]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
added gl_mesh_batching (default on) which merges several meshes in a row to reduce...
[xonotic/darkplaces.git] / gl_backend.c
index 2d2ddc6a9500c1b6e9d7de0defccea1e6ba659a0..53aa39030b8cd15494255cdc9d6ef7737f1f4d75 100644 (file)
@@ -1,10 +1,26 @@
 
 #include "quakedef.h"
 #include "image.h"
+#include "jpeg.h"
 
-cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "1024"};
+//#define MESH_VAR
+#define MESH_BATCH
+
+// 65536 is the max addressable on a Geforce 256 up until Geforce3
+// (excluding MX), seems a reasonable number...
+cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "65536"};
 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
+#ifdef MESH_VAR
+cvar_t gl_mesh_vertex_array_range = {0, "gl_mesh_vertex_array_range", "0"};
+cvar_t gl_mesh_vertex_array_range_readfrequency = {0, "gl_mesh_vertex_array_range_readfrequency", "0.2"};
+cvar_t gl_mesh_vertex_array_range_writefrequency = {0, "gl_mesh_vertex_array_range_writefrequency", "0.2"};
+cvar_t gl_mesh_vertex_array_range_priority = {0, "gl_mesh_vertex_array_range_priority", "0.7"};
+#endif
+#ifdef MESH_BATCH
+cvar_t gl_mesh_batching = {0, "gl_mesh_batching", "1"};
+#endif
+cvar_t gl_mesh_copyarrays = {0, "gl_mesh_copyarrays", "1"};
 cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"};
 
 cvar_t r_render = {0, "r_render", "1"};
@@ -72,10 +88,26 @@ void SCR_ScreenShot_f (void);
 // these are externally accessible
 int r_lightmapscalebit;
 float r_colorscale;
-float *varray_vertex;
-float *varray_color;
-float *varray_texcoord[MAX_TEXTUREUNITS];
+GLfloat *varray_vertex3f, *varray_buf_vertex3f;
+GLfloat *varray_color4f, *varray_buf_color4f;
+GLfloat *varray_texcoord3f[MAX_TEXTUREUNITS], *varray_buf_texcoord3f[MAX_TEXTUREUNITS];
+GLfloat *varray_texcoord2f[MAX_TEXTUREUNITS], *varray_buf_texcoord2f[MAX_TEXTUREUNITS];
+static qbyte *varray_buf_color4b;
 int mesh_maxverts;
+#ifdef MESH_VAR
+int mesh_var;
+float mesh_var_readfrequency;
+float mesh_var_writefrequency;
+float mesh_var_priority;
+#endif
+int varray_offset = 0, varray_offsetnext = 0;
+GLuint *varray_buf_elements3i;
+int mesh_maxelements = 32768;
+#ifdef MESH_BATCH
+int gl_batchvertexfirst = 0;
+int gl_batchvertexcount = 0;
+int gl_batchelementcount = 0;
+#endif
 
 static matrix4x4_t backend_viewmatrix;
 static matrix4x4_t backend_modelmatrix;
@@ -84,7 +116,6 @@ static matrix4x4_t backend_glmodelviewmatrix;
 static matrix4x4_t backend_projectmatrix;
 
 static int backendunits, backendactive;
-static qbyte *varray_bcolor;
 static mempool_t *gl_backend_mempool;
 
 /*
@@ -104,51 +135,148 @@ A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
 *elements++ = i + row + 1;
 */
 
+void GL_Backend_AllocElementsArray(void)
+{
+       if (varray_buf_elements3i)
+               Mem_Free(varray_buf_elements3i);
+       varray_buf_elements3i = Mem_Alloc(gl_backend_mempool, mesh_maxelements * sizeof(GLuint));
+}
+
+void GL_Backend_FreeElementArray(void)
+{
+       if (varray_buf_elements3i)
+               Mem_Free(varray_buf_elements3i);
+       varray_buf_elements3i = NULL;
+}
+
+void GL_Backend_CheckCvars(void)
+{
+       if (gl_mesh_maxverts.integer < 1024)
+               Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
+       if (gl_mesh_maxverts.integer > 65536)
+               Cvar_SetValueQuick(&gl_mesh_maxverts, 65536);
+#ifdef MESH_VAR
+       if (gl_mesh_vertex_array_range.integer && !gl_support_var)
+               Cvar_SetValueQuick(&gl_mesh_vertex_array_range, 0);
+       if (gl_mesh_vertex_array_range_readfrequency.value < 0)
+               Cvar_SetValueQuick(&gl_mesh_vertex_array_range_readfrequency, 0);
+       if (gl_mesh_vertex_array_range_readfrequency.value > 1)
+               Cvar_SetValueQuick(&gl_mesh_vertex_array_range_readfrequency, 1);
+       if (gl_mesh_vertex_array_range_writefrequency.value < 0)
+               Cvar_SetValueQuick(&gl_mesh_vertex_array_range_writefrequency, 0);
+       if (gl_mesh_vertex_array_range_writefrequency.value > 1)
+               Cvar_SetValueQuick(&gl_mesh_vertex_array_range_writefrequency, 1);
+       if (gl_mesh_vertex_array_range_priority.value < 0)
+               Cvar_SetValueQuick(&gl_mesh_vertex_array_range_priority, 0);
+       if (gl_mesh_vertex_array_range_priority.value > 1)
+               Cvar_SetValueQuick(&gl_mesh_vertex_array_range_priority, 1);
+#endif
+}
+
 int polygonelements[768];
 
 void GL_Backend_AllocArrays(void)
 {
-       int i;
+       int i, size;
+       qbyte *data;
 
