]> 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 ad6f24c9189819f201f11d59b498dbcaa3aee925..53aa39030b8cd15494255cdc9d6ef7737f1f4d75 100644 (file)
@@ -1,18 +1,32 @@
 
 #include "quakedef.h"
+#include "image.h"
+#include "jpeg.h"
 
-cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "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_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
+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"};
 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
 
-// this is used to increase gl_mesh_maxtriangles automatically if a mesh was
-// too large for the buffers in the previous frame
-int overflowedverts = 0;
-
 int gl_maxdrawrangeelementsvertices;
 int gl_maxdrawrangeelementsindices;
 
@@ -54,7 +68,7 @@ void GL_PrintError(int errornumber, char *filename, int linenumber)
                break;
 #endif
 #ifdef GL_TABLE_TOO_LARGE
-    case GL_TABLE_TOO_LARGE:
+       case GL_TABLE_TOO_LARGE:
                Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
                break;
 #endif
@@ -67,78 +81,202 @@ void GL_PrintError(int errornumber, char *filename, int linenumber)
 
 #define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
 
-float r_mesh_farclip;
-
-static float viewdist;
-// sign bits (true if negative) for vpn[] entries, so quick integer compares can be used instead of float compares
-static int vpnbit0, vpnbit1, vpnbit2;
-
-int c_meshs, c_meshtris;
-
-int lightscalebit;
-float lightscale;
-float overbrightscale;
+int c_meshs, c_meshelements;
 
 void SCR_ScreenShot_f (void);
 
 // these are externally accessible
-float mesh_colorscale;
-int *varray_element;
-float *varray_vertex;
-float *varray_color;
-float *varray_texcoord[MAX_TEXTUREUNITS];
-int mesh_maxtris;
-int mesh_maxverts; // always mesh_maxtris * 3
+int r_lightmapscalebit;
+float r_colorscale;
+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;
 static matrix4x4_t backend_modelviewmatrix;
 static matrix4x4_t backend_glmodelviewmatrix;
+static matrix4x4_t backend_projectmatrix;
 
 static int backendunits, backendactive;
-static qbyte *varray_bcolor;
 static mempool_t *gl_backend_mempool;
 
+/*
+note: here's strip order for a terrain row:
+0--1--2--3--4
+|\ |\ |\ |\ |
+| \| \| \| \|
+A--B--C--D--E
+
+A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
+
+*elements++ = i + row;
+*elements++ = i;
+*elements++ = i + row + 1;
+*elements++ = i;
+*elements++ = i + 1;
+*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;
 
        if (!gl_backend_mempool)
+       {
                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;
+       }
 
-       mesh_maxverts = mesh_maxtris * 3;
+       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_element = Mem_Alloc(gl_backend_mempool, mesh_maxtris * sizeof(int[3]));
-       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[2]));
+       {
+               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_element = NULL;
-       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)
 {
-       Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i\n", gl_mesh_maxtriangles.integer);
+       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);
@@ -153,6 +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;
 }
 
@@ -163,33 +316,23 @@ static void gl_backend_shutdown(void)
 
        Con_Printf("OpenGL Backend shutting down\n");
 
-       GL_Backend_FreeArrays(false);
-}
-
-void GL_Backend_CheckCvars(void)
-{
-       if (gl_mesh_drawmode.integer < 0)
-               Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
-       if (gl_mesh_drawmode.integer > 3)
-               Cvar_SetValueQuick(&gl_mesh_drawmode, 3);
-
-       // change drawmode 3 to 2 if 3 won't work
-       if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL)
-               Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
+#ifdef MESH_VAR
+       if (mesh_var)
+       {
+               CHECKGLERROR
+               qglDisableClientState(GL_VERTEX_ARRAY_RANGE_NV);
+               CHECKGLERROR
+       }
+#endif
 
-       // 21760 is (65536 / 3) rounded off to a multiple of 128
-       if (gl_mesh_maxtriangles.integer < 1024)
-               Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024);
-       if (gl_mesh_maxtriangles.integer > 21760)
-               Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760);
+       GL_Backend_FreeArrays();
 }
 
