]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
redesigned drawing of loading plaque, it's now a separate refresh function which...
[xonotic/darkplaces.git] / gl_backend.c
index 3e92f4bed53f7070d9ad2e392e5e0b9475cb12a9..3d3567373bec8e0a663524ee940d3a5da9e96345 100644 (file)
@@ -1,18 +1,26 @@
 
 #include "quakedef.h"
-
-cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
-cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
-cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
+#include "image.h"
+#include "jpeg.h"
+#include "cl_collision.h"
+
+cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
+cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"};
+cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"};
+cvar_t gl_paranoid = {0, "gl_paranoid", "0"};
+cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"};
+cvar_t r_stereo_separation = {0, "r_stereo_separation", "4"};
+cvar_t r_stereo_sidebyside = {0, "r_stereo_sidebyside", "0"};
+cvar_t r_stereo_redblue = {0, "r_stereo_redblue", "0"};
+cvar_t r_stereo_redcyan = {0, "r_stereo_redcyan", "0"};
+cvar_t r_stereo_redgreen = {0, "r_stereo_redgreen", "0"};
 
 cvar_t r_render = {0, "r_render", "1"};
+cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1"};
+cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1"};
 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
 
-// this is used to increase gl_mesh_maxtriangles automatically if a mesh was
-// too large for the buffers in the previous frame
-int overflowedverts = 0;
-
 int gl_maxdrawrangeelementsvertices;
 int gl_maxdrawrangeelementsindices;
 
@@ -54,7 +62,7 @@ void GL_PrintError(int errornumber, char *filename, int linenumber)
                break;
 #endif
 #ifdef GL_TABLE_TOO_LARGE
-    case GL_TABLE_TOO_LARGE:
+       case GL_TABLE_TOO_LARGE:
                Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
                break;
 #endif
@@ -65,276 +73,322 @@ void GL_PrintError(int errornumber, char *filename, int linenumber)
 }
 #endif
 
-float r_mesh_farclip;
+#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
 
-static float viewdist;
-// sign bits (true if negative) for vpn[] entries, so quick integer compares can be used instead of float compares
-static int vpnbit0, vpnbit1, vpnbit2;
+int c_meshs, c_meshelements;
 
-int c_meshs, c_meshtris;
+void SCR_ScreenShot_f (void);
 
-int lightscalebit;
-float lightscale;
-float overbrightscale;
+static matrix4x4_t backend_viewmatrix;
+static matrix4x4_t backend_modelmatrix;
+static matrix4x4_t backend_modelviewmatrix;
+static matrix4x4_t backend_glmodelviewmatrix;
+static matrix4x4_t backend_projectmatrix;
 
-void SCR_ScreenShot_f (void);
+static int backendunits, backendactive;
+static mempool_t *gl_backend_mempool;
 
-static int max_tris;
-static int max_verts; // always max_tris * 3
+/*
+note: here's strip order for a terrain row:
+0--1--2--3--4
+|\ |\ |\ |\ |
+| \| \| \| \|
+A--B--C--D--E
+clockwise
 
-typedef struct buf_mesh_s
-{
-       int depthmask;
-       int depthtest;
-       int blendfunc1, blendfunc2;
-       int textures[MAX_TEXTUREUNITS];
-       int texturergbscale[MAX_TEXTUREUNITS];
-       int firsttriangle;
-       int triangles;
-       int firstvert;
-       int verts;
-       matrix4x4_t matrix;
-       struct buf_mesh_s *chain;
-}
-buf_mesh_t;
+A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
 
-typedef struct buf_tri_s
-{
-       int index[3];
-}
-buf_tri_t;
+*elements++ = i + row;
+*elements++ = i;
+*elements++ = i + row + 1;
+*elements++ = i;
+*elements++ = i + 1;
+*elements++ = i + row + 1;
 
-typedef struct
+
+for (y = 0;y < rows - 1;y++)
 {
-       float v[4];
+       for (x = 0;x < columns - 1;x++)
+       {
+               i = y * rows + x;
+               *elements++ = i + columns;
+               *elements++ = i;
+               *elements++ = i + columns + 1;
+               *elements++ = i;
+               *elements++ = i + 1;
+               *elements++ = i + columns + 1;
+       }
 }
-buf_vertex_t;
 
-typedef struct
+alternative:
+0--1--2--3--4
+| /| /|\ | /|
+|/ |/ | \|/ |
+A--B--C--D--E
+counterclockwise
+
+for (y = 0;y < rows - 1;y++)
 {
-       float c[4];
+       for (x = 0;x < columns - 1;x++)
+       {
+               i = y * rows + x;
+               *elements++ = i;
+               *elements++ = i + columns;
+               *elements++ = i + columns + 1;
+               *elements++ = i + columns;
+               *elements++ = i + columns + 1;
+               *elements++ = i + 1;
+       }
 }
-buf_fcolor_t;
+*/
+
+int polygonelements[768];
 
-typedef struct
+static void R_Mesh_CacheArray_Startup(void);
+static void R_Mesh_CacheArray_Shutdown(void);
+void GL_Backend_AllocArrays(void)
 {
-       qbyte c[4];
+       if (!gl_backend_mempool)
+               gl_backend_mempool = Mem_AllocPool("GL_Backend", 0, NULL);
+       R_Mesh_CacheArray_Startup();
 }
-buf_bcolor_t;
 
-typedef struct
+void GL_Backend_FreeArrays(void)
 {
-       float t[2];
+       R_Mesh_CacheArray_Shutdown();
+       Mem_FreePool(&gl_backend_mempool);
 }
-buf_texcoord_t;
-
-static int currenttriangle, currentvertex, backendunits, backendactive;
-static buf_mesh_t buf_mesh;
-static buf_tri_t *buf_tri;
-static buf_vertex_t *buf_vertex;
-static buf_fcolor_t *buf_fcolor;
-static buf_bcolor_t *buf_bcolor;
-static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS];
-
-static mempool_t *gl_backend_mempool;
-static int resizingbuffers = false;
 
 static void gl_backend_start(void)
 {
-       int i;
-
-       qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
-       qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
-
-       Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i\n", gl_mesh_maxtriangles.integer);
+       Con_DPrint("OpenGL Backend started\n");
        if (qglDrawRangeElements != NULL)
-               Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
-       if (strstr(gl_renderer, "3Dfx"))
        {
-               Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
-               Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
+               CHECKGLERROR
+               qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
+               CHECKGLERROR
+               qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
+               CHECKGLERROR
+               Con_DPrintf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
        }
-       Con_Printf("\n");
-
-       max_verts = max_tris * 3;
-
-       if (!gl_backend_mempool)
-               gl_backend_mempool = Mem_AllocPool("GL_Backend");
 
-#define BACKENDALLOC(var, count, sizeofstruct, varname)\
-       {\
-               var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\
-               if (var == NULL)\
-                       Sys_Error("gl_backend_start: unable to allocate memory for %s (%d bytes)\n", (varname), count * sizeof(sizeofstruct));\
-               memset(var, 0, count * sizeof(sizeofstruct));\
-       }
+       backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
 
-       BACKENDALLOC(buf_tri, max_tris, buf_tri_t, "buf_tri")
-       BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t, "buf_vertex")
-       BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t, "buf_fcolor")
-       BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t, "buf_bcolor")
+       GL_Backend_AllocArrays();
 
-       for (i = 0;i < MAX_TEXTUREUNITS;i++)
-       {
-               // only allocate as many texcoord arrays as we need
-               if (i < gl_textureunits)
-               {
-                       BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t, va("buf_texcoord[%d]", i))
-               }
-               else
-               {
-                       buf_texcoord[i] = NULL;
-               }
-       }
-       backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
        backendactive = true;
 }
 
 static void gl_backend_shutdown(void)
 {
-       Con_Printf("OpenGL Backend shutting down\n");
-
-       if (resizingbuffers)
-               Mem_EmptyPool(gl_backend_mempool);
-       else
-               Mem_FreePool(&gl_backend_mempool);
-
        backendunits = 0;
        backendactive = false;
-}
-
-static void gl_backend_bufferchanges(int init)
-{
-       if (overflowedverts > gl_mesh_maxtriangles.integer * 3)
-               Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) ((overflowedverts + 2) / 3));
-       overflowedverts = 0;
-
-       if (gl_mesh_drawmode.integer < 0)
-               Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
-       if (gl_mesh_drawmode.integer > 3)
-               Cvar_SetValueQuick(&gl_mesh_drawmode, 3);
-
-       if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL)
-       {
-               // change drawmode 3 to 2 if 3 won't work at all
-               Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
-       }
-
-       // 21760 is (65536 / 3) rounded off to a multiple of 128
-       if (gl_mesh_maxtriangles.integer < 1024)
-               Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024);
-       if (gl_mesh_maxtriangles.integer > 21760)
-               Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760);
 
-       if (max_tris != gl_mesh_maxtriangles.integer)
-       {
-               max_tris = gl_mesh_maxtriangles.integer;
+       Con_DPrint("OpenGL Backend shutting down\n");
 
