]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
don't send entities outside addressable origin range (+-32767)
[xonotic/darkplaces.git] / gl_backend.c
index a8110bd887e070588e9bb7df6f14545ce7de1348..562c447ad4044ba5f94553cd6fa0a5d885b024fb 100644 (file)
@@ -1,27 +1,84 @@
 
 #include "quakedef.h"
 
-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_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"};
+cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "8192"};
+//cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "1024"};
+cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "0"};
+cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "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"};
+
+#ifdef DEBUGGL
+int errornumber = 0;
+
+void GL_PrintError(int errornumber, char *filename, int linenumber)
+{
+       switch(errornumber)
+       {
+#ifdef GL_INVALID_ENUM
+       case GL_INVALID_ENUM:
+               Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
+               break;
+#endif
+#ifdef GL_INVALID_VALUE
+       case GL_INVALID_VALUE:
+               Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
+               break;
+#endif
+#ifdef GL_INVALID_OPERATION
+       case GL_INVALID_OPERATION:
+               Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
+               break;
+#endif
+#ifdef GL_STACK_OVERFLOW
+       case GL_STACK_OVERFLOW:
+               Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
+               break;
+#endif
+#ifdef GL_STACK_UNDERFLOW
+       case GL_STACK_UNDERFLOW:
+               Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
+               break;
+#endif
+#ifdef GL_OUT_OF_MEMORY
+       case GL_OUT_OF_MEMORY:
+               Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
+               break;
+#endif
+#ifdef GL_TABLE_TOO_LARGE
+    case GL_TABLE_TOO_LARGE:
+               Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
+               break;
+#endif
+       default:
+               Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
+               break;
+       }
+}
+#endif
+
+float r_farclip, r_newfarclip;
+
+int polyindexarray[768];
+
+static float viewdist;
+
+int c_meshs, c_meshtris, c_transmeshs, c_transtris;
 
 int                    lightscalebit;
 float          lightscale;
 float          overbrightscale;
 
 void SCR_ScreenShot_f (void);
-static void R_Envmap_f (void);
 
 static int max_meshs;
 static int max_batch;
 static int max_verts; // always max_meshs * 3
 #define TRANSDEPTHRES 4096
 
-//static cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"};
-static cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "8192"};
-static cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "1024"};
-static cvar_t gl_mesh_merge = {0, "gl_mesh_merge", "1"};
-static cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "0"};
-
 typedef struct buf_mesh_s
 {
        int depthmask;
@@ -67,7 +124,7 @@ buf_fcolor_t;
 
 typedef struct
 {
-       byte c[4];
+       qbyte c[4];
 }
 buf_bcolor_t;
 
@@ -186,31 +243,24 @@ static void gl_backend_bufferchanges(int init)
        }
 }
 
-float r_farclip, r_newfarclip;
-
 static void gl_backend_newmap(void)
 {
        r_farclip = r_newfarclip = 2048.0f;
 }
 
-int polyindexarray[768];
-
 void gl_backend_init(void)
 {
        int i;
 
-       Cvar_RegisterVariable (&r_render);
-       Cvar_RegisterVariable (&gl_dither);
+       Cvar_RegisterVariable(&r_render);
+       Cvar_RegisterVariable(&gl_dither);
+       Cvar_RegisterVariable(&gl_lockarrays);
 #ifdef NORENDER
        Cvar_SetValue("r_render", 0);
 #endif
 
-       Cmd_AddCommand ("screenshot",SCR_ScreenShot_f);
-       Cmd_AddCommand ("envmap", R_Envmap_f);
-
        Cvar_RegisterVariable(&gl_mesh_maxtriangles);
        Cvar_RegisterVariable(&gl_mesh_batchtriangles);
-       Cvar_RegisterVariable(&gl_mesh_merge);
        Cvar_RegisterVariable(&gl_mesh_floatcolors);
        R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
        gl_backend_bufferchanges(true);
@@ -222,16 +272,29 @@ void gl_backend_init(void)
        }
 }
 
-static void MYgluPerspective(GLdouble fovx, GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
-{
-       GLdouble xmax, ymax;
+int arraylocked = false;
 
-       xmax = zNear * tan( fovx * M_PI / 360.0 ) * aspect;
-       ymax = zNear * tan( fovy * M_PI / 360.0 );
+void GL_LockArray(int first, int count)
+{
+       if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer)
+       {
+               qglLockArraysEXT(first, count);
+               CHECKGLERROR
+               arraylocked = true;
+       }
+}
 
