]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
Fix engine not starting on Windows if linked against SDL > 2.0.5
[xonotic/darkplaces.git] / gl_backend.c
index e523107055864d0dfdaf58028e69abce72950bda..34895d13730c9d396ec40fbc3a2ddc4981030239 100644 (file)
 
 #include "quakedef.h"
 #include "cl_collision.h"
-#include "dpsoftrast.h"
-#ifdef SUPPORTD3D
-#include <d3d9.h>
-extern LPDIRECT3DDEVICE9 vid_d3d9dev;
-extern D3DCAPS9 vid_d3d9caps;
-#endif
-
-// on GLES we have to use some proper #define's
-#ifndef GL_FRAMEBUFFER
-#define GL_FRAMEBUFFER                                   0x8D40
-#define GL_DEPTH_ATTACHMENT                              0x8D00
-#define GL_COLOR_ATTACHMENT0                             0x8CE0
-#define GL_INVALID_FRAMEBUFFER_OPERATION                 0x0506
-#endif
-#ifndef GL_COLOR_ATTACHMENT1
-#define GL_COLOR_ATTACHMENT1                             0x8CE1
-#define GL_COLOR_ATTACHMENT2                             0x8CE2
-#define GL_COLOR_ATTACHMENT3                             0x8CE3
-#define GL_COLOR_ATTACHMENT4                             0x8CE4
-#define GL_COLOR_ATTACHMENT5                             0x8CE5
-#define GL_COLOR_ATTACHMENT6                             0x8CE6
-#define GL_COLOR_ATTACHMENT7                             0x8CE7
-#define GL_COLOR_ATTACHMENT8                             0x8CE8
-#define GL_COLOR_ATTACHMENT9                             0x8CE9
-#define GL_COLOR_ATTACHMENT10                            0x8CEA
-#define GL_COLOR_ATTACHMENT11                            0x8CEB
-#define GL_COLOR_ATTACHMENT12                            0x8CEC
-#define GL_COLOR_ATTACHMENT13                            0x8CED
-#define GL_COLOR_ATTACHMENT14                            0x8CEE
-#define GL_COLOR_ATTACHMENT15                            0x8CEF
-#endif
-#ifndef GL_ARRAY_BUFFER
-#define GL_ARRAY_BUFFER               0x8892
-#define GL_ELEMENT_ARRAY_BUFFER       0x8893
-#endif
-//#ifndef GL_VERTEX_ARRAY
-//#define GL_VERTEX_ARRAY                              0x8074
-//#define GL_COLOR_ARRAY                               0x8076
-//#define GL_TEXTURE_COORD_ARRAY                       0x8078
-//#endif
-#ifndef GL_TEXTURE0
-#define GL_TEXTURE0                                    0x84C0
-#define GL_TEXTURE1                                    0x84C1
-#define GL_TEXTURE2                                    0x84C2
-#define GL_TEXTURE3                                    0x84C3
-#define GL_TEXTURE4                                    0x84C4
-#define GL_TEXTURE5                                    0x84C5
-#define GL_TEXTURE6                                    0x84C6
-#define GL_TEXTURE7                                    0x84C7
-#define GL_TEXTURE8                                    0x84C8
-#define GL_TEXTURE9                                    0x84C9
-#define GL_TEXTURE10                           0x84CA
-#define GL_TEXTURE11                           0x84CB
-#define GL_TEXTURE12                           0x84CC
-#define GL_TEXTURE13                           0x84CD
-#define GL_TEXTURE14                           0x84CE
-#define GL_TEXTURE15                           0x84CF
-#define GL_TEXTURE16                           0x84D0
-#define GL_TEXTURE17                           0x84D1
-#define GL_TEXTURE18                           0x84D2
-#define GL_TEXTURE19                           0x84D3
-#define GL_TEXTURE20                           0x84D4
-#define GL_TEXTURE21                           0x84D5
-#define GL_TEXTURE22                           0x84D6
-#define GL_TEXTURE23                           0x84D7
-#define GL_TEXTURE24                           0x84D8
-#define GL_TEXTURE25                           0x84D9
-#define GL_TEXTURE26                           0x84DA
-#define GL_TEXTURE27                           0x84DB
-#define GL_TEXTURE28                           0x84DC
-#define GL_TEXTURE29                           0x84DD
-#define GL_TEXTURE30                           0x84DE
-#define GL_TEXTURE31                           0x84DF
-#endif
-
-#ifndef GL_TEXTURE_3D
-#define GL_TEXTURE_3D                          0x806F
-#endif
-#ifndef GL_TEXTURE_CUBE_MAP
-#define GL_TEXTURE_CUBE_MAP                0x8513
-#endif
-//#ifndef GL_MODELVIEW
-//#define GL_MODELVIEW                         0x1700
-//#endif
-//#ifndef GL_PROJECTION
-//#define GL_PROJECTION                                0x1701
-//#endif
-//#ifndef GL_DECAL
-//#define GL_DECAL                             0x2101
-//#endif
-//#ifndef GL_INTERPOLATE
-//#define GL_INTERPOLATE                               0x8575
-//#endif
-
 
 #define MAX_RENDERTARGETS 4
 
-cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
-cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
-cvar_t gl_mesh_prefer_short_elements = {CVAR_SAVE, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
+cvar_t gl_debug = {0, "gl_debug", "0", "enables OpenGL debug output, 0 = off, 1 = HIGH severity only, 2 = also MEDIUM severity, 3 = also LOW severity messages.  (note: enabling may not take effect until vid_restart on some drivers)"};
 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
 
@@ -108,11 +12,6 @@ cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want thi
 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
-cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
-cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"};
-cvar_t gl_vbo_dynamicvertex = {CVAR_SAVE, "gl_vbo_dynamicvertex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
-cvar_t gl_vbo_dynamicindex = {CVAR_SAVE, "gl_vbo_dynamicindex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
-cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"};
 
 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
 qboolean v_flipped_state = false;
@@ -127,11 +26,8 @@ float gl_modelview16f[16];
 float gl_modelviewprojection16f[16];
 qboolean gl_modelmatrixchanged;
 
-int gl_maxdrawrangeelementsvertices;
-int gl_maxdrawrangeelementsindices;
-
 #ifdef DEBUGGL
-int errornumber = 0;
+int gl_errornumber = 0;
 
 void GL_PrintError(int errornumber, const char *filename, int linenumber)
 {
@@ -182,6 +78,36 @@ void GL_PrintError(int errornumber, const char *filename, int linenumber)
                break;
        }
 }
+
+static void GLAPIENTRY GL_DebugOutputCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const GLvoid* userParam)
+{
+       const char *sev = "ENUM?", *typ = "ENUM?", *src = "ENUM?";
+       switch (severity)
+       {
+       case GL_DEBUG_SEVERITY_LOW_ARB: sev = "LOW"; break;
+       case GL_DEBUG_SEVERITY_MEDIUM_ARB: sev = "MED"; break;
+       case GL_DEBUG_SEVERITY_HIGH_ARB: sev = "HIGH"; break;
+       }
+       switch (type)
+       {
+       case GL_DEBUG_TYPE_ERROR_ARB: typ = "ERROR"; break;
+       case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: typ = "DEPRECATED"; break;
+       case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: typ = "UNDEFINED"; break;
+       case GL_DEBUG_TYPE_PORTABILITY_ARB: typ = "PORTABILITY"; break;
+       case GL_DEBUG_TYPE_PERFORMANCE_ARB: typ = "PERFORMANCE"; break;
+       case GL_DEBUG_TYPE_OTHER_ARB: typ = "OTHER"; break;
+       }
+       switch (source)
+       {
+       case GL_DEBUG_SOURCE_API_ARB: src = "API"; break;
+       case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: src = "SHADER"; break;
+       case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: src = "WIN"; break;
+       case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: src = "THIRDPARTY"; break;
+       case GL_DEBUG_SOURCE_APPLICATION_ARB: src = "APP"; break;
+       case GL_DEBUG_SOURCE_OTHER_ARB: src = "OTHER"; break;
+       }
+       Con_Printf("GLDEBUG: %s %s %s: %u: %s\n", sev, typ, src, (unsigned int)id, message);
+}
 #endif
 
 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
@@ -200,12 +126,6 @@ typedef struct gltextureunit_s
        rtexture_t *texture;
        int t2d, t3d, tcubemap;
        int arrayenabled;
-       int rgbscale, alphascale;
-       int combine;
-       int combinergb, combinealpha;
-       // texmatrixenabled exists only to avoid unnecessary texmatrix compares
-       int texmatrixenabled;
-       matrix4x4_t matrix;
 }
 gltextureunit_t;
 
@@ -222,23 +142,23 @@ typedef struct gl_state_s
        int depthfunc;
        float depthrange[2];
        float polygonoffset[2];
-       int alphatest;
-       int alphafunc;
-       float alphafuncvalue;
        qboolean alphatocoverage;
        int scissortest;
        unsigned int unit;
-       unsigned int clientunit;
        gltextureunit_t units[MAX_TEXTUREUNITS];
        float color4f[4];
        int lockrange_first;
        int lockrange_count;
        int vertexbufferobject;
        int elementbufferobject;
+       int uniformbufferobject;
        int framebufferobject;
        int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
        qboolean pointer_color_enabled;
 
+       // GL3.2 Core requires that we have a GL_VERTEX_ARRAY_OBJECT, but... just one.
+       unsigned int defaultvao;
+
        int pointer_vertex_components;
        int pointer_vertex_gltype;
        size_t pointer_vertex_stride;
@@ -255,33 +175,11 @@ typedef struct gl_state_s
 
        void *preparevertices_tempdata;
        size_t preparevertices_tempdatamaxsize;
-       r_meshbuffer_t *preparevertices_dynamicvertexbuffer;
-       r_vertexgeneric_t *preparevertices_vertexgeneric;
-       r_vertexmesh_t *preparevertices_vertexmesh;
        int preparevertices_numvertices;
 
-       r_meshbuffer_t *draw_dynamicindexbuffer;
-
-       qboolean usevbo_staticvertex;
-       qboolean usevbo_staticindex;
-       qboolean usevbo_dynamicvertex;
-       qboolean usevbo_dynamicindex;
-
        memexpandablearray_t meshbufferarray;
 
        qboolean active;
-
-#ifdef SUPPORTD3D
-//     rtexture_t *d3drt_depthtexture;
-//     rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
-       IDirect3DSurface9 *d3drt_depthsurface;
-       IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
-       IDirect3DSurface9 *d3drt_backbufferdepthsurface;
-       IDirect3DSurface9 *d3drt_backbuffercolorsurface;
-       void *d3dvertexbuffer;
-       void *d3dvertexdata;
-       size_t d3dvertexsize;
-#endif
 }
 gl_state_t;
 
@@ -354,88 +252,31 @@ static void GL_VBOStats_f(void)
 
 static void GL_Backend_ResetState(void);
 
-static void R_Mesh_InitVertexDeclarations(void);
-static void R_Mesh_DestroyVertexDeclarations(void);
-
-static void R_Mesh_SetUseVBO(void)
-{
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES1:
-               gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
-               gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
-               gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
-               gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
-               break;
-       case RENDERPATH_D3D9:
-               gl_state.usevbo_staticvertex = gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
-               gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer) || vid.forcevbo;
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_SOFT:
-               gl_state.usevbo_staticvertex = false;
-               gl_state.usevbo_staticindex = false;
-               gl_state.usevbo_dynamicvertex = false;
-               gl_state.usevbo_dynamicindex = false;
-               break;
-       case RENDERPATH_GLES2:
-               gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
-               gl_state.usevbo_staticindex = false;
-               gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
-               gl_state.usevbo_dynamicindex = false;
-               break;
-       }
-}
-
 static void gl_backend_start(void)
 {
        memset(&gl_state, 0, sizeof(gl_state));
 
-       R_Mesh_InitVertexDeclarations();
-
-       R_Mesh_SetUseVBO();
        Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
 
        Con_DPrintf("OpenGL backend started.\n");
 
        CHECKGLERROR
 
-       GL_Backend_ResetState();
-
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES1:
+       case RENDERPATH_GL32:
+               // GL3.2 Core requires that we have a VAO bound - but using more than one has no performance benefit so this is just placeholder
+               qglGenVertexArrays(1, &gl_state.defaultvao);
+               qglBindVertexArray(gl_state.defaultvao);
+               // fall through
        case RENDERPATH_GLES2:
                // fetch current fbo here (default fbo is not 0 on some GLES devices)
-               if (vid.support.ext_framebuffer_object)
-                       qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);
-               break;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-               IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
-               IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_SOFT:
+               CHECKGLERROR
+               qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);CHECKGLERROR
                break;
        }
+
+       GL_Backend_ResetState();
 }
 
 static void gl_backend_shutdown(void)
@@ -444,36 +285,16 @@ static void gl_backend_shutdown(void)
 
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_GLES1:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                break;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-               IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
-               IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
        }
 
        if (gl_state.preparevertices_tempdata)
                Mem_Free(gl_state.preparevertices_tempdata);
-       if (gl_state.preparevertices_dynamicvertexbuffer)
-               R_Mesh_DestroyMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer);
 
        Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
 
-       R_Mesh_DestroyVertexDeclarations();
-
        memset(&gl_state, 0, sizeof(gl_state));
 }
 
@@ -485,32 +306,13 @@ static void gl_backend_devicelost(void)
 {
        int i, endindex;
        r_meshbuffer_t *buffer;
-#ifdef SUPPORTD3D
-       gl_state.d3dvertexbuffer = NULL;
-#endif
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_GLES1:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                break;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-               IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
-               IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
        }
-       endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
+       endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
        for (i = 0;i < endindex;i++)
        {
                buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
@@ -518,31 +320,9 @@ static void gl_backend_devicelost(void)
                        continue;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_SOFT:
-               case RENDERPATH_GLES1:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        break;
-               case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                       if (buffer->devicebuffer)
-                       {
-                               if (buffer->isindexbuffer)
-                                       IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
-                               else
-                                       IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
-                               buffer->devicebuffer = NULL;
-                       }
-#endif
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
                }
        }
 }
@@ -551,25 +331,9 @@ static void gl_backend_devicerestored(void)
 {
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_GLES1:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                break;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-               IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
-               IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
        }
 }
 
