]> 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 3e92f4bed53f7070d9ad2e392e5e0b9475cb12a9..16178e65f892c4ea9eed3e19848256c10792d879 100644 (file)
@@ -65,6 +65,8 @@ void GL_PrintError(int errornumber, char *filename, int linenumber)
 }
 #endif
 
+#define BACKENDACTIVECHECK if (!backendactive) Sys_Error(__func__ " called when backend is not active\n");
+
 float r_mesh_farclip;
 
 static float viewdist;
@@ -79,165 +81,113 @@ float overbrightscale;
 
 void SCR_ScreenShot_f (void);
 
-static int max_tris;
-static int max_verts; // always max_tris * 3
+// 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;
-       matrix4x4_t matrix;
-       struct buf_mesh_s *chain;
-}
-buf_mesh_t;
+static matrix4x4_t backendmatrix;
 
-typedef struct buf_tri_s
-{
-       int index[3];
-}
-buf_tri_t;
+static int backendunits, backendactive;
+static qbyte *varray_bcolor;
+static mempool_t *gl_backend_mempool;
 
-typedef struct
+void GL_Backend_AllocArrays(void)
 {
-       float v[4];
-}
-buf_vertex_t;
+       int i;
 
-typedef struct
-{
-       float c[4];
-}
-buf_fcolor_t;
+       if (!gl_backend_mempool)
+               gl_backend_mempool = Mem_AllocPool("GL_Backend");
 
-typedef struct
-{
-       qbyte c[4];
+       mesh_maxverts = mesh_maxtris * 3;
+
+       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 currenttriangle, currentvertex, backendunits, backendactive;
-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 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\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_tris * 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));\
-       }
+       backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
 
-       BACKENDALLOC(buf_tri, max_tris, 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")
+       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))
-               }
-               else
-               {
-                       buf_texcoord[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;
+
+       Con_Printf("OpenGL Backend shutting down\n");
+
+       GL_Backend_FreeArrays(false);
 }
 
-static void gl_backend_bufferchanges(int init)
+void GL_Backend_CheckCvars(void)
 {
-       if (overflowedverts > gl_mesh_maxtriangles.integer * 3)
-               Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) ((overflowedverts + 2) / 3));
-       overflowedverts = 0;
-
        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 (max_tris != gl_mesh_maxtriangles.integer)
-       {
-               max_tris = gl_mesh_maxtriangles.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)
@@ -256,8 +206,8 @@ void gl_backend_init(void)
        Cvar_RegisterVariable(&gl_mesh_maxtriangles);
        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);
 }
 
 int arraylocked = false;
@@ -342,7 +292,7 @@ static struct
        int blendfunc2;
        int blend;
        GLboolean depthmask;
-       int depthtest;
+       int depthdisable;
        int unit;
        int clientunit;
        int texture[MAX_TEXTUREUNITS];
@@ -394,7 +344,7 @@ void GL_SetupTextureState(void)
                        if (gl_mesh_drawmode.integer > 0)
                        {
                                qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
-                               qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
+                               qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[i]);CHECKGLERROR
                                if (gl_state.texture[i])
                                {
                                        qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
@@ -420,7 +370,7 @@ void GL_SetupTextureState(void)
                }
                if (gl_mesh_drawmode.integer > 0)
                {
-                       qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
+                       qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[0]);CHECKGLERROR
                        if (gl_state.texture[0])
                        {
                                qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
@@ -433,31 +383,10 @@ 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);
-
-       currenttriangle = 0;
-       currentvertex = 0;
-       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_SetupFrame();
-
        gl_state.unit = 0;
        gl_state.clientunit = 0;
 
@@ -470,7 +399,7 @@ void R_Mesh_Start(float farclip)
        qglEnable(GL_CULL_FACE);CHECKGLERROR
        qglCullFace(GL_FRONT);CHECKGLERROR
 
-       gl_state.depthtest = true;
+       gl_state.depthdisable = false;
        qglEnable(GL_DEPTH_TEST);CHECKGLERROR
 
        gl_state.blendfunc1 = GL_ONE;
@@ -487,15 +416,15 @@ void R_Mesh_Start(float farclip)
        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
        }
@@ -503,9 +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
@@ -515,10 +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;
@@ -529,8 +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;
@@ -541,129 +495,48 @@ void GL_ConvertColorsFloatToByte(void)
        }
 }
 