-       glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar );
+void GL_UnlockArray(void)
+{
+       if (arraylocked)
+       {
+               qglUnlockArraysEXT();
+               CHECKGLERROR
+               arraylocked = false;
+       }
 }
 
+//static float gldepthmin, gldepthmax;
 
 /*
 =============
@@ -240,39 +303,59 @@ GL_SetupFrame
 */
 static void GL_SetupFrame (void)
 {
+       double xmax, ymax;
+       double fovx, fovy, zNear, zFar, aspect;
+
+       // update farclip based on previous frame
+       r_farclip = r_newfarclip;
+
        if (!r_render.integer)
                return;
 
 //     glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
-       gldepthmin = 0;
-       gldepthmax = 1;
-       glDepthFunc (GL_LEQUAL);
-
-       glDepthRange (gldepthmin, gldepthmax);
+//     gldepthmin = 0;
+//     gldepthmax = 1;
+       glDepthFunc (GL_LEQUAL);CHECKGLERROR
 
-       // update farclip based on previous frame
-       r_farclip = r_newfarclip;
+//     glDepthRange (gldepthmin, gldepthmax);CHECKGLERROR
 
        // set up viewpoint
-       glMatrixMode(GL_PROJECTION);
-       glLoadIdentity ();
+       glMatrixMode(GL_PROJECTION);CHECKGLERROR
+       glLoadIdentity ();CHECKGLERROR
 
        // y is weird beause OpenGL is bottom to top, we use top to bottom
-       glViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);
-//     yfov = 2*atan((float)r_refdef.height/r_refdef.width)*180/M_PI;
-       MYgluPerspective (r_refdef.fov_x, r_refdef.fov_y, r_refdef.width/r_refdef.height, 4.0 / 3.0, r_farclip);
+       glViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
 
-       glCullFace(GL_FRONT);
+       // depth range
+       zNear = 1.0;
+       zFar = r_farclip;
 
-       glMatrixMode(GL_MODELVIEW);
-       glLoadIdentity ();
+       // fov angles
+       fovx = r_refdef.fov_x;
+       fovy = r_refdef.fov_y;
+       aspect = r_refdef.width / r_refdef.height;
 
-       glRotatef (-90,  1, 0, 0);          // put Z going up
-       glRotatef (90,  0, 0, 1);           // put Z going up
-       glRotatef (-r_refdef.viewangles[2],  1, 0, 0);
-       glRotatef (-r_refdef.viewangles[0],  0, 1, 0);
-       glRotatef (-r_refdef.viewangles[1],  0, 0, 1);
-       glTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);
+       // pyramid slopes
+       xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
+       ymax = zNear * tan(fovy * M_PI / 360.0);
+
+       // set view pyramid
+       glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
+
+//     glCullFace(GL_FRONT);CHECKGLERROR
+
+       glMatrixMode(GL_MODELVIEW);CHECKGLERROR
+       glLoadIdentity ();CHECKGLERROR
+
+       // put Z going up
+       glRotatef (-90,  1, 0, 0);CHECKGLERROR
+       glRotatef (90,  0, 0, 1);CHECKGLERROR
+       // camera rotation
+       glRotatef (-r_refdef.viewangles[2],  1, 0, 0);CHECKGLERROR
+       glRotatef (-r_refdef.viewangles[0],  0, 1, 0);CHECKGLERROR
+       glRotatef (-r_refdef.viewangles[1],  0, 0, 1);CHECKGLERROR
+       // camera location
+       glTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);CHECKGLERROR
 
 //     glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
 
@@ -280,25 +363,38 @@ static void GL_SetupFrame (void)
        // set drawing parms
        //
 //     if (gl_cull.integer)
-               glEnable(GL_CULL_FACE);
+//     {
+//             glEnable(GL_CULL_FACE);CHECKGLERROR
+//     }
 //     else
-//             glDisable(GL_CULL_FACE);
+//     {
+//             glDisable(GL_CULL_FACE);CHECKGLERROR
+//     }
 
-       glEnable(GL_BLEND); // was Disable
-       glEnable(GL_DEPTH_TEST);
-       glDepthMask(1);
+//     glEnable(GL_BLEND);CHECKGLERROR
+//     glEnable(GL_DEPTH_TEST);CHECKGLERROR
+//     glDepthMask(1);CHECKGLERROR
 }
 