@@ -604,17 +368,10 @@ void gl_backend_init(void)
        Cvar_RegisterVariable(&r_waterwarp);
        Cvar_RegisterVariable(&gl_polyblend);
        Cvar_RegisterVariable(&v_flipped);
-       Cvar_RegisterVariable(&gl_dither);
-       Cvar_RegisterVariable(&gl_vbo);
-       Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
-       Cvar_RegisterVariable(&gl_vbo_dynamicindex);
+       Cvar_RegisterVariable(&gl_debug);
        Cvar_RegisterVariable(&gl_paranoid);
        Cvar_RegisterVariable(&gl_printcheckerror);
 
-       Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
-       Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
-       Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
-
        Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
 
        R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
@@ -642,24 +399,10 @@ void GL_Finish(void)
 {
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES1:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
-               qglFinish();
-               break;
-       case RENDERPATH_D3D9:
-               //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_SOFT:
-               DPSOFTRAST_Finish();
+               CHECKGLERROR
+               qglFinish();CHECKGLERROR
                break;
        }
 }
@@ -796,16 +539,7 @@ qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
        // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
        switch(vid.renderpath)
        {
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               scissor[1] = vid.height - scissor[1] - scissor[3];
-               break;
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_GLES1:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                break;
        }
@@ -830,19 +564,6 @@ static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m
        // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
        clipPlane[3] = -DotProduct(v4, clipPlane);
 
-#if 0
-{
-       // testing code for comparing results
-       float clipPlane2[4];
-       VectorCopy4(clipPlane, clipPlane2);
-       R_EntityMatrix(&identitymatrix);
-       VectorSet(q, normal[0], normal[1], normal[2], -dist);
-       qglClipPlane(GL_CLIP_PLANE0, q);
-       qglGetClipPlane(GL_CLIP_PLANE0, q);
-       VectorCopy4(q, clipPlane);
-}
-#endif
-
        // Calculate the clip-space corner point opposite the clipping plane
        // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
        // transform it into camera space by multiplying it
@@ -885,19 +606,9 @@ void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int
        m[15] = 1;
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_GLES1:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               m[10] = -1/(zFar - zNear);
-               m[14] = -zNear/(zFar-zNear);
-               break;
        }
        v->screentodepth[0] = -farclip / (farclip - nearclip);
        v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
@@ -920,6 +631,48 @@ void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int
 #endif
 }
 
+void R_Viewport_InitOrtho3D(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane)
+{
+       matrix4x4_t tempmatrix, basematrix;
+       float m[16];
+       memset(v, 0, sizeof(*v));
+
+       v->type = R_VIEWPORTTYPE_PERSPECTIVE;
+       v->cameramatrix = *cameramatrix;
+       v->x = x;
+       v->y = y;
+       v->z = 0;
+       v->width = width;
+       v->height = height;
+       v->depth = 1;
+       memset(m, 0, sizeof(m));
+       m[0]  = 1.0 / frustumx;
+       m[5]  = 1.0 / frustumy;
+       m[10] = -2 / (farclip - nearclip);
+       m[14] = -(farclip + nearclip) / (farclip - nearclip);
+       m[15] = 1;
+       v->screentodepth[0] = -farclip / (farclip - nearclip);
+       v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
+
+       Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
+       Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
+       Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
+       Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
+
+       if (nearplane)
+               R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+       if(v_flipped.integer)
+       {
+               m[0] = -m[0];
+               m[4] = -m[4];
+               m[8] = -m[8];
+               m[12] = -m[12];
+       }
+
+       Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
+}
+
 void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane)
 {
        matrix4x4_t tempmatrix, basematrix;
@@ -1103,7 +856,7 @@ void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatri
        m[14] = -2 * nearclip * farclip / (farclip - nearclip);
 
        Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
-       Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
+       Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
        Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
 
        if (nearplane)
@@ -1112,15 +865,15 @@ void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatri
        Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
 }
 
-void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane)
+void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane, int offsetx, int offsety)
 {
        matrix4x4_t tempmatrix, basematrix;
        float m[16];
        memset(v, 0, sizeof(*v));
        v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
        v->cameramatrix = *cameramatrix;
-       v->x = (side & 1) * size;
-       v->y = (side >> 1) * size;
+       v->x = offsetx + (side & 1) * size;
+       v->y = offsety + (side >> 1) * size;
        v->width = size;
        v->height = size;
        v->depth = 1;
@@ -1131,29 +884,9 @@ void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatri
        m[14] = -2 * nearclip * farclip / (farclip - nearclip);
 
        Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
-       Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
+       Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
        Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
 
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL20:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL11:
-       case RENDERPATH_SOFT:
-       case RENDERPATH_GLES1:
-       case RENDERPATH_GLES2:
-               break;
-       case RENDERPATH_D3D9:
-               m[5] *= -1;
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       }
-
        if (nearplane)
                R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
 
@@ -1162,7 +895,6 @@ void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatri
 
 void R_SetViewport(const r_viewport_t *v)
 {
-       float m[16];
        gl_viewport = *v;
 
        // FIXME: v_flipped_state is evil, this probably breaks somewhere
@@ -1174,43 +906,7 @@ void R_SetViewport(const r_viewport_t *v)
 
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL11:
-       case RENDERPATH_GLES1:
-#ifdef GL_PROJECTION
-               CHECKGLERROR
-               qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
-               // Load the projection matrix into OpenGL
-               qglMatrixMode(GL_PROJECTION);CHECKGLERROR
-               Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
-               qglLoadMatrixf(m);CHECKGLERROR
-               qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-#endif
-               break;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-               {
-                       D3DVIEWPORT9 d3dviewport;
-                       d3dviewport.X = gl_viewport.x;
-                       d3dviewport.Y = gl_viewport.y;
-                       d3dviewport.Width = gl_viewport.width;
-                       d3dviewport.Height = gl_viewport.height;
-                       d3dviewport.MinZ = gl_state.depthrange[0];
-                       d3dviewport.MaxZ = gl_state.depthrange[1];
-                       IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
-               }
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_SOFT:
-               DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height);
-               break;
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
@@ -1233,7 +929,7 @@ static void GL_BindVBO(int bufferobject)
        {
                gl_state.vertexbufferobject = bufferobject;
                CHECKGLERROR
-               qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
+               qglBindBuffer(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
        }
 }
 
@@ -1243,140 +939,96 @@ static void GL_BindEBO(int bufferobject)
        {
                gl_state.elementbufferobject = bufferobject;
                CHECKGLERROR
-               qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
+               qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
+       }
+}
+
+static void GL_BindUBO(int bufferobject)
+{
+       if (gl_state.uniformbufferobject != bufferobject)
+       {
+               gl_state.uniformbufferobject = bufferobject;
+#ifdef GL_UNIFORM_BUFFER
+               CHECKGLERROR
+               qglBindBuffer(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
+#endif
        }
 }
 
 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
 {
+       int temp;
+       GLuint status;
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES1:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
-               if (vid.support.arb_framebuffer_object)
-               {
-                       int temp;
-                       GLuint status;
-                       qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
-                       R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
-                       // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
+               CHECKGLERROR
+               qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
+               R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
+               // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
 #ifdef USE_GLES2
-                       // FIXME: separate stencil attachment on GLES
-                       if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
+               // FIXME: separate stencil attachment on GLES
+               if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
+               if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
 #else
-                       if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
+               if (depthtexture  && depthtexture->texnum )
+               {
+                       qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
+                       if (depthtexture->glisdepthstencil) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
+               }
+               if (depthtexture  && depthtexture->renderbuffernum )
+               {
+                       qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
+                       if (depthtexture->glisdepthstencil) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
+               }
 #endif
-                       if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
-                       if (colortexture  && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
-                       if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
-                       if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
-                       if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
-                       if (colortexture  && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
-                       if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
-                       if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
-                       if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
+               if (colortexture  && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
+               if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
+               if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
+               if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
+               if (colortexture  && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
+               if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
+               if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
+               if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
 
 #ifndef USE_GLES2
-                       if (colortexture4 && qglDrawBuffersARB)
-                       {
-                               qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
-                               qglReadBuffer(GL_NONE);CHECKGLERROR
-                       }
-                       else if (colortexture3 && qglDrawBuffersARB)
-                       {
-                               qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
-                               qglReadBuffer(GL_NONE);CHECKGLERROR
-                       }
-                       else if (colortexture2 && qglDrawBuffersARB)
-                       {
-                               qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
-                               qglReadBuffer(GL_NONE);CHECKGLERROR
-                       }
-                       else if (colortexture && qglDrawBuffer)
-                       {
-                               qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
-                               qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
-                       }
-                       else if (qglDrawBuffer)
-                       {
-                               qglDrawBuffer(GL_NONE);CHECKGLERROR
-                               qglReadBuffer(GL_NONE);CHECKGLERROR
-                       }
-#endif
-                       status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE)
-                       {
-                               Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
-                               qglDeleteFramebuffers(1, (GLuint*)&temp);
-                               temp = 0;
-                       }
-                       return temp;
+               if (colortexture4)
+               {
+                       qglDrawBuffers(4, drawbuffers);CHECKGLERROR
+                       qglReadBuffer(GL_NONE);CHECKGLERROR
                }
-               else if (vid.support.ext_framebuffer_object)
+               else if (colortexture3)
                {
-                       int temp;
-                       GLuint status;
-                       qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
-                       R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
-                       // GL_EXT_framebuffer_object (GL2-class hardware) - no depth stencil attachment, let it break stencil
-                       if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
-                       if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
-                       if (colortexture  && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
-                       if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
-                       if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
-                       if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
-                       if (colortexture  && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
-                       if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
-                       if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
-                       if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
-
-#ifndef USE_GLES2
-                       if (colortexture4 && qglDrawBuffersARB)
-                       {
-                               qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
-                               qglReadBuffer(GL_NONE);CHECKGLERROR
-                       }
-                       else if (colortexture3 && qglDrawBuffersARB)
-                       {
-                               qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
-                               qglReadBuffer(GL_NONE);CHECKGLERROR
-                       }
-                       else if (colortexture2 && qglDrawBuffersARB)
-                       {
-                               qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
-                               qglReadBuffer(GL_NONE);CHECKGLERROR
-                       }
-                       else if (colortexture && qglDrawBuffer)
-                       {
-                               qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
-                               qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
-                       }
-                       else if (qglDrawBuffer)
-                       {
-                               qglDrawBuffer(GL_NONE);CHECKGLERROR
-                               qglReadBuffer(GL_NONE);CHECKGLERROR
-                       }
+                       qglDrawBuffers(3, drawbuffers);CHECKGLERROR
+                       qglReadBuffer(GL_NONE);CHECKGLERROR
+               }
+               else if (colortexture2)
+               {
+                       qglDrawBuffers(2, drawbuffers);CHECKGLERROR
+                       qglReadBuffer(GL_NONE);CHECKGLERROR
+               }
+               else if (colortexture)
+               {
+                       qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+                       qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+               }
+               else
+               {
+                       qglDrawBuffer(GL_NONE);CHECKGLERROR
+                       qglReadBuffer(GL_NONE);CHECKGLERROR
+               }
 #endif
-                       status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE)
-                       {
-                               Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
-                               qglDeleteFramebuffers(1, (GLuint*)&temp);
-                               temp = 0;
-                       }
-                       return temp;
+               status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
+               if (status != GL_FRAMEBUFFER_COMPLETE)
+               {
+                       Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
+                       gl_state.framebufferobject = 0; // GL unbinds it for us
+                       qglDeleteFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
+                       temp = 0;
                }
-               return 0;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               return 1;
-       case RENDERPATH_SOFT:
-               return 1;
+               return temp;
        }
        return 0;
 }
@@ -1385,55 +1037,19 @@ void R_Mesh_DestroyFramebufferObject(int fbo)
 {
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES1:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                if (fbo)
-                       qglDeleteFramebuffers(1, (GLuint*)&fbo);
-               break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               break;
-       case RENDERPATH_SOFT:
+               {
+                       // GL clears the binding if we delete something bound
+                       if (gl_state.framebufferobject == fbo)
+                               gl_state.framebufferobject = 0;
+                       qglDeleteFramebuffers(1, (GLuint*)&fbo);CHECKGLERROR
+               }
                break;
        }
 }
 