-               if (!init)
-               {
-                       resizingbuffers = true;
-                       gl_backend_shutdown();
-                       gl_backend_start();
-                       resizingbuffers = false;
-               }
-       }
+       GL_Backend_FreeArrays();
 }
 
 static void gl_backend_newmap(void)
 {
 }
 
+cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0"};
+cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20"};
+cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20"};
+cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20"};
+
 void gl_backend_init(void)
 {
+       int i;
+
+       for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
+       {
+               polygonelements[i * 3 + 0] = 0;
+               polygonelements[i * 3 + 1] = i + 1;
+               polygonelements[i * 3 + 2] = i + 2;
+       }
+
        Cvar_RegisterVariable(&r_render);
+       Cvar_RegisterVariable(&r_waterwarp);
+       Cvar_RegisterVariable(&r_stereo_separation);
+       Cvar_RegisterVariable(&r_stereo_sidebyside);
+       Cvar_RegisterVariable(&r_stereo_redblue);
+       Cvar_RegisterVariable(&r_stereo_redcyan);
+       Cvar_RegisterVariable(&r_stereo_redgreen);
+       Cvar_RegisterVariable(&gl_polyblend);
        Cvar_RegisterVariable(&gl_dither);
        Cvar_RegisterVariable(&gl_lockarrays);
+       Cvar_RegisterVariable(&gl_paranoid);
+       Cvar_RegisterVariable(&gl_printcheckerror);
 #ifdef NORENDER
        Cvar_SetValue("r_render", 0);
 #endif
 
-       Cvar_RegisterVariable(&gl_mesh_maxtriangles);
-       Cvar_RegisterVariable(&gl_mesh_floatcolors);
-       Cvar_RegisterVariable(&gl_mesh_drawmode);
+       Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
+       Cvar_RegisterVariable(&gl_mesh_testarrayelement);
+       Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
+
+       Cvar_RegisterVariable(&scr_zoomwindow);
+       Cvar_RegisterVariable(&scr_zoomwindow_viewsizex);
+       Cvar_RegisterVariable(&scr_zoomwindow_viewsizey);
+       Cvar_RegisterVariable(&scr_zoomwindow_fov);
+
        R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
-       gl_backend_bufferchanges(true);
 }
 
-int arraylocked = false;
-
-void GL_LockArray(int first, int count)
+void GL_SetupView_Orientation_Identity (void)
 {
-       if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer > 0)
-       {
-               qglLockArraysEXT(first, count);
-               CHECKGLERROR
-               arraylocked = true;
-       }
+       Matrix4x4_CreateIdentity(&backend_viewmatrix);
+       memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
 }
 
-void GL_UnlockArray(void)
+void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
 {
-       if (arraylocked)
-       {
-               qglUnlockArraysEXT();
-               CHECKGLERROR
-               arraylocked = false;
-       }
+       matrix4x4_t tempmatrix, basematrix;
+       Matrix4x4_Invert_Simple(&tempmatrix, matrix);
+       Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
+       Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
+       Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
+       //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
+       //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
+       //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
+       //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
+       memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
 }
 
-/*
-=============
-GL_SetupFrame
-=============
-*/
-static void GL_SetupFrame (void)
+void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
 {
        double xmax, ymax;
-       double fovx, fovy, zNear, zFar, aspect;
+       double m[16];
 
        if (!r_render.integer)
                return;
 
-       qglDepthFunc (GL_LEQUAL);CHECKGLERROR
-
        // set up viewpoint
        qglMatrixMode(GL_PROJECTION);CHECKGLERROR
-       qglLoadIdentity ();CHECKGLERROR
+       qglLoadIdentity();CHECKGLERROR
+       // pyramid slopes
+       xmax = zNear * tan(fovx * M_PI / 360.0);
+       ymax = zNear * tan(fovy * M_PI / 360.0);
+       // set view pyramid
+       qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
+       qglGetDoublev(GL_PROJECTION_MATRIX, m);
+       backend_projectmatrix.m[0][0] = m[0];
+       backend_projectmatrix.m[1][0] = m[1];
+       backend_projectmatrix.m[2][0] = m[2];
+       backend_projectmatrix.m[3][0] = m[3];
+       backend_projectmatrix.m[0][1] = m[4];
+       backend_projectmatrix.m[1][1] = m[5];
+       backend_projectmatrix.m[2][1] = m[6];
+       backend_projectmatrix.m[3][1] = m[7];
+       backend_projectmatrix.m[0][2] = m[8];
+       backend_projectmatrix.m[1][2] = m[9];
+       backend_projectmatrix.m[2][2] = m[10];
+       backend_projectmatrix.m[3][2] = m[11];
+       backend_projectmatrix.m[0][3] = m[12];
+       backend_projectmatrix.m[1][3] = m[13];
+       backend_projectmatrix.m[2][3] = m[14];
+       backend_projectmatrix.m[3][3] = m[15];
+       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+       GL_SetupView_Orientation_Identity();
+}
 
-       // y is weird beause OpenGL is bottom to top, we use top to bottom
-       qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
+void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
+{
+       double nudge, m[16];
 
-       // depth range
-       zNear = 1.0;
-       zFar = r_mesh_farclip;
-       if (zFar < 64)
-               zFar = 64;
+       if (!r_render.integer)
+               return;
 
-       // fov angles
-       fovx = r_refdef.fov_x;
-       fovy = r_refdef.fov_y;
-       aspect = r_refdef.width / r_refdef.height;
+       // set up viewpoint
+       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+       qglLoadIdentity();CHECKGLERROR
+       // set view pyramid
+       nudge = 1.0 - 1.0 / (1<<23);
+       m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
+       m[ 1] = 0;
+       m[ 2] = 0;
+       m[ 3] = 0;
+       m[ 4] = 0;
+       m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
+       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);
+       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+       GL_SetupView_Orientation_Identity();
+       backend_projectmatrix.m[0][0] = m[0];
+       backend_projectmatrix.m[1][0] = m[1];
+       backend_projectmatrix.m[2][0] = m[2];
+       backend_projectmatrix.m[3][0] = m[3];
+       backend_projectmatrix.m[0][1] = m[4];
+       backend_projectmatrix.m[1][1] = m[5];
+       backend_projectmatrix.m[2][1] = m[6];
+       backend_projectmatrix.m[3][1] = m[7];
+       backend_projectmatrix.m[0][2] = m[8];
+       backend_projectmatrix.m[1][2] = m[9];
+       backend_projectmatrix.m[2][2] = m[10];
+       backend_projectmatrix.m[3][2] = m[11];
+       backend_projectmatrix.m[0][3] = m[12];
+       backend_projectmatrix.m[1][3] = m[13];
+       backend_projectmatrix.m[2][3] = m[14];
+       backend_projectmatrix.m[3][3] = m[15];
+}
 
-       // pyramid slopes
-       xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
-       ymax = zNear * tan(fovy * M_PI / 360.0);
+void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
+{
+       double m[16];
 
-       // set view pyramid
-       qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
+       if (!r_render.integer)
+               return;
 
+       // set up viewpoint
+       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+       qglLoadIdentity();CHECKGLERROR
+       qglOrtho(x1, x2, y2, y1, zNear, zFar);
+       qglGetDoublev(GL_PROJECTION_MATRIX, m);
+       backend_projectmatrix.m[0][0] = m[0];
+       backend_projectmatrix.m[1][0] = m[1];
+       backend_projectmatrix.m[2][0] = m[2];
+       backend_projectmatrix.m[3][0] = m[3];
+       backend_projectmatrix.m[0][1] = m[4];
+       backend_projectmatrix.m[1][1] = m[5];
+       backend_projectmatrix.m[2][1] = m[6];
+       backend_projectmatrix.m[3][1] = m[7];
+       backend_projectmatrix.m[0][2] = m[8];
+       backend_projectmatrix.m[1][2] = m[9];
+       backend_projectmatrix.m[2][2] = m[10];
+       backend_projectmatrix.m[3][2] = m[11];
+       backend_projectmatrix.m[0][3] = m[12];
+       backend_projectmatrix.m[1][3] = m[13];
+       backend_projectmatrix.m[2][3] = m[14];
+       backend_projectmatrix.m[3][3] = m[15];
        qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-       qglLoadIdentity ();CHECKGLERROR
+       GL_SetupView_Orientation_Identity();
+}
 
