]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
added r_renderview cvar (similar to scr_refresh but disables only 3D
[xonotic/darkplaces.git] / gl_backend.c
index 6b7f99981c39f176c0868b82e625abe784266ca1..35a0e01fa12b4b12f6c71de92f66df596af3543e 100644 (file)
@@ -5,16 +5,19 @@
 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_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
 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 = {0, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
 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"};
 
-cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"};
+cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
+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_lockarrays = {0, "gl_lockarrays", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"};
 cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"};
-cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "1", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering"};
+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_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;
@@ -63,6 +66,11 @@ void GL_PrintError(int errornumber, char *filename, int linenumber)
        case GL_TABLE_TOO_LARGE:
                Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
                break;
+#endif
+#ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
+       case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
+               Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
+               break;
 #endif
        default:
                Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
@@ -75,10 +83,9 @@ void GL_PrintError(int errornumber, char *filename, int linenumber)
 
 void SCR_ScreenShot_f (void);
 
-static matrix4x4_t backend_viewmatrix;
+static r_viewport_t backend_viewport;
 static matrix4x4_t backend_modelmatrix;
 static matrix4x4_t backend_modelviewmatrix;
-static matrix4x4_t backend_projectmatrix;
 
 static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
 
@@ -136,8 +143,8 @@ for (y = 0;y < rows - 1;y++)
 }
 */
 
-int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
-int quadelements[QUADELEMENTS_MAXQUADS*6];
+unsigned short polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
+unsigned short quadelements[QUADELEMENTS_MAXQUADS*6];
 
 void GL_Backend_AllocArrays(void)
 {
@@ -245,6 +252,7 @@ void gl_backend_init(void)
        }
 
        Cvar_RegisterVariable(&r_render);
+       Cvar_RegisterVariable(&r_renderview);
        Cvar_RegisterVariable(&r_waterwarp);
        Cvar_RegisterVariable(&gl_polyblend);
        Cvar_RegisterVariable(&v_flipped);
@@ -254,13 +262,11 @@ void gl_backend_init(void)
        Cvar_RegisterVariable(&gl_vbo);
        Cvar_RegisterVariable(&gl_paranoid);
        Cvar_RegisterVariable(&gl_printcheckerror);
-#ifdef NORENDER
-       Cvar_SetValue("r_render", 0);
-#endif
 
        Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
        Cvar_RegisterVariable(&gl_mesh_testarrayelement);
        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");
 
@@ -269,121 +275,31 @@ void gl_backend_init(void)
 
 void GL_SetMirrorState(qboolean state);
 
-void GL_SetupView_Orientation_Identity (void)
-{
-       backend_viewmatrix = identitymatrix;
-       GL_SetMirrorState(false);
-       memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
-}
-
-void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix)
+void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
 {
-       matrix4x4_t tempmatrix, basematrix;
-       Matrix4x4_Invert_Full(&tempmatrix, matrix);
-       Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
-       Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
-       Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
-
-       GL_SetMirrorState(v_flipped.integer);
-       if(v_flipped_state)
-       {
-               Matrix4x4_Transpose(&basematrix, &backend_viewmatrix);
-               Matrix4x4_ConcatScale3(&basematrix, -1, 1, 1);
-               Matrix4x4_Transpose(&backend_viewmatrix, &basematrix);
-       }
-
-       //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
-       //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
-       //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
-       //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
-
-       // force an update of the model matrix by copying it off, resetting it, and then calling the R_Mesh_Matrix function with it
-       tempmatrix = backend_modelmatrix;
-       memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
-       R_Mesh_Matrix(&tempmatrix);
-}
-
-void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar)
-{
-       double m[16];
-
-       // set up viewpoint
-       CHECKGLERROR
-       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
-       qglLoadIdentity();CHECKGLERROR
-       // set view pyramid
-       qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
-       qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
-       Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
-       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-       GL_SetupView_Orientation_Identity();
-       CHECKGLERROR
-}
-
-void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear)
-{
-       double nudge, m[16];
-
-       // set up viewpoint
-       CHECKGLERROR
-       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
-       qglLoadIdentity();CHECKGLERROR
-       // set view pyramid
-       nudge = 1.0 - 1.0 / (1<<23);
-       m[ 0] = 1.0 / frustumx;
-       m[ 1] = 0;
-       m[ 2] = 0;
-       m[ 3] = 0;
-       m[ 4] = 0;
-       m[ 5] = 1.0 / frustumy;
-       m[ 6] = 0;
-       m[ 7] = 0;
-       m[ 8] = 0;
-       m[ 9] = 0;
-       m[10] = -nudge;
-       m[11] = -1;
-       m[12] = 0;
-       m[13] = 0;
-       m[14] = -2 * zNear * nudge;
-       m[15] = 0;
-       qglLoadMatrixd(m);CHECKGLERROR
-       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-       GL_SetupView_Orientation_Identity();
-       CHECKGLERROR
-       Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
-}
-
-void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
-{
-       double m[16];
-
-       // set up viewpoint
-       CHECKGLERROR
-       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
-       qglLoadIdentity();CHECKGLERROR
-       qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR
-       qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
-       Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
-       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-       GL_SetupView_Orientation_Identity();
-       CHECKGLERROR
+       vec4_t temp;
+       float iw;
+       Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
+       Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
+       iw = 1.0f / out[3];
+       out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
+       out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
+       out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
 }
 