-#ifdef SUPPORTD3D
-void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
-{
-       gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
-       if (gl_state.d3drt_depthsurface != depthsurface)
-       {
-               gl_state.d3drt_depthsurface = depthsurface;
-               IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
-       }
-       if (gl_state.d3drt_colorsurfaces[0] != colorsurface0)
-       {
-               gl_state.d3drt_colorsurfaces[0] = colorsurface0;
-               IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]);
-       }
-       if (gl_state.d3drt_colorsurfaces[1] != colorsurface1)
-       {
-               gl_state.d3drt_colorsurfaces[1] = colorsurface1;
-               IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]);
-       }
-       if (gl_state.d3drt_colorsurfaces[2] != colorsurface2)
-       {
-               gl_state.d3drt_colorsurfaces[2] = colorsurface2;
-               IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]);
-       }
-       if (gl_state.d3drt_colorsurfaces[3] != colorsurface3)
-       {
-               gl_state.d3drt_colorsurfaces[3] = colorsurface3;
-               IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]);
-       }
-}
-#endif
-
 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
 {
        unsigned int i;
@@ -1444,113 +1060,27 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo
        // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
        for (j = 0;j < 5;j++)
                if (textures[j])
-                       for (i = 0;i < vid.teximageunits;i++)
+                       for (i = 0;i < MAX_TEXTUREUNITS;i++)
                                if (gl_state.units[i].texture == textures[j])
                                        R_Mesh_TexBind(i, NULL);
        // set up framebuffer object or render targets for the active rendering API
-       switch(vid.renderpath)
+       switch (vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES1:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                if (gl_state.framebufferobject != fbo)
                {
                        gl_state.framebufferobject = fbo;
-                       qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
-               }
-               break;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-               // set up the new render targets, a NULL depthtexture intentionally binds nothing
-               // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
-               if (fbo)
-               {
-                       IDirect3DSurface9 *surfaces[5];
-                       for (i = 0;i < 5;i++)
-                       {
-                               surfaces[i] = NULL;
-                               if (textures[i])
-                               {
-                                       if (textures[i]->d3dsurface)
-                                               surfaces[i] = (IDirect3DSurface9 *)textures[i]->d3dsurface;
-                                       else
-                                               IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &surfaces[i]);
-                               }
-                       }
-                       // set the render targets for real
-                       R_Mesh_SetRenderTargetsD3D9(surfaces[4], surfaces[0], surfaces[1], surfaces[2], surfaces[3]);
-                       // release the texture surface levels (they won't be lost while bound...)
-                       for (i = 0;i < 5;i++)
-                               if (textures[i] && !textures[i]->d3dsurface)
-                                       IDirect3DSurface9_Release(surfaces[i]);
-               }
-               else
-                       R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_SOFT:
-               if (fbo)
-               {
-                       int width, height;
-                       unsigned int *pointers[5];
-                       memset(pointers, 0, sizeof(pointers));
-                       for (i = 0;i < 5;i++)
-                               pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL;
-                       width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
-                       height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
-                       DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]);
+                       qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);CHECKGLERROR
                }
-               else
-                       DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
                break;
        }
 }
 
-#ifdef SUPPORTD3D
-static int d3dcmpforglfunc(int f)
-{
-       switch(f)
-       {
-       case GL_NEVER: return D3DCMP_NEVER;
-       case GL_LESS: return D3DCMP_LESS;
-       case GL_EQUAL: return D3DCMP_EQUAL;
-       case GL_LEQUAL: return D3DCMP_LESSEQUAL;
-       case GL_GREATER: return D3DCMP_GREATER;
-       case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
-       case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
-       case GL_ALWAYS: return D3DCMP_ALWAYS;
-       default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
-       }
-}
-
-static int d3dstencilopforglfunc(int f)
-{
-       switch(f)
-       {
-       case GL_KEEP: return D3DSTENCILOP_KEEP;
-       case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
-       case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
-       default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
-       }
-}
-#endif
-
 static void GL_Backend_ResetState(void)
 {
-       unsigned int i;
        gl_state.active = true;
        gl_state.depthtest = true;
-       gl_state.alphatest = false;
-       gl_state.alphafunc = GL_GEQUAL;
-       gl_state.alphafuncvalue = 0.5f;
        gl_state.alphatocoverage = false;
        gl_state.blendfunc1 = GL_ONE;
        gl_state.blendfunc2 = GL_ZERO;
@@ -1569,34 +1099,29 @@ static void GL_Backend_ResetState(void)
 
        switch(vid.renderpath)
        {
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
+       case RENDERPATH_GL32:
+       case RENDERPATH_GLES2:
+               // set up debug output early
+               if (vid.support.arb_debug_output)
                {
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
+                       GLuint unused = 0;
+                       CHECKGLERROR
+                       if (gl_debug.integer >= 1)
+                               qglEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
+                       if (gl_debug.integer >= 3)
+                               qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, &unused, gl_debug.integer >= 3 ? GL_TRUE : GL_FALSE);
+                       else if (gl_debug.integer >= 1)
+                       {
+                               qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, &unused, gl_debug.integer >= 3 ? GL_TRUE : GL_FALSE);
+                               qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM_ARB, 0, &unused, gl_debug.integer >= 2 ? GL_TRUE : GL_FALSE);
+                               qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_HIGH_ARB, 0, &unused, gl_debug.integer >= 1 ? GL_TRUE : GL_FALSE);
+                       }
+                       else
+                               qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, &unused, GL_FALSE);
+                       qglDebugMessageCallbackARB(GL_DebugOutputCallback, NULL);
                }
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
-#ifdef GL_ALPHA_TEST
                CHECKGLERROR
-
                qglColorMask(1, 1, 1, 1);CHECKGLERROR
-               qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
-               qglDisable(GL_ALPHA_TEST);CHECKGLERROR
                qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
                qglDisable(GL_BLEND);CHECKGLERROR
                qglCullFace(gl_state.cullface);CHECKGLERROR
@@ -1605,113 +1130,13 @@ static void GL_Backend_ResetState(void)
                qglEnable(GL_DEPTH_TEST);CHECKGLERROR
                qglDepthMask(gl_state.depthmask);CHECKGLERROR
                qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
-
-               if (vid.support.arb_vertex_buffer_object)
-               {
-                       qglBindBufferARB(GL_ARRAY_BUFFER, 0);
-                       qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
-               }
-
-               if (vid.support.ext_framebuffer_object)
-               {
-                       //qglBindRenderbuffer(GL_RENDERBUFFER, 0);
-                       qglBindFramebuffer(GL_FRAMEBUFFER, 0);
-               }
-
-               qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
-               qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
-
-               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
-               qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
-               qglColor4f(1, 1, 1, 1);CHECKGLERROR
-
-               if (vid.support.ext_framebuffer_object)
-                       qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject);
-
-               gl_state.unit = MAX_TEXTUREUNITS;
-               gl_state.clientunit = MAX_TEXTUREUNITS;
-               for (i = 0;i < vid.texunits;i++)
-               {
-                       GL_ActiveTexture(i);
-                       GL_ClientActiveTexture(i);
-                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
-                       qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
-                       if (vid.support.ext_texture_3d)
-                       {
-                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
-                               qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
-                       }
-                       if (vid.support.arb_texture_cube_map)
-                       {
-                               qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
-                               qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
-                       }
-                       GL_BindVBO(0);
-                       qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
-                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       qglMatrixMode(GL_TEXTURE);CHECKGLERROR
-                       qglLoadIdentity();CHECKGLERROR
-                       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
-               }
-               CHECKGLERROR
-#endif
-               break;
-       case RENDERPATH_SOFT:
-               DPSOFTRAST_ColorMask(1,1,1,1);
-               DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
-               DPSOFTRAST_CullFace(gl_state.cullface);
-               DPSOFTRAST_DepthFunc(gl_state.depthfunc);
-               DPSOFTRAST_DepthMask(gl_state.depthmask);
-               DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
-               DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
-               DPSOFTRAST_Viewport(0, 0, vid.width, vid.height);
-               break;
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES2:
-               CHECKGLERROR
-               qglColorMask(1, 1, 1, 1);CHECKGLERROR
-               qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
-               qglDisable(GL_BLEND);CHECKGLERROR
-               qglCullFace(gl_state.cullface);CHECKGLERROR
-               qglDisable(GL_CULL_FACE);CHECKGLERROR
-               qglDepthFunc(GL_LEQUAL);CHECKGLERROR
-               qglEnable(GL_DEPTH_TEST);CHECKGLERROR
-               qglDepthMask(gl_state.depthmask);CHECKGLERROR
-               qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
-               if (vid.support.arb_vertex_buffer_object)
-               {
-                       qglBindBufferARB(GL_ARRAY_BUFFER, 0);
-                       qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
-               }
-               if (vid.support.ext_framebuffer_object)
-                       qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
+               qglBindBuffer(GL_ARRAY_BUFFER, 0);
+               qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+               qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
                qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
-               qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
                qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
-               qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
                qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
                gl_state.unit = MAX_TEXTUREUNITS;
-               gl_state.clientunit = MAX_TEXTUREUNITS;
-               for (i = 0;i < vid.teximageunits;i++)
-               {
-                       GL_ActiveTexture(i);
-                       qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
-                       if (vid.support.ext_texture_3d)
-                       {
-                               qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
-                       }
-                       if (vid.support.arb_texture_cube_map)
-                       {
-                               qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
-                       }
-               }
-               for (i = 0;i < vid.texarrayunits;i++)
-               {
-                       GL_BindVBO(0);
-                       qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
-                       qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
-               }
                CHECKGLERROR
                break;
        }
@@ -1724,53 +1149,10 @@ void GL_ActiveTexture(unsigned int num)
                gl_state.unit = num;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_GLES1:
-               case RENDERPATH_GLES2:
-                       if (qglActiveTexture)
-                       {
-                               CHECKGLERROR
-                               qglActiveTexture(GL_TEXTURE0 + gl_state.unit);
-                               CHECKGLERROR
-                       }
-                       break;
-               case RENDERPATH_D3D9:
-               case RENDERPATH_D3D10:
-               case RENDERPATH_D3D11:
-                       break;
-               case RENDERPATH_SOFT:
-                       break;
-               }
-       }
-}
-
-void GL_ClientActiveTexture(unsigned int num)
-{
-       if (gl_state.clientunit != num)
-       {
-               gl_state.clientunit = num;
-               switch(vid.renderpath)
-               {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GLES1:
-                       if (qglActiveTexture)
-                       {
-                               CHECKGLERROR
-                               qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit);
-                               CHECKGLERROR
-                       }
-                       break;
-               case RENDERPATH_D3D9:
-               case RENDERPATH_D3D10:
-               case RENDERPATH_D3D11:
-                       break;
-               case RENDERPATH_SOFT:
-                       break;
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
+                       CHECKGLERROR
+                       qglActiveTexture(GL_TEXTURE0 + gl_state.unit);CHECKGLERROR
                        break;
                }
        }
@@ -1786,13 +1168,17 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2)
                blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_GLES1:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
-                       qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+                       if (qglBlendFuncSeparate)
+                       {
+                               qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
+                       }
+                       else
+                       {
+                               qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+                       }
                        if (gl_state.blend != blendenable)
                        {
                                gl_state.blend = blendenable;
@@ -1806,49 +1192,6 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2)
                                }
                        }
                        break;
-               case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                       {
-                               int i;
-                               int glblendfunc[2];
-                               D3DBLEND d3dblendfunc[2];
-                               glblendfunc[0] = gl_state.blendfunc1;
-                               glblendfunc[1] = gl_state.blendfunc2;
-                               for (i = 0;i < 2;i++)
-                               {
-                                       switch(glblendfunc[i])
-                                       {
-                                       case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
-                                       case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
-                                       case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
-                                       case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
-                                       case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
-                                       case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
-                                       case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
-                                       case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
-                                       case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
-                                       case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
-                                       }
-                               }
-                               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
-                               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
-                               if (gl_state.blend != blendenable)
-                               {
-                                       gl_state.blend = blendenable;
-                                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
-                               }
-                       }
-#endif
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_SOFT:
-                       DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
-                       break;
                }
        }
 }
@@ -1860,28 +1203,11 @@ void GL_DepthMask(int state)
                gl_state.depthmask = state;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_GLES1:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglDepthMask(gl_state.depthmask);CHECKGLERROR
                        break;
-               case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
-#endif
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_SOFT:
-                       DPSOFTRAST_DepthMask(gl_state.depthmask);
-                       break;
                }
        }
 }
@@ -1893,10 +1219,7 @@ void GL_DepthTest(int state)
                gl_state.depthtest = state;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_GLES1:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if (gl_state.depthtest)
@@ -1908,20 +1231,6 @@ void GL_DepthTest(int state)
                                qglDisable(GL_DEPTH_TEST);CHECKGLERROR
                        }
                        break;
-               case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
-#endif
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_SOFT:
-                       DPSOFTRAST_DepthTest(gl_state.depthtest);
-                       break;
                }
        }
 }
@@ -1933,28 +1242,11 @@ void GL_DepthFunc(int state)
                gl_state.depthfunc = state;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_GLES1:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
                        break;
-               case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
-#endif
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_SOFT:
-                       DPSOFTRAST_DepthFunc(gl_state.depthfunc);
-                       break;
                }
        }
 }
@@ -1967,111 +1259,16 @@ void GL_DepthRange(float nearfrac, float farfrac)
                gl_state.depthrange[1] = farfrac;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_GLES1:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
+                       CHECKGLERROR
 #ifdef USE_GLES2
-                       qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);
+                       qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
 #else
-                       qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
-#endif
-                       break;
-               case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                       {
-                               D3DVIEWPORT9 d3dviewport;
-                               d3dviewport.X = gl_viewport.x;
-                               d3dviewport.Y = gl_viewport.y;
-                               d3dviewport.Width = gl_viewport.width;
-                               d3dviewport.Height = gl_viewport.height;
-                               d3dviewport.MinZ = gl_state.depthrange[0];
-                               d3dviewport.MaxZ = gl_state.depthrange[1];
-                               IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
-                       }
+                       qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
 #endif
                        break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_SOFT:
-                       DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
-                       break;
-               }
-       }
-}
-
-void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int frontzfail, int frontzpass, int backfail, int backzfail, int backzpass, int frontcompare, int backcompare, int comparereference, int comparemask)
-{
-       switch (vid.renderpath)
-       {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES1:
-       case RENDERPATH_GLES2:
-               CHECKGLERROR
-               if (enable)
-               {
-                       qglEnable(GL_STENCIL_TEST);CHECKGLERROR
-               }
-               else
-               {
-                       qglDisable(GL_STENCIL_TEST);CHECKGLERROR
-               }
-               if (vid.support.ati_separate_stencil)
-               {
-                       qglStencilMask(writemask);CHECKGLERROR
-                       qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
-                       qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
-                       qglStencilFuncSeparate(GL_FRONT, frontcompare, comparereference, comparereference);CHECKGLERROR
-                       qglStencilFuncSeparate(GL_BACK, backcompare, comparereference, comparereference);CHECKGLERROR
-               }
-               else if (vid.support.ext_stencil_two_side)
-               {
-#ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
-                       qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
-                       qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
-                       qglStencilMask(writemask);CHECKGLERROR
-                       qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
-                       qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
-                       qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
-                       qglStencilMask(writemask);CHECKGLERROR
-                       qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
-                       qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
-#endif
                }
-               break;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
-               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
-               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
-               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
-               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
-               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
-               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(frontcompare));
-               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
-               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
-               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
-               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare));
-               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
-               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_SOFT:
-               //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
        }
 }
 