-       // put Z going up
-       qglRotatef (-90,  1, 0, 0);CHECKGLERROR
-       qglRotatef (90,  0, 0, 1);CHECKGLERROR
-       // camera rotation
-       qglRotatef (-r_refdef.viewangles[2],  1, 0, 0);CHECKGLERROR
-       qglRotatef (-r_refdef.viewangles[0],  0, 1, 0);CHECKGLERROR
-       qglRotatef (-r_refdef.viewangles[1],  0, 0, 1);CHECKGLERROR
-       // camera location
-       qglTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);CHECKGLERROR
+typedef struct gltextureunit_s
+{
+       int t1d, t2d, t3d, tcubemap;
+       int arrayenabled;
+       int arrayis3d;
+       const void *pointer_texcoord;
+       float rgbscale, alphascale;
+       int combinergb, combinealpha;
+       // FIXME: add more combine stuff
+       // texmatrixenabled exists only to avoid unnecessary texmatrix compares
+       int texmatrixenabled;
+       matrix4x4_t matrix;
 }
+gltextureunit_t;
 
 static struct
 {
@@ -342,274 +396,160 @@ static struct
        int blendfunc2;
        int blend;
        GLboolean depthmask;
+       int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
        int depthtest;
+       int scissortest;
        int unit;
        int clientunit;
-       int texture[MAX_TEXTUREUNITS];
-       float texturergbscale[MAX_TEXTUREUNITS];
+       gltextureunit_t units[MAX_TEXTUREUNITS];
+       float color4f[4];
+       int lockrange_first;
+       int lockrange_count;
+       const void *pointer_vertex;
+       const void *pointer_color;
 }
 gl_state;
 
 void GL_SetupTextureState(void)
 {
        int i;
-       if (backendunits > 1)
+       gltextureunit_t *unit;
+       CHECKGLERROR
+       gl_state.unit = -1;
+       gl_state.clientunit = -1;
+       for (i = 0;i < backendunits;i++)
        {
-               for (i = 0;i < backendunits;i++)
+               GL_ActiveTexture(i);
+               GL_ClientActiveTexture(i);
+               unit = gl_state.units + i;
+               unit->t1d = 0;
+               unit->t2d = 0;
+               unit->t3d = 0;
+               unit->tcubemap = 0;
+               unit->arrayenabled = false;
+               unit->arrayis3d = false;
+               unit->pointer_texcoord = NULL;
+               unit->rgbscale = 1;
+               unit->alphascale = 1;
+               unit->combinergb = GL_MODULATE;
+               unit->combinealpha = GL_MODULATE;
+               unit->texmatrixenabled = false;
+               unit->matrix = r_identitymatrix;
+               qglMatrixMode(GL_TEXTURE);
+               qglLoadIdentity();
+               qglMatrixMode(GL_MODELVIEW);
+
+               qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
+               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+
+               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+               if (gl_texture3d)
                {
-                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
-                       qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR
-                       if (gl_combine.integer)
-                       {
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
-                       }
-                       else
-                       {
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
-                       }
-                       if (gl_state.texture[i])
-                       {
-                               qglEnable(GL_TEXTURE_2D);CHECKGLERROR
-                       }
-                       else
-                       {
-                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
-                       }
-                       if (gl_mesh_drawmode.integer > 0)
-                       {
-                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
-                               qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
-                               if (gl_state.texture[i])
-                               {
-                                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                               }
-                               else
-                               {
-                                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                               }
-                       }
+                       qglDisable(GL_TEXTURE_3D);CHECKGLERROR
                }
-       }
-       else
-       {
-               qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR
-               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
-               if (gl_state.texture[0])
+               if (gl_texturecubemap)
                {
-                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
                }
-               else
+               if (gl_combine.integer)
                {
-                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
                }
-               if (gl_mesh_drawmode.integer > 0)
+               else
                {
-                       qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
-                       if (gl_state.texture[0])
-                       {
-                               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       }
-                       else
-                       {
-                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       }
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
                }
        }
+       CHECKGLERROR
 }
 
-// called at beginning of frame
-int usedarrays;
-void R_Mesh_Start(float farclip)
+void GL_Backend_ResetState(void)
 {
-       int i;
-       if (!backendactive)
-               Sys_Error("R_Mesh_Clear: called when backend is not active\n");
+       memset(&gl_state, 0, sizeof(gl_state));
+       gl_state.depthtest = true;
+       gl_state.blendfunc1 = GL_ONE;
+       gl_state.blendfunc2 = GL_ZERO;
+       gl_state.blend = false;
+       gl_state.depthmask = GL_TRUE;
+       gl_state.colormask = 15;
+       gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
+       gl_state.lockrange_first = 0;
+       gl_state.lockrange_count = 0;
+       gl_state.pointer_vertex = NULL;
+       gl_state.pointer_color = NULL;
 
        CHECKGLERROR
 
-       gl_backend_bufferchanges(false);
-
-       currenttriangle = 0;
-       currentvertex = 0;
-       r_mesh_farclip = farclip;
-       viewdist = DotProduct(r_origin, vpn);
-       vpnbit0 = vpn[0] < 0;
-       vpnbit1 = vpn[1] < 0;
-       vpnbit2 = vpn[2] < 0;
-
-       c_meshs = 0;
-       c_meshtris = 0;
-
-       GL_SetupFrame();
-
-       gl_state.unit = 0;
-       gl_state.clientunit = 0;
-
-       for (i = 0;i < backendunits;i++)
-       {
-               gl_state.texture[i] = 0;
-               gl_state.texturergbscale[i] = 1;
-       }
-
+       qglColorMask(1, 1, 1, 1);
        qglEnable(GL_CULL_FACE);CHECKGLERROR
        qglCullFace(GL_FRONT);CHECKGLERROR
-
-       gl_state.depthtest = true;
        qglEnable(GL_DEPTH_TEST);CHECKGLERROR
-
-       gl_state.blendfunc1 = GL_ONE;
-       gl_state.blendfunc2 = GL_ZERO;
        qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
-
-       gl_state.blend = 0;
        qglDisable(GL_BLEND);CHECKGLERROR
-
-       gl_state.depthmask = GL_TRUE;
        qglDepthMask(gl_state.depthmask);CHECKGLERROR
 
-       usedarrays = false;
-       if (gl_mesh_drawmode.integer > 0)
-       {
-               usedarrays = true;
-               qglVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR
-               qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
-               if (gl_mesh_floatcolors.integer)
-               {
-                       qglColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR
-               }
-               else
-               {
-                       qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR
-               }
-               qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
-       }
-
-       GL_SetupTextureState();
-}
-
-int gl_backend_rebindtextures;
+       qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
+       qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
 
-void GL_ConvertColorsFloatToByte(void)
-{
-       int i, k, total;
-       // LordHavoc: to avoid problems with aliasing (treating memory as two
-       // different types - exactly what this is doing), these must be volatile
-       // (or a union)
-       volatile int *icolor;
-       volatile float *fcolor;
-       qbyte *bcolor;
-
-       total = currentvertex * 4;
+       qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
+       qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
 
-       // shift float to have 8bit fraction at base of number
-       fcolor = &buf_fcolor->c[0];
-       for (i = 0;i < total;)
-       {
-               fcolor[i    ] += 32768.0f;
-               fcolor[i + 1] += 32768.0f;
-               fcolor[i + 2] += 32768.0f;
-               fcolor[i + 3] += 32768.0f;
-               i += 4;
-       }
+       GL_Color(0, 0, 0, 0);
+       GL_Color(1, 1, 1, 1);
 
-       // then read as integer and kill float bits...
-       icolor = (int *)&buf_fcolor->c[0];
-       bcolor = &buf_bcolor->c[0];
-       for (i = 0;i < total;)
-       {
-               k = icolor[i    ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i    ] = (qbyte) k;
-               k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
-               k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
-               k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
-               i += 4;
-       }
+       GL_SetupTextureState();
 }
 
-void GL_MeshState(void)
+void GL_ActiveTexture(int num)
 {
-       int i;
-       if (backendunits > 1)
+       if (gl_state.unit != num)
        {
-               for (i = 0;i < backendunits;i++)
+               gl_state.unit = num;
+               if (qglActiveTexture)
                {
-                       if (gl_state.texture[i] != buf_mesh.textures[i])
-                       {
-                               if (gl_state.unit != i)
-                               {
-                                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
-                               }
-                               if (gl_state.texture[i] == 0)
-                               {
-                                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
-                                       // have to disable texcoord array on disabled texture
-                                       // units due to NVIDIA driver bug with
-                                       // compiled_vertex_array
-                                       if (gl_state.clientunit != i)
-                                       {
-                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
-                                       }
-                                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                               }
-                               qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = buf_mesh.textures[i]));CHECKGLERROR
-                               if (gl_state.texture[i] == 0)
-                               {
-                                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
-                                       // have to disable texcoord array on disabled texture
-                                       // units due to NVIDIA driver bug with
-                                       // compiled_vertex_array
-                                       if (gl_state.clientunit != i)
-                                       {
-                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
-                                       }
-                                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                               }
-                       }
-                       if (gl_state.texturergbscale[i] != buf_mesh.texturergbscale[i])
-                       {
-                               if (gl_state.unit != i)
-                               {
-                                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
-                               }
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = buf_mesh.texturergbscale[i]));CHECKGLERROR
-                       }
+                       qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
+                       CHECKGLERROR
                }
        }
-       else
+}
+
+void GL_ClientActiveTexture(int num)
+{
+       if (gl_state.clientunit != num)
        {
-               if (gl_state.texture[0] != buf_mesh.textures[0])
+               gl_state.clientunit = num;
+               if (qglActiveTexture)
                {
-                       if (gl_state.texture[0] == 0)
-                       {
-                               qglEnable(GL_TEXTURE_2D);CHECKGLERROR
-                               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       }
-                       qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = buf_mesh.textures[0]));CHECKGLERROR
-                       if (gl_state.texture[0] == 0)
-                       {
-                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
-                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       }
+                       qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
+                       CHECKGLERROR
                }
        }
-       if (gl_state.blendfunc1 != buf_mesh.blendfunc1 || gl_state.blendfunc2 != buf_mesh.blendfunc2)
+}
+
+void GL_BlendFunc(int blendfunc1, int blendfunc2)
+{
+       if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
        {
-               qglBlendFunc(gl_state.blendfunc1 = buf_mesh.blendfunc1, gl_state.blendfunc2 = buf_mesh.blendfunc2);CHECKGLERROR
+               if (r_showtrispass)
+                       return;
+               qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
                if (gl_state.blendfunc2 == GL_ZERO)
                {
                        if (gl_state.blendfunc1 == GL_ONE)
@@ -638,178 +578,324 @@ void GL_MeshState(void)
                        }
                }
        }
-       if (gl_state.depthtest != buf_mesh.depthtest)
-       {
-               gl_state.depthtest = buf_mesh.depthtest;
-               if (gl_state.depthtest)
-                       qglEnable(GL_DEPTH_TEST);
-               else
-                       qglDisable(GL_DEPTH_TEST);
-       }
-       if (gl_state.depthmask != buf_mesh.depthmask)
-       {
-               qglDepthMask(gl_state.depthmask = buf_mesh.depthmask);CHECKGLERROR
-       }
 }
 