-       for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
+       if (!gl_backend_mempool)
        {
-               polygonelements[i * 3 + 0] = 0;
-               polygonelements[i * 3 + 1] = i + 1;
-               polygonelements[i * 3 + 2] = i + 2;
+               gl_backend_mempool = Mem_AllocPool("GL_Backend");
+               varray_buf_vertex3f = NULL;
+               varray_buf_color4f = NULL;
+               varray_buf_color4b = NULL;
+               varray_buf_elements3i = NULL;
+               for (i = 0;i < MAX_TEXTUREUNITS;i++)
+                       varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL;
        }
 
-       if (!gl_backend_mempool)
-               gl_backend_mempool = Mem_AllocPool("GL_Backend");
+       if (varray_buf_vertex3f)
+#ifdef MESH_VAR
+               VID_FreeVertexArrays(varray_buf_vertex3f);
+#else
+               Mem_Free(varray_buf_vertex3f);
+#endif
+       varray_buf_vertex3f = NULL;
+       varray_buf_color4f = NULL;
+       varray_buf_color4b = NULL;
+       for (i = 0;i < MAX_TEXTUREUNITS;i++)
+               varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL;
+
+       mesh_maxverts = gl_mesh_maxverts.integer;
+       size = mesh_maxverts * (sizeof(float[3]) + sizeof(float[4]) + sizeof(qbyte[4]) + (sizeof(float[3]) + sizeof(float[2])) * backendunits);
+#ifdef MESH_VAR
+       mesh_var = gl_mesh_vertex_array_range.integer && gl_support_var;
+       mesh_var_readfrequency = gl_mesh_vertex_array_range_readfrequency.value;
+       mesh_var_writefrequency = gl_mesh_vertex_array_range_writefrequency.value;
+       mesh_var_priority = gl_mesh_vertex_array_range_priority.value;
+       data = VID_AllocVertexArrays(gl_backend_mempool, size, gl_mesh_vertex_array_range.integer, gl_mesh_vertex_array_range_readfrequency.value, gl_mesh_vertex_array_range_writefrequency.value, gl_mesh_vertex_array_range_priority.value);
+#else
+       data = Mem_Alloc(gl_backend_mempool, size);
+#endif
 
-       varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
-       varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
-       varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4]));
+       varray_buf_vertex3f = (void *)data;data += sizeof(float[3]) * mesh_maxverts;
+       varray_buf_color4f = (void *)data;data += sizeof(float[4]) * mesh_maxverts;
        for (i = 0;i < backendunits;i++)
-               varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
+       {
+               varray_buf_texcoord3f[i] = (void *)data;data += sizeof(float[3]) * mesh_maxverts;
+               varray_buf_texcoord2f[i] = (void *)data;data += sizeof(float[2]) * mesh_maxverts;
+       }
        for (;i < MAX_TEXTUREUNITS;i++)
-               varray_texcoord[i] = NULL;
+               varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL;
+       varray_buf_color4b = (void *)data;data += sizeof(qbyte[4]) * mesh_maxverts;
+
+       GL_Backend_AllocElementsArray();
+
+#ifdef MESH_VAR
+       if (mesh_var)
+       {
+               CHECKGLERROR
+               qglVertexArrayRangeNV(size, varray_buf_vertex3f);
+               CHECKGLERROR
+       }
+#endif
 }
 
-void GL_Backend_FreeArrays(int resizingbuffers)
+void GL_Backend_FreeArrays(void)
 {
        int i;
-       if (resizingbuffers)
-               Mem_EmptyPool(gl_backend_mempool);
-       else
-               Mem_FreePool(&gl_backend_mempool);
-       varray_vertex = NULL;
-       varray_color = NULL;
-       varray_bcolor = NULL;
+
+#ifdef MESH_VAR
+       if (mesh_var)
+       {
+               CHECKGLERROR
+               qglDisableClientState(GL_VERTEX_ARRAY_RANGE_NV);
+               CHECKGLERROR
+       }
+#endif
+
+       if (varray_buf_vertex3f)
+#ifdef MESH_VAR
+               VID_FreeVertexArrays(varray_buf_vertex3f);
+#else
+               Mem_Free(varray_buf_vertex3f);
+#endif
+       varray_buf_vertex3f = NULL;
+       varray_buf_color4f = NULL;
+       varray_buf_color4b = NULL;
        for (i = 0;i < MAX_TEXTUREUNITS;i++)
-               varray_texcoord[i] = NULL;
+               varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL;
+       varray_buf_elements3i = NULL;
+
+       Mem_FreePool(&gl_backend_mempool);
 }
 
 static void gl_backend_start(void)
 {
+       GL_Backend_CheckCvars();
+
        Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer);
        if (qglDrawRangeElements != NULL)
        {
+               CHECKGLERROR
                qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
+               CHECKGLERROR
                qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
                CHECKGLERROR
                Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
@@ -163,6 +291,21 @@ static void gl_backend_start(void)
 
        GL_Backend_AllocArrays();
 