-void GL_Backend_ResizeArrays(int numtriangles)
+void GL_Backend_ResizeArrays(int numvertices)
 {
-       Cvar_SetValueQuick(&gl_mesh_maxtriangles, numtriangles);
+       Cvar_SetValueQuick(&gl_mesh_maxverts, numvertices);
        GL_Backend_CheckCvars();
-       mesh_maxtris = gl_mesh_maxtriangles.integer;
-       GL_Backend_FreeArrays(true);
+       mesh_maxverts = gl_mesh_maxverts.integer;
        GL_Backend_AllocArrays();
 }
 
@@ -199,114 +342,157 @@ 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);
+       Cvar_RegisterVariable(&gl_delayfinish);
 #ifdef NORENDER
        Cvar_SetValue("r_render", 0);
 #endif
 
-       Cvar_RegisterVariable(&gl_mesh_maxtriangles);
+       Cvar_RegisterVariable(&gl_mesh_maxverts);
        Cvar_RegisterVariable(&gl_mesh_floatcolors);
-       Cvar_RegisterVariable(&gl_mesh_drawmode);
-       GL_Backend_CheckCvars();
+       Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
+#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);
 }
 
-int arraylocked = false;
+void GL_SetupView_ViewPort (int x, int y, int width, int height)
+{
+       if (!r_render.integer)
+               return;
+
+       // y is weird beause OpenGL is bottom to top, we use top to bottom
+       qglViewport(x, vid.realheight - (y + height), width, height);
+       CHECKGLERROR
+}
 
-void GL_LockArray(int first, int count)
+void GL_SetupView_Orientation_Identity (void)
 {
-       if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer > 0)
-       {
-               qglLockArraysEXT(first, count);
-               CHECKGLERROR
-               arraylocked = true;
-       }
+       Matrix4x4_CreateIdentity(&backend_viewmatrix);
+       memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
 }
 
-void GL_UnlockArray(void)
+void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
 {
-       if (arraylocked)
-       {
-               qglUnlockArraysEXT();
-               CHECKGLERROR
-               arraylocked = false;
-       }
+       Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
+       Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
+       Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
+       Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
+       Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
+       Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
+       memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
 }
 
-/*
-=============
-GL_SetupFrame
-=============
-*/
-static void GL_SetupFrame (void)
+void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
 {
        double xmax, ymax;
-       double fovx, fovy, zNear, zFar, aspect;
 
        if (!r_render.integer)
                return;
 
-       qglDepthFunc (GL_LEQUAL);CHECKGLERROR
-
        // set up viewpoint
        qglMatrixMode(GL_PROJECTION);CHECKGLERROR
-       qglLoadIdentity ();CHECKGLERROR
-
-       // y is weird beause OpenGL is bottom to top, we use top to bottom
-       qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
-
-       // depth range
-       zNear = 1.0;
-       zFar = r_mesh_farclip;
-       if (zFar < 64)
-               zFar = 64;
-
-       // fov angles
-       fovx = r_refdef.fov_x;
-       fovy = r_refdef.fov_y;
-       aspect = r_refdef.width / r_refdef.height;
-
+       qglLoadIdentity();CHECKGLERROR
        // pyramid slopes
-       xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
+       xmax = zNear * tan(fovx * M_PI / 360.0);
        ymax = zNear * tan(fovy * M_PI / 360.0);
-
        // set view pyramid
        qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
+       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+       GL_SetupView_Orientation_Identity();
+}
+
+void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
+{
+       float nudge, m[16];
 
+       if (!r_render.integer)
+               return;
+
+       // set up viewpoint
+       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+       qglLoadIdentity();CHECKGLERROR
+       // set view pyramid
+       nudge = 1.0 - 1.0 / (1<<23);
+       m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
+       m[ 1] = 0;
+       m[ 2] = 0;
+       m[ 3] = 0;
+       m[ 4] = 0;
+       m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
+       m[ 6] = 0;
+       m[ 7] = 0;
+       m[ 8] = 0;
+       m[ 9] = 0;
+       m[10] = -1 * nudge;
+       m[11] = -1 * nudge;
+       m[12] = 0;
+       m[13] = 0;
+       m[14] = -2 * zNear * nudge;
+       m[15] = 0;
+       qglLoadMatrixf(m);
        qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+       GL_SetupView_Orientation_Identity();
+       backend_projectmatrix.m[0][0] = m[0];
+       backend_projectmatrix.m[1][0] = m[1];
+       backend_projectmatrix.m[2][0] = m[2];
+       backend_projectmatrix.m[3][0] = m[3];
+       backend_projectmatrix.m[0][1] = m[4];
+       backend_projectmatrix.m[1][1] = m[5];
+       backend_projectmatrix.m[2][1] = m[6];
+       backend_projectmatrix.m[3][1] = m[7];
+       backend_projectmatrix.m[0][2] = m[8];
+       backend_projectmatrix.m[1][2] = m[9];
+       backend_projectmatrix.m[2][2] = m[10];
+       backend_projectmatrix.m[3][2] = m[11];
+       backend_projectmatrix.m[0][3] = m[12];
+       backend_projectmatrix.m[1][3] = m[13];
+       backend_projectmatrix.m[2][3] = m[14];
+       backend_projectmatrix.m[3][3] = m[15];
+}
 