@@ -2079,10 +1276,7 @@ void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass
 {
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES1:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                if (enable)
@@ -2093,40 +1287,11 @@ void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass
                {
                        qglDisable(GL_STENCIL_TEST);CHECKGLERROR
                }
-               if (vid.support.ext_stencil_two_side)
-               {
-#ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
-                       qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
-#endif
-               }
                qglStencilMask(writemask);CHECKGLERROR
                qglStencilOp(fail, zfail, zpass);CHECKGLERROR
                qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
                CHECKGLERROR
                break;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-               if (vid.support.ati_separate_stencil)
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
-               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
-               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
-               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
-               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
-               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
-               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare));
-               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
-               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_SOFT:
-               //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
        }
 }
 
@@ -2138,27 +1303,10 @@ void GL_PolygonOffset(float planeoffset, float depthoffset)
                gl_state.polygonoffset[1] = depthoffset;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_GLES1:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
-                       qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
-                       break;
-               case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
-#endif
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_SOFT:
-                       DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
+                       CHECKGLERROR
+                       qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);CHECKGLERROR
                        break;
                }
        }
@@ -2177,27 +1325,11 @@ void GL_SetMirrorState(qboolean state)
                        return;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_GLES1:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
+                       CHECKGLERROR
                        qglCullFace(gl_state.cullface);CHECKGLERROR
                        break;
-               case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
-#endif
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_SOFT:
-                       DPSOFTRAST_CullFace(gl_state.cullface);
-                       break;
                }
        }
 }
@@ -2214,10 +1346,7 @@ void GL_CullFace(int state)
 
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES1:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
 
@@ -2243,77 +1372,6 @@ void GL_CullFace(int state)
                        }
                }
                break;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-               if (gl_state.cullface != state)
-               {
-                       gl_state.cullface = state;
-                       switch(gl_state.cullface)
-                       {
-                       case GL_NONE:
-                               gl_state.cullfaceenable = false;
-                               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
-                               break;
-                       case GL_FRONT:
-                               gl_state.cullfaceenable = true;
-                               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
-                               break;
-                       case GL_BACK:
-                               gl_state.cullfaceenable = true;
-                               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
-                               break;
-                       }
-               }
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_SOFT:
-               if (gl_state.cullface != state)
-               {
-                       gl_state.cullface = state;
-                       gl_state.cullfaceenable = state != GL_NONE ? true : false;
-                       DPSOFTRAST_CullFace(gl_state.cullface);
-               }
-               break;
-       }
-}
-
-void GL_AlphaTest(int state)
-{
-       if (gl_state.alphatest != state)
-       {
-               gl_state.alphatest = state;
-               switch(vid.renderpath)
-               {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GLES1:
-#ifdef GL_ALPHA_TEST
-                       // only fixed function uses alpha test, other paths use pixel kill capability in shaders
-                       CHECKGLERROR
-                       if (gl_state.alphatest)
-                       {
-                               qglEnable(GL_ALPHA_TEST);CHECKGLERROR
-                       }
-                       else
-                       {
-                               qglDisable(GL_ALPHA_TEST);CHECKGLERROR
-                       }
-#endif
-                       break;
-               case RENDERPATH_D3D9:
-               case RENDERPATH_D3D10:
-               case RENDERPATH_D3D11:
-               case RENDERPATH_SOFT:
-               case RENDERPATH_GL20:
-               case RENDERPATH_GLES2:
-                       break;
-               }
        }
 }
 
@@ -2324,28 +1382,21 @@ void GL_AlphaToCoverage(qboolean state)
                gl_state.alphatocoverage = state;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GLES1:
                case RENDERPATH_GLES2:
-               case RENDERPATH_D3D9:
-               case RENDERPATH_D3D10:
-               case RENDERPATH_D3D11:
-               case RENDERPATH_SOFT:
                        break;
-               case RENDERPATH_GL20:
-#ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
+               case RENDERPATH_GL32:
+#ifndef USE_GLES2
                        // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
                        CHECKGLERROR
                        if (gl_state.alphatocoverage)
                        {
-                               qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
-//                             qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
+                               qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);CHECKGLERROR
+//                             qglEnable(GL_MULTISAMPLE);CHECKGLERROR
                        }
                        else
                        {
-                               qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
-//                             qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
+                               qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);CHECKGLERROR
+//                             qglDisable(GL_MULTISAMPLE);CHECKGLERROR
                        }
 #endif
                        break;
@@ -2362,28 +1413,11 @@ void GL_ColorMask(int r, int g, int b, int a)
                gl_state.colormask = state;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_GLES1:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
                        break;
-               case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
-#endif
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_SOFT:
-                       DPSOFTRAST_ColorMask(r, g, b, a);
-                       break;
                }
        }
 }
@@ -2398,24 +1432,9 @@ void GL_Color(float cr, float cg, float cb, float ca)
                gl_state.color4f[3] = ca;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GLES1:
-                       CHECKGLERROR
-                       qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
-                       CHECKGLERROR
-                       break;
-               case RENDERPATH_D3D9:
-               case RENDERPATH_D3D10:
-               case RENDERPATH_D3D11:
-                       // no equivalent in D3D
-                       break;
-               case RENDERPATH_SOFT:
-                       DPSOFTRAST_Color4f(cr, cg, cb, ca);
-                       break;
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
-                       qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);
+                       qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);CHECKGLERROR
                        break;
                }
        }
@@ -2425,35 +1444,10 @@ void GL_Scissor (int x, int y, int width, int height)
 {
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES1:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
-               qglScissor(x, y,width,height);
-               CHECKGLERROR
-               break;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-               {
-                       RECT d3drect;
-                       d3drect.left = x;
-                       d3drect.top = y;
-                       d3drect.right = x + width;
-                       d3drect.bottom = y + height;
-                       IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
-               }
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_SOFT:
-               DPSOFTRAST_Scissor(x, y, width, height);
+               qglScissor(x, y,width,height);CHECKGLERROR
                break;
        }
 }
@@ -2465,10 +1459,7 @@ void GL_ScissorTest(int state)
                gl_state.scissortest = state;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_GLES1:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if(gl_state.scissortest)
@@ -2477,27 +1468,14 @@ void GL_ScissorTest(int state)
                                qglDisable(GL_SCISSOR_TEST);
                        CHECKGLERROR
                        break;
-               case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
-#endif
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_SOFT:
-                       DPSOFTRAST_ScissorTest(gl_state.scissortest);
-                       break;
                }
        }
 }
 
 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
 {
-       static const float blackcolor[4] = {0, 0, 0, 0};
+       // opaque black - if you want transparent black, you'll need to pass in a colorvalue
+       static const float blackcolor[4] = {0.0f, 0.0f, 0.0f, 1.0f};
        // prevent warnings when trying to clear a buffer that does not exist
        if (!colorvalue)
                colorvalue = blackcolor;
@@ -2508,10 +1486,7 @@ void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilva
        }
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES1:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                if (mask & GL_COLOR_BUFFER_BIT)
@@ -2532,23 +1507,6 @@ void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilva
                }
                qglClear(mask);CHECKGLERROR
                break;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-               IDirect3DDevice9_Clear(vid_d3d9dev, 0, NULL, ((mask & GL_COLOR_BUFFER_BIT) ? D3DCLEAR_TARGET : 0) | ((mask & GL_STENCIL_BUFFER_BIT) ? D3DCLEAR_STENCIL : 0) | ((mask & GL_DEPTH_BUFFER_BIT) ? D3DCLEAR_ZBUFFER : 0), D3DCOLOR_COLORVALUE(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]), depthvalue, stencilvalue);
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_SOFT:
-               if (mask & GL_COLOR_BUFFER_BIT)
-                       DPSOFTRAST_ClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);
-               if (mask & GL_DEPTH_BUFFER_BIT)
-                       DPSOFTRAST_ClearDepth(depthvalue);
-               break;
        }
 }
 
@@ -2556,59 +1514,33 @@ void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpi
 {
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES1:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
-               qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
-               break;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-               {
-                       // LordHavoc: we can't directly download the backbuffer because it may be
-                       // multisampled, and it may not be lockable, so we blit it to a lockable
-                       // surface of the same dimensions (but without multisample) to resolve the
-                       // multisample buffer to a normal image, and then lock that...
-                       IDirect3DSurface9 *stretchsurface = NULL;
-                       if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
-                       {
-                               D3DLOCKED_RECT lockedrect;
-                               if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
-                               {
-                                       if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
-                                       {
-                                               int line;
-                                               unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
-                                               for (line = 0;line < height;line++, row -= lockedrect.Pitch)
-                                                       memcpy(outpixels + line * width * 4, row, width * 4);
-                                               IDirect3DSurface9_UnlockRect(stretchsurface);
-                                       }
-                               }
-                               IDirect3DSurface9_Release(stretchsurface);
+#ifndef GL_BGRA
+               {
+                       int i;
+                       int r;
+               //      int g;
+                       int b;
+               //      int a;
+                       qglReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
+                       for (i = 0;i < width * height * 4;i += 4)
+                       {
+                               r = outpixels[i+0];
+               //              g = outpixels[i+1];
+                               b = outpixels[i+2];
+               //              a = outpixels[i+3];
+                               outpixels[i+0] = b;
+               //              outpixels[i+1] = g;
+                               outpixels[i+2] = r;
+               //              outpixels[i+3] = a;
                        }
-                       // code scraps
-                       //IDirect3DSurface9 *syssurface = NULL;
-                       //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
-                       //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
-                       //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
-                       //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
-                       //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
-                       //IDirect3DSurface9_UnlockRect(syssurface);
-                       //IDirect3DSurface9_Release(syssurface);
                }
+#else
+               qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
 #endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_SOFT:
-               DPSOFTRAST_GetPixelsBGRA(x, y, width, height, outpixels);
-               break;
+                       break;
        }
 }
 
@@ -2617,7 +1549,6 @@ void R_Mesh_Start(void)
 {
        BACKENDACTIVECHECK
        R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
-       R_Mesh_SetUseVBO();
        if (gl_printcheckerror.integer && !gl_paranoid.integer)
        {
                Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
@@ -2675,17 +1606,17 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
        qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
        qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
        qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
-       qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_TexCoord6");
-       qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_TexCoord7");
+       qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
+       qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
 #ifndef USE_GLES2
-       if(vid.support.gl20shaders130)
-               qglBindFragDataLocation(programobject, 0, "dp_FragColor");
+       qglBindFragDataLocation(programobject, 0, "dp_FragColor");
 #endif
+       CHECKGLERROR
 
        if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
                goto cleanup;
 
-#ifdef GL_GEOMETRY_SHADER
+#if defined(GL_GEOMETRY_SHADER) && !defined(USE_GLES2)
        if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
                goto cleanup;
 #endif
@@ -2696,10 +1627,13 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
        qglLinkProgram(programobject);CHECKGLERROR
        qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
        qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
+
        if (linklog[0])
        {
+
                if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
                        Con_DPrintf("program link log:\n%s\n", linklog);
+
                // software vertex shader is ok but software fragment shader is WAY
                // too slow, fail program if so.
                // NOTE: this string might be ATI specific, but that's ok because the
@@ -2709,8 +1643,10 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
                if (strstr(linklog, "fragment shader will run in software"))
                        programlinked = false;
        }
+
        if (!programlinked)
                goto cleanup;
+
        return programobject;
 cleanup:
        qglDeleteProgram(programobject);CHECKGLERROR
@@ -2725,8 +1661,7 @@ void GL_Backend_FreeProgram(unsigned int prog)
 }
 