+#ifdef MESH_VAR
+       if (mesh_var)
+       {
+               CHECKGLERROR
+               qglEnableClientState(GL_VERTEX_ARRAY_RANGE_NV);
+               CHECKGLERROR
+       }
+#endif
+       varray_offset = varray_offsetnext = 0;
+#ifdef MESH_BATCH
+       gl_batchvertexfirst = 0;
+       gl_batchvertexcount = 0;
+       gl_batchelementcount = 0;
+#endif
+
        backendactive = true;
 }
 
@@ -173,24 +316,23 @@ static void gl_backend_shutdown(void)
 
        Con_Printf("OpenGL Backend shutting down\n");
 
-       GL_Backend_FreeArrays(false);
-}
+#ifdef MESH_VAR
+       if (mesh_var)
+       {
+               CHECKGLERROR
+               qglDisableClientState(GL_VERTEX_ARRAY_RANGE_NV);
+               CHECKGLERROR
+       }
+#endif
 
-void GL_Backend_CheckCvars(void)
-{
-       // 21760 is (65536 / 3) rounded off to a multiple of 128
-       if (gl_mesh_maxverts.integer < 1024)
-               Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
-       if (gl_mesh_maxverts.integer > 21760)
-               Cvar_SetValueQuick(&gl_mesh_maxverts, 21760);
+       GL_Backend_FreeArrays();
 }
 
-void GL_Backend_ResizeArrays(int numtriangles)
+void GL_Backend_ResizeArrays(int numvertices)
 {
-       Cvar_SetValueQuick(&gl_mesh_maxverts, numtriangles);
+       Cvar_SetValueQuick(&gl_mesh_maxverts, numvertices);
        GL_Backend_CheckCvars();
        mesh_maxverts = gl_mesh_maxverts.integer;
-       GL_Backend_FreeArrays(true);
        GL_Backend_AllocArrays();
 }
 
@@ -200,6 +342,15 @@ static void gl_backend_newmap(void)
 
 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(&gl_dither);
        Cvar_RegisterVariable(&gl_lockarrays);
@@ -211,7 +362,16 @@ void gl_backend_init(void)
        Cvar_RegisterVariable(&gl_mesh_maxverts);
        Cvar_RegisterVariable(&gl_mesh_floatcolors);
        Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
-       GL_Backend_CheckCvars();
+#ifdef MESH_VAR
+       Cvar_RegisterVariable(&gl_mesh_vertex_array_range);
+       Cvar_RegisterVariable(&gl_mesh_vertex_array_range_readfrequency);
+       Cvar_RegisterVariable(&gl_mesh_vertex_array_range_writefrequency);
+       Cvar_RegisterVariable(&gl_mesh_vertex_array_range_priority);
+#endif
+#ifdef MESH_BATCH
+       Cvar_RegisterVariable(&gl_mesh_batching);
+#endif
+       Cvar_RegisterVariable(&gl_mesh_copyarrays);
        R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
 }
 
@@ -326,7 +486,8 @@ void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double
 typedef struct gltextureunit_s
 {
        int t1d, t2d, t3d, tcubemap;
-       int arrayenabled;
+       int arrayenabled, arrayis3d;
+       void *pointer_texcoord;
        float rgbscale, alphascale;
        int combinergb, combinealpha;
        // FIXME: add more combine stuff
@@ -344,6 +505,12 @@ static struct
        int clientunit;
        gltextureunit_t units[MAX_TEXTUREUNITS];
        int colorarray;
+       float color4f[4];
+       int lockrange_first;
+       int lockrange_count;
+       int pointervertexcount;
+       void *pointer_vertex;
+       void *pointer_color;
 }
 gl_state;
 
@@ -362,20 +529,15 @@ void GL_SetupTextureState(void)
                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->arrayenabled = false;
                qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-               if (gl_texture3d || gl_texturecubemap)
-               {
-                       qglTexCoordPointer(3, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR
-               }
-               else
-               {
-                       qglTexCoordPointer(2, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR
-               }
+               qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]);CHECKGLERROR
                qglDisable(GL_TEXTURE_1D);CHECKGLERROR
                qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                if (gl_texture3d)
@@ -422,7 +584,14 @@ void GL_Backend_ResetState(void)
        gl_state.blend = false;
        gl_state.depthmask = GL_TRUE;
        gl_state.colorarray = false;
+       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.pointervertexcount = 0;
+       gl_state.pointer_vertex = NULL;
+       gl_state.pointer_color = NULL;
 
+       CHECKGLERROR
        qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
        qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
 
@@ -432,16 +601,17 @@ void GL_Backend_ResetState(void)
        qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
        qglDisable(GL_BLEND);CHECKGLERROR
        qglDepthMask(gl_state.depthmask);CHECKGLERROR
-       qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR
+       qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_vertex3f);CHECKGLERROR
        qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
        if (gl_mesh_floatcolors.integer)
        {
-               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR
+               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_buf_color4f);CHECKGLERROR
        }
        else
        {
-               qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
+               qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_buf_color4b);CHECKGLERROR
        }
+       GL_Color(0, 0, 0, 0);
        GL_Color(1, 1, 1, 1);
 
