]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
some cleanup of shader permutation handling
[xonotic/darkplaces.git] / gl_backend.c
index ddfe5bbc39fff9998c848b85ae28d47afdaabf31..3fcd972b59a496581e85141891dbd677813e593c 100644 (file)
@@ -73,7 +73,6 @@ void SCR_ScreenShot_f (void);
 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;
 
 static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
@@ -158,7 +157,7 @@ static void gl_backend_start(void)
                Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
        }
 
-       backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
+       backendunits = bound(1, gl_textureunits, MAX_TEXTUREUNITS);
        backendimageunits = backendunits;
        backendarrayunits = backendunits;
        if (gl_support_fragment_shader)
@@ -169,6 +168,8 @@ static void gl_backend_start(void)
                qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
                CHECKGLERROR
                Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
+               backendimageunits = bound(1, backendimageunits, MAX_TEXTUREUNITS);
+               backendarrayunits = bound(1, backendarrayunits, MAX_TEXTUREUNITS);
        }
        else if (backendunits > 1)
                Con_Printf("multitexture detected: texture units = %i\n", backendunits);
@@ -245,7 +246,7 @@ void GL_SetupView_Orientation_Identity (void)
        memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
 }
 
-void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
+void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix)
 {
        matrix4x4_t tempmatrix, basematrix;
        Matrix4x4_Invert_Simple(&tempmatrix, matrix);
@@ -263,43 +264,25 @@ void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNe
 {
        double m[16];
 
-       if (!r_render.integer)
-               return;
-
        // set up viewpoint
+       CHECKGLERROR
        qglMatrixMode(GL_PROJECTION);CHECKGLERROR
        qglLoadIdentity();CHECKGLERROR
        // set view pyramid
        qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
-       qglGetDoublev(GL_PROJECTION_MATRIX, m);
-       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];
+       qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
+       Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
        qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
        GL_SetupView_Orientation_Identity();
+       CHECKGLERROR
 }
 
 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear)
 {
        double nudge, m[16];
 
-       if (!r_render.integer)
-               return;
-
        // set up viewpoint
+       CHECKGLERROR
        qglMatrixMode(GL_PROJECTION);CHECKGLERROR
        qglLoadIdentity();CHECKGLERROR
        // set view pyramid
@@ -320,57 +303,27 @@ void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frust
        m[13] = 0;
        m[14] = -2 * zNear * nudge;
        m[15] = 0;
-       qglLoadMatrixd(m);
+       qglLoadMatrixd(m);CHECKGLERROR
        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];
+       CHECKGLERROR
+       Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
 }
 
 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
 {
        double m[16];
 
-       if (!r_render.integer)
-               return;
-
        // set up viewpoint
+       CHECKGLERROR
        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];
+       qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR
+       qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
+       Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
        qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
        GL_SetupView_Orientation_Identity();
+       CHECKGLERROR
 }
 
 typedef struct gltextureunit_s
@@ -379,7 +332,7 @@ typedef struct gltextureunit_s
        int arrayenabled;
        unsigned int arraycomponents;
        const void *pointer_texcoord;
-       float rgbscale, alphascale;
+       int rgbscale, alphascale;
        int combinergb, combinealpha;
        // FIXME: add more combine stuff
        // texmatrixenabled exists only to avoid unnecessary texmatrix compares
@@ -390,12 +343,15 @@ gltextureunit_t;
 
 static struct gl_state_s
 {
+       int cullface;
+       int cullfaceenable;
        int blendfunc1;
        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 alphatest;
        int scissortest;
        unsigned int unit;
        unsigned int clientunit;
@@ -468,9 +424,9 @@ void GL_SetupTextureState(void)
                {
                        qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
                }
-               qglMatrixMode(GL_TEXTURE);
-               qglLoadIdentity();
-               qglMatrixMode(GL_MODELVIEW);
+               qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+               qglLoadIdentity();CHECKGLERROR
+               qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
                if (gl_combine.integer)
                {
                        qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
@@ -495,6 +451,7 @@ void GL_SetupTextureState(void)
                {
                        qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
                }
+               CHECKGLERROR
        }
        CHECKGLERROR
 }
@@ -503,6 +460,7 @@ void GL_Backend_ResetState(void)
 {
        memset(&gl_state, 0, sizeof(gl_state));
        gl_state.depthtest = true;
+       gl_state.alphatest = false;
        gl_state.blendfunc1 = GL_ONE;
        gl_state.blendfunc2 = GL_ZERO;
        gl_state.blend = false;
@@ -513,15 +471,20 @@ void GL_Backend_ResetState(void)
        gl_state.lockrange_count = 0;
        gl_state.pointer_vertex = NULL;
        gl_state.pointer_color = NULL;
+       gl_state.cullface = GL_FRONT; // quake is backwards, this culls back faces
+       gl_state.cullfaceenable = true;
 
