]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
bmodel shadow volumes
[xonotic/darkplaces.git] / gl_backend.c
index 0dd8752fa33a0b7b32d9df7ee26b139139aeb9f6..2ec09f0bc95c0d97e1866405a9bba87fe4ce67c9 100644 (file)
@@ -1,21 +1,14 @@
 
 #include "quakedef.h"
 
-cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
-cvar_t gl_mesh_transtriangles = {0, "gl_mesh_transtriangles", "16384"};
+cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "1024"};
 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
-cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
+cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
 
 cvar_t r_render = {0, "r_render", "1"};
 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
 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;
 
@@ -68,221 +61,117 @@ void GL_PrintError(int errornumber, char *filename, int linenumber)
 }
 #endif
 
-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;
+#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
 
-int c_meshs, c_meshtris, c_transmeshs, c_transtris;
-
-int lightscalebit;
-float lightscale;
-float overbrightscale;
+int c_meshs, c_meshelements;
 
 void SCR_ScreenShot_f (void);
 
-static int max_meshs;
-static int max_transmeshs;
-static int max_verts; // always max_meshs * 3
-static int max_transverts; // always max_transmeshs * 3
-#define TRANSDEPTHRES 4096
-
-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;
+// these are externally accessible
+int r_lightmapscalebit;
+float r_colorscale;
+float *varray_vertex;
+float *varray_color;
+float *varray_texcoord[MAX_TEXTUREUNITS];
+int mesh_maxverts;
+
+static matrix4x4_t backend_viewmatrix;
+static matrix4x4_t backend_modelmatrix;
+static matrix4x4_t backend_modelviewmatrix;
+static matrix4x4_t backend_glmodelviewmatrix;
+
+static int backendunits, backendactive;
+static qbyte *varray_bcolor;
+static mempool_t *gl_backend_mempool;
 
-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;
+int polygonelements[768];
 
-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;
+       for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
+       {
+               polygonelements[i * 3 + 0] = 0;
+               polygonelements[i * 3 + 1] = i + 1;
+               polygonelements[i * 3 + 2] = i + 2;
+       }
 
-typedef struct
-{
-       float c[4];
-}
-buf_fcolor_t;
+       if (!gl_backend_mempool)
+               gl_backend_mempool = Mem_AllocPool("GL_Backend");
 
-typedef struct
-{
-       qbyte c[4];
+       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_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_maxverts %i\n", gl_mesh_maxverts.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;
-
-       if (overflowedtransverts > gl_mesh_transtriangles.integer * 3)
-               Cvar_SetValueQuick(&gl_mesh_transtriangles, (int) ((overflowedtransverts + 2) / 3));
-       overflowedtransverts = 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);
+       Con_Printf("OpenGL Backend shutting down\n");
 
-       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);
-       }
+       GL_Backend_FreeArrays(false);
+}
 
+void GL_Backend_CheckCvars(void)
+{
        // 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 (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 (gl_mesh_maxverts.integer < 1024)
+               Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
+       if (gl_mesh_maxverts.integer > 21760)
+               Cvar_SetValueQuick(&gl_mesh_maxverts, 21760);
+}
 
-               if (!init)
-               {
-                       resizingbuffers = true;
-                       gl_backend_shutdown();
-                       gl_backend_start();
-                       resizingbuffers = false;
-               }
-       }
+void GL_Backend_ResizeArrays(int numtriangles)
+{
+       Cvar_SetValueQuick(&gl_mesh_maxverts, numtriangles);
+       GL_Backend_CheckCvars();
+       mesh_maxverts = gl_mesh_maxverts.integer;
+       GL_Backend_FreeArrays(true);
+       GL_Backend_AllocArrays();
 }
 
 static void gl_backend_newmap(void)
@@ -298,86 +187,70 @@ void gl_backend_init(void)
        Cvar_SetValue("r_render", 0);
 #endif
 
