
@@ -302,8 +196,6 @@ static void gl_backend_newmap(void)
 
 void gl_backend_init(void)
 {
-       int i;
-
        Cvar_RegisterVariable(&r_render);
        Cvar_RegisterVariable(&gl_dither);
        Cvar_RegisterVariable(&gl_lockarrays);
@@ -312,18 +204,10 @@ void gl_backend_init(void)
 #endif
 
        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);
+       GL_Backend_CheckCvars();
        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;
@@ -373,6 +257,8 @@ static void GL_SetupFrame (void)
        // depth range
        zNear = 1.0;
        zFar = r_mesh_farclip;
+       if (zFar < 64)
+               zFar = 64;
 
        // fov angles
        fovx = r_refdef.fov_x;
@@ -400,15 +286,19 @@ 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 depthdisable;
+       int unit;
+       int clientunit;
+       int texture[MAX_TEXTUREUNITS];
+       float texturergbscale[MAX_TEXTUREUNITS];
+}
+gl_state;
 
 void GL_SetupTextureState(void)
 {
@@ -417,8 +307,8 @@ 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
@@ -436,14 +326,14 @@ 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
                        }
@@ -453,9 +343,9 @@ void GL_SetupTextureState(void)
                        }
                        if (gl_mesh_drawmode.integer > 0)
                        {
-                               qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
-                               qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
-                               if (mesh_texture[i])
+                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+                               qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[i]);CHECKGLERROR
+                               if (gl_state.texture[i])
                                {
                                        qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                                }
@@ -468,9 +358,9 @@ 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
                }
@@ -480,8 +370,8 @@ 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])
+                       qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[0]);CHECKGLERROR
+                       if (gl_state.texture[0])
                        {
                                qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                        }
@@ -493,76 +383,48 @@ void GL_SetupTextureState(void)
        }
 }
 
-// called at beginning of frame
 int usedarrays;
-void R_Mesh_Start(float farclip)
+void GL_Backend_ResetState(void)
 {
        int i;
-       if (!backendactive)
-               Sys_Error("R_Mesh_Clear: called when backend is not active\n");
-
-       CHECKGLERROR
-
-       gl_backend_bufferchanges(false);
-
-       currentmesh = 0;
-       currenttriangle = 0;
-       currentvertex = 0;
-       currenttransmesh = 0;
-       currenttranstriangle = 0;
-       currenttransvertex = 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;
-       c_transmeshs = 0;
-       c_transtris = 0;
-
-       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.depthdisable = false;
        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)
        {
                usedarrays = true;
-               qglVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR
+               qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR
                qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
                if (gl_mesh_floatcolors.integer)
                {
-                       qglColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR
+                       qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR
                }
                else
                {
-                       qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR
+                       qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
                }
                qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
        }
@@ -570,9 +432,34 @@ void R_Mesh_Start(float farclip)
        GL_SetupTextureState();
 }
 
+// called at beginning of frame
+void R_Mesh_Start(float farclip)
+{
+       BACKENDACTIVECHECK
+
+       CHECKGLERROR
+
+       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;
+
+       GL_Backend_CheckCvars();
+       if (mesh_maxtris != gl_mesh_maxtriangles.integer)
+               GL_Backend_ResizeArrays(gl_mesh_maxtriangles.integer);
+
+       GL_SetupFrame();
+
+       GL_Backend_ResetState();
+}
+
 int gl_backend_rebindtextures;
 
-void GL_ConvertColorsFloatToByte(void)
+void GL_ConvertColorsFloatToByte(int numverts)
 {
        int i, k, total;
        // LordHavoc: to avoid problems with aliasing (treating memory as two
@@ -582,10 +469,10 @@ void GL_ConvertColorsFloatToByte(void)
        volatile float *fcolor;
        qbyte *bcolor;
 
-       total = currentvertex * 4;
+       total = numverts * 4;
 
        // shift float to have 8bit fraction at base of number
-       fcolor = &buf_fcolor->c[0];
+       fcolor = varray_color;
        for (i = 0;i < total;)
        {
                fcolor[i    ] += 32768.0f;
@@ -596,8 +483,8 @@ void GL_ConvertColorsFloatToByte(void)
        }
 