 // renders triangles using vertices from the active arrays
-int paranoidblah = 0;
-void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, size_t element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, size_t element3s_bufferoffset)
+void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, int element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, int element3s_bufferoffset)
 {
        unsigned int numelements = numtriangles * 3;
        int bufferobject3i;
@@ -2739,13 +1674,6 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                        Con_DPrintf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %8x, %8p, %8p, %8x);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3i_indexbuffer, (int)element3i_bufferoffset, (void *)element3s, (void *)element3s_indexbuffer, (int)element3s_bufferoffset);
                return;
        }
-       if (!gl_mesh_prefer_short_elements.integer)
-       {
-               if (element3i)
-                       element3s = NULL;
-               if (element3i_indexbuffer)
-                       element3i_indexbuffer = NULL;
-       }
        // adjust the pointers for firsttriangle
        if (element3i)
                element3i += firsttriangle * 3;
@@ -2755,101 +1683,28 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                element3s += firsttriangle * 3;
        if (element3s_indexbuffer)
                element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES1:
-       case RENDERPATH_GLES2:
-               // check if the user specified to ignore static index buffers
-               if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
-               {
-                       element3i_indexbuffer = NULL;
-                       element3s_indexbuffer = NULL;
-               }
-               break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               break;
-       case RENDERPATH_SOFT:
-               break;
-       }
        // upload a dynamic index buffer if needed
        if (element3s)
        {
-               if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
-               {
-                       if (gl_state.draw_dynamicindexbuffer)
-                               R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s));
-                       else
-                               gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true, true);
-                       element3s_indexbuffer = gl_state.draw_dynamicindexbuffer;
-                       element3s_bufferoffset = 0;
-               }
+               if (!element3s_indexbuffer)
+                       element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
        }
        else if (element3i)
        {
-               if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
-               {
-                       if (gl_state.draw_dynamicindexbuffer)
-                               R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i));
-                       else
-                               gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true, false);
-                       element3i_indexbuffer = gl_state.draw_dynamicindexbuffer;
-                       element3i_bufferoffset = 0;
-               }
+               if (!element3i_indexbuffer)
+                       element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
        }
        bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
        bufferoffset3i = element3i_bufferoffset;
        bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
        bufferoffset3s = element3s_bufferoffset;
-       r_refdef.stats.draws++;
-       r_refdef.stats.draws_vertices += numvertices;
-       r_refdef.stats.draws_elements += numelements;
+       r_refdef.stats[r_stat_draws]++;
+       r_refdef.stats[r_stat_draws_vertices] += numvertices;
+       r_refdef.stats[r_stat_draws_elements] += numelements;
        if (gl_paranoid.integer)
        {
                unsigned int i;
-               // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
-#if 0
-               unsigned int j, size;
-               const int *p;
-               // note: there's no validation done here on buffer objects because it
-               // is somewhat difficult to get at the data, and gl_paranoid can be
-               // used without buffer objects if the need arises
-               // (the data could be gotten using glMapBuffer but it would be very
-               //  slow due to uncachable video memory reads)
-               if (!qglIsEnabled(GL_VERTEX_ARRAY))
-                       Con_Print("R_Mesh_Draw: vertex array not enabled\n");
-               CHECKGLERROR
-               if (gl_state.pointer_vertex_pointer)
-                       for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
-                               paranoidblah += *p;
-               if (gl_state.pointer_color_enabled)
-               {
-                       if (!qglIsEnabled(GL_COLOR_ARRAY))
-                               Con_Print("R_Mesh_Draw: color array set but not enabled\n");
-                       CHECKGLERROR
-                       if (gl_state.pointer_color && gl_state.pointer_color_enabled)
-                               for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
-                                       paranoidblah += *p;
-               }
-               for (i = 0;i < vid.texarrayunits;i++)
-               {
-                       if (gl_state.units[i].arrayenabled)
-                       {
-                               GL_ClientActiveTexture(i);
-                               if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
-                                       Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
-                               CHECKGLERROR
-                               if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
-                                       for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
-                                               paranoidblah += *p;
-                       }
-               }
-#endif
-               if (element3i)
+               if (element3i)
                {
                        for (i = 0;i < (unsigned int) numtriangles * 3;i++)
                        {
@@ -2876,370 +1731,22 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
        {
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
+               case RENDERPATH_GLES2:
                        CHECKGLERROR
-                       if (gl_mesh_testmanualfeeding.integer)
-                       {
-#ifndef USE_GLES2
-                               unsigned int i, j, element;
-                               const GLfloat *p;
-                               qglBegin(GL_TRIANGLES);
-                               if(vid.renderpath == RENDERPATH_GL20)
-                               {
-                                       for (i = 0;i < (unsigned int) numtriangles * 3;i++)
-                                       {
-                                               if (element3i)
-                                                       element = element3i[i];
-                                               else if (element3s)
-                                                       element = element3s[i];
-                                               else
-                                                       element = firstvertex + i;
-                                               for (j = 0;j < vid.texarrayunits;j++)
-                                               {
-                                                       if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
-                                                       {
-                                                               if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
-                                                               {
-                                                                       p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
-                                                                       if (gl_state.units[j].pointer_texcoord_components == 4)
-                                                                               qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2], p[3]);
-                                                                       else if (gl_state.units[j].pointer_texcoord_components == 3)
-                                                                               qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2]);
-                                                                       else if (gl_state.units[j].pointer_texcoord_components == 2)
-                                                                               qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1]);
-                                                                       else
-                                                                               qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]);
-                                                               }
-                                                               else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
-                                                               {
-                                                                       const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
-                                                                       if (gl_state.units[j].pointer_texcoord_components == 4)
-                                                                               qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2], s[3]);
-                                                                       else if (gl_state.units[j].pointer_texcoord_components == 3)
-                                                                               qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2]);
-                                                                       else if (gl_state.units[j].pointer_texcoord_components == 2)
-                                                                               qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1]);
-                                                                       else if (gl_state.units[j].pointer_texcoord_components == 1)
-                                                                               qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, s[0]);
-                                                               }
-                                                               else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
-                                                               {
-                                                                       const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
-                                                                       if (gl_state.units[j].pointer_texcoord_components == 4)
-                                                                               qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]);
-                                                                       else if (gl_state.units[j].pointer_texcoord_components == 3)
-                                                                               qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2]);
-                                                                       else if (gl_state.units[j].pointer_texcoord_components == 2)
-                                                                               qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1]);
-                                                                       else if (gl_state.units[j].pointer_texcoord_components == 1)
-                                                                               qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0]);
-                                                               }
-                                                       }
-                                               }
-                                               if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
-                                               {
-                                                       if (gl_state.pointer_color_gltype == GL_FLOAT)
-                                                       {
-                                                               p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
-                                                               qglVertexAttrib4f(GLSLATTRIB_COLOR, p[0], p[1], p[2], p[3]);
-                                                       }
-                                                       else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
-                                                       {
-                                                               const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
-                                                               qglVertexAttrib4Nub(GLSLATTRIB_COLOR, ub[0], ub[1], ub[2], ub[3]);
-                                                       }
-                                               }
-                                               if (gl_state.pointer_vertex_gltype == GL_FLOAT)
-                                               {
-                                                       p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
-                                                       if (gl_state.pointer_vertex_components == 4)
-                                                               qglVertexAttrib4f(GLSLATTRIB_POSITION, p[0], p[1], p[2], p[3]);
-                                                       else if (gl_state.pointer_vertex_components == 3)
-                                                               qglVertexAttrib3f(GLSLATTRIB_POSITION, p[0], p[1], p[2]);
-                                                       else
-                                                               qglVertexAttrib2f(GLSLATTRIB_POSITION, p[0], p[1]);
-                                               }
-                                       }
-                               }
-                               else
-                               {
-                                       for (i = 0;i < (unsigned int) numtriangles * 3;i++)
-                                       {
-                                               if (element3i)
-                                                       element = element3i[i];
-                                               else if (element3s)
-                                                       element = element3s[i];
-                                               else
-                                                       element = firstvertex + i;
-                                               for (j = 0;j < vid.texarrayunits;j++)
-                                               {
-                                                       if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
-                                                       {
-                                                               if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
-                                                               {
-                                                                       p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
-                                                                       if (vid.texarrayunits > 1)
-                                                                       {
-                                                                               if (gl_state.units[j].pointer_texcoord_components == 4)
-                                                                                       qglMultiTexCoord4f(GL_TEXTURE0 + j, p[0], p[1], p[2], p[3]);
-                                                                               else if (gl_state.units[j].pointer_texcoord_components == 3)
-                                                                                       qglMultiTexCoord3f(GL_TEXTURE0 + j, p[0], p[1], p[2]);
-                                                                               else if (gl_state.units[j].pointer_texcoord_components == 2)
-                                                                                       qglMultiTexCoord2f(GL_TEXTURE0 + j, p[0], p[1]);
-                                                                               else
-                                                                                       qglMultiTexCoord1f(GL_TEXTURE0 + j, p[0]);
-                                                                       }
-                                                                       else
-                                                                       {
-                                                                               if (gl_state.units[j].pointer_texcoord_components == 4)
-                                                                                       qglTexCoord4f(p[0], p[1], p[2], p[3]);
-                                                                               else if (gl_state.units[j].pointer_texcoord_components == 3)
-                                                                                       qglTexCoord3f(p[0], p[1], p[2]);
-                                                                               else if (gl_state.units[j].pointer_texcoord_components == 2)
-                                                                                       qglTexCoord2f(p[0], p[1]);
-                                                                               else
-                                                                                       qglTexCoord1f(p[0]);
-                                                                       }
-                                                               }
-                                                               else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
-                                                               {
-                                                                       const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
-                                                                       if (vid.texarrayunits > 1)
-                                                                       {
-                                                                               if (gl_state.units[j].pointer_texcoord_components == 4)
-                                                                                       qglMultiTexCoord4f(GL_TEXTURE0 + j, s[0], s[1], s[2], s[3]);
-                                                                               else if (gl_state.units[j].pointer_texcoord_components == 3)
-                                                                                       qglMultiTexCoord3f(GL_TEXTURE0 + j, s[0], s[1], s[2]);
-                                                                               else if (gl_state.units[j].pointer_texcoord_components == 2)
-                                                                                       qglMultiTexCoord2f(GL_TEXTURE0 + j, s[0], s[1]);
-                                                                               else if (gl_state.units[j].pointer_texcoord_components == 1)
-                                                                                       qglMultiTexCoord1f(GL_TEXTURE0 + j, s[0]);
-                                                                       }
-                                                                       else
-                                                                       {
-                                                                               if (gl_state.units[j].pointer_texcoord_components == 4)
-                                                                                       qglTexCoord4f(s[0], s[1], s[2], s[3]);
-                                                                               else if (gl_state.units[j].pointer_texcoord_components == 3)
-                                                                                       qglTexCoord3f(s[0], s[1], s[2]);
-                                                                               else if (gl_state.units[j].pointer_texcoord_components == 2)
-                                                                                       qglTexCoord2f(s[0], s[1]);
-                                                                               else if (gl_state.units[j].pointer_texcoord_components == 1)
-                                                                                       qglTexCoord1f(s[0]);
-                                                                       }
-                                                               }
-                                                               else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
-                                                               {
-                                                                       const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
-                                                                       if (vid.texarrayunits > 1)
-                                                                       {
-                                                                               if (gl_state.units[j].pointer_texcoord_components == 4)
-                                                                                       qglMultiTexCoord4f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2], sb[3]);
-                                                                               else if (gl_state.units[j].pointer_texcoord_components == 3)
-                                                                                       qglMultiTexCoord3f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2]);
-                                                                               else if (gl_state.units[j].pointer_texcoord_components == 2)
-                                                                                       qglMultiTexCoord2f(GL_TEXTURE0 + j, sb[0], sb[1]);
-                                                                               else if (gl_state.units[j].pointer_texcoord_components == 1)
-                                                                                       qglMultiTexCoord1f(GL_TEXTURE0 + j, sb[0]);
-                                                                       }
-                                                                       else
-                                                                       {
-                                                                               if (gl_state.units[j].pointer_texcoord_components == 4)
-                                                                                       qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
-                                                                               else if (gl_state.units[j].pointer_texcoord_components == 3)
-                                                                                       qglTexCoord3f(sb[0], sb[1], sb[2]);
-                                                                               else if (gl_state.units[j].pointer_texcoord_components == 2)
-                                                                                       qglTexCoord2f(sb[0], sb[1]);
-                                                                               else if (gl_state.units[j].pointer_texcoord_components == 1)
-                                                                                       qglTexCoord1f(sb[0]);
-                                                                       }
-                                                               }
-                                                       }
-                                               }
-                                               if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
-                                               {
-                                                       if (gl_state.pointer_color_gltype == GL_FLOAT)
-                                                       {
-                                                               p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
-                                                               qglColor4f(p[0], p[1], p[2], p[3]);
-                                                       }
-                                                       else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
-                                                       {
-                                                               const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
-                                                               qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
-                                                       }
-                                               }
-                                               if (gl_state.pointer_vertex_gltype == GL_FLOAT)
-                                               {
-                                                       p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
-                                                       if (gl_state.pointer_vertex_components == 4)
-                                                               qglVertex4f(p[0], p[1], p[2], p[3]);
-                                                       else if (gl_state.pointer_vertex_components == 3)
-                                                               qglVertex3f(p[0], p[1], p[2]);
-                                                       else
-                                                               qglVertex2f(p[0], p[1]);
-                                               }
-                                       }
-                               }
-                               qglEnd();
-                               CHECKGLERROR
-#endif
-                       }
-                       else if (bufferobject3s)
+                       if (bufferobject3s)
                        {
                                GL_BindEBO(bufferobject3s);
-#ifndef USE_GLES2
-                               if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
-                               {
-                                       qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
-                                       CHECKGLERROR
-                               }
-                               else
-#endif
-                               {
-                                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
-                                       CHECKGLERROR
-                               }
+                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);CHECKGLERROR
                        }
                        else if (bufferobject3i)
                        {
                                GL_BindEBO(bufferobject3i);
-#ifndef USE_GLES2
-                               if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
-                               {
-                                       qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
-                                       CHECKGLERROR
-                               }
-                               else
-#endif
-                               {
-                                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
-                                       CHECKGLERROR
-                               }
-                       }
-                       else if (element3s)
-                       {
-                               GL_BindEBO(0);
-#ifndef USE_GLES2
-                               if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
-                               {
-                                       qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
-                                       CHECKGLERROR
-                               }
-                               else
-#endif
-                               {
-                                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
-                                       CHECKGLERROR
-                               }
-                       }
-                       else if (element3i)
-                       {
-                               GL_BindEBO(0);
-#ifndef USE_GLES2
-                               if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
-                               {
-                                       qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
-                                       CHECKGLERROR
-                               }
-                               else
-#endif
-                               {
-                                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
-                                       CHECKGLERROR
-                               }
-                       }
-                       else
-                       {
-                               qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
-                               CHECKGLERROR
-                       }
-                       break;
-               case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                       if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer)))
-                       {
-                               if (element3s_indexbuffer)
-                               {
-                                       IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
-                                       IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
-                               }
-                               else if (element3i_indexbuffer)
-                               {
-                                       IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
-                                       IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
-                               }
-                               else
-                                       IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
+                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);CHECKGLERROR
                        }
                        else
                        {
-                               if (element3s)
-                                       IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
-                               else if (element3i)
-                                       IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
-                               else
-                                       IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
-                       }
-#endif
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_SOFT:
-                       DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s);
-                       break;
-               case RENDERPATH_GLES1:
-               case RENDERPATH_GLES2:
-                       // GLES does not have glDrawRangeElements, and generally
-                       // underperforms with index buffers, so this code path is
-                       // relatively straightforward...
-#if 0
-                       if (gl_paranoid.integer)
-                       {
-                               int r, prog, enabled, i;
-                               GLsizei         attriblength;
-                               GLint           attribsize;
-                               GLenum          attribtype;
-                               GLchar          attribname[1024];
-                               r = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
-                               if (r != GL_FRAMEBUFFER_COMPLETE)
-                                       Con_DPrintf("fbo %i not complete (default %i)\n", gl_state.framebufferobject, gl_state.defaultframebufferobject);
-#ifndef GL_CURRENT_PROGRAM
-#define GL_CURRENT_PROGRAM 0x8B8D
-#endif
-                               qglGetIntegerv(GL_CURRENT_PROGRAM, &r);CHECKGLERROR
-                               if (r < 0 || r > 10000)
-                                       Con_DPrintf("GL_CURRENT_PROGRAM = %i\n", r);
-                               prog = r;
-                               for (i = 0;i < 8;i++)
-                               {
-                                       qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &r);CHECKGLERROR
-                                       if (!r)
-                                               continue;
-                                       qglGetActiveAttrib(prog, i, sizeof(attribname), &attriblength, &attribsize, &attribtype, attribname);CHECKGLERROR
-                                       Con_DPrintf("prog %i position %i length %i size %04X type %i name \"%s\"\n", prog, i, (int)attriblength, (int)attribsize, (int)attribtype, (char *)attribname);
-                               }
-                       }
-#endif
-                       if (element3s)
-                       {
-                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
-                               CHECKGLERROR
-                       }
-                       else if (element3i)
-                       {
-                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
-                               CHECKGLERROR
-                       }
-                       else
-                       {
-                               qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
-                               CHECKGLERROR
+                               qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);CHECKGLERROR
                        }
                        break;
                }
@@ -3252,112 +1759,69 @@ void R_Mesh_Finish(void)
        R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
 }
 