-void GL_SetupView_ApplyCustomNearClipPlane(double normalx, double normaly, double normalz, double dist)
+static void R_Viewport_ApplyNearClipPlane(r_viewport_t *v, double normalx, double normaly, double normalz, double dist)
 {
-       double matrix[16];
        double q[4];
        double d;
        float clipPlane[4], v3[3], v4[3];
        float normal[3];
 
-       // This is Olique Depth Projection from http://www.terathon.com/code/oblique.php
-       // modified to fit in this codebase.
+       // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
 
        VectorSet(normal, normalx, normaly, normalz);
-       Matrix4x4_Transform3x3(&backend_viewmatrix, normal, clipPlane);
+       Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
        VectorScale(normal, dist, v3);
-       Matrix4x4_Transform(&backend_viewmatrix, v3, v4);
+       Matrix4x4_Transform(&v->viewmatrix, v3, v4);
        // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
        clipPlane[3] = -DotProduct(v4, clipPlane);
 
@@ -404,28 +320,281 @@ void GL_SetupView_ApplyCustomNearClipPlane(double normalx, double normaly, doubl
        // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
        // transform it into camera space by multiplying it
        // by the inverse of the projection matrix
-       Matrix4x4_ToArrayDoubleGL(&backend_projectmatrix, matrix);
-
-       q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + matrix[8]) / matrix[0];
-       q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + matrix[9]) / matrix[5];
+       q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + v->m[8]) / v->m[0];
+       q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + v->m[9]) / v->m[5];
        q[2] = -1.0f;
-       q[3] = (1.0f + matrix[10]) / matrix[14];
+       q[3] = (1.0f + v->m[10]) / v->m[14];
 
        // Calculate the scaled plane vector
        d = 2.0f / DotProduct4(clipPlane, q);
 
        // Replace the third row of the projection matrix
-       matrix[2] = clipPlane[0] * d;
-       matrix[6] = clipPlane[1] * d;
-       matrix[10] = clipPlane[2] * d + 1.0f;
-       matrix[14] = clipPlane[3] * d;
+       v->m[2] = clipPlane[0] * d;
+       v->m[6] = clipPlane[1] * d;
+       v->m[10] = clipPlane[2] * d + 1.0f;
+       v->m[14] = clipPlane[3] * d;
+}
+
+void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double x1, double y1, double x2, double y2, double nearclip, double farclip, const double *nearplane)
+{
+       float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
+       memset(v, 0, sizeof(*v));
+       v->type = R_VIEWPORTTYPE_ORTHO;
+       v->cameramatrix = *cameramatrix;
+       v->x = x;
+       v->y = y;
+       v->z = 0;
+       v->width = width;
+       v->height = height;
+       v->depth = 1;
+       v->m[0]  = 2/(right - left);
+       v->m[5]  = 2/(top - bottom);
+       v->m[10] = -2/(zFar - zNear);
+       v->m[12] = - (right + left)/(right - left);
+       v->m[13] = - (top + bottom)/(top - bottom);
+       v->m[14] = - (zFar + zNear)/(zFar - zNear);
+       v->m[15] = 1;
+
+       Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
+       Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
+
+       if (nearplane)
+               R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
 