        // then read as integer and kill float bits...
-       icolor = (int *)&buf_fcolor->c[0];
-       bcolor = &buf_bcolor->c[0];
+       icolor = (int *)varray_color;
+       bcolor = varray_bcolor;
        for (i = 0;i < total;)
        {
                k = icolor[i    ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i    ] = (qbyte) k;
@@ -608,129 +495,48 @@ void GL_ConvertColorsFloatToByte(void)
        }
 }
 
-void GL_MeshState(buf_mesh_t *mesh)
+void GL_TransformVertices(int numverts)
 {
        int i;
-       if (backendunits > 1)
-       {
-               for (i = 0;i < backendunits;i++)
-               {
-                       if (mesh_texture[i] != mesh->textures[i])
-                       {
-                               if (mesh_unit != i)
-                               {
-                                       qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
-                               }
-                               if (mesh_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)
-                                       {
-                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_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)
-                               {
-                                       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)
-                                       {
-                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
-                                       }
-                                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                               }
-                       }
-                       if (mesh_texturergbscale[i] != mesh->texturergbscale[i])
-                       {
-                               if (mesh_unit != i)
-                               {
-                                       qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
-                               }
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
-                       }
-               }
-       }
-       else
-       {
-               if (mesh_texture[0] != mesh->textures[0])
-               {
-                       if (mesh_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)
-                       {
-                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
-                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       }
-               }
-       }
-       if (mesh_blendfunc1 != mesh->blendfunc1 || mesh_blendfunc2 != mesh->blendfunc2)
-       {
-               qglBlendFunc(mesh_blendfunc1 = mesh->blendfunc1, mesh_blendfunc2 = mesh->blendfunc2);CHECKGLERROR
-               if (mesh_blendfunc2 == GL_ZERO)
-               {
-                       if (mesh_blendfunc1 == GL_ONE)
-                       {
-                               if (mesh_blend)
-                               {
-                                       mesh_blend = 0;
-                                       qglDisable(GL_BLEND);CHECKGLERROR
-                               }
-                       }
-                       else
-                       {
-                               if (!mesh_blend)
-                               {
-                                       mesh_blend = 1;
-                                       qglEnable(GL_BLEND);CHECKGLERROR
-                               }
-                       }
-               }
-               else
-               {
-                       if (!mesh_blend)
-                       {
-                               mesh_blend = 1;
-                               qglEnable(GL_BLEND);CHECKGLERROR
-                       }
-               }
-       }
-       if (mesh_depthtest != mesh->depthtest)
-       {
-               mesh_depthtest = mesh->depthtest;
-               if (mesh_depthtest)
-                       qglEnable(GL_DEPTH_TEST);
-               else
-                       qglDisable(GL_DEPTH_TEST);
-       }
-       if (mesh_depthmask != mesh->depthmask)
-       {
-               qglDepthMask(mesh_depthmask = mesh->depthmask);CHECKGLERROR
+       float m[12], tempv[4], *v;
+       m[0] = backendmatrix.m[0][0];
+       m[1] = backendmatrix.m[0][1];
+       m[2] = backendmatrix.m[0][2];
+       m[3] = backendmatrix.m[0][3];
+       m[4] = backendmatrix.m[1][0];
+       m[5] = backendmatrix.m[1][1];
+       m[6] = backendmatrix.m[1][2];
+       m[7] = backendmatrix.m[1][3];
+       m[8] = backendmatrix.m[2][0];
+       m[9] = backendmatrix.m[2][1];
+       m[10] = backendmatrix.m[2][2];
+       m[11] = backendmatrix.m[2][3];
+       for (i = 0, v = varray_vertex;i < numverts;i++, v += 4)
+       {
+               VectorCopy(v, tempv);
+               v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3];
+               v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7];
+               v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11];
        }
 }
 