        GL_SetupTextureState();
@@ -451,6 +621,10 @@ void GL_UseColorArray(void)
 {
        if (!gl_state.colorarray)
        {
+#ifdef MESH_BATCH
+               if (gl_batchelementcount)
+                       R_Mesh_EndBatch();
+#endif
                gl_state.colorarray = true;
                qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
        }
@@ -460,10 +634,55 @@ void GL_Color(float cr, float cg, float cb, float ca)
 {
        if (gl_state.colorarray)
        {
+#ifdef MESH_BATCH
+               if (gl_batchelementcount)
+                       R_Mesh_EndBatch();
+#endif
                gl_state.colorarray = false;
                qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+               gl_state.color4f[0] = cr;
+               gl_state.color4f[1] = cg;
+               gl_state.color4f[2] = cb;
+               gl_state.color4f[3] = ca;
+               qglColor4f(cr, cg, cb, ca);
+       }
+       else
+       {
+               if (gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
+               {
+#ifdef MESH_BATCH
+                       if (gl_batchelementcount)
+                               R_Mesh_EndBatch();
+#endif
+                       gl_state.color4f[0] = cr;
+                       gl_state.color4f[1] = cg;
+                       gl_state.color4f[2] = cb;
+                       gl_state.color4f[3] = ca;
+                       qglColor4f(cr, cg, cb, ca);
+               }
+       }
+}
+
+void GL_LockArrays(int first, int count)
+{
+       if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
+       {
+               if (gl_state.lockrange_count)
+               {
+                       gl_state.lockrange_count = 0;
+                       CHECKGLERROR
+                       qglUnlockArraysEXT();
+                       CHECKGLERROR
+               }
+               if (count && gl_supportslockarrays && gl_lockarrays.integer)
+               {
+                       gl_state.lockrange_first = first;
+                       gl_state.lockrange_count = count;
+                       CHECKGLERROR
+                       qglLockArraysEXT(first, count);
+                       CHECKGLERROR
+               }
        }
-       qglColor4f(cr, cg, cb, ca);
 }
 
 void GL_TransformToScreen(const vec4_t in, vec4_t out)
@@ -486,50 +705,59 @@ void R_Mesh_Start(void)
        CHECKGLERROR
 
        GL_Backend_CheckCvars();
-       if (mesh_maxverts != gl_mesh_maxverts.integer)
+       if (mesh_maxverts != gl_mesh_maxverts.integer
+#ifdef MESH_VAR
+        || mesh_var != (gl_mesh_vertex_array_range.integer && gl_support_var)
+        || mesh_var_readfrequency != gl_mesh_vertex_array_range_readfrequency.value
+        || mesh_var_writefrequency != gl_mesh_vertex_array_range_writefrequency.value
+        || mesh_var_priority != gl_mesh_vertex_array_range_priority.value
+#endif
+               )
                GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
 
        GL_Backend_ResetState();
+#ifdef MESH_VAR
+       if (!mesh_var)
+       {
+               gl_batchvertexfirst = gl_batchvertexcount = gl_batchelementcount = 0;
+               varray_offset = varray_offsetnext = 0;
+       }
+#else
+       varray_offset = varray_offsetnext = 0;
+#endif
 }
 
 int gl_backend_rebindtextures;
 
-void GL_ConvertColorsFloatToByte(int numverts)
+void GL_ConvertColorsFloatToByte(int first, int count)
 {
-       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 = numverts * 4;
+       int i, k;
+       union {float f[4];int i[4];} *color4fi;
+       struct {GLubyte c[4];} *color4b;
 
        // shift float to have 8bit fraction at base of number
-       fcolor = varray_color;
-       for (i = 0;i < total;)
+       color4fi = (void *)(varray_buf_color4f + first * 4);
+       for (i = 0;i < count;i++, color4fi++)
        {
-               fcolor[i    ] += 32768.0f;
-               fcolor[i + 1] += 32768.0f;
-               fcolor[i + 2] += 32768.0f;
-               fcolor[i + 3] += 32768.0f;
-               i += 4;
+               color4fi->f[0] += 32768.0f;
+               color4fi->f[1] += 32768.0f;
+               color4fi->f[2] += 32768.0f;
+               color4fi->f[3] += 32768.0f;
        }
 
        // then read as integer and kill float bits...
-       icolor = (int *)varray_color;
-       bcolor = varray_bcolor;
-       for (i = 0;i < total;)
+       color4fi = (void *)(varray_buf_color4f + first * 4);
+       color4b = (void *)(varray_buf_color4b + first * 4);
+       for (i = 0;i < count;i++, color4fi++, color4b++)
        {
-               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;
+               k = color4fi->i[0] & 0x7FFFFF;color4b->c[0] = (GLubyte) min(k, 255);
+               k = color4fi->i[1] & 0x7FFFFF;color4b->c[1] = (GLubyte) min(k, 255);
+               k = color4fi->i[2] & 0x7FFFFF;color4b->c[2] = (GLubyte) min(k, 255);
+               k = color4fi->i[3] & 0x7FFFFF;color4b->c[3] = (GLubyte) min(k, 255);
        }
 }
 
+/*
 // enlarges geometry buffers if they are too small
 void _R_Mesh_ResizeCheck(int numverts)
 {
@@ -540,39 +768,181 @@ void _R_Mesh_ResizeCheck(int numverts)
                GL_Backend_ResetState();
        }
 }
+*/
 