        CHECKGLERROR
 
        qglColorMask(1, 1, 1, 1);
-       qglEnable(GL_CULL_FACE);CHECKGLERROR
-       qglCullFace(GL_FRONT);CHECKGLERROR
-       qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+       qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
+       qglDisable(GL_ALPHA_TEST);CHECKGLERROR
        qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
        qglDisable(GL_BLEND);CHECKGLERROR
+       qglCullFace(gl_state.cullface);CHECKGLERROR
+       qglEnable(GL_CULL_FACE);CHECKGLERROR
+       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+       qglEnable(GL_DEPTH_TEST);CHECKGLERROR
        qglDepthMask(gl_state.depthmask);CHECKGLERROR
 
        qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
@@ -543,6 +506,7 @@ void GL_ActiveTexture(unsigned int num)
                gl_state.unit = num;
                if (qglActiveTexture)
                {
+                       CHECKGLERROR
                        qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
                        CHECKGLERROR
                }
@@ -556,6 +520,7 @@ void GL_ClientActiveTexture(unsigned int num)
                gl_state.clientunit = num;
                if (qglActiveTexture)
                {
+                       CHECKGLERROR
                        qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
                        CHECKGLERROR
                }
@@ -566,8 +531,7 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2)
 {
        if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
        {
-               if (r_showtrispass)
-                       return;
+               CHECKGLERROR
                qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
                if (gl_state.blendfunc2 == GL_ZERO)
                {
@@ -603,8 +567,7 @@ void GL_DepthMask(int state)
 {
        if (gl_state.depthmask != state)
        {
-               if (r_showtrispass)
-                       return;
+               CHECKGLERROR
                qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
        }
 }
@@ -613,9 +576,8 @@ void GL_DepthTest(int state)
 {
        if (gl_state.depthtest != state)
        {
-               if (r_showtrispass && r_showdisabledepthtest.integer)
-                       return;
                gl_state.depthtest = state;
+               CHECKGLERROR
                if (gl_state.depthtest)
                {
                        qglEnable(GL_DEPTH_TEST);CHECKGLERROR
@@ -627,12 +589,56 @@ void GL_DepthTest(int state)
        }
 }
 
+void GL_CullFace(int state)
+{
+       CHECKGLERROR
+       if (state != GL_NONE)
+       {
+               if (!gl_state.cullfaceenable)
+               {
+                       gl_state.cullfaceenable = true;
+                       qglEnable(GL_CULL_FACE);CHECKGLERROR
+               }
+               if (gl_state.cullface != state)
+               {
+                       gl_state.cullface = state;
+                       qglCullFace(gl_state.cullface);CHECKGLERROR
+               }
+       }
+       else
+       {
+               if (gl_state.cullfaceenable)
+               {
+                       gl_state.cullfaceenable = false;
+                       qglDisable(GL_CULL_FACE);CHECKGLERROR
+               }
+       }
+}
+
+void GL_AlphaTest(int state)
+{
+       if (gl_state.alphatest != state)
+       {
+               gl_state.alphatest = state;
+               CHECKGLERROR
+               if (gl_state.alphatest)
+               {
+                       qglEnable(GL_ALPHA_TEST);CHECKGLERROR
+               }
+               else
+               {
+                       qglDisable(GL_ALPHA_TEST);CHECKGLERROR
+               }
+       }
+}
+
 void GL_ColorMask(int r, int g, int b, int a)
 {
        int state = r*8 + g*4 + b*2 + a*1;
        if (gl_state.colormask != state)
        {
                gl_state.colormask = state;
+               CHECKGLERROR
                qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
        }
 }
@@ -641,8 +647,6 @@ 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)
        {
-               if (r_showtrispass)
-                       return;
                gl_state.color4f[0] = cr;
                gl_state.color4f[1] = cg;
                gl_state.color4f[2] = cb;
@@ -653,16 +657,6 @@ void GL_Color(float cr, float cg, float cb, float ca)
        }
 }
 