-       // Load it back into OpenGL
+#if 0
+       {
+               vec4_t test1;
+               vec4_t test2;
+               Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
+               R_Viewport_TransformToScreen(v, test1, test2);
+               Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
+       }
+#endif
+}
+
+void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double nearclip, double farclip, const double *nearplane)
+{
+       matrix4x4_t tempmatrix, basematrix;
+       memset(v, 0, sizeof(*v));
+
+       if(v_flipped.integer)
+               frustumx = -frustumx;
+
+       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;
+       v->m[0]  = 1.0 / frustumx;
+       v->m[5]  = 1.0 / frustumy;
+       v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
+       v->m[11] = -1;
+       v->m[14] = -2 * nearclip * farclip / (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);
+
+       Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
+
+       if (nearplane)
+               R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+}
+
+void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double nearclip, const double *nearplane)
+{
+       matrix4x4_t tempmatrix, basematrix;
+       const double nudge = 1.0 - 1.0 / (1<<23);
+       memset(v, 0, sizeof(*v));
+
+       if(v_flipped.integer)
+               frustumx = -frustumx;
+
+       v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
+       v->cameramatrix = *cameramatrix;
+       v->x = x;
+       v->y = y;
+       v->z = 0;
+       v->width = width;
+       v->height = height;
+       v->depth = 1;
+       v->m[ 0] = 1.0 / frustumx;
+       v->m[ 5] = 1.0 / frustumy;
+       v->m[10] = -nudge;
+       v->m[11] = -1;
+       v->m[14] = -2 * nearclip * nudge;
+
+       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);
+
+       Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
+
+       if (nearplane)
+               R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+}
+
+float cubeviewmatrix[6][16] =
+{
+    // standard cubemap projections
+    { // +X
+         0, 0,-1, 0,
+         0,-1, 0, 0,
+        -1, 0, 0, 0,
+         0, 0, 0, 1,
+    },
+    { // -X
+         0, 0, 1, 0,
+         0,-1, 0, 0,
+         1, 0, 0, 0,
+         0, 0, 0, 1,
+    },
+    { // +Y
+         1, 0, 0, 0,
+         0, 0,-1, 0,
+         0, 1, 0, 0,
+         0, 0, 0, 1,
+    },
+    { // -Y
+         1, 0, 0, 0,
+         0, 0, 1, 0,
+         0,-1, 0, 0,
+         0, 0, 0, 1,
+    },
+    { // +Z
+         1, 0, 0, 0,
+         0,-1, 0, 0,
+         0, 0,-1, 0,
+         0, 0, 0, 1,
+    },
+    { // -Z
+        -1, 0, 0, 0,
+         0,-1, 0, 0,
+         0, 0, 1, 0,
+         0, 0, 0, 1,
+    },
+};
+float rectviewmatrix[6][16] =
+{
+    // sign-preserving cubemap projections
+    { // +X
+         0, 0,-1, 0,
+         0, 1, 0, 0,
+         1, 0, 0, 0,
+         0, 0, 0, 1,
+    },
+    { // -X
+         0, 0, 1, 0,
+         0, 1, 0, 0,
+         1, 0, 0, 0,
+         0, 0, 0, 1,
+    },
+    { // +Y
+         1, 0, 0, 0,
+         0, 0,-1, 0,
+         0, 1, 0, 0,
+         0, 0, 0, 1,
+    },
+    { // -Y
+         1, 0, 0, 0,
+         0, 0, 1, 0,
+         0, 1, 0, 0,
+         0, 0, 0, 1,
+    },
+    { // +Z
+         1, 0, 0, 0,
+         0, 1, 0, 0,
+         0, 0,-1, 0,
+         0, 0, 0, 1,
+    },
+    { // -Z
+         1, 0, 0, 0,
+         0, 1, 0, 0,
+         0, 0, 1, 0,
+         0, 0, 0, 1,
+    },
+};
+
+void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
+{
+       matrix4x4_t tempmatrix, basematrix;
+       memset(v, 0, sizeof(*v));
+       v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
+       v->cameramatrix = *cameramatrix;
+       v->width = size;
+       v->height = size;
+       v->depth = 1;
+       v->m[0] = v->m[5] = 1.0f;
+       v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
+       v->m[11] = -1;
+       v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+
+       Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
+       Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
+       Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
+       Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
+
+       if (nearplane)
+               R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+}
+
+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)
+{
+       matrix4x4_t tempmatrix, basematrix;
+       if (border > size - 2)
+               border = size - 2;
+       memset(v, 0, sizeof(*v));
+       v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
+       v->cameramatrix = *cameramatrix;
+       v->x = (side & 1) * size;
+       v->y = (side >> 1) * size;
+       v->width = size;
+       v->height = size;
+       v->depth = 1;
+       v->m[0] = v->m[5] = 1.0f * ((float)size - border) / size;
+       v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
+       v->m[11] = -1;
+       v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+
+       Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
+       Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
+       Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
+       Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
+
+       if (nearplane)
+               R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+}
+
+void R_SetViewport(const r_viewport_t *v)
+{
+       float glmatrix[16];
+       backend_viewport = *v;
+
+       CHECKGLERROR
+       qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
+
+       // Load the projection matrix into OpenGL
        qglMatrixMode(GL_PROJECTION);CHECKGLERROR
-       qglLoadMatrixd(matrix);CHECKGLERROR
+       qglLoadMatrixd(backend_viewport.m);CHECKGLERROR
        qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-       CHECKGLERROR
-       Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, matrix);
+
+       // FIXME: v_flipped_state is evil, this probably breaks somewhere
+       GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
+
+       // directly force an update of the modelview matrix
+       Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewport.viewmatrix, &backend_modelmatrix);
+       Matrix4x4_ToArrayFloatGL(&backend_modelviewmatrix, glmatrix);
+       qglLoadMatrixf(glmatrix);CHECKGLERROR
+}
+
+void R_GetViewport(r_viewport_t *v)
+{
+       *v = backend_viewport;
 }
 