-r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16)
+r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
 {
        r_meshbuffer_t *buffer;
-       if (!(isdynamic ? (isindexbuffer ? gl_state.usevbo_dynamicindex : gl_state.usevbo_dynamicvertex) : (isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex)))
-               return NULL;
        buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
        memset(buffer, 0, sizeof(*buffer));
        buffer->bufferobject = 0;
        buffer->devicebuffer = NULL;
-       buffer->size = 0;
+       buffer->size = size;
        buffer->isindexbuffer = isindexbuffer;
+       buffer->isuniformbuffer = isuniformbuffer;
        buffer->isdynamic = isdynamic;
        buffer->isindex16 = isindex16;
        strlcpy(buffer->name, name, sizeof(buffer->name));
-       R_Mesh_UpdateMeshBuffer(buffer, data, size);
+       R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
        return buffer;
 }
 
-void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size)
+void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
 {
        if (!buffer)
                return;
        if (buffer->isindexbuffer)
        {
-               r_refdef.stats.indexbufferuploadcount++;
-               r_refdef.stats.indexbufferuploadsize += size;
+               r_refdef.stats[r_stat_indexbufferuploadcount]++;
+               r_refdef.stats[r_stat_indexbufferuploadsize] += (int)size;
        }
        else
        {
-               r_refdef.stats.vertexbufferuploadcount++;
-               r_refdef.stats.vertexbufferuploadsize += size;
+               r_refdef.stats[r_stat_vertexbufferuploadcount]++;
+               r_refdef.stats[r_stat_vertexbufferuploadsize] += (int)size;
        }
+       if (!subdata)
+               buffer->size = size;
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES1:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                if (!buffer->bufferobject)
-                       qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
-               if (buffer->isindexbuffer)
+                       qglGenBuffers(1, (GLuint *)&buffer->bufferobject);
+               CHECKGLERROR
+               if (buffer->isuniformbuffer)
+                       GL_BindUBO(buffer->bufferobject);
+               else if (buffer->isindexbuffer)
                        GL_BindEBO(buffer->bufferobject);
                else
                        GL_BindVBO(buffer->bufferobject);
-               qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
-               break;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
+
                {
-                       int result;
-                       void *datapointer = NULL;
-                       if (buffer->isindexbuffer)
-                       {
-                               IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
-                               if (size > buffer->size || !buffer->devicebuffer)
-                               {
-                                       if (buffer->devicebuffer)
-                                               IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
-                                       buffer->devicebuffer = NULL;
-                                       if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL)))
-                                               Sys_Error("IDirect3DDevice9_CreateIndexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? (int)D3DFMT_INDEX16 : (int)D3DFMT_INDEX32, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9indexbuffer, (int)result);
-                                       buffer->devicebuffer = (void *)d3d9indexbuffer;
-                                       buffer->size = size;
-                               }
-                               if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
-                               {
-                                       if (data)
-                                               memcpy(datapointer, data, size);
-                                       else
-                                               memset(datapointer, 0, size);
-                                       IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
-                               }
-                       }
+                       int buffertype;
+                       buffertype = buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
+#ifdef GL_UNIFORM_BUFFER
+                       if (buffer->isuniformbuffer)
+                               buffertype = GL_UNIFORM_BUFFER;
+#endif
+                       CHECKGLERROR
+                       if (subdata)
+                               qglBufferSubData(buffertype, offset, size, data);
                        else
-                       {
-                               IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
-                               if (size > buffer->size || !buffer->devicebuffer)
-                               {
-                                       if (buffer->devicebuffer)
-                                               IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
-                                       buffer->devicebuffer = NULL;
-                                       if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
-                                               Sys_Error("IDirect3DDevice9_CreateVertexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9vertexbuffer, (int)result);
-                                       buffer->devicebuffer = (void *)d3d9vertexbuffer;
-                                       buffer->size = size;
-                               }
-                               if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
-                               {
-                                       if (data)
-                                               memcpy(datapointer, data, size);
-                                       else
-                                               memset(datapointer, 0, size);
-                                       IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
-                               }
-                       }
+                               qglBufferData(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
+                       CHECKGLERROR
                }
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_SOFT:
+               if (buffer->isuniformbuffer)
+                       GL_BindUBO(0);
                break;
        }
 }
@@ -3368,55 +1832,67 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
                return;
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES1:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
-               qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
-               break;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-               if (gl_state.d3dvertexbuffer == (void *)buffer)
-                       gl_state.d3dvertexbuffer = NULL;
-               if (buffer->devicebuffer)
-               {
-                       if (buffer->isindexbuffer)
-                               IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
-                       else
-                               IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
-                       buffer->devicebuffer = NULL;
-               }
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_SOFT:
+               // GL clears the binding if we delete something bound
+               if (gl_state.uniformbufferobject == buffer->bufferobject)
+                       gl_state.uniformbufferobject = 0;
+               if (gl_state.vertexbufferobject == buffer->bufferobject)
+                       gl_state.vertexbufferobject = 0;
+               if (gl_state.elementbufferobject == buffer->bufferobject)
+                       gl_state.elementbufferobject = 0;
+               CHECKGLERROR
+               qglDeleteBuffers(1, (GLuint *)&buffer->bufferobject);CHECKGLERROR
                break;
        }
        Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
 }
 
+static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
 void GL_Mesh_ListVBOs(qboolean printeach)
 {
        int i, endindex;
-       size_t ebocount = 0, ebomemory = 0;
-       size_t vbocount = 0, vbomemory = 0;
+       int type;
+       int isdynamic;
+       int index16count, index16mem;
+       int index32count, index32mem;
+       int vertexcount, vertexmem;
+       int uniformcount, uniformmem;
+       int totalcount, totalmem;
+       size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
        r_meshbuffer_t *buffer;
-       endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
+       memset(bufferstat, 0, sizeof(bufferstat));
+       endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
        for (i = 0;i < endindex;i++)
        {
                buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
                if (!buffer)
                        continue;
-               if (buffer->isindexbuffer) {ebocount++;ebomemory += buffer->size;if (printeach) Con_Printf("indexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
-               else                       {vbocount++;vbomemory += buffer->size;if (printeach) Con_Printf("vertexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
+               if (buffer->isuniformbuffer)
+                       type = R_BUFFERDATA_UNIFORM;
+               else if (buffer->isindexbuffer && buffer->isindex16)
+                       type = R_BUFFERDATA_INDEX16;
+               else if (buffer->isindexbuffer)
+                       type = R_BUFFERDATA_INDEX32;
+               else
+                       type = R_BUFFERDATA_VERTEX;
+               isdynamic = buffer->isdynamic;
+               bufferstat[type][isdynamic][0]++;
+               bufferstat[type][isdynamic][1] += buffer->size;
+               if (printeach)
+                       Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
        }
-       Con_Printf("vertex buffers: %i indexbuffers totalling %i bytes (%.3f MB), %i vertexbuffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
+       index16count   = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
+       index16mem     = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
+       index32count   = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
+       index32mem     = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
+       vertexcount  = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
+       vertexmem    = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
+       uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
+       uniformmem   = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
+       totalcount = index16count + index32count + vertexcount + uniformcount;
+       totalmem = index16mem + index32mem + vertexmem + uniformmem;
+       Con_Printf("%i 16bit indexbuffers totalling %i bytes (%.3f MB)\n%i 32bit indexbuffers totalling %i bytes (%.3f MB)\n%i vertexbuffers totalling %i bytes (%.3f MB)\n%i uniformbuffers totalling %i bytes (%.3f MB)\ncombined %i buffers totalling %i bytes (%.3fMB)\n", index16count, index16mem, index16mem / 10248576.0, index32count, index32mem, index32mem / 10248576.0, vertexcount, vertexmem, vertexmem / 10248576.0, uniformcount, uniformmem, uniformmem / 10248576.0, totalcount, totalmem, totalmem / 10248576.0);
 }
 
 
@@ -3425,28 +1901,13 @@ void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void
 {
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
-               if (gl_state.pointer_vertex_components != components || gl_state.pointer_vertex_gltype != gltype || gl_state.pointer_vertex_stride != stride || gl_state.pointer_vertex_pointer != pointer || gl_state.pointer_vertex_vertexbuffer != vertexbuffer || gl_state.pointer_vertex_offset != bufferoffset)
-               {
-                       int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
-                       gl_state.pointer_vertex_components = components;
-                       gl_state.pointer_vertex_gltype = gltype;
-                       gl_state.pointer_vertex_stride = stride;
-                       gl_state.pointer_vertex_pointer = pointer;
-                       gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
-                       gl_state.pointer_vertex_offset = bufferoffset;
-                       CHECKGLERROR
-                       GL_BindVBO(bufferobject);
-                       qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
-               }
-               break;
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                if (gl_state.pointer_vertex_components != components || gl_state.pointer_vertex_gltype != gltype || gl_state.pointer_vertex_stride != stride || gl_state.pointer_vertex_pointer != pointer || gl_state.pointer_vertex_vertexbuffer != vertexbuffer || gl_state.pointer_vertex_offset != bufferoffset)
                {
                        int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+                       if (!bufferobject && gl_paranoid.integer)
+                               Con_DPrintf("Warning: no bufferobject in R_Mesh_VertexPointer(%i, %i, %i, %p, %p, %08x)", components, gltype, (int)stride, pointer, vertexbuffer, (unsigned int)bufferoffset);
                        gl_state.pointer_vertex_components = components;
                        gl_state.pointer_vertex_gltype = gltype;
                        gl_state.pointer_vertex_stride = stride;
@@ -3455,14 +1916,10 @@ void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void
                        gl_state.pointer_vertex_offset = bufferoffset;
                        CHECKGLERROR
                        GL_BindVBO(bufferobject);
-                       qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+                       // LordHavoc: special flag added to gltype for unnormalized types
+                       qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
                }
                break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-       case RENDERPATH_SOFT:
-               break;
        }
 }
 
@@ -3472,49 +1929,7 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *
        // the pointer only.
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
-#ifdef GL_MODELVIEW
-               CHECKGLERROR
-               if (pointer)
-               {
-                       // caller wants color array enabled
-                       int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
-                       if (!gl_state.pointer_color_enabled)
-                       {
-                               gl_state.pointer_color_enabled = true;
-                               CHECKGLERROR
-                               qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
-                       }
-                       if (gl_state.pointer_color_components != components || gl_state.pointer_color_gltype != gltype || gl_state.pointer_color_stride != stride || gl_state.pointer_color_pointer != pointer || gl_state.pointer_color_vertexbuffer != vertexbuffer || gl_state.pointer_color_offset != bufferoffset)
-                       {
-                               gl_state.pointer_color_components = components;
-                               gl_state.pointer_color_gltype = gltype;
-                               gl_state.pointer_color_stride = stride;
-                               gl_state.pointer_color_pointer = pointer;
-                               gl_state.pointer_color_vertexbuffer = vertexbuffer;
-                               gl_state.pointer_color_offset = bufferoffset;
-                               CHECKGLERROR
-                               GL_BindVBO(bufferobject);
-                               qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
-                       }
-               }
-               else
-               {
-                       // caller wants color array disabled
-                       if (gl_state.pointer_color_enabled)
-                       {
-                               gl_state.pointer_color_enabled = false;
-                               CHECKGLERROR
-                               qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
-                               // when color array is on the glColor gets trashed, set it again
-                               qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
-                       }
-               }
-#endif
-               break;
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                if (pointer)
@@ -3537,7 +1952,8 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *
                                gl_state.pointer_color_offset = bufferoffset;
                                CHECKGLERROR
                                GL_BindVBO(bufferobject);
-                               qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+                               // LordHavoc: special flag added to gltype for unnormalized types
+                               qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
                        }
                }
                else
@@ -3548,69 +1964,25 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *
                                gl_state.pointer_color_enabled = false;
                                CHECKGLERROR
                                qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
-                               // when color array is on the glColor gets trashed, set it again
+                               // when color array is on the current color gets trashed, set it again
                                qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
                        }
                }
                break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-       case RENDERPATH_SOFT:
-               break;
        }
 }
 