-       Cvar_RegisterVariable(&gl_mesh_maxtriangles);
-       Cvar_RegisterVariable(&gl_mesh_transtriangles);
+       Cvar_RegisterVariable(&gl_mesh_maxverts);
        Cvar_RegisterVariable(&gl_mesh_floatcolors);
-       Cvar_RegisterVariable(&gl_mesh_drawmode);
+       Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
+       GL_Backend_CheckCvars();
        R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
-       gl_backend_bufferchanges(true);
 }
 
-int arraylocked = false;
+void GL_SetupView_ViewPort (int x, int y, int width, int height)
+{
+       if (!r_render.integer)
+               return;
+
+       // y is weird beause OpenGL is bottom to top, we use top to bottom
+       qglViewport(x, vid.realheight - (y + height), width, height);
+       CHECKGLERROR
+}
 
-void GL_LockArray(int first, int count)
+void GL_SetupView_Orientation_Identity (void)
 {
-       if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer > 0)
-       {
-               qglLockArraysEXT(first, count);
-               CHECKGLERROR
-               arraylocked = true;
-       }
+       Matrix4x4_CreateIdentity(&backend_viewmatrix);
+       memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
 }
 
-void GL_UnlockArray(void)
+void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
 {
-       if (arraylocked)
-       {
-               qglUnlockArraysEXT();
-               CHECKGLERROR
-               arraylocked = false;
-       }
+       Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
+       Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
+       Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
+       Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
+       Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
+       Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
+       memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
 }
 
-/*
-=============
-GL_SetupFrame
-=============
-*/
-static void GL_SetupFrame (void)
+void GL_SetupView_Mode_Perspective (double aspect, double fovx, double fovy, double zNear, double zFar)
 {
        double xmax, ymax;
-       double fovx, fovy, zNear, zFar, aspect;
 
        if (!r_render.integer)
                return;
 
-       qglDepthFunc (GL_LEQUAL);CHECKGLERROR
-
        // set up viewpoint
        qglMatrixMode(GL_PROJECTION);CHECKGLERROR
        qglLoadIdentity ();CHECKGLERROR
-
-       // y is weird beause OpenGL is bottom to top, we use top to bottom
-       qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
-
-       // depth range
-       zNear = 1.0;
-       zFar = r_mesh_farclip;
-
-       // fov angles
-       fovx = r_refdef.fov_x;
-       fovy = r_refdef.fov_y;
-       aspect = r_refdef.width / r_refdef.height;
-
        // pyramid slopes
-       xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
+       xmax = zNear * tan(fovx * M_PI / 360.0);
        ymax = zNear * tan(fovy * M_PI / 360.0);
-
        // set view pyramid
        qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
-
        qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-       qglLoadIdentity ();CHECKGLERROR
+       GL_SetupView_Orientation_Identity();
+}
+
+void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
+{
+       if (!r_render.integer)
+               return;
 
-       // put Z going up
-       qglRotatef (-90,  1, 0, 0);CHECKGLERROR
-       qglRotatef (90,  0, 0, 1);CHECKGLERROR
-       // camera rotation
-       qglRotatef (-r_refdef.viewangles[2],  1, 0, 0);CHECKGLERROR
-       qglRotatef (-r_refdef.viewangles[0],  0, 1, 0);CHECKGLERROR
-       qglRotatef (-r_refdef.viewangles[1],  0, 0, 1);CHECKGLERROR
-       // camera location
-       qglTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);CHECKGLERROR
+       // set up viewpoint
+       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+       qglLoadIdentity ();CHECKGLERROR
+       qglOrtho(x1, x2, y2, y1, zNear, zFar);
+       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+       GL_SetupView_Orientation_Identity();
 }
 
 static struct
@@ -386,11 +259,12 @@ static struct
        int blendfunc2;
        int blend;
        GLboolean depthmask;
-       int depthtest;
+       int depthdisable;
        int unit;
        int clientunit;
        int texture[MAX_TEXTUREUNITS];
        float texturergbscale[MAX_TEXTUREUNITS];
+       int colorarray;
 }
 gl_state;
 