 typedef struct gltextureunit_s
@@ -433,7 +602,7 @@ typedef struct gltextureunit_s
        const void *pointer_texcoord;
        size_t pointer_texcoord_offset;
        int pointer_texcoord_buffer;
-       int t1d, t2d, t3d, tcubemap;
+       int t1d, t2d, t3d, tcubemap, trectangle;
        int arrayenabled;
        unsigned int arraycomponents;
        int rgbscale, alphascale;
@@ -539,6 +708,10 @@ void GL_SetupTextureState(void)
                {
                        qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
                }
+               if (gl_texturerectangle)
+               {
+                       qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
+               }
        }
 
        for (i = 0;i < backendarrayunits;i++)
@@ -562,6 +735,10 @@ void GL_SetupTextureState(void)
                {
                        qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
                }
+               if (gl_texturerectangle)
+               {
+                       qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+               }
                qglMatrixMode(GL_TEXTURE);CHECKGLERROR
                qglLoadIdentity();CHECKGLERROR
                qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
@@ -632,6 +809,12 @@ void GL_Backend_ResetState(void)
                qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
        }
 
+       if (gl_support_ext_framebuffer_object)
+       {
+               qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+       }
+
        qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
        qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
 
@@ -860,7 +1043,7 @@ void GL_LockArrays(int first, int count)
                        qglUnlockArraysEXT();
                        CHECKGLERROR
                }
-               if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
+               if (count && gl_supportslockarrays && gl_lockarrays.integer)
                {
                        gl_state.lockrange_first = first;
                        gl_state.lockrange_count = count;
@@ -874,7 +1057,7 @@ void GL_LockArrays(int first, int count)
 void GL_Scissor (int x, int y, int width, int height)
 {
        CHECKGLERROR
-       qglScissor(x, vid.height - (y + height),width,height);
+       qglScissor(x, y,width,height);
        CHECKGLERROR
 }
 
@@ -897,18 +1080,6 @@ void GL_Clear(int mask)
        qglClear(mask);CHECKGLERROR
 }
 
-void GL_TransformToScreen(const vec4_t in, vec4_t out)
-{
-       vec4_t temp;
-       float iw;
-       Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
-       Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
-       iw = 1.0f / out[3];
-       out[0] = r_refdef.view.x + (out[0] * iw + 1.0f) * r_refdef.view.width * 0.5f;
-       out[1] = r_refdef.view.y + r_refdef.view.height - (out[1] * iw + 1.0f) * r_refdef.view.height * 0.5f;
-       out[2] = r_refdef.view.z + (out[2] * iw + 1.0f) * r_refdef.view.depth * 0.5f;
-}
-
 // called at beginning of frame
 void R_Mesh_Start(void)
 {
@@ -1021,16 +1192,40 @@ void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
 