-void GL_MeshState(void)
+void GL_TransformVertices(int numverts)
 {
        int i;
-       if (backendunits > 1)
-       {
-               for (i = 0;i < backendunits;i++)
-               {
-                       if (gl_state.texture[i] != buf_mesh.textures[i])
-                       {
-                               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
-                                       // have to disable texcoord array on disabled texture
-                                       // units due to NVIDIA driver bug with
-                                       // compiled_vertex_array
-                                       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] = buf_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 (gl_state.clientunit != i)
-                                       {
-                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
-                                       }
-                                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                               }
-                       }
-                       if (gl_state.texturergbscale[i] != buf_mesh.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] = buf_mesh.texturergbscale[i]));CHECKGLERROR
-                       }
-               }
-       }
-       else
-       {
-               if (gl_state.texture[0] != buf_mesh.textures[0])
-               {
-                       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] = buf_mesh.textures[0]));CHECKGLERROR
-                       if (gl_state.texture[0] == 0)
-                       {
-                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
-                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       }
-               }
-       }
-       if (gl_state.blendfunc1 != buf_mesh.blendfunc1 || gl_state.blendfunc2 != buf_mesh.blendfunc2)
-       {
-               qglBlendFunc(gl_state.blendfunc1 = buf_mesh.blendfunc1, gl_state.blendfunc2 = buf_mesh.blendfunc2);CHECKGLERROR
-               if (gl_state.blendfunc2 == GL_ZERO)
-               {
-                       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
-               {
-                       if (!gl_state.blend)
-                       {
-                               gl_state.blend = 1;
-                               qglEnable(GL_BLEND);CHECKGLERROR
-                       }
-               }
-       }
-       if (gl_state.depthtest != buf_mesh.depthtest)
-       {
-               gl_state.depthtest = buf_mesh.depthtest;
-               if (gl_state.depthtest)
-                       qglEnable(GL_DEPTH_TEST);
-               else
-                       qglDisable(GL_DEPTH_TEST);
-       }
-       if (gl_state.depthmask != buf_mesh.depthmask)
+       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)
        {
-               qglDepthMask(gl_state.depthmask = buf_mesh.depthmask);CHECKGLERROR
+               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)
        {
@@ -673,6 +546,7 @@ void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *in
                for (i = 0;i < indexcount;i++)
                        qglArrayElement(index[i]);
                qglEnd();
+               CHECKGLERROR
        }
        else
        {
@@ -685,11 +559,18 @@ 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]);
+                               c = varray_bcolor + in * 4;
+                               qglColor4ub(c[0], c[1], c[2], c[3]);
                                for (j = 0;j < backendunits;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]);
+                                       {
+                                               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
@@ -697,78 +578,59 @@ 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]);
+                               c = varray_bcolor + in * 4;
+                               qglColor4ub(c[0], c[1], c[2], c[3]);
                                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]);
+                               {
+                                       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;
-       float *v, tempv[4], m[12];
-
-       if (!backendactive)
-               Sys_Error("R_Mesh_Render: called when backend is not active\n");
-
-       if (!r_render.integer)
+       if (numtriangles > mesh_maxtris || numverts > mesh_maxverts)
        {
-               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();
-       m[0] = buf_mesh.matrix.m[0][0];
-       m[1] = buf_mesh.matrix.m[0][1];
-       m[2] = buf_mesh.matrix.m[0][2];
-       m[3] = buf_mesh.matrix.m[0][3];
-       m[4] = buf_mesh.matrix.m[1][0];
-       m[5] = buf_mesh.matrix.m[1][1];
-       m[6] = buf_mesh.matrix.m[1][2];
-       m[7] = buf_mesh.matrix.m[1][3];
-       m[8] = buf_mesh.matrix.m[2][0];
-       m[9] = buf_mesh.matrix.m[2][1];
-       m[10] = buf_mesh.matrix.m[2][2];
-       m[11] = buf_mesh.matrix.m[2][3];
-       for (i = 0, v = buf_vertex[buf_mesh.firstvert].v;i < buf_mesh.verts;i++, v += 4)
-       {
-               VectorCopy(v, tempv);
-               //Matrix4x4_Transform(&buf_mesh.matrix, tempv, v);
-               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];
-       }
-       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
-
-       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;
+       BACKENDACTIVECHECK
+
        if (backendunits > 1)
        {
                for (i = backendunits - 1;i >= 0;i--)
@@ -819,57 +681,29 @@ void R_Mesh_Finish(void)
 
 void R_Mesh_ClearDepth(void)
 {
+       BACKENDACTIVECHECK
+
        R_Mesh_Finish();
        qglClear(GL_DEPTH_BUFFER_BIT);
        R_Mesh_Start(r_mesh_farclip);
 }
 