 void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index)
 {
        unsigned int i, j, in;
+       qbyte *c;
+       float *v;
+       GL_LockArray(firstvert, endvert - firstvert);
        if (gl_mesh_drawmode.integer >= 3/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/)
        {
                // GL 1.2 or GL 1.1 with extension
                qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
+               CHECKGLERROR
        }
        else if (gl_mesh_drawmode.integer >= 2)
        {
                // GL 1.1
                qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
+               CHECKGLERROR
        }
        else if (gl_mesh_drawmode.integer >= 1)
        {
@@ -740,23 +546,31 @@ void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *in
                for (i = 0;i < indexcount;i++)
                        qglArrayElement(index[i]);
                qglEnd();
+               CHECKGLERROR
        }
        else
        {
                // 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++)
                        {
                                in = index[i];
-                               qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
+                               c = varray_bcolor + in * 4;
+                               qglColor4ub(c[0], c[1], c[2], c[3]);
                                for (j = 0;j < backendunits;j++)
-                                       if (mesh_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]);
+                               {
+                                       if (gl_state.texture[j])
+                                       {
+                                               v = varray_texcoord[j] + in * 2;
+                                               qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, v[0], v[1]);
+                                       }
+                               }
+                               v = varray_vertex + in * 4;
+                               qglVertex3f(v[0], v[1], v[2]);
                        }
                }
                else
@@ -764,89 +578,58 @@ void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *in
                        for (i = 0;i < indexcount;i++)
                        {
                                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])
-                                       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]);
+                               c = varray_bcolor + in * 4;
+                               qglColor4ub(c[0], c[1], c[2], c[3]);
+                               if (gl_state.texture[0])
+                               {
+                                       v = varray_texcoord[j] + in * 2;
+                                       qglTexCoord2f(v[0], v[1]);
+                               }
+                               v = varray_vertex + in * 4;
+                               qglVertex3f(v[0], v[1], v[2]);
                        }
                }
                qglEnd();
+               CHECKGLERROR
        }
+       GL_UnlockArray();
 }
 
-// renders mesh buffers, called to flush buffers when full
-void R_Mesh_Render(void)
+// enlarges geometry buffers if they are too small
+void _R_Mesh_ResizeCheck(int numverts, int numtriangles)
 {
-       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");
-
-       if (!currentmesh)
-               return;
-
-       if (!r_render.integer)
+       if (numtriangles > mesh_maxtris || numverts > mesh_maxverts)
        {
-               currentmesh = 0;
-               currenttriangle = 0;
-               currentvertex = 0;
-               return;
+               BACKENDACTIVECHECK
+               GL_Backend_ResizeArrays(max(numtriangles, (numverts + 2) / 3) + 100);
+               GL_Backend_ResetState();
        }
+}
+
+// renders the mesh
+void R_Mesh_Draw(int numverts, int numtriangles)
+{
+       BACKENDACTIVECHECK
+
+       c_meshs++;
+       c_meshtris += numtriangles;
 
        CHECKGLERROR
 
        // drawmode 0 always uses byte colors
        if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0)
-               GL_ConvertColorsFloatToByte();
-
-       if (gl_backend_rebindtextures)
-       {
-               gl_backend_rebindtextures = false;
-               GL_SetupTextureState();
-       }
-
-       GL_MeshState(buf_mesh);
-       GL_LockArray(0, currentvertex);
-       GL_DrawRangeElements(buf_mesh->firstvert, buf_mesh->firstvert + buf_mesh->verts, buf_mesh->triangles * 3, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR
-
-       if (currentmesh >= 2)
-       {
-               for (k = 1, mesh = buf_mesh + k;k < currentmesh;k++, mesh++)
-               {
-                       GL_MeshState(mesh);
-
-                       firstvert = mesh->firstvert;
-                       indexcount = mesh->triangles * 3;
-                       index = (unsigned int *)&buf_tri[mesh->firsttriangle].index[0];
-
-                       // if not using batching, skip the index adjustment
-                       if (firstvert != 0)
-                               for (i = 0;i < indexcount;i++)
-                                       index[i] += firstvert;
-
-                       GL_DrawRangeElements(firstvert, firstvert + mesh->verts, indexcount, index);CHECKGLERROR
-               }
-       }
-
-       currentmesh = 0;
-       currenttriangle = 0;
-       currentvertex = 0;
-
-       GL_UnlockArray();CHECKGLERROR
+               GL_ConvertColorsFloatToByte(numverts);
+       GL_TransformVertices(numverts);
+       if (!r_render.integer)
+               return;
+       GL_DrawRangeElements(0, numverts, numtriangles * 3, varray_element);
 }
 