-void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index)
+void GL_DepthMask(int state)
 {
-       unsigned int i, j, in;
-       if (gl_mesh_drawmode.integer >= 3/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/)
-       {
-               // GL 1.2 or GL 1.1 with extension
-               qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
-       }
-       else if (gl_mesh_drawmode.integer >= 2)
+       if (gl_state.depthmask != state)
        {
-               // GL 1.1
-               qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
+               if (r_showtrispass)
+                       return;
+               qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
        }
-       else if (gl_mesh_drawmode.integer >= 1)
-       {
-               // GL 1.1
-               // feed it manually using glArrayElement
-               qglBegin(GL_TRIANGLES);
-               for (i = 0;i < indexcount;i++)
-                       qglArrayElement(index[i]);
-               qglEnd();
-       }
-       else
+}
+
+void GL_DepthTest(int state)
+{
+       if (gl_state.depthtest != state)
        {
-               // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
-               // feed it manually
-               qglBegin(GL_TRIANGLES);
-               if (gl_state.texture[1]) // if the mesh uses multiple textures
+               if (r_showtrispass)
+                       return;
+               gl_state.depthtest = state;
+               if (gl_state.depthtest)
                {
-                       // the minigl doesn't have this (because it does not have ARB_multitexture)
-                       for (i = 0;i < indexcount;i++)
-                       {
-                               in = index[i];
-                               qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
-                               for (j = 0;j < backendunits;j++)
-                                       if (gl_state.texture[j])
-                                               qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, buf_texcoord[j][in].t[0], buf_texcoord[j][in].t[1]);
-                               qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
-                       }
+                       qglEnable(GL_DEPTH_TEST);CHECKGLERROR
                }
                else
                {
-                       for (i = 0;i < indexcount;i++)
-                       {
-                               in = index[i];
-                               qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
-                               if (gl_state.texture[0])
-                                       qglTexCoord2f(buf_texcoord[0][in].t[0], buf_texcoord[0][in].t[1]);
-                               qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
-                       }
+                       qglDisable(GL_DEPTH_TEST);CHECKGLERROR
                }
-               qglEnd();
        }
 }
 
-// renders mesh buffers, called to flush buffers when full
-void R_Mesh_Render(void)
+void GL_ColorMask(int r, int g, int b, int a)
 {
-       int i;
-       float *v, tempv[4], m[12];
-
-       if (!backendactive)
-               Sys_Error("R_Mesh_Render: called when backend is not active\n");
+       int state = r*8 + g*4 + b*2 + a*1;
+       if (gl_state.colormask != state)
+       {
+               if (r_showtrispass)
+                       return;
+               gl_state.colormask = state;
+               qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
+       }
+}
 
-       if (!r_render.integer)
+void GL_Color(float cr, float cg, float cb, float ca)
+{
+       if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
        {
-               currenttriangle = 0;
-               currentvertex = 0;
-               return;
+               if (r_showtrispass)
+                       return;
+               gl_state.color4f[0] = cr;
+               gl_state.color4f[1] = cg;
+               gl_state.color4f[2] = cb;
+               gl_state.color4f[3] = ca;
+               CHECKGLERROR
+               qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
+               CHECKGLERROR
        }
+}
 
-       CHECKGLERROR
+void GL_ShowTrisColor(float cr, float cg, float cb, float ca)
+{
+       if (!r_showtrispass)
+               return;
+       r_showtrispass = false;
+       GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca);
+       r_showtrispass = true;
+}
 
-       // drawmode 0 always uses byte colors
-       if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0)
-               GL_ConvertColorsFloatToByte();
 
-       if (gl_backend_rebindtextures)
+void GL_LockArrays(int first, int count)
+{
+       if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
        {
-               gl_backend_rebindtextures = false;
-               GL_SetupTextureState();
+               if (gl_state.lockrange_count)
+               {
+                       gl_state.lockrange_count = 0;
+                       CHECKGLERROR
+                       qglUnlockArraysEXT();
+                       CHECKGLERROR
+               }
+               if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
+               {
+                       gl_state.lockrange_first = first;
+                       gl_state.lockrange_count = count;
+                       CHECKGLERROR
+                       qglLockArraysEXT(first, count);
+                       CHECKGLERROR
+               }
        }
+}
 
-       GL_MeshState();
-       m[0] = buf_mesh.matrix.m[0][0];
-       m[1] = buf_mesh.matrix.m[0][1];
-       m[2] = buf_mesh.matrix.m[0][2];
-       m[3] = buf_mesh.matrix.m[0][3];
-       m[4] = buf_mesh.matrix.m[1][0];
-       m[5] = buf_mesh.matrix.m[1][1];
-       m[6] = buf_mesh.matrix.m[1][2];
-       m[7] = buf_mesh.matrix.m[1][3];
-       m[8] = buf_mesh.matrix.m[2][0];
-       m[9] = buf_mesh.matrix.m[2][1];
-       m[10] = buf_mesh.matrix.m[2][2];
-       m[11] = buf_mesh.matrix.m[2][3];
-       for (i = 0, v = buf_vertex[buf_mesh.firstvert].v;i < buf_mesh.verts;i++, v += 4)
-       {
-               VectorCopy(v, tempv);
-               //Matrix4x4_Transform(&buf_mesh.matrix, tempv, v);
-               v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3];
-               v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7];
-               v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11];
-       }
-       GL_LockArray(0, currentvertex);
-       GL_DrawRangeElements(buf_mesh.firstvert, buf_mesh.firstvert + buf_mesh.verts, buf_mesh.triangles * 3, (unsigned int *)&buf_tri[buf_mesh.firsttriangle].index[0]);CHECKGLERROR
+void GL_Scissor (int x, int y, int width, int height)
+{
+       CHECKGLERROR
+       qglScissor(x, vid.realheight - (y + height),width,height);
+       CHECKGLERROR
+}
 
-       currenttriangle = 0;
-       currentvertex = 0;
+void GL_ScissorTest(int state)
+{
+       if(gl_state.scissortest == state)
+               return;
 
-       GL_UnlockArray();CHECKGLERROR
+       CHECKGLERROR
+       if((gl_state.scissortest = state))
+               qglEnable(GL_SCISSOR_TEST);
+       else
+               qglDisable(GL_SCISSOR_TEST);
+       CHECKGLERROR
 }
 