-void GL_ShowTrisColor(float cr, float cg, float cb, float ca)
-{
-       if (!r_showtrispass)
-               return;
-       r_showtrispass = 0;
-       GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca);
-       r_showtrispass = 1;
-}
-
-
 void GL_LockArrays(int first, int count)
 {
        if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
@@ -707,10 +701,7 @@ void GL_ScissorTest(int state)
 
 void GL_Clear(int mask)
 {
-       // in showtris rendering, don't clear the color buffer as that would hide
-       // the accumulated lines
-       if (r_showtrispass)
-               mask &= ~GL_COLOR_BUFFER_BIT;
+       CHECKGLERROR
        qglClear(mask);CHECKGLERROR
 }
 
@@ -721,9 +712,9 @@ void GL_TransformToScreen(const vec4_t in, vec4_t out)
        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;
+       out[0] = r_view.x + (out[0] * iw + 1.0f) * r_view.width * 0.5f;
+       out[1] = r_view.y + r_view.height - (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
@@ -731,103 +722,81 @@ void R_Mesh_Start(void)
 {
        BACKENDACTIVECHECK
        CHECKGLERROR
+       if (gl_printcheckerror.integer && !gl_paranoid.integer)
+       {
+               Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
+               Cvar_SetValueQuick(&gl_paranoid, 1);
+       }
        GL_Backend_ResetState();
 }
 
-unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
+qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
 {
-       GLint vertexshadercompiled, fragmentshadercompiled, programlinked;
-       GLuint vertexshaderobject, fragmentshaderobject, programobject = 0;
+       int shaderobject;
+       int shadercompiled;
        char compilelog[MAX_INPUTLINE];
-       CHECKGLERROR
+       shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
+       if (!shaderobject)
+               return false;
+       qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
+       qglCompileShaderARB(shaderobject);CHECKGLERROR
+       qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
+       qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
+       if (compilelog[0])
+               Con_DPrintf("%s shader compile log:\n%s\n", shadertype, compilelog);
+       if (!shadercompiled)
+       {
+               qglDeleteObjectARB(shaderobject);CHECKGLERROR
+               return false;
+       }
+       qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
+       qglDeleteObjectARB(shaderobject);CHECKGLERROR
+       return true;
+}
 
-       programobject = qglCreateProgramObjectARB();
+unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
+{
+       GLint programlinked;
+       GLuint programobject = 0;
+       char linklog[MAX_INPUTLINE];
        CHECKGLERROR
+
+       programobject = qglCreateProgramObjectARB();CHECKGLERROR
        if (!programobject)
                return 0;
 
-       if (vertexstrings_count)
-       {
-               CHECKGLERROR
-               vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
-               if (!vertexshaderobject)
-               {
-                       qglDeleteObjectARB(programobject);
-                       CHECKGLERROR
-                       return 0;
-               }
-               qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL);
-               qglCompileShaderARB(vertexshaderobject);
-               CHECKGLERROR
-               qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);
-               qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);
-               if (compilelog[0])
-                       Con_DPrintf("vertex shader compile log:\n%s\n", compilelog);
-               if (!vertexshadercompiled)
-               {
-                       qglDeleteObjectARB(programobject);
-                       qglDeleteObjectARB(vertexshaderobject);
-                       CHECKGLERROR
-                       return 0;
-               }
-               qglAttachObjectARB(programobject, vertexshaderobject);
-               qglDeleteObjectARB(vertexshaderobject);
-               CHECKGLERROR
-       }
+       if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
+               goto cleanup;
 
-       if (fragmentstrings_count)
-       {
-               CHECKGLERROR
-               fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
-               if (!fragmentshaderobject)
-               {
-                       qglDeleteObjectARB(programobject);
-                       CHECKGLERROR
-                       return 0;
-               }
-               qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL);
-               qglCompileShaderARB(fragmentshaderobject);
-               CHECKGLERROR
-               qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);
-               qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);
-               if (compilelog[0])
-                       Con_DPrintf("fragment shader compile log:\n%s\n", compilelog);
-               if (!fragmentshadercompiled)
-               {
-                       qglDeleteObjectARB(programobject);
-                       qglDeleteObjectARB(fragmentshaderobject);
-                       CHECKGLERROR
-                       return 0;
-               }
-               qglAttachObjectARB(programobject, fragmentshaderobject);
-               qglDeleteObjectARB(fragmentshaderobject);
-               CHECKGLERROR
-       }
+#ifdef GL_GEOMETRY_SHADER_ARB
+       if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
+               goto cleanup;
+#endif
 