 // renders triangles using vertices from the active arrays
 int paranoidblah = 0;
-void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements, int bufferobject, size_t bufferoffset)
+void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s)
 {
        unsigned int numelements = numtriangles * 3;
        if (numvertices < 3 || numtriangles < 1)
        {
-               Con_Printf("R_Mesh_Draw(%d, %d, %d, %8p, %i, %p);\n", firstvertex, numvertices, numtriangles, elements, bufferobject, (void *)bufferoffset);
+               if (numvertices < 0 || numtriangles < 0 || developer.integer >= 100)
+                       Con_Printf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3s, bufferobject3i, bufferobject3s);
                return;
        }
-       if (gl_vbo.integer != 1)
-               bufferobject = 0;
+       if (!gl_mesh_prefer_short_elements.integer)
+       {
+               if (element3i)
+                       element3s = NULL;
+               if (bufferobject3i)
+                       bufferobject3s = 0;
+       }
+       if (element3i)
+               element3i += firsttriangle * 3;
+       if (element3s)
+               element3s += firsttriangle * 3;
+       switch (gl_vbo.integer)
+       {
+       default:
+       case 0:
+       case 2:
+               bufferobject3i = bufferobject3s = 0;
+               break;
+       case 1:
+               break;
+       case 3:
+               if (firsttriangle)
+                       bufferobject3i = bufferobject3s = 0;
+               break;
+       }
        CHECKGLERROR
        r_refdef.stats.meshes++;
        r_refdef.stats.meshes_elements += numelements;
@@ -1071,26 +1266,41 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *
                                                paranoidblah += *p;
                        }
                }
-               for (i = 0;i < (unsigned int) numtriangles * 3;i++)
+               if (element3i)
+               {
+                       for (i = 0;i < (unsigned int) numtriangles * 3;i++)
+                       {
+                               if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
+                               {
+                                       Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
+                                       return;
+                               }
+                       }
+               }
+               if (element3s)
                {
-                       if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices)
+                       for (i = 0;i < (unsigned int) numtriangles * 3;i++)
                        {
-                               Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices);
-                               return;
+                               if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
+                               {
+                                       Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
+                                       return;
+                               }
                        }
                }
                CHECKGLERROR
        }
-       if (r_render.integer)
+       if (r_render.integer || r_refdef.draw2dstage)
        {
                CHECKGLERROR
                if (gl_mesh_testmanualfeeding.integer)
                {
-                       unsigned int i, j;
+                       unsigned int i, j, element;
                        const GLfloat *p;
                        qglBegin(GL_TRIANGLES);
                        for (i = 0;i < (unsigned int) numtriangles * 3;i++)
                        {
+                               element = element3i ? element3i[i] : element3s[i];
                                for (j = 0;j < backendarrayunits;j++)
                                {
                                        if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
@@ -1099,22 +1309,22 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *
                                                {
                                                        if (gl_state.units[j].arraycomponents == 4)
                                                        {
-                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
                                                                qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
                                                        }
                                                        else if (gl_state.units[j].arraycomponents == 3)
                                                        {
-                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
                                                                qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
                                                        }
                                                        else if (gl_state.units[j].arraycomponents == 2)
                                                        {
-                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
                                                                qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
                                                        }
                                                        else
                                                        {
-                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
                                                                qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
                                                        }
                                                }
@@ -1122,22 +1332,22 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *
                                                {
                                                        if (gl_state.units[j].arraycomponents == 4)
                                                        {
-                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
                                                                qglTexCoord4f(p[0], p[1], p[2], p[3]);
                                                        }
                                                        else if (gl_state.units[j].arraycomponents == 3)
                                                        {
-                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