@@ -435,18 +309,15 @@ void GL_SetupTextureState(void)
                        {
                                qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                        }
-                       if (gl_mesh_drawmode.integer > 0)
+                       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])
                        {
-                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
-                               qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
-                               if (gl_state.texture[i])
-                               {
-                                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                               }
-                               else
-                               {
-                                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                               }
+                               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       }
+                       else
+                       {
+                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                        }
                }
        }
@@ -462,53 +333,21 @@ void GL_SetupTextureState(void)
                {
                        qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                }
-               if (gl_mesh_drawmode.integer > 0)
+               qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[0]);CHECKGLERROR
+               if (gl_state.texture[0])
                {
-                       qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
-                       if (gl_state.texture[0])
-                       {
-                               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       }
-                       else
-                       {
-                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       }
+                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               }
+               else
+               {
+                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                }
        }
 }
 
-// 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();
-
        gl_state.unit = 0;
        gl_state.clientunit = 0;
 
@@ -521,7 +360,7 @@ 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;
@@ -534,29 +373,59 @@ void R_Mesh_Start(float farclip)
        gl_state.depthmask = GL_TRUE;
        qglDepthMask(gl_state.depthmask);CHECKGLERROR
 
-       usedarrays = false;
-       if (gl_mesh_drawmode.integer > 0)
+       qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR
+       qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+       if (gl_mesh_floatcolors.integer)
        {
-               usedarrays = true;
-               qglVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);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
-               }
-               else
-               {
-                       qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR
-               }
-               qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR
        }
+       else
+       {
+               qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
+       }
+       // LordHavoc: default to color array off
+       gl_state.colorarray = false;
+       GL_Color(1, 1, 1, 1);
 
        GL_SetupTextureState();
 }
 
+void GL_UseColorArray(void)
+{
+       if (!gl_state.colorarray)
+       {
+               gl_state.colorarray = true;
+               qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+       }
+}
+
+void GL_Color(float cr, float cg, float cb, float ca)
+{
+       if (gl_state.colorarray)
+       {
+               gl_state.colorarray = false;
+               qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+       }
+       qglColor4f(cr, cg, cb, ca);
+}
+
+// called at beginning of frame
+void R_Mesh_Start(void)
+{
+       BACKENDACTIVECHECK
+
+       CHECKGLERROR
+
+       GL_Backend_CheckCvars();
+       if (mesh_maxverts != gl_mesh_maxverts.integer)
+               GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
+
+       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
@@ -566,10 +435,10 @@ 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;
@@ -580,8 +449,8 @@ 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;
@@ -592,231 +461,88 @@ 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 (gl_state.texture[i] != 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] = 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] != 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] = mesh->texturergbscale[i]));CHECKGLERROR
-                       }
-               }
-       }
-       else
-       {
-               if (gl_state.texture[0] != 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] = 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 != mesh->blendfunc1 || gl_state.blendfunc2 != mesh->blendfunc2)
-       {
-               qglBlendFunc(gl_state.blendfunc1 = mesh->blendfunc1, gl_state.blendfunc2 = 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 != mesh->depthtest)
-       {
-               gl_state.depthtest = mesh->depthtest;
-               if (gl_state.depthtest)
-                       qglEnable(GL_DEPTH_TEST);
-               else
-                       qglDisable(GL_DEPTH_TEST);
-       }
-       if (gl_state.depthmask != mesh->depthmask)
-       {
-               qglDepthMask(gl_state.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)
+void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, int *index)
 {
-       unsigned int i, j, in;
-       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);
-       }
-       else if (gl_mesh_drawmode.integer >= 2)
+       int arraylocked = false;
+       c_meshs++;
+       c_meshelements += indexcount;
+       if (gl_supportslockarrays && gl_lockarrays.integer)
        {
-               // GL 1.1
-               qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
-       }
-       else if (gl_mesh_drawmode.integer >= 1)
-       {
-               // GL 1.1
-               // feed it manually using glArrayElement
-               qglBegin(GL_TRIANGLES);
-               for (i = 0;i < indexcount;i++)
-                       qglArrayElement(index[i]);
-               qglEnd();
+               qglLockArraysEXT(firstvert, endvert - firstvert);
+               CHECKGLERROR
+               arraylocked = true;
        }
+       if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+               qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
        else
+               qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
+       CHECKGLERROR
+       if (arraylocked)
        {
-               // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
-               // feed it manually
-               qglBegin(GL_TRIANGLES);
-               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]);
-                               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]);
-                       }
-               }
-               else
-               {
-                       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 (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]);
-                       }
-               }
-               qglEnd();
+               qglUnlockArraysEXT();
+               CHECKGLERROR
+               arraylocked = false;
        }
 }
 