-// restores backend state, used when done with 3D rendering
-void R_Mesh_Finish(void)
+void GL_Clear(int mask)
+{
+       if (r_showtrispass)
+               return;
+       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_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f;
+       out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f;
+       out[2] = r_view_z + (out[2] * iw + 1.0f) * r_view_depth * 0.5f;
+}
+
+// called at beginning of frame
+void R_Mesh_Start(void)
+{
+       BACKENDACTIVECHECK
+       CHECKGLERROR
+       GL_Backend_ResetState();
+}
+
+int gl_backend_rebindtextures;
+
+void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
 {
        int i;
-       if (backendunits > 1)
+       if (offset)
+       {
+               for (i = 0;i < count;i++)
+                       *out++ = *in++ + offset;
+       }
+       else
+               memcpy(out, in, sizeof(*out) * count);
+}
+
+// renders triangles using vertices from the active arrays
+int paranoidblah = 0;
+void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
+{
+       int numelements = numtriangles * 3;
+       if (numverts == 0 || numtriangles == 0)
+       {
+               Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
+               return;
+       }
+       CHECKGLERROR
+       if (r_showtrispass)
        {
-               for (i = backendunits - 1;i >= 0;i--)
+               R_Mesh_Draw_ShowTris(numverts, numtriangles, elements);
+               return;
+       }
+       c_meshs++;
+       c_meshelements += numelements;
+       if (gl_paranoid.integer)
+       {
+               int i, j, size;
+               const int *p;
+               if (!qglIsEnabled(GL_VERTEX_ARRAY))
+                       Con_Print("R_Mesh_Draw: vertex array not enabled\n");
+               for (j = 0, size = numverts * (int)sizeof(float[3]), p = gl_state.pointer_vertex;j < size;j += sizeof(int), p++)
+                       paranoidblah += *p;
+               if (gl_state.pointer_color)
                {
-                       qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
-                       if (gl_combine.integer)
+                       if (!qglIsEnabled(GL_COLOR_ARRAY))
+                               Con_Print("R_Mesh_Draw: color array set but not enabled\n");
+                       for (j = 0, size = numverts * (int)sizeof(float[4]), p = gl_state.pointer_color;j < size;j += sizeof(int), p++)
+                               paranoidblah += *p;
+               }
+               for (i = 0;i < backendunits;i++)
+               {
+                       if (gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap || gl_state.units[i].arrayenabled)
                        {
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+                               if (gl_state.units[i].arrayenabled && !(gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap))
+                                       Con_Print("R_Mesh_Draw: array enabled but no texture bound\n");
+                               GL_ClientActiveTexture(i);
+                               if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
+                                       Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
+                               for (j = 0, size = numverts * ((gl_state.units[i].t3d || gl_state.units[i].tcubemap) ? (int)sizeof(float[3]) : (int)sizeof(float[2])), p = gl_state.units[i].pointer_texcoord;j < size;j += sizeof(int), p++)
+                                       paranoidblah += *p;
                        }
-                       if (i > 0)
+               }
+               for (i = 0;i < numtriangles * 3;i++)
+               {
+                       if (elements[i] < 0 || elements[i] >= numverts)
                        {
-                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                               Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
+                               return;
                        }
-                       else
+               }
+               CHECKGLERROR
+       }
+       if (r_render.integer)
+       {
+               CHECKGLERROR
+               if (gl_mesh_testmanualfeeding.integer)
+               {
+                       int i, j;
+                       const GLfloat *p;
+                       qglBegin(GL_TRIANGLES);
+                       for (i = 0;i < numtriangles * 3;i++)
                        {
-                               qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+                               for (j = 0;j < backendunits;j++)
+                               {
+                                       if (gl_state.units[j].pointer_texcoord)
+                                       {
+                                               if (backendunits > 1)
+                                               {
+                                                       if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
+                                                               qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
+                                                       }
+                                                       else
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
+                                                               qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
+                                                       }
+                                               }
+                                               else
+                                               {
+                                                       if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
+                                                               qglTexCoord3f(p[0], p[1], p[2]);
+                                                       }
+                                                       else
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
+                                                               qglTexCoord2f(p[0], p[1]);
+                                                       }
+                                               }
+                                       }
+                               }
+                               if (gl_state.pointer_color)
+                               {
+                                       p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
+                                       qglColor4f(p[0], p[1], p[2], p[3]);
+                               }
+                               p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
+                               qglVertex3f(p[0], p[1], p[2]);
                        }
-                       qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
-
-                       if (usedarrays)
+                       qglEnd();
+                       CHECKGLERROR
+               }
+               else if (gl_mesh_testarrayelement.integer)
+               {
+                       int i;
+                       qglBegin(GL_TRIANGLES);
+                       for (i = 0;i < numtriangles * 3;i++)
                        {
-                               qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
-                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               qglArrayElement(elements[i]);
                        }
+                       qglEnd();
+                       CHECKGLERROR
+               }
+               else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+               {
+                       qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
+               }
+               else
+               {
+                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
                }
+               CHECKGLERROR
        }
-       else
+}
+
+// restores backend state, used when done with 3D rendering
+void R_Mesh_Finish(void)
+{
+       int i;
+       BACKENDACTIVECHECK
+       CHECKGLERROR
+       GL_LockArrays(0, 0);
+       CHECKGLERROR
+
+       for (i = backendunits - 1;i >= 0;i--)
        {
+               if (qglActiveTexture)
+                       qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+               if (qglClientActiveTexture)
+                       qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+               if (gl_texture3d)
+               {
+                       qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+               }
+               if (gl_texturecubemap)
+               {
+                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+               }
                qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
-               qglEnable(GL_TEXTURE_2D);CHECKGLERROR
-               if (usedarrays)
+               if (gl_combine.integer)
                {
-                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
                }
        }
-       if (usedarrays)
-       {
-               qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
-               qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
-       }
+       qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+       qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
 
        qglDisable(GL_BLEND);CHECKGLERROR
        qglEnable(GL_DEPTH_TEST);CHECKGLERROR
@@ -817,97 +903,291 @@ void R_Mesh_Finish(void)
        qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
 }
 
-void R_Mesh_ClearDepth(void)
+void R_Mesh_Matrix(const matrix4x4_t *matrix)
 {
-       R_Mesh_Finish();
-       qglClear(GL_DEPTH_BUFFER_BIT);
-       R_Mesh_Start(r_mesh_farclip);
+       if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
+       {
+               backend_modelmatrix = *matrix;
+               Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
+               Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
+               qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
+       }
 }
 
-// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
-// (this is used for very high speed rendering, no copying)
-int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m, int wantoverbright)
+void R_Mesh_State(const rmeshstate_t *m)
 {
-       // these are static because gcc runs out of virtual registers otherwise
-       int i, j, overbright;
-       float scaler;
-
-       if (!backendactive)
-               Sys_Error("R_Mesh_Draw_GetBuffer: called when backend is not active\n");
+       int i, combinergb, combinealpha, scale;
+       gltextureunit_t *unit;
+       matrix4x4_t tempmatrix;
 
-       if (!m->numtriangles
-        || !m->numverts)
-               Host_Error("R_Mesh_Draw_GetBuffer: no triangles or verts\n");
+       BACKENDACTIVECHECK
 
-       i = max(m->numtriangles * 3, m->numverts);
-       if (overflowedverts < i)
-               overflowedverts = i;
-
-       if (m->numtriangles > max_tris || m->numverts > max_verts)
+       if (gl_state.pointer_vertex != m->pointer_vertex)
        {
-               Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n");
-               return false;
+               gl_state.pointer_vertex = m->pointer_vertex;
+               CHECKGLERROR
+               qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
+               CHECKGLERROR
        }
 
-       c_meshs++;
-       c_meshtris += m->numtriangles;
-       m->index = &buf_tri[currenttriangle].index[0];
-       m->vertex = &buf_vertex[currentvertex].v[0];
-       m->color = &buf_fcolor[currentvertex].c[0];
-       for (i = 0;i < backendunits;i++)
-               m->texcoords[i] = &buf_texcoord[i][currentvertex].t[0];
-
-       // opaque meshs are rendered directly
-       buf_mesh.firsttriangle = currenttriangle;
-       buf_mesh.firstvert = currentvertex;
-       currenttriangle += m->numtriangles;
-       currentvertex += m->numverts;
-
-       buf_mesh.blendfunc1 = m->blendfunc1;
-       buf_mesh.blendfunc2 = m->blendfunc2;
-       buf_mesh.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
-       buf_mesh.depthtest = !m->depthdisable;
-       buf_mesh.triangles = m->numtriangles;
-       buf_mesh.verts = m->numverts;
-       buf_mesh.matrix = m->matrix; // this copies the struct
+       if (r_showtrispass)
+               return;
 
-       overbright = false;
-       scaler = 1;
-       if (m->blendfunc1 == GL_DST_COLOR)
-       {
-               // check if it is a 2x modulate with framebuffer
-               if (m->blendfunc2 == GL_SRC_COLOR)
-                       scaler *= 0.5f;
-       }
-       else if (m->blendfunc2 != GL_SRC_COLOR)
+       if (gl_state.pointer_color != m->pointer_color)
        {
-               if (m->tex[0])
+               CHECKGLERROR
+               if (!gl_state.pointer_color)
+               {
+                       qglEnableClientState(GL_COLOR_ARRAY);
+                       CHECKGLERROR
+               }
+               else if (!m->pointer_color)
                {
-                       overbright = wantoverbright && gl_combine.integer;
-                       if (overbright)
-                               scaler *= 0.25f;
+                       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
                }
-               scaler *= overbrightscale;
+               gl_state.pointer_color = m->pointer_color;
+               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
+               CHECKGLERROR
+       }
+
+       if (gl_backend_rebindtextures)
+       {
+               gl_backend_rebindtextures = false;
+               GL_SetupTextureState();
        }
-       m->colorscale = scaler;
 