                                                                qglTexCoord3f(p[0], p[1], p[2]);
                                                        }
                                                        else if (gl_state.units[j].arraycomponents == 2)
                                                        {
-                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
                                                                qglTexCoord2f(p[0], p[1]);
                                                        }
                                                        else
                                                        {
-                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
                                                                qglTexCoord1f(p[0]);
                                                        }
                                                }
@@ -1145,10 +1355,10 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *
                                }
                                if (gl_state.pointer_color && gl_state.pointer_color_enabled)
                                {
-                                       p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
+                                       p = ((const GLfloat *)(gl_state.pointer_color)) + element * 4;
                                        qglColor4f(p[0], p[1], p[2], p[3]);
                                }
-                               p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
+                               p = ((const GLfloat *)(gl_state.pointer_vertex)) + element * 3;
                                qglVertex3f(p[0], p[1], p[2]);
                        }
                        qglEnd();
@@ -1158,24 +1368,74 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *
                {
                        int i;
                        qglBegin(GL_TRIANGLES);
-                       for (i = 0;i < numtriangles * 3;i++)
+                       if (element3i)
                        {
-                               qglArrayElement(elements[i]);
+                               for (i = 0;i < numtriangles * 3;i++)
+                                       qglArrayElement(element3i[i]);
+                       }
+                       else if (element3s)
+                       {
+                               for (i = 0;i < numtriangles * 3;i++)
+                                       qglArrayElement(element3s[i]);
                        }
                        qglEnd();
                        CHECKGLERROR
                }
-               else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+               else if (bufferobject3s)
                {
-                       GL_BindEBO(bufferobject);
-                       qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)bufferoffset : elements);
-                       CHECKGLERROR
+                       GL_BindEBO(bufferobject3s);
+                       if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+                       {
+                               qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
+                               CHECKGLERROR
+                       }
+                       else
+                       {
+                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
+                               CHECKGLERROR
+                       }
                }
-               else
+               else if (bufferobject3i)
                {
-                       GL_BindEBO(bufferobject);
-                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)bufferoffset : elements);
-                       CHECKGLERROR
+                       GL_BindEBO(bufferobject3i);
+                       if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+                       {
+                               qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
+                               CHECKGLERROR
+                       }
+                       else
+                       {
+                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
+                               CHECKGLERROR
+                       }
+               }
+               else if (element3s)
+               {
+                       GL_BindEBO(0);
+                       if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+                       {
+                               qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
+                               CHECKGLERROR
+                       }
+                       else
+                       {
+                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
+                               CHECKGLERROR
+                       }
+               }
+               else if (element3i)
+               {
+                       GL_BindEBO(0);
+                       if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+                       {
+                               qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
+                               CHECKGLERROR
+                       }
+                       else
+                       {
+                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
+                               CHECKGLERROR
+                       }
                }
        }
 }
@@ -1202,6 +1462,10 @@ void R_Mesh_Finish(void)
                {
                        qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
                }
+               if (gl_texturerectangle)
+               {
+                       qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
+               }
        }
        for (i = 0;i < backendarrayunits;i++)
        {
@@ -1221,6 +1485,10 @@ void R_Mesh_Finish(void)
                {
                        qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
                }
+               if (gl_texturerectangle)
+               {
+                       qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+               }
                qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
                if (gl_combine.integer)
                {
@@ -1254,7 +1522,7 @@ int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size
        }
        qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
 