-       Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
-       Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
-       Matrix4x4_ConcatRotate(&backend_viewmatrix, -r_refdef.viewangles[2], 1, 0, 0);
-       Matrix4x4_ConcatRotate(&backend_viewmatrix, -r_refdef.viewangles[0], 0, 1, 0);
-       Matrix4x4_ConcatRotate(&backend_viewmatrix, -r_refdef.viewangles[1], 0, 0, 1);
-       Matrix4x4_ConcatTranslate(&backend_viewmatrix, -r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);
-       //Con_Printf("Our Matrix:\n");
-       //Matrix4x4_Print(&backend_viewmatrix);
-
-       //Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_viewmatrix);
-       //qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);CHECKGLERROR
-       memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
+void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
+{
+       if (!r_render.integer)
+               return;
+
+       // set up viewpoint
+       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+       qglLoadIdentity();CHECKGLERROR
+       qglOrtho(x1, x2, y2, y1, zNear, zFar);
+       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+       GL_SetupView_Orientation_Identity();
+}
 
-       /*
-       // put Z going up
-       qglLoadIdentity ();CHECKGLERROR
-       qglRotatef (-90,  1, 0, 0);CHECKGLERROR
-       qglRotatef (90,  0, 0, 1);CHECKGLERROR
-       // camera rotation
-       qglRotatef (-r_refdef.viewangles[2],  1, 0, 0);CHECKGLERROR
-       qglRotatef (-r_refdef.viewangles[0],  0, 1, 0);CHECKGLERROR
-       qglRotatef (-r_refdef.viewangles[1],  0, 0, 1);CHECKGLERROR
-       // camera location
-       qglTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);CHECKGLERROR
-       qglGetFloatv (GL_MODELVIEW_MATRIX, &gl_viewmatrix.m[0][0]);
-       Matrix4x4_Transpose(&backend_viewmatrix, &gl_viewmatrix);
-       Con_Printf("GL Matrix:\n");
-       Matrix4x4_Print(&backend_viewmatrix);
-       */
+typedef struct gltextureunit_s
+{
+       int t1d, t2d, t3d, tcubemap;
+       int arrayenabled, arrayis3d;
+       void *pointer_texcoord;
+       float rgbscale, alphascale;
+       int combinergb, combinealpha;
+       // FIXME: add more combine stuff
 }
+gltextureunit_t;
 
 static struct
 {
@@ -317,385 +503,486 @@ static struct
        int depthdisable;
        int unit;
        int clientunit;
-       int texture[MAX_TEXTUREUNITS];
-       float texturergbscale[MAX_TEXTUREUNITS];
+       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;
 