-       qglLinkProgramARB(programobject);
-       CHECKGLERROR
-       qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);
-       qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);
-       if (compilelog[0])
+       if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
+               goto cleanup;
+
+       qglLinkProgramARB(programobject);CHECKGLERROR
+       qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
+       qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
+       if (linklog[0])
        {
-               Con_DPrintf("program link log:\n%s\n", compilelog);
+               Con_DPrintf("program link log:\n%s\n", linklog);
                // software vertex shader is ok but software fragment shader is WAY
                // too slow, fail program if so.
                // NOTE: this string might be ATI specific, but that's ok because the
                // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
                // software fragment shader due to low instruction and dependent
                // texture limits.
-               if (strstr(compilelog, "fragment shader will run in software"))
+               if (strstr(linklog, "fragment shader will run in software"))
                        programlinked = false;
        }
-       CHECKGLERROR
        if (!programlinked)
-       {
-               qglDeleteObjectARB(programobject);
-               return 0;
-       }
-       CHECKGLERROR
+               goto cleanup;
        return programobject;
+cleanup:
+       qglDeleteObjectARB(programobject);CHECKGLERROR
+       return 0;
 }
 
 void GL_Backend_FreeProgram(unsigned int prog)
@@ -858,29 +827,26 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *
        unsigned int numelements = numtriangles * 3;
        if (numvertices < 3 || numtriangles < 1)
        {
-               Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements);
+               Con_Printf("R_Mesh_Draw(%d, %d, %d, %8p);\n", firstvertex, numvertices, numtriangles, elements);
                return;
        }
-       //CHECKGLERROR
-       if (r_showtrispass)
-       {
-               R_Mesh_Draw_ShowTris(firstvertex, numvertices, numtriangles, elements);
-               return;
-       }
-       renderstats.meshes++;
-       renderstats.meshes_elements += numelements;
+       CHECKGLERROR
+       r_refdef.stats.meshes++;
+       r_refdef.stats.meshes_elements += numelements;
        if (gl_paranoid.integer)
        {
                unsigned int i, j, size;
                const int *p;
                if (!qglIsEnabled(GL_VERTEX_ARRAY))
                        Con_Print("R_Mesh_Draw: vertex array not enabled\n");
+               CHECKGLERROR
                for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
                        paranoidblah += *p;
                if (gl_state.pointer_color)
                {
                        if (!qglIsEnabled(GL_COLOR_ARRAY))
                                Con_Print("R_Mesh_Draw: color array set but not enabled\n");
+                       CHECKGLERROR
                        for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
                                paranoidblah += *p;
                }
@@ -891,6 +857,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *
                                GL_ClientActiveTexture(i);
                                if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
                                        Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
+                               CHECKGLERROR
                                for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
                                        paranoidblah += *p;
                        }
@@ -1063,10 +1030,12 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix)
 {
        if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
        {
+               double glmatrix[16];
                backend_modelmatrix = *matrix;
                Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
-               Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
-               qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
+               Matrix4x4_ToArrayDoubleGL(&backend_modelviewmatrix, glmatrix);
+               CHECKGLERROR
+               qglLoadMatrixd(glmatrix);CHECKGLERROR
        }
 }
 
@@ -1083,36 +1052,29 @@ void R_Mesh_VertexPointer(const float *vertex3f)
 
 void R_Mesh_ColorPointer(const float *color4f)
 {
-       if (r_showtrispass)
-               return;
        if (gl_state.pointer_color != color4f)
        {
                CHECKGLERROR
                if (!gl_state.pointer_color)
                {
-                       qglEnableClientState(GL_COLOR_ARRAY);
-                       CHECKGLERROR
+                       qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
                }
                else if (!color4f)
                {
-                       qglDisableClientState(GL_COLOR_ARRAY);
-                       CHECKGLERROR
+                       qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
                        // when color array is on the glColor gets trashed, set it again
-                       qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
-                       CHECKGLERROR
+                       qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
                }
                gl_state.pointer_color = color4f;
-               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
-               CHECKGLERROR
+               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);CHECKGLERROR
        }
 }
 