 // restores backend state, used when done with 3D rendering
 void R_Mesh_Finish(void)
 {
        int i;
-       // flush any queued meshs
-       if (currentmesh)
-               R_Mesh_Render();
+       BACKENDACTIVECHECK
 
        if (backendunits > 1)
        {
@@ -898,256 +681,29 @@ void R_Mesh_Finish(void)
 
 void R_Mesh_ClearDepth(void)
 {
-       if (currenttransmesh)
-               R_Mesh_AddTransparent();
-       if (currentmesh)
-               R_Mesh_Render();
+       BACKENDACTIVECHECK
+
        R_Mesh_Finish();
        qglClear(GL_DEPTH_BUFFER_BIT);
        R_Mesh_Start(r_mesh_farclip);
 }
 
-void R_Mesh_AddTransparent(void)
-{
-       int i, j, k, *index;
-       float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist;
-       buf_vertex_t *vert1, *vert2, *vert3;
-       buf_transtri_t *tri;
-       buf_mesh_t *mesh, *transmesh;
-
-       if (!currenttransmesh)
-               return;
-
-       // convert index data to transtris for sorting
-       for (j = 0;j < currenttransmesh;j++)
-       {
-               mesh = buf_transmesh + j;
-               k = mesh->firsttriangle;
-               index = &buf_transtri[k].index[0];
-               for (i = 0;i < mesh->triangles;i++)
-               {
-                       tri = &buf_sorttranstri[k++];
-                       tri->mesh = mesh;
-                       tri->index[0] = *index++;
-                       tri->index[1] = *index++;
-                       tri->index[2] = *index++;
-               }
-       }
-
-       // map farclip to 0-4095 list range
-       centerscaler = (TRANSDEPTHRES / r_mesh_farclip) * (1.0f / 3.0f);
-       viewdistcompare = viewdist + 4.0f;
-
-       memset(buf_sorttranstri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
-
-       k = 0;
-       for (j = 0;j < currenttranstriangle;j++)
-       {
-               tri = &buf_sorttranstri[j];
-               i = tri->mesh->firstvert;
-
-               vert1 = &buf_transvertex[tri->index[0] + i];
-               vert2 = &buf_transvertex[tri->index[1] + i];
-               vert3 = &buf_transvertex[tri->index[2] + i];
-
-               dist1 = DotProduct(vert1->v, vpn);
-               dist2 = DotProduct(vert2->v, vpn);
-               dist3 = DotProduct(vert3->v, vpn);
-
-               maxdist = max(dist1, max(dist2, dist3));
-               if (maxdist < viewdistcompare)
-                       continue;
-
-               center = (dist1 + dist2 + dist3) * centerscaler - viewdist;
-#if SLOWMATH
-               i = (int) center;
-               i = bound(0, i, (TRANSDEPTHRES - 1));
-#else
-               if (center < 0.0f)
-                       center = 0.0f;
-               center += 8388608.0f;
-               i = *((int *)&center) & 0x7FFFFF;
-               i = min(i, (TRANSDEPTHRES - 1));
-#endif
-               tri->next = buf_sorttranstri_list[i];
-               buf_sorttranstri_list[i] = tri;
-               k++;
-       }
-
-       for (i = 0;i < currenttransmesh;i++)
-               buf_transmesh[i].transchain = NULL;
-       transmesh = NULL;
-       for (j = 0;j < TRANSDEPTHRES;j++)
-       {
-               if ((tri = buf_sorttranstri_list[j]))
-               {
-                       for (;tri;tri = tri->next)
-                       {
-                               if (!tri->mesh->transchain)
-                               {
-                                       tri->mesh->chain = transmesh;
-                                       transmesh = tri->mesh;
-                               }
-                               tri->meshsortchain = tri->mesh->transchain;
-                               tri->mesh->transchain = tri;
-                       }
-               }
-       }
-
-       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
-
-               mesh->firstvert = currentvertex;
-               memcpy(&buf_vertex[currentvertex], &buf_transvertex[transmesh->firstvert], transmesh->verts * sizeof(buf_vertex_t));
-               memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[transmesh->firstvert], transmesh->verts * sizeof(buf_fcolor_t));
-               for (i = 0;i < backendunits && transmesh->textures[i];i++)
-                       memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][transmesh->firstvert], transmesh->verts * sizeof(buf_texcoord_t));
-               currentvertex += mesh->verts;
-
-               mesh->firsttriangle = currenttriangle;
-               for (tri = transmesh->transchain;tri;tri = tri->meshsortchain)
-               {
-                       buf_tri[currenttriangle].index[0] = tri->index[0];
-                       buf_tri[currenttriangle].index[1] = tri->index[1];
-                       buf_tri[currenttriangle].index[2] = tri->index[2];
-                       currenttriangle++;
-               }
-               mesh->triangles = currenttriangle - mesh->firsttriangle;
-       }
-
-       currenttransmesh = 0;
-       currenttranstriangle = 0;
-       currenttransvertex = 0;
-}
-
-void R_Mesh_Draw(const rmeshinfo_t *m)
+// sets up the requested state
+void R_Mesh_State(const rmeshstate_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];
+       int i, overbright;
+       int texturergbscale[MAX_TEXTUREUNITS];
+       float scaler;
 