-// renders the mesh
+void R_Mesh_EndBatch(void)
+{
+#ifdef MESH_BATCH
+       if (gl_batchelementcount)
+       {
+               if (gl_state.pointervertexcount)
+                       Host_Error("R_Mesh_EndBatch: called with pointers enabled\n");
+
+               if (gl_state.colorarray && !gl_mesh_floatcolors.integer && gl_state.pointer_color == NULL)
+                       GL_ConvertColorsFloatToByte(gl_batchvertexfirst, gl_batchvertexcount);
+               if (r_render.integer)
+               {
+                       //int i;for (i = 0;i < gl_batchelementcount;i++) if (varray_buf_elements3i[i] < gl_batchvertexfirst || varray_buf_elements3i[i] >= (gl_batchvertexfirst + gl_batchvertexcount)) Host_Error("R_Mesh_EndBatch: invalid element #%i (value %i) outside range %i-%i\n", i, varray_buf_elements3i[i], gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount);
+                       CHECKGLERROR
+                       GL_LockArrays(gl_batchvertexfirst, gl_batchvertexcount);
+                       if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+                       {
+                               qglDrawRangeElements(GL_TRIANGLES, gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);CHECKGLERROR
+                       }
+                       else
+                       {
+                               qglDrawElements(GL_TRIANGLES, gl_batchelementcount, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);CHECKGLERROR
+                       }
+                       GL_LockArrays(0, 0);
+               }
+               gl_batchelementcount = 0;
+               gl_batchvertexcount = 0;
+       }
+#endif
+}
+
+void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
+{
+       int i;
+       //if (offset)
+               for (i = 0;i < count;i++)
+                       *out++ = *in++ + offset;
+       //else
+       //      memcpy(out, in, sizeof(*out) * count);
+}
+
+// gets vertex buffer space for use with a following R_Mesh_Draw
+// (can be multiple Draw calls per GetSpace)
+void R_Mesh_GetSpace(int numverts)
+{
+       int i;
+
+       if (gl_state.pointervertexcount)
+               Host_Error("R_Mesh_GetSpace: called with pointers enabled\n");
+       if (gl_state.lockrange_count)
+               Host_Error("R_Mesh_GetSpace: called with arrays locked\n");
+
+       varray_offset = varray_offsetnext;
+       if (varray_offset + numverts > mesh_maxverts)
+       {
+               //Con_Printf("R_Mesh_GetSpace: vertex buffer wrap\n");
+#ifdef MESH_BATCH
+               if (gl_batchelementcount)
+                       R_Mesh_EndBatch();
+#endif
+               varray_offset = 0;
+#ifdef MESH_VAR
+               if (mesh_var)
+               {
+                       CHECKGLERROR
+                       qglFlushVertexArrayRangeNV();
+                       CHECKGLERROR
+               }
+#endif
+               if (numverts > mesh_maxverts)
+               {
+                       GL_Backend_ResizeArrays(numverts + 100);
+                       GL_Backend_ResetState();
+               }
+       }
+
+/*
+#ifdef MESH_BATCH
+       if (gl_mesh_batching.integer)
+       {
+               if (gl_batchvertexcount == 0)
+                       gl_batchvertexfirst = varray_offset;
+               gl_batchvertexcount += numverts;
+       }
+#endif
+*/
+       varray_vertex3f = varray_buf_vertex3f + varray_offset * 3;
+       varray_color4f = varray_buf_color4f + varray_offset * 4;
+       for (i = 0;i < backendunits;i++)
+       {
+               varray_texcoord3f[i] = varray_buf_texcoord3f[i] + varray_offset * 3;
+               varray_texcoord2f[i] = varray_buf_texcoord2f[i] + varray_offset * 2;
+       }
+
+       varray_offsetnext = varray_offset + numverts;
+}
+
+// renders triangles using vertices from the most recent GetSpace call
+// (can be multiple Draw calls per GetSpace)
 void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
 {
-       int numelements;
+       int numelements = numtriangles * 3;
        if (numtriangles == 0 || numverts == 0)
        {
                Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
                return;
        }
-       numelements = numtriangles * 3;
        c_meshs++;
        c_meshelements += numelements;
-       if (gl_state.colorarray && !gl_mesh_floatcolors.integer)
-               GL_ConvertColorsFloatToByte(numverts);
-       if (!r_render.integer)
-               return;
-       if (gl_supportslockarrays && gl_lockarrays.integer)
+       CHECKGLERROR
+       if (gl_state.pointervertexcount)
        {
-               qglLockArraysEXT(0, numverts);
-               CHECKGLERROR
-               if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
-                       qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, (const GLuint *) elements);
-               else
-                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) elements);
-               CHECKGLERROR
-               qglUnlockArraysEXT();
-               CHECKGLERROR
+#ifdef MESH_BATCH
+               if (gl_batchelementcount)
+                       R_Mesh_EndBatch();
+#endif
+               if (r_render.integer)
+               {
+                       GL_LockArrays(0, gl_state.pointervertexcount);
+                       if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+                       {
+                               qglDrawRangeElements(GL_TRIANGLES, 0, gl_state.pointervertexcount, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
+                       }
+                       else
+                       {
+                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
+                       }
+                       GL_LockArrays(0, 0);
+               }
+       }
+#ifdef MESH_BATCH
+       else if (gl_mesh_batching.integer)
+       {
+               if (mesh_maxelements < gl_batchelementcount + numelements)
+               {
+                       //Con_Printf("R_Mesh_Draw: enlarging elements array\n");
+                       if (gl_batchelementcount)
+                               R_Mesh_EndBatch();
+                       // round up to a multiple of 1024 and add another 1024 just for good measure
+                       mesh_maxelements = (gl_batchelementcount + numelements + 1024 + 1023) & ~1023;
+                       GL_Backend_AllocElementsArray();
+               }
+               if (varray_offset < gl_batchvertexfirst && gl_batchelementcount)
+                       R_Mesh_EndBatch();
+               if (gl_batchelementcount == 0)
+               {
+                       gl_batchvertexfirst = varray_offset;
+                       gl_batchvertexcount = 0;
+               }
+               if (gl_batchvertexcount < varray_offsetnext - gl_batchvertexfirst)
+                       gl_batchvertexcount = varray_offsetnext - gl_batchvertexfirst;
+               GL_Backend_RenumberElements(varray_buf_elements3i + gl_batchelementcount, numelements, elements, varray_offset);
+               //Con_Printf("off %i:%i, vertex %i:%i, element %i:%i\n", varray_offset, varray_offsetnext, gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount, gl_batchelementcount + numelements);
+               gl_batchelementcount += numelements;
+               //{int i;for (i = 0;i < gl_batchelementcount;i++) if (varray_buf_elements3i[i] < gl_batchvertexfirst || varray_buf_elements3i[i] >= (gl_batchvertexfirst + gl_batchvertexcount)) Host_Error("R_Mesh_EndBatch: invalid element #%i (value %i) outside range %i-%i, there were previously %i elements and there are now %i elements, varray_offset is %i\n", i, varray_buf_elements3i[i], gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount - numelements, gl_batchelementcount, varray_offset);}
        }
+#endif
        else
        {
-               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) elements);
-               CHECKGLERROR
+               GL_Backend_RenumberElements(varray_buf_elements3i, numelements, elements, varray_offset);
+               if (r_render.integer)
+               {
+                       GL_LockArrays(varray_offset, numverts);
+                       if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+                       {
+                               qglDrawRangeElements(GL_TRIANGLES, varray_offset, varray_offset + numverts, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR
+                       }
+                       else
+                       {
+                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR
+                       }
+                       GL_LockArrays(0, 0);
+               }
        }
 }
 