 void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= MAX_TEXTUREUNITS)
+               Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
        // update array settings
        // note: there is no need to check bufferobject here because all cases
        // that involve a valid bufferobject also supply a texcoord array
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
-#ifdef GL_MODELVIEW
-               CHECKGLERROR
-               if (pointer)
-               {
-                       int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
-                       // texture array unit is enabled, enable the array
-                       if (!unit->arrayenabled)
-                       {
-                               unit->arrayenabled = true;
-                               GL_ClientActiveTexture(unitnum);
-                               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       }
-                       // texcoord array
-                       if (unit->pointer_texcoord_components != components || unit->pointer_texcoord_gltype != gltype || unit->pointer_texcoord_stride != stride || unit->pointer_texcoord_pointer != pointer || unit->pointer_texcoord_vertexbuffer != vertexbuffer || unit->pointer_texcoord_offset != bufferoffset)
-                       {
-                               unit->pointer_texcoord_components = components;
-                               unit->pointer_texcoord_gltype = gltype;
-                               unit->pointer_texcoord_stride = stride;
-                               unit->pointer_texcoord_pointer = pointer;
-                               unit->pointer_texcoord_vertexbuffer = vertexbuffer;
-                               unit->pointer_texcoord_offset = bufferoffset;
-                               GL_ClientActiveTexture(unitnum);
-                               GL_BindVBO(bufferobject);
-                               qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
-                       }
-               }
-               else
-               {
-                       // texture array unit is disabled, disable the array
-                       if (unit->arrayenabled)
-                       {
-                               unit->arrayenabled = false;
-                               GL_ClientActiveTexture(unitnum);
-                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       }
-               }
-#endif
-               break;
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                if (pointer)
@@ -3632,7 +2004,8 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, si
                                unit->pointer_texcoord_vertexbuffer = vertexbuffer;
                                unit->pointer_texcoord_offset = bufferoffset;
                                GL_BindVBO(bufferobject);
-                               qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+                               // LordHavoc: special flag added to gltype for unnormalized types
+                               qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
                        }
                }
                else
@@ -3645,19 +2018,14 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, si
                        }
                }
                break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-       case RENDERPATH_SOFT:
-               break;
        }
 }
 
 int R_Mesh_TexBound(unsigned int unitnum, int id)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
-       if (unitnum >= vid.teximageunits)
-               return 0;
+       if (unitnum >= MAX_TEXTUREUNITS)
+               Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
        if (id == GL_TEXTURE_2D)
                return unit->t2d;
        if (id == GL_TEXTURE_3D)
@@ -3671,86 +2039,39 @@ void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int w
 {
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES1:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                R_Mesh_TexBind(0, tex);
                GL_ActiveTexture(0);CHECKGLERROR
                qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
                break;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-               {
-                       IDirect3DSurface9 *currentsurface = NULL;
-                       IDirect3DSurface9 *texturesurface = NULL;
-                       RECT sourcerect;
-                       RECT destrect;
-                       sourcerect.left = sx;
-                       sourcerect.top = sy;
-                       sourcerect.right = sx + width;
-                       sourcerect.bottom = sy + height;
-                       destrect.left = tx;
-                       destrect.top = ty;
-                       destrect.right = tx + width;
-                       destrect.bottom = ty + height;
-                       if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
-                       {
-                               if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &currentsurface)))
-                               {
-                                       IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
-                                       IDirect3DSurface9_Release(currentsurface);
-                               }
-                               IDirect3DSurface9_Release(texturesurface);
-                       }
-               }
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_SOFT:
-               DPSOFTRAST_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height);
-               break;
        }
 }
 
-#ifdef SUPPORTD3D
-int d3drswrap[16] = {D3DRS_WRAP0, D3DRS_WRAP1, D3DRS_WRAP2, D3DRS_WRAP3, D3DRS_WRAP4, D3DRS_WRAP5, D3DRS_WRAP6, D3DRS_WRAP7, D3DRS_WRAP8, D3DRS_WRAP9, D3DRS_WRAP10, D3DRS_WRAP11, D3DRS_WRAP12, D3DRS_WRAP13, D3DRS_WRAP14, D3DRS_WRAP15};
-#endif
-
 void R_Mesh_ClearBindingsForTexture(int texnum)
 {
        gltextureunit_t *unit;
        unsigned int unitnum;
-       // this doesn't really unbind the texture, but it does prevent a mistaken "do nothing" behavior on the next time this same texnum is bound on the same unit as the same type (this mainly affects r_shadow_bouncegrid because 3D textures are so rarely used)
-       for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
+       // unbind the texture from any units it is bound on - this prevents accidental reuse of certain textures whose bindings can linger far too long otherwise (e.g. bouncegrid which is a 3D texture) and confuse the driver later.
+       for (unitnum = 0; unitnum < MAX_TEXTUREUNITS; unitnum++)
        {
                unit = gl_state.units + unitnum;
-               if (unit->t2d == texnum)
-                       unit->t2d = -1;
-               if (unit->t3d == texnum)
-                       unit->t3d = -1;
-               if (unit->tcubemap == texnum)
-                       unit->tcubemap = -1;
+               if (unit->texture && unit->texture->texnum == texnum)
+                       R_Mesh_TexBind(unitnum, NULL);
        }
 }
 