 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
-       if (r_showtrispass)
-               return;
        // update array settings
+       CHECKGLERROR
        if (texcoord)
        {
                // texcoord array
@@ -1121,8 +1083,7 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, co
                        unit->pointer_texcoord = texcoord;
                        unit->arraycomponents = numcomponents;
                        GL_ClientActiveTexture(unitnum);
-                       qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord);
-                       CHECKGLERROR
+                       qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord);CHECKGLERROR
                }
                // texture array unit is enabled, enable the array
                if (!unit->arrayenabled)
@@ -1149,8 +1110,6 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, in
        gltextureunit_t *unit = gl_state.units + unitnum;
        if (unitnum >= backendimageunits)
                return;
-       if (r_showtrispass)
-               return;
        // update 1d texture binding
        if (unit->t1d != tex1d)
        {
@@ -1160,17 +1119,20 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, in
                        if (tex1d)
                        {
                                if (unit->t1d == 0)
-                                       qglEnable(GL_TEXTURE_1D);
+                               {
+                                       qglEnable(GL_TEXTURE_1D);CHECKGLERROR
+                               }
                        }
                        else
                        {
                                if (unit->t1d)
-                                       qglDisable(GL_TEXTURE_1D);
+                               {
+                                       qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+                               }
                        }
                }
                unit->t1d = tex1d;
-               qglBindTexture(GL_TEXTURE_1D, unit->t1d);
-               CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
        }
        // update 2d texture binding
        if (unit->t2d != tex2d)
@@ -1181,17 +1143,20 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, in
                        if (tex2d)
                        {
                                if (unit->t2d == 0)
-                                       qglEnable(GL_TEXTURE_2D);
+                               {
+                                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+                               }
                        }
                        else
                        {
                                if (unit->t2d)
-                                       qglDisable(GL_TEXTURE_2D);
+                               {
+                                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                               }
                        }
                }
                unit->t2d = tex2d;
-               qglBindTexture(GL_TEXTURE_2D, unit->t2d);
-               CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
        }
        // update 3d texture binding
        if (unit->t3d != tex3d)
@@ -1202,17 +1167,20 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, in
                        if (tex3d)
                        {
                                if (unit->t3d == 0)
-                                       qglEnable(GL_TEXTURE_3D);
+                               {
+                                       qglEnable(GL_TEXTURE_3D);CHECKGLERROR
+                               }
                        }
                        else
                        {
                                if (unit->t3d)
-                                       qglDisable(GL_TEXTURE_3D);
+                               {
+                                       qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+                               }
                        }
                }
                unit->t3d = tex3d;
-               qglBindTexture(GL_TEXTURE_3D, unit->t3d);
-               CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
        }
        // update cubemap texture binding
        if (unit->tcubemap != texcubemap)
@@ -1223,17 +1191,20 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, in
                        if (texcubemap)
                        {
                                if (unit->tcubemap == 0)
-                                       qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
+                               {
+                                       qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                               }
                        }
                        else
                        {
                                if (unit->tcubemap)
-                                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+                               {
+                                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                               }
                        }
                }
                unit->tcubemap = texcubemap;
-               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
-               CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
        }
 }
 
@@ -1242,8 +1213,6 @@ void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
        gltextureunit_t *unit = gl_state.units + unitnum;
        if (unitnum >= backendimageunits)
                return;
-       if (r_showtrispass)
-               return;
        // update 1d texture binding
        if (unit->t1d != texnum)
        {
@@ -1253,17 +1222,20 @@ void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
                        if (texnum)
                        {
                                if (unit->t1d == 0)
-                                       qglEnable(GL_TEXTURE_1D);
+                               {
+                                       qglEnable(GL_TEXTURE_1D);CHECKGLERROR
+                               }
                        }
                        else
                        {
                                if (unit->t1d)
-                                       qglDisable(GL_TEXTURE_1D);
+                               {
+                                       qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+                               }
                        }
                }
                unit->t1d = texnum;
-               qglBindTexture(GL_TEXTURE_1D, unit->t1d);
-               CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
        }
        // update 2d texture binding
        if (unit->t2d)
@@ -1272,11 +1244,12 @@ void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
                if (unitnum < backendunits)
                {
                        if (unit->t2d)
-                               qglDisable(GL_TEXTURE_2D);
+                       {
+                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                       }
                }
                unit->t2d = 0;
-               qglBindTexture(GL_TEXTURE_2D, unit->t2d);
-               CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
        }
        // update 3d texture binding
        if (unit->t3d)
@@ -1285,11 +1258,12 @@ void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
                if (unitnum < backendunits)
                {
                        if (unit->t3d)
-                               qglDisable(GL_TEXTURE_3D);
+                       {
+                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+                       }
                }
                unit->t3d = 0;
-               qglBindTexture(GL_TEXTURE_3D, unit->t3d);
-               CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
        }
        // update cubemap texture binding
        if (unit->tcubemap)
@@ -1298,11 +1272,12 @@ void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
                if (unitnum < backendunits)
                {
                        if (unit->tcubemap)
-                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+                       {
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                       }
                }
                unit->tcubemap = 0;
-               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
-               CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
        }
 }
 