 void GL_SetupTextureState(void)
 {
        int i;
-       if (backendunits > 1)
+       gltextureunit_t *unit;
+       for (i = 0;i < backendunits;i++)
        {
-               for (i = 0;i < backendunits;i++)
-               {
+               if (qglActiveTexture)
                        qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
-                       qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR
-                       if (gl_combine.integer)
-                       {
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
-                       }
-                       else
-                       {
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
-                       }
-                       if (gl_state.texture[i])
-                       {
-                               qglEnable(GL_TEXTURE_2D);CHECKGLERROR
-                       }
-                       else
-                       {
-                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
-                       }
-                       if (gl_mesh_drawmode.integer > 0)
-                       {
-                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
-                               qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[i]);CHECKGLERROR
-                               if (gl_state.texture[i])
-                               {
-                                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                               }
-                               else
-                               {
-                                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                               }
-                       }
+               if (qglClientActiveTexture)
+                       qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+               unit = gl_state.units + i;
+               unit->t1d = 0;
+               unit->t2d = 0;
+               unit->t3d = 0;
+               unit->tcubemap = 0;
+               unit->arrayenabled = false;
+               unit->arrayis3d = false;
+               unit->pointer_texcoord = NULL;
+               unit->rgbscale = 1;
+               unit->alphascale = 1;
+               unit->combinergb = GL_MODULATE;
+               unit->combinealpha = GL_MODULATE;
+               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);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)
+               {
+                       qglDisable(GL_TEXTURE_3D);CHECKGLERROR
                }
-       }
-       else
-       {
-               qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR
-               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
-               if (gl_state.texture[0])
+               if (gl_texturecubemap)
                {
-                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
                }
-               else
+               if (gl_combine.integer)
                {
-                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
                }
-               if (gl_mesh_drawmode.integer > 0)
+               else
                {
-                       qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[0]);CHECKGLERROR
-                       if (gl_state.texture[0])
-                       {
-                               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       }
-                       else
-                       {
-                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       }
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
                }
        }
 }
 
-int usedarrays;
 void GL_Backend_ResetState(void)
 {
-       int i;
-       gl_state.unit = 0;
-       gl_state.clientunit = 0;
+       memset(&gl_state, 0, sizeof(gl_state));
+       gl_state.depthdisable = false;
+       gl_state.blendfunc1 = GL_ONE;
+       gl_state.blendfunc2 = GL_ZERO;
+       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;
 
-       for (i = 0;i < backendunits;i++)
-       {
-               gl_state.texture[i] = 0;
-               gl_state.texturergbscale[i] = 1;
-       }
+       CHECKGLERROR
+       qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+       qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
 
        qglEnable(GL_CULL_FACE);CHECKGLERROR
        qglCullFace(GL_FRONT);CHECKGLERROR
-
-       gl_state.depthdisable = false;
        qglEnable(GL_DEPTH_TEST);CHECKGLERROR
-
-       gl_state.blendfunc1 = GL_ONE;
-       gl_state.blendfunc2 = GL_ZERO;
        qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
-
-       gl_state.blend = 0;
        qglDisable(GL_BLEND);CHECKGLERROR
-
-       gl_state.depthmask = GL_TRUE;
        qglDepthMask(gl_state.depthmask);CHECKGLERROR
+       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_buf_color4f);CHECKGLERROR
+       }
+       else
+       {
+               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();
+}
+
+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
+       }
+}
 
-       usedarrays = false;
-       if (gl_mesh_drawmode.integer > 0)
+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
        {
-               usedarrays = true;
-               qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR
-               qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
-               if (gl_mesh_floatcolors.integer)
+               if (gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
                {
-                       qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR
+#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);
                }
-               else
+       }
+}
+
+void GL_LockArrays(int first, int count)
+{
+       if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
+       {
+               if (gl_state.lockrange_count)
                {
-                       qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
+                       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
                }
-               qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
        }
+}
 
-       GL_SetupTextureState();
+void GL_TransformToScreen(const vec4_t in, vec4_t out)
+{
+       vec4_t temp;
+       float iw;
+       Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
+       Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
+       iw = 1.0f / out[3];
+       out[0] = r_refdef.x + (out[0] * iw + 1.0f) * r_refdef.width * 0.5f;
+       out[1] = r_refdef.y + (out[1] * iw + 1.0f) * r_refdef.height * 0.5f;
+       out[2] = out[2] * iw;
 }
 
 // called at beginning of frame
-void R_Mesh_Start(float farclip)
+void R_Mesh_Start(void)
 {
        BACKENDACTIVECHECK
 
        CHECKGLERROR
 
-       r_mesh_farclip = farclip;
-       viewdist = DotProduct(r_origin, vpn);
-       vpnbit0 = vpn[0] < 0;
-       vpnbit1 = vpn[1] < 0;
-       vpnbit2 = vpn[2] < 0;
-
-       c_meshs = 0;
-       c_meshtris = 0;
-
        GL_Backend_CheckCvars();
-       if (mesh_maxtris != gl_mesh_maxtriangles.integer)
-               GL_Backend_ResizeArrays(gl_mesh_maxtriangles.integer);
-
-       GL_SetupFrame();
+       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);
        }
 }
 