-       j = -1;
-       for (i = 0;i < MAX_TEXTUREUNITS;i++)
+       for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++)
        {
-               if ((buf_mesh.textures[i] = m->tex[i]))
+               // update 1d texture binding
+               if (unit->t1d != m->tex1d[i])
+               {
+                       if (m->tex1d[i])
+                       {
+                               if (unit->t1d == 0)
+                               {
+                                       GL_ActiveTexture(i);
+                                       qglEnable(GL_TEXTURE_1D);CHECKGLERROR
+                               }
+                               unit->t1d = m->tex1d[i];
+                               GL_ActiveTexture(i);
+                               qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
+                       }
+                       else
+                       {
+                               if (unit->t1d)
+                               {
+                                       unit->t1d = 0;
+                                       GL_ActiveTexture(i);
+                                       qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+                               }
+                       }
+               }
+               // update 2d texture binding
+               if (unit->t2d != m->tex[i])
+               {
+                       if (m->tex[i])
+                       {
+                               if (unit->t2d == 0)
+                               {
+                                       GL_ActiveTexture(i);
+                                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+                               }
+                               unit->t2d = m->tex[i];
+                               GL_ActiveTexture(i);
+                               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+                       }
+                       else
+                       {
+                               if (unit->t2d)
+                               {
+                                       unit->t2d = 0;
+                                       GL_ActiveTexture(i);
+                                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                               }
+                       }
+               }
+               // update 3d texture binding
+               if (unit->t3d != m->tex3d[i])
+               {
+                       if (m->tex3d[i])
+                       {
+                               if (unit->t3d == 0)
+                               {
+                                       GL_ActiveTexture(i);
+                                       qglEnable(GL_TEXTURE_3D);CHECKGLERROR
+                               }
+                               unit->t3d = m->tex3d[i];
+                               GL_ActiveTexture(i);
+                               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+                       }
+                       else
+                       {
+                               if (unit->t3d)
+                               {
+                                       unit->t3d = 0;
+                                       GL_ActiveTexture(i);
+                                       qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+                               }
+                       }
+               }
+               // update cubemap texture binding
+               if (unit->tcubemap != m->texcubemap[i])
                {
-                       j = i;
-                       if (i >= backendunits)
-                               Sys_Error("R_Mesh_Draw_GetBuffer: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
+                       if (m->texcubemap[i])
+                       {
+                               if (unit->tcubemap == 0)
+                               {
+                                       GL_ActiveTexture(i);
+                                       qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                               }
+                               unit->tcubemap = m->texcubemap[i];
+                               GL_ActiveTexture(i);
+                               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+                       }
+                       else
+                       {
+                               if (unit->tcubemap)
+                               {
+                                       unit->tcubemap = 0;
+                                       GL_ActiveTexture(i);
+                                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                               }
+                       }
+               }
+               // update texture unit settings if the unit is enabled
+               if (unit->t1d || unit->t2d || unit->t3d || unit->tcubemap)
+               {
+                       // texture unit is enabled, enable the array
+                       if (!unit->arrayenabled)
+                       {
+                               unit->arrayenabled = true;
+                               GL_ClientActiveTexture(i);
+                               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       }
+                       // update combine settings
+                       if (gl_combine.integer)
+                       {
+                               // GL_ARB_texture_env_combine
+                               combinergb = m->texcombinergb[i] ? m->texcombinergb[i] : GL_MODULATE;
+                               if (unit->combinergb != combinergb)
+                               {
+                                       unit->combinergb = combinergb;
+                                       GL_ActiveTexture(i);
+                                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
+                               }
+                               combinealpha = m->texcombinealpha[i] ? m->texcombinealpha[i] : GL_MODULATE;
+                               if (unit->combinealpha != combinealpha)
+                               {
+                                       unit->combinealpha = combinealpha;
+                                       GL_ActiveTexture(i);
+                                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
+                               }
+                               scale = max(m->texrgbscale[i], 1);
+                               if (unit->rgbscale != scale)
+                               {
+                                       GL_ActiveTexture(i);
+                                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = scale));CHECKGLERROR
+                               }
+                               scale = max(m->texalphascale[i], 1);
+                               if (unit->alphascale != scale)
+                               {
+                                       GL_ActiveTexture(i);
+                                       qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR
+                               }
+                       }
+                       else
+                       {
+                               // normal GL texenv
+                               combinergb = m->texcombinergb[i] ? m->texcombinergb[i] : GL_MODULATE;
+                               if (unit->combinergb != combinergb)
+                               {
+                                       unit->combinergb = combinergb;
+                                       GL_ActiveTexture(i);
+                                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
+                               }
+                       }
+                       // update array settings
+                       if (m->pointer_texcoord3f[i])
+                       {
+                               // 3d texcoord array
+                               if (unit->pointer_texcoord != m->pointer_texcoord3f[i] || !unit->arrayis3d)
+                               {
+                                       unit->pointer_texcoord = m->pointer_texcoord3f[i];
+                                       unit->arrayis3d = true;
+                                       GL_ClientActiveTexture(i);
+                                       qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), unit->pointer_texcoord);
+                                       CHECKGLERROR
+                               }
+                       }
+                       else
+                       {
+                               // 2d texcoord array
+                               if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d)
+                               {
+                                       unit->pointer_texcoord = m->pointer_texcoord[i];
+                                       unit->arrayis3d = false;
+                                       GL_ClientActiveTexture(i);
+                                       qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), unit->pointer_texcoord);
+                                       CHECKGLERROR
+                               }
+                       }
+                       // update texmatrix
+                       if (m->texmatrix[i].m[3][3])
+                       {
+                               // texmatrix specified, check if it is different
+                               if (!unit->texmatrixenabled || memcmp(&unit->matrix, &m->texmatrix[i], sizeof(matrix4x4_t)))
+                               {
+                                       unit->texmatrixenabled = true;
+                                       unit->matrix = m->texmatrix[i];
+                                       Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
+                                       qglMatrixMode(GL_TEXTURE);
+                                       GL_ActiveTexture(i);
+                                       qglLoadMatrixf(&tempmatrix.m[0][0]);
+                                       qglMatrixMode(GL_MODELVIEW);
+                               }
+                       }
+                       else
+                       {
+                               // no texmatrix specified, revert to identity
+                               if (unit->texmatrixenabled)
+                               {
+                                       unit->texmatrixenabled = false;
+                                       qglMatrixMode(GL_TEXTURE);
+                                       GL_ActiveTexture(i);
+                                       qglLoadIdentity();
+                                       qglMatrixMode(GL_MODELVIEW);
+                               }
+                       }
+               }
+               else
+               {
+                       // texture unit is disabled, disable the array
+                       if (unit->arrayenabled)
+                       {
+                               unit->arrayenabled = false;
+                               GL_ClientActiveTexture(i);
+                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       }
+                       // no need to update most settings on a disabled texture unit
                }
-               buf_mesh.texturergbscale[i] = m->texrgbscale[i];
-               if (buf_mesh.texturergbscale[i] != 1 && buf_mesh.texturergbscale[i] != 2 && buf_mesh.texturergbscale[i] != 4)
-                       buf_mesh.texturergbscale[i] = 1;
        }
-       if (overbright && j >= 0)
-               buf_mesh.texturergbscale[j] = 4;
+}
 
-       return true;
+void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements)
+{
+       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
 }
 
 /*
@@ -918,27 +1198,24 @@ int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m, int wantoverbright)
 ==============================================================================
 */
 
-qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
+qboolean SCR_ScreenShot(char *filename, qbyte *buffer1, qbyte *buffer2, qbyte *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg)
 {
+       int     indices[3] = {0,1,2};
        qboolean ret;
-       int i;
-       qbyte *buffer;
 
        if (!r_render.integer)
                return false;
 
-       buffer = Mem_Alloc(tempmempool, width*height*3);
-       qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
+       qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer1);
        CHECKGLERROR
 
-       // LordHavoc: compensate for v_overbrightbits when using hardware gamma
-       if (v_hwgamma.integer)
-               for (i = 0;i < width * height * 3;i++)
-                       buffer[i] <<= v_overbrightbits.integer;
+       Image_CopyMux (buffer2, buffer1, width, height, flipx, flipy, flipdiagonal, 3, 3, indices);
 
-       ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
+       if (jpeg)
+               ret = JPEG_SaveImage_preflipped (filename, width, height, buffer2);
+       else
+               ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer2, buffer3);
 
-       Mem_Free(buffer);
        return ret;
 }
 
@@ -950,8 +1227,16 @@ void R_ClearScreen(void)
        {
                // clear to black
                qglClearColor(0,0,0,0);CHECKGLERROR
+               qglClearDepth(1);CHECKGLERROR
+               if (gl_stencil)
+               {
+                       // LordHavoc: we use a stencil centered around 128 instead of 0,
+                       // to avoid clamping interfering with strange shadow volume
+                       // drawing orders
+                       qglClearStencil(128);CHECKGLERROR
+               }
                // clear the screen
-               qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
+               GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));
                // set dithering mode
                if (gl_dither.integer)
                {
@@ -964,6 +1249,155 @@ void R_ClearScreen(void)
        }
 }
 