-// 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 wantoverbright)
+// sets up the requested state
+void R_Mesh_State(const rmeshstate_t *m)
 {
-       // these are static because gcc runs out of virtual registers otherwise
-       int i, j, overbright;
+       int i, overbright;
+       int texturergbscale[MAX_TEXTUREUNITS];
        float scaler;
 
-       if (!backendactive)
-               Sys_Error("R_Mesh_Draw_GetBuffer: called when backend is not active\n");
-
-       if (!m->numtriangles
-        || !m->numverts)
-               Host_Error("R_Mesh_Draw_GetBuffer: no triangles or verts\n");
+       BACKENDACTIVECHECK
 
-       i = max(m->numtriangles * 3, m->numverts);
-       if (overflowedverts < i)
-               overflowedverts = i;
-
-       if (m->numtriangles > max_tris || m->numverts > max_verts)
+       if (gl_backend_rebindtextures)
        {
-               Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n");
-               return false;
+               gl_backend_rebindtextures = false;
+               GL_SetupTextureState();
        }
 
-       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
-       buf_mesh.firsttriangle = currenttriangle;
-       buf_mesh.firstvert = currentvertex;
-       currenttriangle += m->numtriangles;
-       currentvertex += m->numverts;
-
-       buf_mesh.blendfunc1 = m->blendfunc1;
-       buf_mesh.blendfunc2 = m->blendfunc2;
-       buf_mesh.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
-       buf_mesh.depthtest = !m->depthdisable;
-       buf_mesh.triangles = m->numtriangles;
-       buf_mesh.verts = m->numverts;
-       buf_mesh.matrix = m->matrix; // this copies the struct
+       backendmatrix = m->matrix; // this copies the struct
 
        overbright = false;
        scaler = 1;
@@ -883,31 +717,127 @@ int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m, int wantoverbright)
        {
                if (m->tex[0])
                {
-                       overbright = wantoverbright && gl_combine.integer;
+                       overbright = m->wantoverbright && gl_combine.integer;
                        if (overbright)
                                scaler *= 0.25f;
                }
                scaler *= overbrightscale;
        }
-       m->colorscale = scaler;
+       mesh_colorscale = scaler;
 
-       j = -1;
-       for (i = 0;i < MAX_TEXTUREUNITS;i++)
+       if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
        {
-               if ((buf_mesh.textures[i] = m->tex[i]))
+               qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
+               if (gl_state.blendfunc2 == GL_ZERO)
                {
-                       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.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
+               {
+                       if (!gl_state.blend)
+                       {
+                               gl_state.blend = 1;
+                               qglEnable(GL_BLEND);CHECKGLERROR
+                       }
                }
-               buf_mesh.texturergbscale[i] = m->texrgbscale[i];
-               if (buf_mesh.texturergbscale[i] != 1 && buf_mesh.texturergbscale[i] != 2 && buf_mesh.texturergbscale[i] != 4)
-                       buf_mesh.texturergbscale[i] = 1;
        }
-       if (overbright && j >= 0)
-               buf_mesh.texturergbscale[j] = 4;
+       if (gl_state.depthdisable != m->depthdisable)
+       {
+               gl_state.depthdisable = m->depthdisable;
+               if (gl_state.depthdisable)
+                       qglDisable(GL_DEPTH_TEST);
+               else
+                       qglEnable(GL_DEPTH_TEST);
+       }
+       if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
+       {
+               qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
+       }
+
+       for (i = 0;i < backendunits;i++)
+       {
+               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;
 
-       return true;
+       if (backendunits > 1)
+       {
+               for (i = 0;i < backendunits;i++)
+               {
+                       if (gl_state.texture[i] != m->tex[i])
+                       {
+                               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
+                       }
+               }
+       }
+       else
+       {
+               if (gl_state.texture[0] != m->tex[0])
+               {
+                       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
+                       }
+               }
+       }
 }
 
 /*