 /*
-void GL_TransformVertices(int numverts)
+// enlarges geometry buffers if they are too small
+void _R_Mesh_ResizeCheck(int numverts)
 {
-       int i;
-       float m[12], tempv[4], *v;
-       m[0] = backendmatrix.m[0][0];
-       m[1] = backendmatrix.m[0][1];
-       m[2] = backendmatrix.m[0][2];
-       m[3] = backendmatrix.m[0][3];
-       m[4] = backendmatrix.m[1][0];
-       m[5] = backendmatrix.m[1][1];
-       m[6] = backendmatrix.m[1][2];
-       m[7] = backendmatrix.m[1][3];
-       m[8] = backendmatrix.m[2][0];
-       m[9] = backendmatrix.m[2][1];
-       m[10] = backendmatrix.m[2][2];
-       m[11] = backendmatrix.m[2][3];
-       for (i = 0, v = varray_vertex;i < numverts;i++, v += 4)
-       {
-               VectorCopy(v, tempv);
-               v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3];
-               v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7];
-               v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11];
+       if (numverts > mesh_maxverts)
+       {
+               BACKENDACTIVECHECK
+               GL_Backend_ResizeArrays(numverts + 100);
+               GL_Backend_ResetState();
        }
 }
 */
 
-void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index)
+void R_Mesh_EndBatch(void)
 {
-       unsigned int i, j, in;
-       qbyte *c;
-       float *v;
-       GL_LockArray(firstvert, endvert - firstvert);
-       if (gl_mesh_drawmode.integer >= 3/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/)
-       {
-               // GL 1.2 or GL 1.1 with extension
-               qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
-               CHECKGLERROR
-       }
-       else if (gl_mesh_drawmode.integer >= 2)
-       {
-               // GL 1.1
-               qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
-               CHECKGLERROR
-       }
-       else if (gl_mesh_drawmode.integer >= 1)
+#ifdef MESH_BATCH
+       if (gl_batchelementcount)
        {
-               // GL 1.1
-               // feed it manually using glArrayElement
-               qglBegin(GL_TRIANGLES);
-               for (i = 0;i < indexcount;i++)
-                       qglArrayElement(index[i]);
-               qglEnd();
-               CHECKGLERROR
-       }
-       else
-       {
-               // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
-               // feed it manually
-               qglBegin(GL_TRIANGLES);
-               if (gl_state.texture[1]) // if the mesh uses multiple textures
+               if (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)
                {
-                       // the minigl doesn't have this (because it does not have ARB_multitexture)
-                       for (i = 0;i < indexcount;i++)
+                       //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)
                        {
-                               in = index[i];
-                               c = varray_bcolor + in * 4;
-                               qglColor4ub(c[0], c[1], c[2], c[3]);
-                               for (j = 0;j < backendunits;j++)
-                               {
-                                       if (gl_state.texture[j])
-                                       {
-                                               v = varray_texcoord[j] + in * 2;
-                                               qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, v[0], v[1]);
-                                       }
-                               }
-                               v = varray_vertex + in * 4;
-                               qglVertex3f(v[0], v[1], v[2]);
+                               qglDrawRangeElements(GL_TRIANGLES, gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);CHECKGLERROR
                        }
-               }
-               else
-               {
-                       for (i = 0;i < indexcount;i++)
+                       else
                        {
-                               in = index[i];
-                               c = varray_bcolor + in * 4;
-                               qglColor4ub(c[0], c[1], c[2], c[3]);
-                               if (gl_state.texture[0])
-                               {
-                                       v = varray_texcoord[0] + in * 2;
-                                       qglTexCoord2f(v[0], v[1]);
-                               }
-                               v = varray_vertex + in * 4;
-                               qglVertex3f(v[0], v[1], v[2]);
+                               qglDrawElements(GL_TRIANGLES, gl_batchelementcount, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);CHECKGLERROR
                        }
+                       GL_LockArrays(0, 0);
                }
-               qglEnd();
-               CHECKGLERROR
+               gl_batchelementcount = 0;
+               gl_batchvertexcount = 0;
        }
-       GL_UnlockArray();
+#endif
 }
 