-// 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 k;
-       buf_mesh_t *mesh;
-
-       if (!backendactive)
-               Sys_Error("R_Mesh_Render: called when backend is not active\n");
-
-       if (!currentmesh)
-               return;
-
-       if (!r_render.integer)
+       if (numverts > mesh_maxverts)
        {
-               currentmesh = 0;
-               currenttriangle = 0;
-               currentvertex = 0;
-               return;
-       }
-
-       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();
+               BACKENDACTIVECHECK
+               GL_Backend_ResizeArrays(numverts + 100);
+               GL_Backend_ResetState();
        }
+}
 
-       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);
-                       GL_DrawRangeElements(mesh->firstvert, mesh->firstvert + mesh->verts, mesh->triangles * 3, buf_tri[mesh->firsttriangle].index);CHECKGLERROR
-               }
-       }
+// renders the mesh
+void R_Mesh_Draw(int numverts, int numtriangles, int *elements)
+{
+       BACKENDACTIVECHECK
 
-       currentmesh = 0;
-       currenttriangle = 0;
-       currentvertex = 0;
+       CHECKGLERROR
 
-       GL_UnlockArray();CHECKGLERROR
+       if (gl_state.colorarray && !gl_mesh_floatcolors.integer)
+               GL_ConvertColorsFloatToByte(numverts);
+       //GL_TransformVertices(numverts);
+       if (!r_render.integer)
+               return;
+       GL_DrawRangeElements(0, numverts, numtriangles * 3, elements);
 }
 
 // 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)
        {
@@ -838,27 +564,18 @@ void R_Mesh_Finish(void)
                        }
                        qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
 
-                       if (usedarrays)
-                       {
-                               qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
-                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       }
+                       qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                }
        }
        else
        {
                qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
                qglEnable(GL_TEXTURE_2D);CHECKGLERROR
-               if (usedarrays)
-               {
-                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-               }
-       }
-       if (usedarrays)
-       {
-               qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
-               qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
        }
+       qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+       qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
 
        qglDisable(GL_BLEND);CHECKGLERROR
        qglEnable(GL_DEPTH_TEST);CHECKGLERROR
@@ -866,267 +583,151 @@ void R_Mesh_Finish(void)
        qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
 }
 
-void R_Mesh_ClearDepth(void)
+void R_Mesh_Matrix(const matrix4x4_t *matrix)
 {
-       if (currenttransmesh)
-               R_Mesh_AddTransparent();
-       if (currentmesh)
-               R_Mesh_Render();
-       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++)
+       if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
        {
-               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++;
-               }
+               backend_modelmatrix = *matrix;
+               Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
+               Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
+               qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
        }
+}
 
-       // 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++;
-       }
+// sets up the requested state
+void R_Mesh_MainState(const rmeshstate_t *m)
+{
+       BACKENDACTIVECHECK
 