@@ -581,6 +951,11 @@ void R_Mesh_Finish(void)
 {
        int i;
        BACKENDACTIVECHECK
+#ifdef MESH_BATCH
+       if (gl_batchelementcount)
+               R_Mesh_EndBatch();
+#endif
+       GL_LockArrays(0, 0);
 
        for (i = backendunits - 1;i >= 0;i--)
        {
@@ -619,6 +994,10 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix)
 {
        if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
        {
+#ifdef MESH_BATCH
+               if (gl_batchelementcount)
+                       R_Mesh_EndBatch();
+#endif
                backend_modelmatrix = *matrix;
                Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
                Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
@@ -629,10 +1008,15 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix)
 // sets up the requested state
 void R_Mesh_MainState(const rmeshstate_t *m)
 {
+       void *p;
        BACKENDACTIVECHECK
 
        if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
        {
+#ifdef MESH_BATCH
+               if (gl_batchelementcount)
+                       R_Mesh_EndBatch();
+#endif
                qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
                if (gl_state.blendfunc2 == GL_ZERO)
                {
@@ -664,6 +1048,10 @@ void R_Mesh_MainState(const rmeshstate_t *m)
        }
        if (gl_state.depthdisable != m->depthdisable)
        {
+#ifdef MESH_BATCH
+               if (gl_batchelementcount)
+                       R_Mesh_EndBatch();
+#endif
                gl_state.depthdisable = m->depthdisable;
                if (gl_state.depthdisable)
                        qglDisable(GL_DEPTH_TEST);
@@ -672,8 +1060,50 @@ void R_Mesh_MainState(const rmeshstate_t *m)
        }
        if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
        {
+#ifdef MESH_BATCH
+               if (gl_batchelementcount)
+                       R_Mesh_EndBatch();
+#endif
                qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
        }
+
+       if (gl_state.pointervertexcount != m->pointervertexcount)
+       {
+#ifdef MESH_BATCH
+               if (gl_batchelementcount)
+                       R_Mesh_EndBatch();
+#endif
+               gl_state.pointervertexcount = m->pointervertexcount;
+       }
+
+       p = gl_state.pointervertexcount ? m->pointer_vertex : NULL;
+       if (gl_state.pointer_vertex != p)
+       {
+#ifdef MESH_BATCH
+               if (gl_batchelementcount)
+                       R_Mesh_EndBatch();
+#endif
+               gl_state.pointer_vertex = p;
+               qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), p ? p : varray_buf_vertex3f);CHECKGLERROR
+       }
+
+       if (gl_state.colorarray)
+       {
+               p = gl_state.pointervertexcount ? m->pointer_color : NULL;
+               if (gl_state.pointer_color != p)
+               {
+#ifdef MESH_BATCH
+                       if (gl_batchelementcount)
+                               R_Mesh_EndBatch();
+#endif
+                       gl_state.pointer_color = p;
+                       if (p != varray_buf_color4f || gl_mesh_floatcolors.integer)
+                               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), p ? p : varray_buf_color4f);
+                       else
+                               qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(GLubyte[4]), p ? p : varray_buf_color4b);
+                       CHECKGLERROR
+               }
+       }
 }
 
 void R_Mesh_TextureState(const rmeshstate_t *m)
@@ -681,6 +1111,7 @@ void R_Mesh_TextureState(const rmeshstate_t *m)
        int i, combinergb, combinealpha;
        float scale;
        gltextureunit_t *unit;
+       void *p;
 