@@ -1311,8 +1286,6 @@ void R_Mesh_TexBind(unsigned int unitnum, int texnum)
        gltextureunit_t *unit = gl_state.units + unitnum;
        if (unitnum >= backendimageunits)
                return;
-       if (r_showtrispass)
-               return;
        // update 1d texture binding
        if (unit->t1d)
        {
@@ -1320,11 +1293,12 @@ void R_Mesh_TexBind(unsigned int unitnum, int texnum)
                if (unitnum < backendunits)
                {
                        if (unit->t1d)
-                               qglDisable(GL_TEXTURE_1D);
+                       {
+                               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+                       }
                }
                unit->t1d = 0;
-               qglBindTexture(GL_TEXTURE_1D, unit->t1d);
-               CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
        }
        // update 2d texture binding
        if (unit->t2d != texnum)
@@ -1335,17 +1309,20 @@ void R_Mesh_TexBind(unsigned int unitnum, int texnum)
                        if (texnum)
                        {
                                if (unit->t2d == 0)
-                                       qglEnable(GL_TEXTURE_2D);
+                               {
+                                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+                               }
                        }
                        else
                        {
                                if (unit->t2d)
-                                       qglDisable(GL_TEXTURE_2D);
+                               {
+                                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                               }
                        }
                }
                unit->t2d = texnum;
-               qglBindTexture(GL_TEXTURE_2D, unit->t2d);
-               CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
        }
        // update 3d texture binding
        if (unit->t3d)
@@ -1354,11 +1331,12 @@ void R_Mesh_TexBind(unsigned int unitnum, int texnum)
                if (unitnum < backendunits)
                {
                        if (unit->t3d)
-                               qglDisable(GL_TEXTURE_3D);
+                       {
+                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+                       }
                }
                unit->t3d = 0;
-               qglBindTexture(GL_TEXTURE_3D, unit->t3d);
-               CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
        }
        // update cubemap texture binding
        if (unit->tcubemap != 0)
@@ -1367,11 +1345,12 @@ void R_Mesh_TexBind(unsigned int unitnum, int texnum)
                if (unitnum < backendunits)
                {
                        if (unit->tcubemap)
-                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+                       {
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                       }
                }
                unit->tcubemap = 0;
-               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
-               CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
        }
 }
 
@@ -1380,8 +1359,6 @@ void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
        gltextureunit_t *unit = gl_state.units + unitnum;
        if (unitnum >= backendimageunits)
                return;
-       if (r_showtrispass)
-               return;
        // update 1d texture binding
        if (unit->t1d)
        {
@@ -1389,11 +1366,12 @@ void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
                if (unitnum < backendunits)
                {
                        if (unit->t1d)
-                               qglDisable(GL_TEXTURE_1D);
+                       {
+                               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+                       }
                }
                unit->t1d = 0;
-               qglBindTexture(GL_TEXTURE_1D, unit->t1d);
-               CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
        }
        // update 2d texture binding
        if (unit->t2d)
@@ -1402,11 +1380,12 @@ void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
                if (unitnum < backendunits)
                {
                        if (unit->t2d)
-                               qglDisable(GL_TEXTURE_2D);
+                       {
+                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                       }
                }
                unit->t2d = 0;
-               qglBindTexture(GL_TEXTURE_2D, unit->t2d);
-               CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
        }
        // update 3d texture binding
        if (unit->t3d != texnum)
@@ -1417,17 +1396,20 @@ void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
                        if (texnum)
                        {
                                if (unit->t3d == 0)
-                                       qglEnable(GL_TEXTURE_3D);
+                               {
+                                       qglEnable(GL_TEXTURE_3D);CHECKGLERROR
+                               }
                        }
                        else
                        {
                                if (unit->t3d)
-                                       qglDisable(GL_TEXTURE_3D);
+                               {
+                                       qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+                               }
                        }
                }
                unit->t3d = texnum;
-               qglBindTexture(GL_TEXTURE_3D, unit->t3d);
-               CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
        }
        // update cubemap texture binding
        if (unit->tcubemap != 0)
@@ -1436,11 +1418,12 @@ void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
                if (unitnum < backendunits)
                {
                        if (unit->tcubemap)
-                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+                       {
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                       }
                }
                unit->tcubemap = 0;
-               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
-               CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
        }
 }
 