-       for (i = 0;i < currenttransmesh;i++)
-               buf_transmesh[i].transchain = NULL;
-       transmesh = NULL;
-       for (j = 0;j < TRANSDEPTHRES;j++)
+       if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
        {
-               if ((tri = buf_sorttranstri_list[j]))
+               qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
+               if (gl_state.blendfunc2 == GL_ZERO)
                {
-                       for (;tri;tri = tri->next)
+                       if (gl_state.blendfunc1 == GL_ONE)
                        {
-                               if (!tri->mesh->transchain)
+                               if (gl_state.blend)
                                {
-                                       tri->mesh->chain = transmesh;
-                                       transmesh = tri->mesh;
+                                       gl_state.blend = 0;
+                                       qglDisable(GL_BLEND);CHECKGLERROR
+                               }
+                       }
+                       else
+                       {
+                               if (!gl_state.blend)
+                               {
+                                       gl_state.blend = 1;
+                                       qglEnable(GL_BLEND);CHECKGLERROR
                                }
-                               tri->meshsortchain = tri->mesh->transchain;
-                               tri->mesh->transchain = tri;
                        }
                }
-       }
-
-       R_Mesh_Render();
-       for (;transmesh;transmesh = transmesh->chain)
-       {
-               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)
+               else
                {
-                       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++;
+                       if (!gl_state.blend)
+                       {
+                               gl_state.blend = 1;
+                               qglEnable(GL_BLEND);CHECKGLERROR
+                       }
                }
-               mesh->triangles = currenttriangle - mesh->firsttriangle;
-               R_Mesh_Render();
        }
-
-       currenttransmesh = 0;
-       currenttranstriangle = 0;
-       currenttransvertex = 0;
+       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
+       }
 }
 
-// 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)
+void R_Mesh_TextureState(const rmeshstate_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_GetBuffer: called when backend is not active\n");
-
-       if (!m->numtriangles
-        || !m->numverts)
-               Host_Error("R_Mesh_Draw_GetBuffer: no triangles or verts\n");
-
-       // LordHavoc: removed this error condition because with floatcolors 0,
-       // the 3DFX driver works with very large meshs
-       // 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)
-       {
-               Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n");
-               return false;
-       }
+       int i;
+       int texturergbscale[MAX_TEXTUREUNITS];
 
-       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_GetBuffer: ran out of room for transparent meshs\n");
-                               transranout = true;
-                       }
-                       return false;
-               }
+       BACKENDACTIVECHECK
 
-               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 (gl_backend_rebindtextures)
        {
-               if (currentmesh)
-               {
-                       R_Mesh_Render();
-                       Con_Printf("mesh queue not empty, flushing.\n");
-               }
-
-               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;
+               gl_backend_rebindtextures = false;
+               GL_SetupTextureState();
        }
 
-       // 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)
+       for (i = 0;i < backendunits;i++)
        {
-               // check if it is a 2x modulate with framebuffer
-               if (m->blendfunc2 == GL_SRC_COLOR)
-                       scaler *= 0.5f;
+               if (m->texrgbscale[i])
+                       texturergbscale[i] = m->texrgbscale[i];
+               else
+                       texturergbscale[i] = 1;
        }
-       else if (m->blendfunc2 != GL_SRC_COLOR)
+
+       if (backendunits > 1)
        {
-               if (m->tex[0])
+               for (i = 0;i < backendunits;i++)
                {
-                       overbright = wantoverbright && gl_combine.integer;
-                       if (overbright)
-                               scaler *= 0.25f;
+                       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
+                       }
                }
-               scaler *= overbrightscale;
        }
-       m->colorscale = scaler;
-
-       j = -1;
-       for (i = 0;i < MAX_TEXTUREUNITS;i++)
+       else
        {
-               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_State(const rmeshstate_t *m)
+{
+       R_Mesh_MainState(m);
+       R_Mesh_TextureState(m);
 }
 
 /*
@@ -1206,13 +807,12 @@ void SCR_UpdateScreen (void)
                Cvar_SetValueQuick(&gl_combine, 0);
 
        // lighting scale
-       overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
+       r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer);
 
        // lightmaps only
-       lightscalebit = v_overbrightbits.integer;
+       r_lightmapscalebit = v_overbrightbits.integer;
        if (gl_combine.integer && r_textureunits.integer > 1)
-               lightscalebit += 2;
-       lightscale = 1.0f / (float) (1 << lightscalebit);
+               r_lightmapscalebit += 2;
 
        R_TimeReport("setup");
 
@@ -1220,7 +820,7 @@ 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