]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
Remove the CONFIG_CD macro, and enable faketracks unconditionally.
[xonotic/darkplaces.git] / gl_backend.c
index fcaeeb2d1d6f5fd7f4e6c5088f8cf8003997a2a6..34895d13730c9d396ec40fbc3a2ddc4981030239 100644 (file)
@@ -2,79 +2,9 @@
 #include "quakedef.h"
 #include "cl_collision.h"
 
-// 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_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
-
-
 #define MAX_RENDERTARGETS 4
 
+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"};
 
@@ -82,8 +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_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;
@@ -98,9 +26,6 @@ float gl_modelview16f[16];
 float gl_modelviewprojection16f[16];
 qboolean gl_modelmatrixchanged;
 
-int gl_maxdrawrangeelementsvertices;
-int gl_maxdrawrangeelementsindices;
-
 #ifdef DEBUGGL
 int gl_errornumber = 0;
 
@@ -153,6 +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");
@@ -171,12 +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;
 
@@ -193,13 +142,9 @@ 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;
@@ -211,6 +156,9 @@ typedef struct gl_state_s
        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;
@@ -314,17 +262,21 @@ static void gl_backend_start(void)
 
        CHECKGLERROR
 
-       GL_Backend_ResetState();
-
        switch(vid.renderpath)
        {
        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)
                CHECKGLERROR
                qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);CHECKGLERROR
                break;
        }
+
+       GL_Backend_ResetState();
 }
 
 static void gl_backend_shutdown(void)
@@ -416,7 +368,7 @@ void gl_backend_init(void)
        Cvar_RegisterVariable(&r_waterwarp);
        Cvar_RegisterVariable(&gl_polyblend);
        Cvar_RegisterVariable(&v_flipped);
-       Cvar_RegisterVariable(&gl_dither);
+       Cvar_RegisterVariable(&gl_debug);
        Cvar_RegisterVariable(&gl_paranoid);
        Cvar_RegisterVariable(&gl_printcheckerror);
 
@@ -1042,27 +994,27 @@ int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colorte
                if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
 
 #ifndef USE_GLES2
-               if (colortexture4 && qglDrawBuffersARB)
+               if (colortexture4)
                {
-                       qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
+                       qglDrawBuffers(4, drawbuffers);CHECKGLERROR
                        qglReadBuffer(GL_NONE);CHECKGLERROR
                }
-               else if (colortexture3 && qglDrawBuffersARB)
+               else if (colortexture3)
                {
-                       qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
+                       qglDrawBuffers(3, drawbuffers);CHECKGLERROR
                        qglReadBuffer(GL_NONE);CHECKGLERROR
                }
-               else if (colortexture2 && qglDrawBuffersARB)
+               else if (colortexture2)
                {
-                       qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
+                       qglDrawBuffers(2, drawbuffers);CHECKGLERROR
                        qglReadBuffer(GL_NONE);CHECKGLERROR
                }
-               else if (colortexture && qglDrawBuffer)
+               else if (colortexture)
                {
                        qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
                        qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
                }
-               else if (qglDrawBuffer)
+               else
                {
                        qglDrawBuffer(GL_NONE);CHECKGLERROR
                        qglReadBuffer(GL_NONE);CHECKGLERROR
@@ -1108,7 +1060,7 @@ 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
@@ -1127,12 +1079,8 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo
 
 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;
@@ -1153,6 +1101,25 @@ static void GL_Backend_ResetState(void)
        {
        case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
+               // set up debug output early
+               if (vid.support.arb_debug_output)
+               {
+                       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);
+               }
                CHECKGLERROR
                qglColorMask(1, 1, 1, 1);CHECKGLERROR
                qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
@@ -1170,19 +1137,6 @@ static void GL_Backend_ResetState(void)
                qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
                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
-                       qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
-                       qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
-               }
-               for (i = 0;i < vid.texarrayunits;i++)
-               {
-                       GL_BindVBO(0);
-                       qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
-               }
                CHECKGLERROR
                break;
        }
@@ -1431,18 +1385,18 @@ void GL_AlphaToCoverage(qboolean state)
                case RENDERPATH_GLES2:
                        break;
                case RENDERPATH_GL32:
-#ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
+#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;
@@ -2021,6 +1975,8 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *
 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
@@ -2068,8 +2024,8 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, si
 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)
@@ -2096,16 +2052,12 @@ 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);
        }
 }
 
@@ -2113,8 +2065,8 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
        int texnum;
-       if (unitnum >= vid.teximageunits)
-               return;
+       if (unitnum >= MAX_TEXTUREUNITS)
+               Sys_Error("R_Mesh_TexBind: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
        if (unit->texture == tex)
                return;
        switch(vid.renderpath)
@@ -2146,10 +2098,8 @@ void R_Mesh_ResetTextureState(void)
 
        BACKENDACTIVECHECK
 
-       for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
+       for (unitnum = 0;unitnum < MAX_TEXTUREUNITS;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);
 }
 
 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
@@ -2157,32 +2107,16 @@ void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, con
        // upload temporary vertexbuffer for this rendering
        if (!vertexbuffer)
                vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
-       if (vertexbuffer)
-       {
-               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, 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);
-               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);
-       }
-       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);
-               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);
-       }
+       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)
@@ -2252,7 +2186,7 @@ void GL_BlendEquationSubtract(qboolean negated)
                {
                case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
-                       qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);CHECKGLERROR
+                       qglBlendEquation(GL_FUNC_REVERSE_SUBTRACT);CHECKGLERROR
                        break;
                }
        }
@@ -2262,7 +2196,7 @@ void GL_BlendEquationSubtract(qboolean negated)
                {
                case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
-                       qglBlendEquationEXT(GL_FUNC_ADD);CHECKGLERROR
+                       qglBlendEquation(GL_FUNC_ADD);CHECKGLERROR
                        break;
                }
        }