-// enlarges geometry buffers if they are too small
-void _R_Mesh_ResizeCheck(int numverts, int numtriangles)
+void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
 {
-       if (numtriangles > mesh_maxtris || numverts > mesh_maxverts)
-       {
-               BACKENDACTIVECHECK
-               GL_Backend_ResizeArrays(max(numtriangles, (numverts + 2) / 3) + 100);
-               GL_Backend_ResetState();
-       }
+       int i;
+       //if (offset)
+               for (i = 0;i < count;i++)
+                       *out++ = *in++ + offset;
+       //else
+       //      memcpy(out, in, sizeof(*out) * count);
 }
 
-// renders the mesh
-void R_Mesh_Draw(int numverts, int numtriangles)
+// 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)
 {
-       BACKENDACTIVECHECK
+       int i;
 
-       c_meshs++;
-       c_meshtris += numtriangles;
+       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");
 
-       CHECKGLERROR
+       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();
+               }
+       }
 
-       // drawmode 0 always uses byte colors
-       if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0)
-               GL_ConvertColorsFloatToByte(numverts);
-       //GL_TransformVertices(numverts);
-       if (!r_render.integer)
-               return;
-       GL_DrawRangeElements(0, numverts, numtriangles * 3, varray_element);
+/*
+#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;
 }
 
-// restores backend state, used when done with 3D rendering
-void R_Mesh_Finish(void)
+// 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 i;
-       BACKENDACTIVECHECK
-
-       if (backendunits > 1)
+       int numelements = numtriangles * 3;
+       if (numtriangles == 0 || numverts == 0)
+       {
+               Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
+               return;
+       }
+       c_meshs++;
+       c_meshelements += numelements;
+       CHECKGLERROR
+       if (gl_state.pointervertexcount)
        {
-               for (i = backendunits - 1;i >= 0;i--)
+#ifdef MESH_BATCH
+               if (gl_batchelementcount)
+                       R_Mesh_EndBatch();
+#endif
+               if (r_render.integer)
                {
-                       qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
-                       if (gl_combine.integer)
+                       GL_LockArrays(0, gl_state.pointervertexcount);
+                       if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
                        {
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+                               qglDrawRangeElements(GL_TRIANGLES, 0, gl_state.pointervertexcount, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
                        }
-                       if (i > 0)
+                       else
                        {
-                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
                        }
-                       else
+                       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
+       {
+               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)
                        {
-                               qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+                               qglDrawRangeElements(GL_TRIANGLES, varray_offset, varray_offset + numverts, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR
                        }
-                       qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
-
-                       if (usedarrays)
+                       else
                        {
-                               qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
-                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR
                        }
+                       GL_LockArrays(0, 0);
                }
        }
-       else
+}
+
+// restores backend state, used when done with 3D rendering
+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--)
        {
+               if (qglActiveTexture)
+                       qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+               if (qglClientActiveTexture)
+                       qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+               if (gl_texture3d)
+               {
+                       qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+               }
+               if (gl_texturecubemap)
+               {
+                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+               }
                qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
-               qglEnable(GL_TEXTURE_2D);CHECKGLERROR
-               if (usedarrays)
+               if (gl_combine.integer)
                {
-                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
                }
        }
-       if (usedarrays)
-       {
-               qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
-               qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
-       }
+       qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+       qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
 
        qglDisable(GL_BLEND);CHECKGLERROR
        qglEnable(GL_DEPTH_TEST);CHECKGLERROR
@@ -703,19 +990,14 @@ void R_Mesh_Finish(void)
        qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
 }
 
-void R_Mesh_ClearDepth(void)
-{
-       BACKENDACTIVECHECK
-
-       R_Mesh_Finish();
-       qglClear(GL_DEPTH_BUFFER_BIT);
-       R_Mesh_Start(r_mesh_farclip);
-}
-
 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);
@@ -724,42 +1006,17 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix)
 }
 
 // sets up the requested state
-void R_Mesh_State(const rmeshstate_t *m)
+void R_Mesh_MainState(const rmeshstate_t *m)
 {
-       int i, overbright;
-       int texturergbscale[MAX_TEXTUREUNITS];
-       float scaler;
-
+       void *p;
        BACKENDACTIVECHECK
 