 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
-       int tex2d, tex3d, texcubemap, texnum;
-       if (unitnum >= vid.teximageunits)
+       int texnum;
+       if (unitnum >= MAX_TEXTUREUNITS)
+               Sys_Error("R_Mesh_TexBind: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
+       if (unit->texture == tex)
                return;
-//     if (unit->texture == tex)
-//             return;
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                if (!tex)
                {
@@ -3768,956 +2089,114 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
                case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
                }
                break;
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
-               unit->texture = tex;
-               tex2d = 0;
-               tex3d = 0;
-               texcubemap = 0;
-               if (tex)
+       }
+}
+
+void R_Mesh_ResetTextureState(void)
+{
+       unsigned int unitnum;
+
+       BACKENDACTIVECHECK
+
+       for (unitnum = 0;unitnum < MAX_TEXTUREUNITS;unitnum++)
+               R_Mesh_TexBind(unitnum, NULL);
+}
+
+void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
+{
+       // upload temporary vertexbuffer for this rendering
+       if (!vertexbuffer)
+               vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
+       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(float[3])        , vertex3f  , vertexbuffer     , bufferoffset           );
+       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(float[4])        , NULL      , NULL             , 0                      );
+       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(float[2])        , NULL      , NULL             , 0                      );
+       R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(float[3])        , NULL      , NULL             , 0                      );
+       R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(float[3])        , NULL      , NULL             , 0                      );
+       R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(float[3])        , NULL      , NULL             , 0                      );
+       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(float[2])        , NULL      , NULL             , 0                      );
+       R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(float[2])        , NULL      , NULL             , 0                      );
+       R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL      , NULL             , 0                      );
+       R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL      , NULL             , 0                      );
+}
+
+void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
+{
+       r_meshbuffer_t *buffer_vertex3f = NULL;
+       r_meshbuffer_t *buffer_color4f = NULL;
+       r_meshbuffer_t *buffer_texcoord2f = NULL;
+       int bufferoffset_vertex3f = 0;
+       int bufferoffset_color4f = 0;
+       int bufferoffset_texcoord2f = 0;
+       buffer_color4f    = R_BufferData_Store(numvertices * sizeof(float[4]), color4f   , R_BUFFERDATA_VERTEX, &bufferoffset_color4f   );
+       buffer_vertex3f   = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f  , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f  );
+       buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
+       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(float[3])        , vertex3f          , buffer_vertex3f          , bufferoffset_vertex3f          );
+       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(float[4])        , color4f           , buffer_color4f           , bufferoffset_color4f           );
+       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(float[2])        , texcoord2f        , buffer_texcoord2f        , bufferoffset_texcoord2f        );
+       R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
+       R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
+       R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
+       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
+       R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
+       R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
+       R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
+}
+
+void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *color4f, const float *texcoordtexture2f, const float *texcoordlightmap2f)
+{
+       r_meshbuffer_t *buffer_vertex3f = NULL;
+       r_meshbuffer_t *buffer_color4f = NULL;
+       r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
+       r_meshbuffer_t *buffer_svector3f = NULL;
+       r_meshbuffer_t *buffer_tvector3f = NULL;
+       r_meshbuffer_t *buffer_normal3f = NULL;
+       r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
+       int bufferoffset_vertex3f = 0;
+       int bufferoffset_color4f = 0;
+       int bufferoffset_texcoordtexture2f = 0;
+       int bufferoffset_svector3f = 0;
+       int bufferoffset_tvector3f = 0;
+       int bufferoffset_normal3f = 0;
+       int bufferoffset_texcoordlightmap2f = 0;
+       buffer_color4f            = R_BufferData_Store(numvertices * sizeof(float[4]), color4f           , R_BUFFERDATA_VERTEX, &bufferoffset_color4f           );
+       buffer_vertex3f           = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f          , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f          );
+       buffer_svector3f          = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f         , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f         );
+       buffer_tvector3f          = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f         , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f         );
+       buffer_normal3f           = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f          , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f          );
+       buffer_texcoordtexture2f  = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
+       buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
+       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(float[3])        , vertex3f          , buffer_vertex3f          , bufferoffset_vertex3f          );
+       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(float[4])        , color4f           , buffer_color4f           , bufferoffset_color4f           );
+       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(float[2])        , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
+       R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(float[3])        , svector3f         , buffer_svector3f         , bufferoffset_svector3f         );
+       R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(float[3])        , tvector3f         , buffer_tvector3f         , bufferoffset_tvector3f         );
+       R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(float[3])        , normal3f          , buffer_normal3f          , bufferoffset_normal3f          );
+       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(float[2])        , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
+       R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
+       R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
+       R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
+}
+
+void GL_BlendEquationSubtract(qboolean negated)
+{
+       CHECKGLERROR
+       if(negated)
+       {
+               switch(vid.renderpath)
                {
-                       texnum = R_GetTexture(tex);
-                       switch(tex->gltexturetypeenum)
-                       {
-                       case GL_TEXTURE_2D:
-                               tex2d = texnum;
-                               break;
-                       case GL_TEXTURE_3D:
-                               tex3d = texnum;
-                               break;
-                       case GL_TEXTURE_CUBE_MAP:
-                               texcubemap = texnum;
-                               break;
-                       }
+               case RENDERPATH_GL32:
+               case RENDERPATH_GLES2:
+                       qglBlendEquation(GL_FUNC_REVERSE_SUBTRACT);CHECKGLERROR
+                       break;
                }
-               // update 2d texture binding
-               if (unit->t2d != tex2d)
+       }
+       else
+       {
+               switch(vid.renderpath)
                {
-                       GL_ActiveTexture(unitnum);
-                       if (tex2d)
-                       {
-                               if (unit->t2d == 0)
-                               {
-                                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
-                               }
-                       }
-                       else
-                       {
-                               if (unit->t2d)
-                               {
-                                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
-                               }
-                       }
-                       unit->t2d = tex2d;
-                       qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
-               }
-               // update 3d texture binding
-               if (unit->t3d != tex3d)
-               {
-                       GL_ActiveTexture(unitnum);
-                       if (tex3d)
-                       {
-                               if (unit->t3d == 0)
-                               {
-                                       qglEnable(GL_TEXTURE_3D);CHECKGLERROR
-                               }
-                       }
-                       else
-                       {
-                               if (unit->t3d)
-                               {
-                                       qglDisable(GL_TEXTURE_3D);CHECKGLERROR
-                               }
-                       }
-                       unit->t3d = tex3d;
-                       qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
-               }
-               // update cubemap texture binding
-               if (unit->tcubemap != texcubemap)
-               {
-                       GL_ActiveTexture(unitnum);
-                       if (texcubemap)
-                       {
-                               if (unit->tcubemap == 0)
-                               {
-                                       qglEnable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
-                               }
-                       }
-                       else
-                       {
-                               if (unit->tcubemap)
-                               {
-                                       qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
-                               }
-                       }
-                       unit->tcubemap = texcubemap;
-                       qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR
-               }
-               break;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-               {
-                       extern cvar_t gl_texture_anisotropy;
-                       if (!tex)
-                       {
-                               tex = r_texture_white;
-                               // not initialized enough yet...
-                               if (!tex)
-                                       return;
-                       }
-                       // upload texture if needed
-                       R_GetTexture(tex);
-                       if (unit->texture == tex)
-                               return;
-                       unit->texture = tex;
-                       IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
-                       //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
-                       IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
-                       IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
-                       if (tex->d3daddressw)
-                               IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW,  tex->d3daddressw);
-                       IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
-                       IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
-                       IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
-                       IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
-                       IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
-                       IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
-               }
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_SOFT:
-               if (!tex)
-               {
-                       tex = r_texture_white;
-                       // not initialized enough yet...
-                       if (!tex)
-                               return;
-               }
-               texnum = R_GetTexture(tex);
-               if (unit->texture == tex)
-                       return;
-               unit->texture = tex;
-               DPSOFTRAST_SetTexture(unitnum, texnum);
-               break;
-       }
-}
-
-void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
-{
-       gltextureunit_t *unit = gl_state.units + unitnum;
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES1:
-       case RENDERPATH_GLES2:
-#ifdef GL_MODELVIEW
-               if (matrix && matrix->m[3][3])
-               {
-                       // texmatrix specified, check if it is different
-                       if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
-                       {
-                               float glmatrix[16];
-                               unit->texmatrixenabled = true;
-                               unit->matrix = *matrix;
-                               CHECKGLERROR
-                               Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
-                               GL_ActiveTexture(unitnum);
-                               qglMatrixMode(GL_TEXTURE);CHECKGLERROR
-                               qglLoadMatrixf(glmatrix);CHECKGLERROR
-                               qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-                       }
-               }
-               else
-               {
-                       // no texmatrix specified, revert to identity
-                       if (unit->texmatrixenabled)
-                       {
-                               unit->texmatrixenabled = false;
-                               unit->matrix = identitymatrix;
-                               CHECKGLERROR
-                               GL_ActiveTexture(unitnum);
-                               qglMatrixMode(GL_TEXTURE);CHECKGLERROR
-                               qglLoadIdentity();CHECKGLERROR
-                               qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-                       }
-               }
-#endif
-               break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               break;
-       case RENDERPATH_SOFT:
-               break;
-       }
-}
-
-void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
-{
-       gltextureunit_t *unit = gl_state.units + unitnum;
-       CHECKGLERROR
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES2:
-               // do nothing
-               break;
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
-#ifdef GL_TEXTURE_ENV
-               // GL_ARB_texture_env_combine
-               if (!combinergb)
-                       combinergb = GL_MODULATE;
-               if (!combinealpha)
-                       combinealpha = GL_MODULATE;
-               if (!rgbscale)
-                       rgbscale = 1;
-               if (!alphascale)
-                       alphascale = 1;
-               if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
-               {
-                       if (combinergb == GL_DECAL)
-                               combinergb = GL_INTERPOLATE;
-                       if (unit->combine != GL_COMBINE)
-                       {
-                               unit->combine = GL_COMBINE;
-                               GL_ActiveTexture(unitnum);
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE mode
-                       }
-                       if (unit->combinergb != combinergb)
-                       {
-                               unit->combinergb = combinergb;
-                               GL_ActiveTexture(unitnum);
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->combinergb);CHECKGLERROR
-                       }
-                       if (unit->combinealpha != combinealpha)
-                       {
-                               unit->combinealpha = combinealpha;
-                               GL_ActiveTexture(unitnum);
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->combinealpha);CHECKGLERROR
-                       }
-                       if (unit->rgbscale != rgbscale)
-                       {
-                               unit->rgbscale = rgbscale;
-                               GL_ActiveTexture(unitnum);
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, unit->rgbscale);CHECKGLERROR
-                       }
-                       if (unit->alphascale != alphascale)
-                       {
-                               unit->alphascale = alphascale;
-                               GL_ActiveTexture(unitnum);
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
-                       }
-               }
-               else
-               {
-                       if (unit->combine != combinergb)
-                       {
-                               unit->combine = combinergb;
-                               GL_ActiveTexture(unitnum);
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
-                       }
-               }
-#endif
-               break;
-       case RENDERPATH_GL11:
-               // normal GL texenv
-#ifdef GL_TEXTURE_ENV
-               if (!combinergb)
-                       combinergb = GL_MODULATE;
-               if (unit->combine != combinergb)
-               {
-                       unit->combine = combinergb;
-                       GL_ActiveTexture(unitnum);
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
-               }
-#endif
-               break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               break;
-       case RENDERPATH_SOFT:
-               break;
-       }
-}
-
-void R_Mesh_ResetTextureState(void)
-{
-       unsigned int unitnum;
-
-       BACKENDACTIVECHECK
-
-       for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
-               R_Mesh_TexBind(unitnum, NULL);
-       for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
-               R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES2:
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-       case RENDERPATH_SOFT:
-               break;
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
-               for (unitnum = 0;unitnum < vid.texunits;unitnum++)
-               {
-                       R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1);
-                       R_Mesh_TexMatrix(unitnum, NULL);
-               }
-               break;
-       }
-}
-
-
-
-#ifdef SUPPORTD3D
-//#define r_vertex3f_d3d9fvf (D3DFVF_XYZ)
-//#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
-//#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
-
-D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] =
-{
-       {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
-       D3DDECL_END()
-};
-
-D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
-{
-       {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f  ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
-       {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4f   ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
-       {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
-       D3DDECL_END()
-};
-
-D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
-{
-       {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f          ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
-       {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4f           ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
-       {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
-       {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f         ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
-       {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f         ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
-       {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f          ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
-       {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
-       D3DDECL_END()
-};
-
-IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl;
-IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
-IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
-#endif
-
-static void R_Mesh_InitVertexDeclarations(void)
-{
-#ifdef SUPPORTD3D
-       r_vertex3f_d3d9decl = NULL;
-       r_vertexgeneric_d3d9decl = NULL;
-       r_vertexmesh_d3d9decl = NULL;
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL20:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL11:
-       case RENDERPATH_GLES1:
-       case RENDERPATH_GLES2:
-               break;
-       case RENDERPATH_D3D9:
-               IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl);
-               IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
-               IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_SOFT:
-               break;
-       }
-#endif
-}
-
-static void R_Mesh_DestroyVertexDeclarations(void)
-{
-#ifdef SUPPORTD3D
-       if (r_vertex3f_d3d9decl)
-               IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl);
-       r_vertex3f_d3d9decl = NULL;
-       if (r_vertexgeneric_d3d9decl)
-               IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
-       r_vertexgeneric_d3d9decl = NULL;
-       if (r_vertexmesh_d3d9decl)
-               IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
-       r_vertexmesh_d3d9decl = NULL;
-#endif
-}
-
-void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer)
-{
-       // upload temporary vertexbuffer for this rendering
-       if (!gl_state.usevbo_staticvertex)
-               vertexbuffer = NULL;
-       if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
-       {
-               if (gl_state.preparevertices_dynamicvertexbuffer)
-                       R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex3f, numvertices * sizeof(float[3]));
-               else
-                       gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex3f, numvertices * sizeof(float[3]), "temporary", false, true, false);
-               vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
-       }
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES2:
-               if (vertexbuffer)
-               {
-                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
-                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               }
-               else
-               {
-                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
-                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               }
-               break;
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
-               if (vertexbuffer)
-               {
-                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
-                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               }
-               else
-               {
-                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
-                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               }
-               break;
-       case RENDERPATH_GL11:
-               if (vertexbuffer)
-               {
-                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
-                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               }
-               else
-               {
-                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
-                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               }
-               break;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-               IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
-               if (vertexbuffer)
-                       IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(float[3]));
-               else
-                       IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
-               gl_state.d3dvertexbuffer = (void *)vertexbuffer;
-               gl_state.d3dvertexdata = (void *)vertex3f;
-               gl_state.d3dvertexsize = sizeof(float[3]);
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_SOFT:
-               DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
-               DPSOFTRAST_SetColorPointer(NULL, 0);
-               DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL);
-               DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
-               DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
-               DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
-               DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
-               break;
-       }
-}
-
-
-
-r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
-{
-       size_t size;
-       size = sizeof(r_vertexgeneric_t) * numvertices;
-       if (gl_state.preparevertices_tempdatamaxsize < size)
-       {
-               gl_state.preparevertices_tempdatamaxsize = size;
-               gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
-       }
-       gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
-       gl_state.preparevertices_numvertices = numvertices;
-       return gl_state.preparevertices_vertexgeneric;
-}
-
-qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
-{
-       R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL);
-       gl_state.preparevertices_vertexgeneric = NULL;
-       gl_state.preparevertices_numvertices = 0;
-       return true;
-}
-
-void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
-{
-       int i;
-       r_vertexgeneric_t *vertex;
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES2:
-               if (!vid.useinterleavedarrays)
-               {
-                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
-                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
-                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       return;
-               }
-               break;
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
-               if (!vid.useinterleavedarrays)
-               {
-                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
-                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
-                       if (vid.texunits >= 2)
-                               R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       if (vid.texunits >= 3)
-                               R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       return;
-               }
-               break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               break;
-       case RENDERPATH_SOFT:
-               DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
-               DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
-               DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoord2f);
-               DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
-               DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
-               DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
-               DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
-               return;
-       }
-
-       // no quick path for this case, convert to vertex structs
-       vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
-       for (i = 0;i < numvertices;i++)
-               VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
-       if (color4f)
-       {
-               for (i = 0;i < numvertices;i++)
-                       Vector4Copy(color4f + 4*i, vertex[i].color4f);
-       }
-       else
-       {
-               for (i = 0;i < numvertices;i++)
-                       Vector4Copy(gl_state.color4f, vertex[i].color4f);
-       }
-       if (texcoord2f)
-               for (i = 0;i < numvertices;i++)
-                       Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
-       R_Mesh_PrepareVertices_Generic_Unlock();
-       R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL);
-}
-
-void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer)
-{
-       // upload temporary vertexbuffer for this rendering
-       if (!gl_state.usevbo_staticvertex)
-               vertexbuffer = NULL;
-       if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
-       {
-               if (gl_state.preparevertices_dynamicvertexbuffer)
-                       R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
-               else
-                       gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
-               vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
-       }
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES2:
-               if (vertexbuffer)
-               {
-                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
-                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
-                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               }
-               else
-               {
-                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
-                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
-                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               }
-               break;
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
-               if (vertexbuffer)
-               {
-                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
-                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
-                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               }
-               else
-               {
-                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
-                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
-                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               }
-               break;
-       case RENDERPATH_GL11:
-               if (vertexbuffer)
-               {
-                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
-                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
-               }
-               else
-               {
-                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
-                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
-               }
-               break;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-               IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
-               if (vertexbuffer)
-                       IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
-               else
-                       IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
-               gl_state.d3dvertexbuffer = (void *)vertexbuffer;
-               gl_state.d3dvertexdata = (void *)vertex;
-               gl_state.d3dvertexsize = sizeof(*vertex);
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_SOFT:
-               DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
-               DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
-               DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f);
-               DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL);
-               DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL);
-               DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL);
-               DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL);
-               break;
-       }
-}
-
-
-
-r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
-{
-       size_t size;
-       size = sizeof(r_vertexmesh_t) * numvertices;
-       if (gl_state.preparevertices_tempdatamaxsize < size)
-       {
-               gl_state.preparevertices_tempdatamaxsize = size;
-               gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
-       }
-       gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
-       gl_state.preparevertices_numvertices = numvertices;
-       return gl_state.preparevertices_vertexmesh;
-}
-
-qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
-{
-       R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL);
-       gl_state.preparevertices_vertexmesh = NULL;
-       gl_state.preparevertices_numvertices = 0;
-       return true;
-}
-
-void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *color4f, const float *texcoordtexture2f, const float *texcoordlightmap2f)
-{
-       int i;
-       r_vertexmesh_t *vertex;
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES2:
-               if (!vid.useinterleavedarrays)
-               {
-                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
-                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
-                       R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
-                       R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
-                       R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
-                       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
-                       return;
-               }
-               break;
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
-               if (!vid.useinterleavedarrays)
-               {
-                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
-                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
-                       if (vid.texunits >= 2)
-                               R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
-                       if (vid.texunits >= 3)
-                               R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       return;
-               }
-               break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               break;
-       case RENDERPATH_SOFT:
-               DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
-               DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
-               DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoordtexture2f);
-               DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f);
-               DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f);
-               DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f);
-               DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f);
-               return;
-       }
-
-       vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
-       for (i = 0;i < numvertices;i++)
-               VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
-       if (svector3f)
-               for (i = 0;i < numvertices;i++)
-                       VectorCopy(svector3f + 3*i, vertex[i].svector3f);
-       if (tvector3f)
-               for (i = 0;i < numvertices;i++)
-                       VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
-       if (normal3f)
-               for (i = 0;i < numvertices;i++)
-                       VectorCopy(normal3f + 3*i, vertex[i].normal3f);
-       if (color4f)
-       {
-               for (i = 0;i < numvertices;i++)
-                       Vector4Copy(color4f + 4*i, vertex[i].color4f);
-       }
-       else
-       {
-               for (i = 0;i < numvertices;i++)
-                       Vector4Copy(gl_state.color4f, vertex[i].color4f);
-       }
-       if (texcoordtexture2f)
-               for (i = 0;i < numvertices;i++)
-                       Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
-       if (texcoordlightmap2f)
-               for (i = 0;i < numvertices;i++)
-                       Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
-       R_Mesh_PrepareVertices_Mesh_Unlock();
-       R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL);
-}
-
-void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer)
-{
-       // upload temporary vertexbuffer for this rendering
-       if (!gl_state.usevbo_staticvertex)
-               vertexbuffer = NULL;
-       if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
-       {
-               if (gl_state.preparevertices_dynamicvertexbuffer)
-                       R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
-               else
-                       gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
-               vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
-       }
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES2:
-               if (vertexbuffer)
-               {
-                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
-                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
-                       R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(*vertex), vertex->svector3f         , vertexbuffer, (int)((unsigned char *)vertex->svector3f          - (unsigned char *)vertex));
-                       R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(*vertex), vertex->tvector3f         , vertexbuffer, (int)((unsigned char *)vertex->tvector3f          - (unsigned char *)vertex));
-                       R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(*vertex), vertex->normal3f          , vertexbuffer, (int)((unsigned char *)vertex->normal3f           - (unsigned char *)vertex));
-                       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
-               }
-               else
-               {
-                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
-                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
-                       R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(*vertex), vertex->svector3f         , NULL, 0);
-                       R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(*vertex), vertex->tvector3f         , NULL, 0);
-                       R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(*vertex), vertex->normal3f          , NULL, 0);
-                       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
-               }
-               break;
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
-               if (vertexbuffer)
-               {
-                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
-                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
-                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
-               }
-               else
-               {
-                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
-                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
-                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
-               }
-               break;
-       case RENDERPATH_GL11:
-               if (vertexbuffer)
-               {
-                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
-                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
-               }
-               else
-               {
-                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
-                       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
-               }
-               break;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-               IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
-               if (vertexbuffer)
-                       IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
-               else
-                       IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
-               gl_state.d3dvertexbuffer = (void *)vertexbuffer;
-               gl_state.d3dvertexdata = (void *)vertex;
-               gl_state.d3dvertexsize = sizeof(*vertex);
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_SOFT:
-               DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
-               DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
-               DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f);
-               DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f);
-               DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f);
-               DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f);
-               DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f);
-               break;
-       }
-}
-
-void GL_BlendEquationSubtract(qboolean negated)
-{
-       if(negated)
-       {
-               switch(vid.renderpath)
-               {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_GLES1:
-               case RENDERPATH_GLES2:
-                       qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);
-                       break;
-               case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
-#endif
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_SOFT:
-                       DPSOFTRAST_BlendSubtract(true);
-                       break;
-               }
-       }
-       else
-       {
-               switch(vid.renderpath)
-               {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_GLES1:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
-                       qglBlendEquationEXT(GL_FUNC_ADD);
-                       break;
-               case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
-#endif
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_SOFT:
-                       DPSOFTRAST_BlendSubtract(false);
+                       qglBlendEquation(GL_FUNC_ADD);CHECKGLERROR
                        break;
                }
        }