-       info = Mem_ExpandableArray_AllocRecord(&gl_bufferobjectinfoarray);
+       info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_AllocRecord(&gl_bufferobjectinfoarray);
        memset(info, 0, sizeof(*info));
        info->target = target;
        info->object = bufferobject;
@@ -1274,7 +1542,7 @@ void R_Mesh_DestroyBufferObject(int bufferobject)
        endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
        for (i = 0;i < endindex;i++)
        {
-               info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
+               info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
                if (!info)
                        continue;
                if (info->object == bufferobject)
@@ -1294,7 +1562,7 @@ void GL_Mesh_ListVBOs(qboolean printeach)
        endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
        for (i = 0;i < endindex;i++)
        {
-               info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
+               info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
                if (!info)
                        continue;
                switch(info->target)
@@ -1311,12 +1579,12 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix)
 {
        if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
        {
-               double glmatrix[16];
+               float glmatrix[16];
                backend_modelmatrix = *matrix;
-               Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
-               Matrix4x4_ToArrayDoubleGL(&backend_modelviewmatrix, glmatrix);
+               Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewport.viewmatrix, &backend_modelmatrix);
+               Matrix4x4_ToArrayFloatGL(&backend_modelviewmatrix, glmatrix);
                CHECKGLERROR
-               qglLoadMatrixd(glmatrix);CHECKGLERROR
+               qglLoadMatrixf(glmatrix);CHECKGLERROR
        }
 }
 
@@ -1417,7 +1685,7 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, co
        }
 }
 
-void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
+void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap, int texrectangle)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
        if (unitnum >= backendimageunits)
@@ -1518,6 +1786,30 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, in
                unit->tcubemap = texcubemap;
                qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
        }
+       // update rectangle texture binding
+       if (unit->trectangle != texrectangle)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (texrectangle)
+                       {
+                               if (unit->trectangle == 0)
+                               {
+                                       qglEnable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+                               }
+                       }
+                       else
+                       {
+                               if (unit->trectangle)
+                               {
+                                       qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+                               }
+                       }
+               }
+               unit->trectangle = texrectangle;
+               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+       }
 }
 
 void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
@@ -1591,6 +1883,20 @@ void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
                unit->tcubemap = 0;
                qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
        }
+       // update rectangle texture binding
+       if (unit->trectangle)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->trectangle)
+                       {
+                               qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+                       }
+               }
+               unit->trectangle = 0;
+               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+       }
 }
 
 void R_Mesh_TexBind(unsigned int unitnum, int texnum)
@@ -1664,6 +1970,20 @@ void R_Mesh_TexBind(unsigned int unitnum, int texnum)
                unit->tcubemap = 0;
                qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
        }
+       // update rectangle texture binding
+       if (unit->trectangle != 0)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->trectangle)
+                       {
+                               qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+                       }
+               }
+               unit->trectangle = 0;
+               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+       }
 }
 
 void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
@@ -1737,6 +2057,20 @@ void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
                unit->tcubemap = 0;
                qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
        }
+       // update rectangle texture binding
+       if (unit->trectangle != 0)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->trectangle)
+                       {
+                               qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+                       }
+               }
+               unit->trectangle = 0;
+               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+       }
 }
 
 void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
@@ -1810,8 +2144,111 @@ void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
                unit->tcubemap = texnum;
                qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
        }
+       // update rectangle texture binding
+       if (unit->trectangle != 0)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->trectangle)
+                       {
+                               qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+                       }
+               }
+               unit->trectangle = 0;
+               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+       }
 }
 