-       if (gl_backend_rebindtextures)
-       {
-               gl_backend_rebindtextures = false;
-               GL_SetupTextureState();
-       }
-
-       overbright = false;
-       scaler = 1;
-       if (m->blendfunc1 == GL_DST_COLOR)
-       {
-               // check if it is a 2x modulate with framebuffer
-               if (m->blendfunc2 == GL_SRC_COLOR)
-                       scaler *= 0.5f;
-       }
-       else if (m->blendfunc2 != GL_SRC_COLOR)
-       {
-               if (m->tex[0])
-               {
-                       overbright = m->wantoverbright && gl_combine.integer;
-                       if (overbright)
-                               scaler *= 0.25f;
-               }
-               scaler *= overbrightscale;
-       }
-       mesh_colorscale = scaler;
-
        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)
                {
@@ -791,6 +1048,10 @@ void R_Mesh_State(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);
@@ -799,51 +1060,139 @@ void R_Mesh_State(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
        }
 
-       for (i = 0;i < backendunits;i++)
+       if (gl_state.pointervertexcount != m->pointervertexcount)
        {
-               if (m->texrgbscale[i])
-                       texturergbscale[i] = m->texrgbscale[i];
-               else
-                       texturergbscale[i] = 1;
+#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 (overbright)
+
+       if (gl_state.colorarray)
        {
-               for (i = backendunits - 1;i >= 0;i--)
+               p = gl_state.pointervertexcount ? m->pointer_color : NULL;
+               if (gl_state.pointer_color != p)
                {
-                       if (m->tex[i])
-                       {
-                               texturergbscale[i] = 4;
-                               break;
-                       }
+#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)
+{
+       int i, combinergb, combinealpha;
+       float scale;
+       gltextureunit_t *unit;
+       void *p;
+
+       BACKENDACTIVECHECK
 
-       if (backendunits > 1)
+       if (gl_backend_rebindtextures)
+       {
+               gl_backend_rebindtextures = false;
+               GL_SetupTextureState();
+       }
+
+       for (i = 0;i < backendunits;i++)
        {
-               for (i = 0;i < backendunits;i++)
+               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.texture[i] != m->tex[i])
+                       if (m->tex3d[i] || m->texcubemap[i])
                        {
-                               if (gl_state.unit != i)
+                               if (!unit->arrayis3d)
                                {
-                                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+#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 (gl_state.texture[i] == 0)
+                               if (!unit->arrayenabled)
                                {
-                                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+#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
                                }
-                               qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = m->tex[i]));CHECKGLERROR
-                               if (gl_state.texture[i] == 0)
+                       }
+                       else if (m->tex1d[i] || m->tex[i])
+                       {
+                               if (unit->arrayis3d)
                                {
-                                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+#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)
+                                       {
+                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+                                       }
+                                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               }
+                       }
+                       else
+                       {
+                               if (unit->arrayenabled)
+                               {
+#ifdef MESH_BATCH
+                                       if (gl_batchelementcount)
+                                               R_Mesh_EndBatch();
+#endif
+                                       unit->arrayenabled = false;
                                        if (gl_state.clientunit != i)
                                        {
                                                qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
@@ -851,35 +1200,193 @@ void R_Mesh_State(const rmeshstate_t *m)
                                        qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                                }
                        }
-                       if (gl_state.texturergbscale[i] != texturergbscale[i])
+                       if (unit->t1d != m->tex1d[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->tex1d[i])
+                               {
+                                       if (unit->t1d == 0)
+                                               qglEnable(GL_TEXTURE_1D);CHECKGLERROR
+                               }
+                               else
+                               {
+                                       if (unit->t1d)
+                                               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+                               }
+                               qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR
+                       }
+                       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)
+                                               qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+                               }
+                               else
+                               {
+                                       if (unit->t2d)
+                                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                               }
+                               qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR
+                       }
+                       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
                                }
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = texturergbscale[i]));CHECKGLERROR
+                               if (m->tex3d[i])
+                               {
+                                       if (unit->t3d == 0)
+                                               qglEnable(GL_TEXTURE_3D);CHECKGLERROR
+                               }
+                               else
+                               {
+                                       if (unit->t3d)
+                                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+                               }
+                               qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR
+                       }
+                       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)
+                                               qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                               }
+                               else
+                               {
+                                       if (unit->tcubemap)
+                                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                               }
+                               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
                        }
                }
-       }
-       else
-       {
-               if (gl_state.texture[0] != m->tex[0])
+               combinergb = m->texcombinergb[i];
+               if (!combinergb)
+                       combinergb = GL_MODULATE;
+               if (unit->combinergb != combinergb)
                {
-                       if (gl_state.texture[0] == 0)
+#ifdef MESH_BATCH
+                       if (gl_batchelementcount)
+                               R_Mesh_EndBatch();
+#endif
+                       if (gl_state.unit != i)
                        {
-                               qglEnable(GL_TEXTURE_2D);CHECKGLERROR
-                               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
                        }
-                       qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = m->tex[0]));CHECKGLERROR
-                       if (gl_state.texture[0] == 0)
+                       unit->combinergb = combinergb;
+                       if (gl_combine.integer)
                        {
-                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
-                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               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
+                       }
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = scale));CHECKGLERROR
+               }
+               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
                        }
                }
        }
 }
 