@@ -1449,8 +1432,6 @@ void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
        gltextureunit_t *unit = gl_state.units + unitnum;
        if (unitnum >= backendimageunits)
                return;
-       if (r_showtrispass)
-               return;
        // update 1d texture binding
        if (unit->t1d)
        {
@@ -1458,11 +1439,12 @@ void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
                if (unitnum < backendunits)
                {
                        if (unit->t1d)
-                               qglDisable(GL_TEXTURE_1D);
+                       {
+                               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+                       }
                }
                unit->t1d = 0;
-               qglBindTexture(GL_TEXTURE_1D, unit->t1d);
-               CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
        }
        // update 2d texture binding
        if (unit->t2d)
@@ -1471,11 +1453,12 @@ void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
                if (unitnum < backendunits)
                {
                        if (unit->t2d)
-                               qglDisable(GL_TEXTURE_2D);
+                       {
+                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                       }
                }
                unit->t2d = 0;
-               qglBindTexture(GL_TEXTURE_2D, unit->t2d);
-               CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
        }
        // update 3d texture binding
        if (unit->t3d)
@@ -1484,11 +1467,12 @@ void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
                if (unitnum < backendunits)
                {
                        if (unit->t3d)
-                               qglDisable(GL_TEXTURE_3D);
+                       {
+                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+                       }
                }
                unit->t3d = 0;
-               qglBindTexture(GL_TEXTURE_3D, unit->t3d);
-               CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
        }
        // update cubemap texture binding
        if (unit->tcubemap != texnum)
@@ -1499,38 +1483,40 @@ void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
                        if (texnum)
                        {
                                if (unit->tcubemap == 0)
-                                       qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
+                               {
+                                       qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                               }
                        }
                        else
                        {
                                if (unit->tcubemap)
-                                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+                               {
+                                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                               }
                        }
                }
                unit->tcubemap = texnum;
-               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
-               CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
        }
 }
 
 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
-       if (r_showtrispass)
-               return;
        if (matrix->m[3][3])
        {
                // texmatrix specified, check if it is different
                if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
                {
-                       matrix4x4_t tempmatrix;
+                       double glmatrix[16];
                        unit->texmatrixenabled = true;
                        unit->matrix = *matrix;
-                       Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
-                       qglMatrixMode(GL_TEXTURE);
+                       CHECKGLERROR
+                       Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix);
+                       qglMatrixMode(GL_TEXTURE);CHECKGLERROR
                        GL_ActiveTexture(unitnum);
-                       qglLoadMatrixf(&tempmatrix.m[0][0]);
-                       qglMatrixMode(GL_MODELVIEW);
+                       qglLoadMatrixd(glmatrix);CHECKGLERROR
+                       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
                }
        }
        else
@@ -1539,10 +1525,11 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
                if (unit->texmatrixenabled)
                {
                        unit->texmatrixenabled = false;
-                       qglMatrixMode(GL_TEXTURE);
+                       CHECKGLERROR
+                       qglMatrixMode(GL_TEXTURE);CHECKGLERROR
                        GL_ActiveTexture(unitnum);
-                       qglLoadIdentity();
-                       qglMatrixMode(GL_MODELVIEW);
+                       qglLoadIdentity();CHECKGLERROR
+                       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
                }
        }
 }
@@ -1550,8 +1537,7 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
-       if (r_showtrispass)
-               return;
+       CHECKGLERROR
        if (gl_combine.integer)
        {
                // GL_ARB_texture_env_combine
@@ -1600,19 +1586,18 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i
        }
 }
 