+void R_Mesh_TexBindRectangle(unsigned int unitnum, int texnum)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendimageunits)
+               return;
+       // update 1d texture binding
+       if (unit->t1d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t1d)
+                       {
+                               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+                       }
+               }
+               unit->t1d = 0;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
+       }
+       // update 2d texture binding
+       if (unit->t2d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t2d)
+                       {
+                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                       }
+               }
+               unit->t2d = 0;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+       }
+       // update 3d texture binding
+       if (unit->t3d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t3d)
+                       {
+                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+                       }
+               }
+               unit->t3d = 0;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+       }
+       // update cubemap texture binding
+       if (unit->tcubemap != 0)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->tcubemap)
+                       {
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                       }
+               }
+               unit->tcubemap = 0;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+       }
+       // update rectangle texture binding
+       if (unit->trectangle != texnum)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (texnum)
+                       {
+                               if (unit->trectangle == 0)
+                               {
+                                       qglEnable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+                               }
+                       }
+                       else
+                       {
+                               if (unit->trectangle)
+                               {
+                                       qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+                               }
+                       }
+               }
+               unit->trectangle = texnum;
+               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+       }
+}
+
+static const double gl_identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
+
 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
@@ -1826,7 +2263,6 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
                        CHECKGLERROR
                        Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix);
                        GL_ActiveTexture(unitnum);
-                       GL_ClientActiveTexture(unitnum);
                        qglMatrixMode(GL_TEXTURE);CHECKGLERROR
                        qglLoadMatrixd(glmatrix);CHECKGLERROR
                        qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
@@ -1841,7 +2277,6 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
                        unit->matrix = identitymatrix;
                        CHECKGLERROR
                        GL_ActiveTexture(unitnum);
-                       GL_ClientActiveTexture(unitnum);
                        qglMatrixMode(GL_TEXTURE);CHECKGLERROR
                        qglLoadIdentity();CHECKGLERROR
                        qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
@@ -1916,7 +2351,7 @@ void R_Mesh_TextureState(const rmeshstate_t *m)
        }
 
        for (i = 0;i < backendimageunits;i++)
-               R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
+               R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i], m->texrectangle[i]);
        for (i = 0;i < backendarrayunits;i++)
        {
                if (m->pointer_texcoord3f[i])
@@ -1993,6 +2428,17 @@ void R_Mesh_ResetTextureState(void)
                        unit->tcubemap = 0;
                        qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
                }
+               // update rectangle texture binding
+               if (unit->trectangle)
+               {
+                       GL_ActiveTexture(unitnum);
+                       if (unitnum < backendunits)
+                       {
+                               qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+                       }
+                       unit->trectangle = 0;
+                       qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+               }
        }
        for (unitnum = 0;unitnum < backendarrayunits;unitnum++)
        {
@@ -2014,8 +2460,8 @@ void R_Mesh_ResetTextureState(void)
                        unit->texmatrixenabled = false;
                        unit->matrix = identitymatrix;
                        CHECKGLERROR
-                       qglMatrixMode(GL_TEXTURE);CHECKGLERROR
                        GL_ActiveTexture(unitnum);
+                       qglMatrixMode(GL_TEXTURE);CHECKGLERROR
                        qglLoadIdentity();CHECKGLERROR
                        qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
                }
@@ -2057,17 +2503,3 @@ void R_Mesh_ResetTextureState(void)
                }
        }
 }
-
-void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
-{
-       CHECKGLERROR
-       qglBegin(GL_LINES);
-       for (;numtriangles;numtriangles--, elements += 3)
-       {
-               qglArrayElement(elements[0]);qglArrayElement(elements[1]);
-               qglArrayElement(elements[1]);qglArrayElement(elements[2]);
-               qglArrayElement(elements[2]);qglArrayElement(elements[0]);
-       }
-       qglEnd();
-       CHECKGLERROR
-}