-static float viewdist;
-
-int c_meshs, c_meshtris, c_transmeshs, c_transtris;
+static int mesh_blendfunc1;
+static int mesh_blendfunc2;
+static int mesh_blend;
+static GLboolean mesh_depthmask;
+static int mesh_depthtest;
+static int mesh_unit;
+static int mesh_clientunit;
+static int mesh_texture[MAX_TEXTUREUNITS];
+static float mesh_texturergbscale[MAX_TEXTUREUNITS];
 
 // called at beginning of frame
-void R_Mesh_Clear(void)
+void R_Mesh_Start(void)
 {
+       int i;
        if (!backendactive)
                Sys_Error("R_Mesh_Clear: called when backend is not active\n");
 
+       CHECKGLERROR
+
        gl_backend_bufferchanges(false);
 
        currentmesh = 0;
@@ -317,64 +413,120 @@ void R_Mesh_Clear(void)
        c_transtris = 0;
 
        GL_SetupFrame();
-}
 
-#ifdef DEBUGGL
-void GL_PrintError(int errornumber, char *filename, int linenumber)
-{
-       switch(errornumber)
+       mesh_unit = 0;
+       mesh_clientunit = 0;
+
+       for (i = 0;i < backendunits;i++)
        {
-       case GL_INVALID_ENUM:
-               Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
-               break;
-       case GL_INVALID_VALUE:
-               Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
-               break;
-       case GL_INVALID_OPERATION:
-               Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
-               break;
-       case GL_STACK_OVERFLOW:
-               Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
-               break;
-       case GL_STACK_UNDERFLOW:
-               Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
-               break;
-       case GL_OUT_OF_MEMORY:
-               Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
-               break;
-#ifdef GL_TABLE_TOO_LARGE
-    case GL_TABLE_TOO_LARGE:
-               Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
-               break;
-#endif
-       default:
-               Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
-               break;
+               mesh_texture[i] = 0;
+               mesh_texturergbscale[i] = 1;
        }
-}
 
-int errornumber = 0;
-#endif
+       glEnable(GL_CULL_FACE);CHECKGLERROR
+       glCullFace(GL_FRONT);CHECKGLERROR
+
+       mesh_depthtest = true;
+       glEnable(GL_DEPTH_TEST);CHECKGLERROR
+
+       mesh_blendfunc1 = GL_ONE;
+       mesh_blendfunc2 = GL_ZERO;
+       glBlendFunc(mesh_blendfunc1, mesh_blendfunc2);CHECKGLERROR
+
+       mesh_blend = 0;
+       glDisable(GL_BLEND);CHECKGLERROR
+
+       mesh_depthmask = GL_TRUE;
+       glDepthMask(mesh_depthmask);CHECKGLERROR
+
+       glVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR
+       glEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+       if (gl_mesh_floatcolors.integer)
+       {
+               glColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR
+       }
+       else
+       {
+               glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR
+       }
+       glEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+
+       if (backendunits > 1)
+       {
+               for (i = 0;i < backendunits;i++)
+               {
+                       qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
+                       glBindTexture(GL_TEXTURE_2D, mesh_texture[i]);CHECKGLERROR
+                       glDisable(GL_TEXTURE_2D);CHECKGLERROR
+                       if (gl_combine.integer)
+                       {
+                               glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
+                               glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
+                               glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
+                               glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
+                               glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
+                               glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
+                               glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
+                               glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
+                               glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
+                               glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
+                               glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
+                               glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
+                               glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+                               glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+                               glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+                               glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, mesh_texturergbscale[i]);CHECKGLERROR
+                               glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0f);CHECKGLERROR
+                       }
+                       else
+                       {
+                               glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+                       }
+
+                       qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
+                       glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
+                       glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               }
+       }
+       else
+       {
+               glBindTexture(GL_TEXTURE_2D, (mesh_texture[0] = 0));CHECKGLERROR
+               glDisable(GL_TEXTURE_2D);CHECKGLERROR
+               glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+
+               glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
+               glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+       }
+}
 
 // renders mesh buffers, called to flush buffers when full
 void R_Mesh_Render(void)
 {
-       int i, k, blendfunc1, blendfunc2, blend, depthmask, depthtest, unit = 0, clientunit = 0, firsttriangle, endtriangle, indexcount, firstvert, endvert, texture[MAX_TEXTUREUNITS];
-       float farclip, texturergbscale[MAX_TEXTUREUNITS];
+       int i;
+       int k;
+       int firsttriangle;
+       int endtriangle;
+       int indexcount;
+       int firstvert;
+       int endvert;
+       float farclip;
        buf_mesh_t *mesh;
        unsigned int *index;
        // float to byte color conversion
        int *icolor;
        float *fcolor;
-       byte *bcolor;
+       qbyte *bcolor;
+
        if (!backendactive)
                Sys_Error("R_Mesh_Render: called when backend is not active\n");
+
        if (!currentmesh)
                return;
 