+/*
+====================
+CalcFov
+====================
+*/
+float CalcFov (float fov_x, float width, float height)
+{
+       // calculate vision size and alter by aspect, then convert back to angle
+       return atan (((height/width)/vid_pixelaspect.value)*tan(fov_x/360.0*M_PI))*360.0/M_PI; 
+}
+
+int r_stereo_side;
+
+void SCR_DrawScreen (void)
+{
+       for (r_showtrispass = 0;r_showtrispass <= (r_showtris.value > 0);r_showtrispass++)
+       {
+               R_Mesh_Start();
+
+               R_TimeReport("setup");
+
+               if (r_showtrispass)
+               {
+                       rmeshstate_t m;
+                       r_showtrispass = 0;
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+                       GL_DepthTest(GL_FALSE);
+                       GL_DepthMask(GL_FALSE);
+                       memset(&m, 0, sizeof(m));
+                       R_Mesh_State(&m);
+                       GL_ShowTrisColor(0.2,0.2,0.2,1);
+                       r_showtrispass = 1;
+               }
+
+               if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
+               {
+                       float size;
+
+                       size = scr_viewsize.value * (1.0 / 100.0);
+                       size = min(size, 1);
+
+                       if (r_stereo_sidebyside.integer)
+                       {
+                               r_refdef.width = vid.realwidth * size / 2.5;
+                               r_refdef.height = vid.realheight * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100);
+                               r_refdef.x = (vid.realwidth - r_refdef.width * 2.5) * 0.5;
+                               r_refdef.y = (vid.realheight - r_refdef.height)/2;
+                               if (r_stereo_side)
+                                       r_refdef.x += r_refdef.width * 1.5;
+                       }
+                       else
+                       {
+                               r_refdef.width = vid.realwidth * size;
+                               r_refdef.height = vid.realheight * size * (1 - bound(0, r_letterbox.value, 100) / 100);
+                               r_refdef.x = (vid.realwidth - r_refdef.width)/2;
+                               r_refdef.y = (vid.realheight - r_refdef.height)/2;
+                       }
+
+                       // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
+                       r_refdef.fov_x = scr_fov.value * cl.viewzoom * r_refdef.fovscale_x;
+                       r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
+
+                       R_RenderView();
+
+                       if (scr_zoomwindow.integer)
+                       {
+                               float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
+                               float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
+                               r_refdef.width = vid.realwidth * sizex;
+                               r_refdef.height = vid.realheight * sizey;
+                               r_refdef.x = (vid.realwidth - r_refdef.width)/2;
+                               r_refdef.y = 0;
+                               r_refdef.fov_x = scr_zoomwindow_fov.value * r_refdef.fovscale_x;
+                               r_refdef.fov_y = CalcFov(r_refdef.fov_x, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
+
+                               R_RenderView();
+                       }
+               }
+
+               if (!r_stereo_sidebyside.integer)
+               {
+                       r_refdef.width = vid.realwidth;
+                       r_refdef.height = vid.realheight;
+                       r_refdef.x = 0;
+                       r_refdef.y = 0;
+               }
+
+               // draw 2D stuff
+               R_DrawQueue();
+
+               R_Mesh_Finish();
+
+               R_TimeReport("meshfinish");
+       }
+       r_showtrispass = 0;
+}
+
+void SCR_UpdateLoadingScreen (void)
+{
+       float x, y;
+       cachepic_t *pic;
+       rmeshstate_t m;
+       // don't do anything if not initialized yet
+       if (vid_hidden)
+               return;
+       r_showtrispass = 0;
+       VID_GetWindowSize(&vid.realx, &vid.realy, &vid.realwidth, &vid.realheight);
+       VID_UpdateGamma(false);
+       qglViewport(0, 0, vid.realwidth, vid.realheight);
+       //qglDisable(GL_SCISSOR_TEST);
+       //qglDepthMask(1);
+       qglColorMask(1,1,1,1);
+       //qglClearColor(0,0,0,0);
+       //qglClear(GL_COLOR_BUFFER_BIT);
+       //qglCullFace(GL_FRONT);
+       //qglDisable(GL_CULL_FACE);
+       //R_ClearScreen();
+       R_Textures_Frame();
+       GL_SetupView_Mode_Ortho(0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100);
+       R_Mesh_Start();
+       R_Mesh_Matrix(&r_identitymatrix);
+       // draw the loading plaque
+       pic = Draw_CachePic("gfx/loading.lmp");
+       x = (vid_conwidth.integer - pic->width)/2;
+       y = (vid_conheight.integer - pic->height)/2;
+       GL_Color(1,1,1,1);
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthTest(false);
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = varray_vertex3f;
+       m.pointer_texcoord[0] = varray_texcoord2f[0];
+       m.tex[0] = R_GetTexture(pic->tex);
+       R_Mesh_State(&m);
+       varray_vertex3f[0] = varray_vertex3f[9] = x;
+       varray_vertex3f[1] = varray_vertex3f[4] = y;
+       varray_vertex3f[3] = varray_vertex3f[6] = x + pic->width;
+       varray_vertex3f[7] = varray_vertex3f[10] = y + pic->height;
+       varray_texcoord2f[0][0] = 0;varray_texcoord2f[0][1] = 0;
+       varray_texcoord2f[0][2] = 1;varray_texcoord2f[0][3] = 0;
+       varray_texcoord2f[0][4] = 1;varray_texcoord2f[0][5] = 1;
+       varray_texcoord2f[0][6] = 0;varray_texcoord2f[0][7] = 1;
+       GL_LockArrays(0, 4);
+       R_Mesh_Draw(4, 2, polygonelements);
+       GL_LockArrays(0, 0);
+       R_Mesh_Finish();
+       // refresh
+       VID_Finish();
+}
+
 /*
 ==================
 SCR_UpdateScreen
@@ -974,9 +1408,8 @@ text to the screen.
 */
 void SCR_UpdateScreen (void)
 {
-       VID_Finish ();
-
-       R_TimeReport("finish");
+       if (vid_hidden)
+               return;
 
        if (r_textureunits.integer > gl_textureunits)
                Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
@@ -986,29 +1419,389 @@ void SCR_UpdateScreen (void)
        if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
                Cvar_SetValueQuick(&gl_combine, 0);
 
-       // lighting scale
-       overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
+       // don't allow cheats in multiplayer
+       if (!cl.islocalgame && cl.worldmodel)
+       {
+               if (r_fullbright.integer != 0)
+                       Cvar_Set ("r_fullbright", "0");
+               if (r_ambient.value != 0)
+                       Cvar_Set ("r_ambient", "0");
+       }
+
+       // bound viewsize
+       if (scr_viewsize.value < 30)
+               Cvar_Set ("viewsize","30");
+       if (scr_viewsize.value > 120)
+               Cvar_Set ("viewsize","120");
+
+       // bound field of view
+       if (scr_fov.value < 1)
+               Cvar_Set ("fov","1");
+       if (scr_fov.value > 170)
+               Cvar_Set ("fov","170");
+
+       // intermission is always full screen
+       if (cl.intermission)
+               sb_lines = 0;
+       else
+       {
+               if (scr_viewsize.value >= 120)
+                       sb_lines = 0;           // no status bar at all
+               else if (scr_viewsize.value >= 110)
+                       sb_lines = 24;          // no inventory
+               else
+                       sb_lines = 24+16+8;
+       }
 
-       // lightmaps only
-       lightscalebit = v_overbrightbits.integer;
-       if (gl_combine.integer && r_textureunits.integer > 1)
-               lightscalebit += 2;
-       lightscale = 1.0f / (float) (1 << lightscalebit);
+       r_refdef.fovscale_x = 1;
+       r_refdef.fovscale_y = 1;
+       if (r_waterwarp.value > 0 && cl.worldmodel)
+       {
+               Mod_CheckLoaded(cl.worldmodel);
+               if (CL_PointSuperContents(r_vieworigin) & SUPERCONTENTS_LIQUIDSMASK)
+               {
+                       r_refdef.fovscale_x = 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
+                       r_refdef.fovscale_y = 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
+               }
+       }
 
-       R_TimeReport("setup");
+       r_refdef.colormask[0] = 1;
+       r_refdef.colormask[1] = 1;
+       r_refdef.colormask[2] = 1;
 
-       R_ClearScreen();
+       CHECKGLERROR
+       qglViewport(0, 0, vid.realwidth, vid.realheight);
+       qglDisable(GL_SCISSOR_TEST);
+       qglDepthMask(1);
+       qglColorMask(1,1,1,1);
+       qglClearColor(0,0,0,0);
+       qglClear(GL_COLOR_BUFFER_BIT);
+       CHECKGLERROR
 
        R_TimeReport("clear");
 