-               // 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];
+       BACKENDACTIVECHECK
 
-               currenttranstriangle += m->numtriangles;
-               currenttransvertex += m->numverts;
-       }
-       else
+       if (gl_backend_rebindtextures)
        {
-               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;
+               gl_backend_rebindtextures = false;
+               GL_SetupTextureState();
        }
 
-       // 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;
+       backendmatrix = m->matrix; // this copies the struct
 
        overbright = false;
        scaler = 1;
@@ -1161,231 +717,127 @@ void R_Mesh_Draw(const rmeshinfo_t *m)
        {
                if (m->tex[0])
                {
-                       overbright = gl_combine.integer;
+                       overbright = m->wantoverbright && gl_combine.integer;
                        if (overbright)
                                scaler *= 0.25f;
                }
                scaler *= overbrightscale;
        }
+       mesh_colorscale = scaler;
 
-
-       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))
+       if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
        {
-               for (i = 0, in = m->vertex;i < m->numverts;i++, (int)in += m->vertexstep)
+               qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
+               if (gl_state.blendfunc2 == GL_ZERO)
                {
-                       vert[i].v[0] = in[0];
-                       vert[i].v[1] = in[1];
-                       vert[i].v[2] = in[2];
+                       if (gl_state.blendfunc1 == GL_ONE)
+                       {
+                               if (gl_state.blend)
+                               {
+                                       gl_state.blend = 0;
+                                       qglDisable(GL_BLEND);CHECKGLERROR
+                               }
+                       }
+                       else
+                       {
+                               if (!gl_state.blend)
+                               {
+                                       gl_state.blend = 1;
+                                       qglEnable(GL_BLEND);CHECKGLERROR
+                               }
+                       }
                }
-       }
-       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)
+               else
                {
-                       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];
+                       if (!gl_state.blend)
+                       {
+                               gl_state.blend = 1;
+                               qglEnable(GL_BLEND);CHECKGLERROR
+                       }
                }
        }
-       else
+       if (gl_state.depthdisable != m->depthdisable)
        {
-               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;
-               }
+               gl_state.depthdisable = m->depthdisable;
+               if (gl_state.depthdisable)
+                       qglDisable(GL_DEPTH_TEST);
+               else
+                       qglEnable(GL_DEPTH_TEST);
        }
-
-       for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
+       if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
        {
-               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));
+               qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
        }
 
-       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)
-{
-       // these are static because gcc runs out of virtual registers otherwise
-       int i, j, overbright;
-       float scaler;
-       buf_mesh_t *mesh;
-
-       if (!backendactive)
-               Sys_Error("R_Mesh_Draw: called when backend is not active\n");
-
-       if (!m->numtriangles
-        || !m->numverts)
-               Host_Error("R_Mesh_Draw: no triangles or verts\n");
-
-       // 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_GetBuffer: mesh too big for 3DFX drivers, rejected\n");
-       //      return false;
-       //}
-
-       i = max(m->numtriangles * 3, m->numverts);
-       if (overflowedverts < i)
-               overflowedverts = i;
-
-       if (m->numtriangles > max_meshs || m->numverts > max_verts)
+       for (i = 0;i < backendunits;i++)
        {
-               Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n");
-               return false;
+               if (m->texrgbscale[i])
+                       texturergbscale[i] = m->texrgbscale[i];
+               else
+                       texturergbscale[i] = 1;
        }
+       if (overbright)
+               for (i = backendunits - 1;i >= 0;i--)
+                       if (m->tex[i])
+                               texturergbscale[i] = 4;
 