+void R_Mesh_State(const rmeshstate_t *m)
+{
+       R_Mesh_MainState(m);
+       R_Mesh_TextureState(m);
+}
+
 /*
 ==============================================================================
 
@@ -888,10 +1395,10 @@ 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;
+       int i, j;
        qbyte *buffer;
 
        if (!r_render.integer)
@@ -903,10 +1410,18 @@ qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
 
        // LordHavoc: compensate for v_overbrightbits when using hardware gamma
        if (v_hwgamma.integer)
+       {
                for (i = 0;i < width * height * 3;i++)
-                       buffer[i] <<= v_overbrightbits.integer;
+               {
+                       j = buffer[i] << v_overbrightbits.integer;
+                       buffer[i] = (qbyte) (bound(0, j, 255));
+               }
+       }
 
-       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;
@@ -920,8 +1435,16 @@ void R_ClearScreen(void)
        {
                // clear to black
                qglClearColor(0,0,0,0);CHECKGLERROR
+               qglClearDepth(1);CHECKGLERROR
+               if (gl_stencil)
+               {
+                       // LordHavoc: we use a stencil centered around 128 instead of 0,
+                       // to avoid clamping interfering with strange shadow volume
+                       // drawing orders
+                       qglClearStencil(128);CHECKGLERROR
+               }
                // clear the screen
-               qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
+               qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR
                // set dithering mode
                if (gl_dither.integer)
                {
@@ -944,9 +1467,12 @@ text to the screen.
 */
 void SCR_UpdateScreen (void)
 {
-       VID_Finish ();
+       if (gl_delayfinish.integer)
+       {
+               VID_Finish ();
 
-       R_TimeReport("finish");
+               R_TimeReport("finish");
+       }
 
        if (r_textureunits.integer > gl_textureunits)
                Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
@@ -957,13 +1483,12 @@ void SCR_UpdateScreen (void)
                Cvar_SetValueQuick(&gl_combine, 0);
 
        // lighting scale
-       overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
+       r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer);
 
        // lightmaps only
-       lightscalebit = v_overbrightbits.integer;
+       r_lightmapscalebit = v_overbrightbits.integer;
        if (gl_combine.integer && r_textureunits.integer > 1)
-               lightscalebit += 2;
-       lightscale = 1.0f / (float) (1 << lightscalebit);
+               r_lightmapscalebit += 2;
 
        R_TimeReport("setup");
 
@@ -977,8 +1502,73 @@ void SCR_UpdateScreen (void)
        // draw 2D stuff
        R_DrawQueue();
 
-       // tell driver to commit it's partially full geometry queue to the rendering queue
-       // (this doesn't wait for the commands themselves to complete)
-       qglFlush();
+       if (gl_delayfinish.integer)
+       {
+               // tell driver to commit it's partially full geometry queue to the rendering queue
+               // (this doesn't wait for the commands themselves to complete)
+               qglFlush();
+       }
+       else
+       {
+               VID_Finish ();
+
+               R_TimeReport("finish");
+       }
+}
+
+// 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]));
 }