-       if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
-               R_RenderView();
+       if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer || r_stereo_sidebyside.integer)
+       {
+               matrix4x4_t originalmatrix = r_refdef.viewentitymatrix;
+               r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[0][1];
+               r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[1][1];
+               r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[2][1];
+
+               if (r_stereo_sidebyside.integer)
+                       r_stereo_side = 0;
+
+               if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer)
+               {
+                       r_refdef.colormask[0] = 1;
+                       r_refdef.colormask[1] = 0;
+                       r_refdef.colormask[2] = 0;
+               }
+
+               SCR_DrawScreen();
+
+               r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[0][1];
+               r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[1][1];
+               r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[2][1];
+
+               if (r_stereo_sidebyside.integer)
+                       r_stereo_side = 1;
+
+               if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer)
+               {
+                       r_refdef.colormask[0] = 0;
+                       r_refdef.colormask[1] = r_stereo_redcyan.integer || r_stereo_redgreen.integer;
+                       r_refdef.colormask[2] = r_stereo_redcyan.integer || r_stereo_redblue.integer;
+               }
+
+               SCR_DrawScreen();
+
+               r_refdef.viewentitymatrix = originalmatrix;
+       }
+       else
+       {
+               r_showtrispass = false;
+               SCR_DrawScreen();
+       
+               if (r_showtris.value > 0)
+               {
+                       rmeshstate_t m;
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+                       GL_DepthTest(GL_FALSE);
+                       GL_DepthMask(GL_FALSE);
+                       memset(&m, 0, sizeof(m));
+                       R_Mesh_State(&m);
+                       r_showtrispass = true;
+                       GL_ShowTrisColor(0.2,0.2,0.2,1);
+                       SCR_DrawScreen();
+                       r_showtrispass = false;
+               }
+       }
+
+       VID_Finish();
+       R_TimeReport("finish");
+}
+
+
+//===========================================================================
+// dynamic vertex array buffer subsystem
+//===========================================================================
+
+// FIXME: someday this should be dynamically allocated and resized?
+float varray_vertex3f[65536*3];
+float varray_svector3f[65536*3];
+float varray_tvector3f[65536*3];
+float varray_normal3f[65536*3];
+float varray_color4f[65536*4];
+float varray_texcoord2f[4][65536*2];
+float varray_texcoord3f[4][65536*3];
+int earray_element3i[65536];
+float varray_vertex3f2[65536*3];
+
+//===========================================================================
+// vertex array caching subsystem
+//===========================================================================
+
+typedef struct rcachearraylink_s
+{
+       struct rcachearraylink_s *next, *prev;
+       struct rcachearrayitem_s *data;
+}
+rcachearraylink_t;
+
+typedef struct rcachearrayitem_s
+{
+       // the original request structure
+       rcachearrayrequest_t request;
+       // active
+       int active;
+       // offset into r_mesh_rcachedata
+       int offset;
+       // for linking this into the sequential list
+       rcachearraylink_t sequentiallink;
+       // for linking this into the lookup list
+       rcachearraylink_t hashlink;
+}
+rcachearrayitem_t;
+
+#define RCACHEARRAY_HASHSIZE 65536
+#define RCACHEARRAY_ITEMS 4096
+#define RCACHEARRAY_DEFAULTSIZE (4 << 20)
+
+// all active items are linked into this chain in sorted order
+static rcachearraylink_t r_mesh_rcachesequentialchain;
+// all inactive items are linked into this chain in unknown order
+static rcachearraylink_t r_mesh_rcachefreechain;
+// all active items are also linked into these chains (using their hashlink)
+static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE];
+
+// all items are stored here, whether active or inactive
+static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS];
+
+// size of data buffer
+static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE;
+// data buffer
+static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE];
+
+// current state
+static int r_mesh_rcachedata_offset;
+static rcachearraylink_t *r_mesh_rcachesequentialchain_current;
+
+static void R_Mesh_CacheArray_Startup(void)
+{
+       int i;
+       rcachearraylink_t *l;
+       // prepare all the linked lists
+       l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL;
+       l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL;
+       memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain));
+       for (i = 0;i < RCACHEARRAY_HASHSIZE;i++)
+       {
+               l = &r_mesh_rcachechain[i];
+               l->next = l->prev = l;
+               l->data = NULL;
+       }
+       memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems));
+       for (i = 0;i < RCACHEARRAY_ITEMS;i++)
+       {
+               r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i];
+               l = &r_mesh_rcacheitems[i].sequentiallink;
+               l->next = &r_mesh_rcachefreechain;
+               l->prev = l->next->prev;
+               l->next->prev = l->prev->next = l;
+       }
+       // clear other state
+       r_mesh_rcachedata_offset = 0;
+       r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
+}
+
+static void R_Mesh_CacheArray_Shutdown(void)
+{
+}
+
+/*
+static void R_Mesh_CacheArray_ValidateState(int num)
+{
+       rcachearraylink_t *l, *lhead;
+       lhead = &r_mesh_rcachesequentialchain;
+       if (r_mesh_rcachesequentialchain_current == lhead)
+               return;
+       for (l = lhead->next;l != lhead;l = l->next)
+               if (r_mesh_rcachesequentialchain_current == l)
+                       return;
+       Sys_Error("%i", num);
+}
+*/
+
+int R_Mesh_CacheArray(rcachearrayrequest_t *r)
+{
+       rcachearraylink_t *l, *lhead, *lnext;
+       rcachearrayitem_t *d;
+       int hashindex, offset, offsetend;
+
+       //R_Mesh_CacheArray_ValidateState(3);
+       // calculate a hashindex to choose a cache chain
+       r->data = NULL;
+       hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE;
+
+       // is it already cached?
+       for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next)
+       {
+               if (!memcmp(&l->data->request, r, sizeof(l->data->request)))
+               {
+                       // we have it cached already
+                       r->data = r_mesh_rcachedata + l->data->offset;
+                       return false;
+               }
+       }
+
+       // we need to add a new cache item, this means finding a place for the new
+       // data and making sure we have a free item available, lots of work...
+
+       // check if buffer needs to wrap
+       if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size)
+       {
+               /*
+               if (r->data_size * 10 > r_mesh_rcachedata_size)
+               {
+                       // realloc whole cache
+               }
+               */
+               // reset back to start
+               r_mesh_rcachedata_offset = 0;
+               r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
+       }
+       offset = r_mesh_rcachedata_offset;
+       r_mesh_rcachedata_offset += r->data_size;
+       offsetend = r_mesh_rcachedata_offset;
+       //R_Mesh_CacheArray_ValidateState(4);
+
+       /*
+       {
+               int n;
+               for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++);
+               Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n);
+       }
+       */
+
+       // make room for the new data (remove old items)
+       lhead = &r_mesh_rcachesequentialchain;
+       l = r_mesh_rcachesequentialchain_current;
+       if (l == lhead)
+               l = l->next;
+       while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset)
+       {
+       //r_mesh_rcachesequentialchain_current = l;
+       //R_Mesh_CacheArray_ValidateState(8);
+               lnext = l->next;
+               // if at the end of the chain, wrap around
+               if (lnext == lhead)
+                       lnext = lnext->next;
+       //r_mesh_rcachesequentialchain_current = lnext;
+       //R_Mesh_CacheArray_ValidateState(10);
+
+               // unlink from sequential chain
+               l->next->prev = l->prev;
+               l->prev->next = l->next;
+       //R_Mesh_CacheArray_ValidateState(11);
+               // link into free chain
+               l->next = &r_mesh_rcachefreechain;
+               l->prev = l->next->prev;
+               l->next->prev = l->prev->next = l;
+       //R_Mesh_CacheArray_ValidateState(12);
+
+               l = &l->data->hashlink;
+               // unlink from hash chain
+               l->next->prev = l->prev;
+               l->prev->next = l->next;
+
+               l = lnext;
+       //r_mesh_rcachesequentialchain_current = l;
+       //R_Mesh_CacheArray_ValidateState(9);
+       }
+       //r_mesh_rcachesequentialchain_current = l;
+       //R_Mesh_CacheArray_ValidateState(5);
+       // gobble an extra item if we have no free items available
+       if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain)
+       {
+               lnext = l->next;
+
+               // unlink from sequential chain
+               l->next->prev = l->prev;
+               l->prev->next = l->next;
+               // link into free chain
+               l->next = &r_mesh_rcachefreechain;
+               l->prev = l->next->prev;
+               l->next->prev = l->prev->next = l;
+
+               l = &l->data->hashlink;
+               // unlink from hash chain
+               l->next->prev = l->prev;
+               l->prev->next = l->next;
+
+               l = lnext;
+       }
+       r_mesh_rcachesequentialchain_current = l;
+       //R_Mesh_CacheArray_ValidateState(6);
+
+       // now take an item from the free chain
+       l = r_mesh_rcachefreechain.next;
+       // set it up
+       d = l->data;
+       d->request = *r;
+       d->offset = offset;
+       // unlink
+       l->next->prev = l->prev;
+       l->prev->next = l->next;
+       // relink to sequential
+       l->next = r_mesh_rcachesequentialchain_current->prev;
+       l->prev = l->next->prev;
+       while (l->next->data && l->data && l->next->data->offset <= d->offset)
+       {
+               //Con_Print(">\n");
+               l->next = l->next->next;
+               l->prev = l->prev->next;
+       }
+       while (l->prev->data && l->data && l->prev->data->offset >= d->offset)
+       {
+               //Con_Print("<\n");
+               l->prev = l->prev->prev;
+               l->next = l->next->prev;
+       }
+       l->next->prev = l->prev->next = l;
+       // also link into hash chain
+       l = &l->data->hashlink;
+       l->next = &r_mesh_rcachechain[hashindex];
+       l->prev = l->next->prev;
+       l->prev->next = l;
+       l->next->prev = l->prev->next = l;
 
-       // draw 2D stuff
-       R_DrawQueue();
 
-       // tell driver to commit it's partially full geometry queue to the rendering queue
-       // (this doesn't wait for the commands themselves to complete)
-       qglFlush();
+       //r_mesh_rcachesequentialchain_current = d->sequentiallink.next;
+
+       //R_Mesh_CacheArray_ValidateState(7);
+       // and finally set the data pointer
+       r->data = r_mesh_rcachedata + d->offset;
+       // and tell the caller to fill the array
+       return true;
 }