-void R_Mesh_State(const rmeshstate_t *m)
+void R_Mesh_TextureState(const rmeshstate_t *m)
 {
        unsigned int i;
 
        BACKENDACTIVECHECK
 
-       R_Mesh_VertexPointer(m->pointer_vertex);
-       R_Mesh_ColorPointer(m->pointer_color);
-
+       CHECKGLERROR
        if (gl_backend_rebindtextures)
        {
                gl_backend_rebindtextures = false;
                GL_SetupTextureState();
+               CHECKGLERROR
        }
 
        for (i = 0;i < backendimageunits;i++)
@@ -1629,10 +1614,137 @@ void R_Mesh_State(const rmeshstate_t *m)
                R_Mesh_TexMatrix(i, &m->texmatrix[i]);
                R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
        }
+       CHECKGLERROR
+}
+
+void R_Mesh_ResetTextureState(void)
+{
+       unsigned int unitnum;
+
+       BACKENDACTIVECHECK
+
+       CHECKGLERROR
+       if (gl_backend_rebindtextures)
+       {
+               gl_backend_rebindtextures = false;
+               GL_SetupTextureState();
+               CHECKGLERROR
+       }
+
+       for (unitnum = 0;unitnum < backendimageunits;unitnum++)
+       {
+               gltextureunit_t *unit = gl_state.units + unitnum;
+               // update 1d texture binding
+               if (unit->t1d)
+               {
+                       GL_ActiveTexture(unitnum);
+                       if (unitnum < backendunits)
+                       {
+                               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+                       }
+                       unit->t1d = 0;
+                       qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
+               }
+               // update 2d texture binding
+               if (unit->t2d)
+               {
+                       GL_ActiveTexture(unitnum);
+                       if (unitnum < backendunits)
+                       {
+                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                       }
+                       unit->t2d = 0;
+                       qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+               }
+               // update 3d texture binding
+               if (unit->t3d)
+               {
+                       GL_ActiveTexture(unitnum);
+                       if (unitnum < backendunits)
+                       {
+                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+                       }
+                       unit->t3d = 0;
+                       qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+               }
+               // update cubemap texture binding
+               if (unit->tcubemap)
+               {
+                       GL_ActiveTexture(unitnum);
+                       if (unitnum < backendunits)
+                       {
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                       }
+                       unit->tcubemap = 0;
+                       qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+               }
+       }
+       for (unitnum = 0;unitnum < backendarrayunits;unitnum++)
+       {
+               gltextureunit_t *unit = gl_state.units + unitnum;
+               // texture array unit is disabled, disable the array
+               if (unit->arrayenabled)
+               {
+                       unit->arrayenabled = false;
+                       GL_ClientActiveTexture(unitnum);
+                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               }
+       }
+       for (unitnum = 0;unitnum < backendunits;unitnum++)
+       {
+               gltextureunit_t *unit = gl_state.units + unitnum;
+               // no texmatrix specified, revert to identity
+               if (unit->texmatrixenabled)
+               {
+                       unit->texmatrixenabled = false;
+                       CHECKGLERROR
+                       qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+                       GL_ActiveTexture(unitnum);
+                       qglLoadIdentity();CHECKGLERROR
+                       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+               }
+               if (gl_combine.integer)
+               {
+                       // GL_ARB_texture_env_combine
+                       if (unit->combinergb != GL_MODULATE)
+                       {
+                               unit->combinergb = GL_MODULATE;
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
+                       }
+                       if (unit->combinealpha != GL_MODULATE)
+                       {
+                               unit->combinealpha = GL_MODULATE;
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
+                       }
+                       if (unit->rgbscale != 1)
+                       {
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR
+                       }
+                       if (unit->alphascale != 1)
+                       {
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR
+                       }
+               }
+               else
+               {
+                       // normal GL texenv
+                       if (unit->combinergb != GL_MODULATE)
+                       {
+                               unit->combinergb = GL_MODULATE;
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
+                       }
+               }
+       }
 }
 
 void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
 {
+       CHECKGLERROR
        qglBegin(GL_LINES);
        for (;numtriangles;numtriangles--, elements += 3)
        {