        BACKENDACTIVECHECK
 
@@ -695,14 +1126,56 @@ void R_Mesh_TextureState(const rmeshstate_t *m)
                unit = gl_state.units + i;
                if (unit->t1d != m->tex1d[i] || unit->t2d != m->tex[i] || unit->t3d != m->tex3d[i] || unit->tcubemap != m->texcubemap[i])
                {
-                       if (gl_state.unit != i)
+                       if (m->tex3d[i] || m->texcubemap[i])
                        {
-                               qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+                               if (!unit->arrayis3d)
+                               {
+#ifdef MESH_BATCH
+                                       if (gl_batchelementcount)
+                                               R_Mesh_EndBatch();
+#endif
+                                       unit->arrayis3d = true;
+                                       if (gl_state.clientunit != i)
+                                       {
+                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+                                       }
+                                       qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_texcoord3f[i]);
+                               }
+                               if (!unit->arrayenabled)
+                               {
+#ifdef MESH_BATCH
+                                       if (gl_batchelementcount)
+                                               R_Mesh_EndBatch();
+#endif
+                                       unit->arrayenabled = true;
+                                       if (gl_state.clientunit != i)
+                                       {
+                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+                                       }
+                                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               }
                        }
-                       if (m->tex1d[i] || m->tex[i] || m->tex3d[i] || m->texcubemap[i])
+                       else if (m->tex1d[i] || m->tex[i])
                        {
+                               if (unit->arrayis3d)
+                               {
+#ifdef MESH_BATCH
+                                       if (gl_batchelementcount)
+                                               R_Mesh_EndBatch();
+#endif
+                                       unit->arrayis3d = false;
+                                       if (gl_state.clientunit != i)
+                                       {
+                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+                                       }
+                                       qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]);
+                               }
                                if (!unit->arrayenabled)
                                {
+#ifdef MESH_BATCH
+                                       if (gl_batchelementcount)
+                                               R_Mesh_EndBatch();
+#endif
                                        unit->arrayenabled = true;
                                        if (gl_state.clientunit != i)
                                        {
@@ -715,6 +1188,10 @@ void R_Mesh_TextureState(const rmeshstate_t *m)
                        {
                                if (unit->arrayenabled)
                                {
+#ifdef MESH_BATCH
+                                       if (gl_batchelementcount)
+                                               R_Mesh_EndBatch();
+#endif
                                        unit->arrayenabled = false;
                                        if (gl_state.clientunit != i)
                                        {
@@ -723,34 +1200,16 @@ void R_Mesh_TextureState(const rmeshstate_t *m)
                                        qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                                }
                        }
-                       combinergb = m->texcombinergb[i];
-                       combinealpha = m->texcombinealpha[i];
-                       if (!combinergb)
-                               combinergb = GL_MODULATE;
-                       if (!combinealpha)
-                               combinealpha = GL_MODULATE;
-                       if (unit->combinergb != combinergb)
-                       {
-                               unit->combinergb = combinergb;
-                               if (gl_combine.integer)
-                               {
-                                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
-                               }
-                               else
-                               {
-                                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
-                               }
-                       }
-                       if (unit->combinealpha != combinealpha)
+                       if (unit->t1d != m->tex1d[i])
                        {
-                               unit->combinealpha = combinealpha;
-                               if (gl_combine.integer)
+#ifdef MESH_BATCH
+                               if (gl_batchelementcount)
+                                       R_Mesh_EndBatch();
+#endif
+                               if (gl_state.unit != i)
                                {
-                                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
+                                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
                                }
-                       }
-                       if (unit->t1d != m->tex1d[i])
-                       {
                                if (m->tex1d[i])
                                {
                                        if (unit->t1d == 0)
@@ -765,6 +1224,14 @@ void R_Mesh_TextureState(const rmeshstate_t *m)
                        }
                        if (unit->t2d != m->tex[i])
                        {
+#ifdef MESH_BATCH
+                               if (gl_batchelementcount)
+                                       R_Mesh_EndBatch();
+#endif
+                               if (gl_state.unit != i)
+                               {
+                                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+                               }
                                if (m->tex[i])
                                {
                                        if (unit->t2d == 0)
@@ -779,6 +1246,14 @@ void R_Mesh_TextureState(const rmeshstate_t *m)
                        }
                        if (unit->t3d != m->tex3d[i])
                        {
+#ifdef MESH_BATCH
+                               if (gl_batchelementcount)
+                                       R_Mesh_EndBatch();
+#endif
+                               if (gl_state.unit != i)
+                               {
+                                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+                               }
                                if (m->tex3d[i])
                                {
                                        if (unit->t3d == 0)
@@ -793,6 +1268,14 @@ void R_Mesh_TextureState(const rmeshstate_t *m)
                        }
                        if (unit->tcubemap != m->texcubemap[i])
                        {
+#ifdef MESH_BATCH
+                               if (gl_batchelementcount)
+                                       R_Mesh_EndBatch();
+#endif
+                               if (gl_state.unit != i)
+                               {
+                                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+                               }
                                if (m->texcubemap[i])
                                {
                                        if (unit->tcubemap == 0)
@@ -806,9 +1289,55 @@ void R_Mesh_TextureState(const rmeshstate_t *m)
                                qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
                        }
                }
+               combinergb = m->texcombinergb[i];
+               if (!combinergb)
+                       combinergb = GL_MODULATE;
+               if (unit->combinergb != combinergb)
+               {
+#ifdef MESH_BATCH
+                       if (gl_batchelementcount)
+                               R_Mesh_EndBatch();
+#endif
+                       if (gl_state.unit != i)
+                       {
+                               qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+                       }
+                       unit->combinergb = combinergb;
+                       if (gl_combine.integer)
+                       {
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
+                       }
+                       else
+                       {
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
+                       }
+               }
+               combinealpha = m->texcombinealpha[i];
+               if (!combinealpha)
+                       combinealpha = GL_MODULATE;
+               if (unit->combinealpha != combinealpha)
+               {
+#ifdef MESH_BATCH
+                       if (gl_batchelementcount)
+                               R_Mesh_EndBatch();
+#endif
+                       if (gl_state.unit != i)
+                       {
+                               qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+                       }
+                       unit->combinealpha = combinealpha;
+                       if (gl_combine.integer)
+                       {
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
+                       }
+               }
                scale = max(m->texrgbscale[i], 1);
                if (gl_state.units[i].rgbscale != scale)
                {
+#ifdef MESH_BATCH
+                       if (gl_batchelementcount)
+                               R_Mesh_EndBatch();
+#endif
                        if (gl_state.unit != i)
                        {
                                qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
@@ -818,12 +1347,37 @@ void R_Mesh_TextureState(const rmeshstate_t *m)
                scale = max(m->texalphascale[i], 1);
                if (gl_state.units[i].alphascale != scale)
                {
+#ifdef MESH_BATCH
+                       if (gl_batchelementcount)
+                               R_Mesh_EndBatch();
+#endif
                        if (gl_state.unit != i)
                        {
                                qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
                        }
                        qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR
                }
+               if (unit->arrayenabled)
+               {
+                       p = gl_state.pointervertexcount ? m->pointer_texcoord[i] : NULL;
+                       if (unit->pointer_texcoord != p)
+                       {
+#ifdef MESH_BATCH
+                               if (gl_batchelementcount)
+                                       R_Mesh_EndBatch();
+#endif
+                               unit->pointer_texcoord = p;
+                               if (gl_state.clientunit != i)
+                               {
+                                       qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+                               }
+                               if (unit->arrayis3d)
+                                       qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), p ? p : varray_buf_texcoord3f[i]);
+                               else
+                                       qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), p ? p : varray_buf_texcoord2f[i]);
+                               CHECKGLERROR
+                       }
+               }
        }
 }
 