-       if (m->transparent)
+       if (backendunits > 1)
        {
-               overflowedtransverts += max(m->numtriangles * 3, m->numverts);
-               if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
+               for (i = 0;i < backendunits;i++)
                {
-                       if (!transranout)
+                       if (gl_state.texture[i] != m->tex[i])
                        {
-                               Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
-                               transranout = true;
+                               if (gl_state.unit != i)
+                               {
+                                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+                               }
+                               if (gl_state.texture[i] == 0)
+                               {
+                                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+                                       if (gl_state.clientunit != i)
+                                       {
+                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+                                       }
+                                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               }
+                               qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = m->tex[i]));CHECKGLERROR
+                               if (gl_state.texture[i] == 0)
+                               {
+                                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                                       if (gl_state.clientunit != i)
+                                       {
+                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+                                       }
+                                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               }
+                       }
+                       if (gl_state.texturergbscale[i] != texturergbscale[i])
+                       {
+                               if (gl_state.unit != i)
+                               {
+                                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+                               }
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = texturergbscale[i]));CHECKGLERROR
                        }
-                       return false;
                }
-
-               c_transmeshs++;
-               c_transtris += m->numtriangles;
-               m->index = &buf_transtri[currenttranstriangle].index[0];
-               m->vertex = &buf_transvertex[currenttransvertex].v[0];
-               m->color = &buf_transfcolor[currenttransvertex].c[0];
-               for (i = 0;i < backendunits;i++)
-                       m->texcoords[i] = &buf_transtexcoord[i][currenttransvertex].t[0];
-
-               // 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;
-               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;
-               m->index = &buf_tri[currenttriangle].index[0];
-               m->vertex = &buf_vertex[currentvertex].v[0];
-               m->color = &buf_fcolor[currentvertex].c[0];
-               for (i = 0;i < backendunits;i++)
-                       m->texcoords[i] = &buf_texcoord[i][currentvertex].t[0];
-
-               // opaque meshs are rendered directly
-               mesh = &buf_mesh[currentmesh++];
-               mesh->firsttriangle = currenttriangle;
-               mesh->firstvert = currentvertex;
-               currenttriangle += m->numtriangles;
-               currentvertex += m->numverts;
-       }
-
-       // code shared for transparent and opaque meshs
-       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->blendfunc1 == GL_DST_COLOR)
-       {
-               // check if it is a 2x modulate with framebuffer
-               if (m->blendfunc2 == GL_SRC_COLOR)
-                       scaler *= 0.5f;
-       }
-       else if (m->blendfunc2 != GL_SRC_COLOR)
-       {
-               if (m->tex[0])
-               {
-                       overbright = gl_combine.integer;
-                       if (overbright)
-                               scaler *= 0.25f;
-               }
-               scaler *= overbrightscale;
-       }
-       m->colorscale = scaler;
-
-       j = -1;
-       for (i = 0;i < MAX_TEXTUREUNITS;i++)
-       {
-               if ((mesh->textures[i] = m->tex[i]))
+               if (gl_state.texture[0] != m->tex[0])
                {
-                       j = i;
-                       if (i >= backendunits)
-                               Sys_Error("R_Mesh_Draw_GetBuffer: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
+                       if (gl_state.texture[0] == 0)
+                       {
+                               qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+                               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       }
+                       qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = m->tex[0]));CHECKGLERROR
+                       if (gl_state.texture[0] == 0)
+                       {
+                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       }
                }
-               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;
-
-       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);
 }
 
 /*
@@ -1456,15 +908,22 @@ 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");
 
@@ -1472,7 +931,7 @@ void SCR_UpdateScreen (void)
 
        R_TimeReport("clear");
 
-       if (scr_conlines < vid.conheight)
+       if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
                R_RenderView();
 
        // draw 2D stuff