@@ -841,7 +1395,7 @@ void R_Mesh_State(const rmeshstate_t *m)
 ==============================================================================
 */
 
-qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
+qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg)
 {
        qboolean ret;
        int i, j;
@@ -864,7 +1418,10 @@ qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
                }
        }
 
-       ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
+       if (jpeg)
+               ret = JPEG_SaveImage_preflipped (filename, width, height, buffer);
+       else
+               ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer);
 
        Mem_Free(buffer);
        return ret;
@@ -959,3 +1516,59 @@ void SCR_UpdateScreen (void)
        }
 }
 
+// utility functions
+
+void R_Mesh_CopyVertex3f(const float *vertex3f, int numverts)
+{
+#ifdef MESH_VAR
+       if (mesh_var)
+       {
+               float *out = varray_vertex3f;
+               while (--numverts)
+               {
+                       *out++ = *vertex3f++;
+                       *out++ = *vertex3f++;
+                       *out++ = *vertex3f++;
+               }
+       }
+       else
+#endif
+               memcpy(varray_vertex3f, vertex3f, numverts * sizeof(float[3]));
+}
+
+void R_Mesh_CopyTexCoord2f(int tmu, const float *texcoord2f, int numverts)
+{
+#ifdef MESH_VAR
+       if (mesh_var)
+       {
+               float *out = varray_texcoord2f[tmu];
+               while (--numverts)
+               {
+                       *out++ = *texcoord2f++;
+                       *out++ = *texcoord2f++;
+               }
+       }
+       else
+#endif
+               memcpy(varray_texcoord2f[tmu], texcoord2f, numverts * sizeof(float[2]));
+}
+
+void R_Mesh_CopyColor4f(const float *color4f, int numverts)
+{
+#ifdef MESH_VAR
+       if (mesh_var)
+       {
+               float *out = varray_color4f;
+               while (--numverts)
+               {
+                       *out++ = *color4f++;
+                       *out++ = *color4f++;
+                       *out++ = *color4f++;
+                       *out++ = *color4f++;
+               }
+       }
+       else
+#endif
+               memcpy(varray_color4f, color4f, numverts * sizeof(float[4]));
+}
+