-CHECKGLERROR
+       CHECKGLERROR
 
        // push out farclip based on vertices
+       // FIXME: wouldn't this be a little slow when using matrix transforms?
        for (i = 0;i < currentvertex;i++)
        {
                farclip = DotProduct(buf_vertex[i].v, vpn);
@@ -388,37 +540,7 @@ CHECKGLERROR
        if (farclip > r_newfarclip)
                r_newfarclip = ceil((farclip + 255) / 256) * 256 + 256;
 
-       for (i = 0;i < backendunits;i++)
-               texturergbscale[i] = 1;
-
-       glEnable(GL_CULL_FACE);
-CHECKGLERROR
-       glCullFace(GL_FRONT);
-CHECKGLERROR
-       depthtest = true;
-       glEnable(GL_DEPTH_TEST);
-CHECKGLERROR
-       blendfunc1 = GL_ONE;
-       blendfunc2 = GL_ZERO;
-       glBlendFunc(blendfunc1, blendfunc2);
-CHECKGLERROR
-       blend = 0;
-       glDisable(GL_BLEND);
-CHECKGLERROR
-       depthmask = true;
-       glDepthMask((GLboolean) depthmask);
-CHECKGLERROR
-
-       glVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);
-CHECKGLERROR
-       glEnableClientState(GL_VERTEX_ARRAY);
-CHECKGLERROR
-       if (gl_mesh_floatcolors.integer)
-       {
-               glColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);
-CHECKGLERROR
-       }
-       else
+       if (!gl_mesh_floatcolors.integer)
        {
                // shift float to have 8bit fraction at base of number
                for (i = 0, fcolor = &buf_fcolor->c[0];i < currentvertex;i++)
@@ -436,232 +558,118 @@ CHECKGLERROR
                        k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
                        k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
                }
-               glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);
-CHECKGLERROR
        }
-       glEnableClientState(GL_COLOR_ARRAY);
-CHECKGLERROR
 
-       if (backendunits > 1)
-       {
-               for (i = 0;i < backendunits;i++)
-               {
-                       qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
-CHECKGLERROR
-                       glBindTexture(GL_TEXTURE_2D, (texture[i] = 0));
-CHECKGLERROR
-                       glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
-                       if (gl_combine.integer)
-                       {
-                               glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
-CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);
-CHECKGLERROR
-                               glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f);
-CHECKGLERROR
-                               glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0f);
-CHECKGLERROR
-                       }
-                       else
-                       {
-                               glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-CHECKGLERROR
-                       }
+       // lock the arrays now that they will have no further modifications
+       //GL_LockArray(0, currentvertex);CHECKGLERROR
 
-                       qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
-CHECKGLERROR
-                       glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);
-CHECKGLERROR
-                       glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
-               }
-       }
-       else
+       for (k = 0, mesh = buf_mesh;k < currentmesh;k++, mesh++)
        {
-               glBindTexture(GL_TEXTURE_2D, (texture[0] = 0));
-CHECKGLERROR
-               glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
-               glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-CHECKGLERROR
-
-               glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);
-CHECKGLERROR
-               glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
-       }
-
-       // lock as early as possible
-       GL_LockArray(0, currentvertex);
-CHECKGLERROR
-
-       for (k = 0;k < currentmesh;)
-       {
-               mesh = &buf_mesh[k];
-
                if (backendunits > 1)
                {
-//                     int topunit = 0;
                        for (i = 0;i < backendunits;i++)
                        {
-                               if (texture[i] != mesh->textures[i])
+                               if (mesh_texture[i] != mesh->textures[i])
                                {
-                                       if (unit != i)
+                                       if (mesh_unit != i)
                                        {
-                                               qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
-CHECKGLERROR
+                                               qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
                                        }
-                                       if (texture[i] == 0)
+                                       if (mesh_texture[i] == 0)
                                        {
-                                               glEnable(GL_TEXTURE_2D);
-CHECKGLERROR
+                                               glEnable(GL_TEXTURE_2D);CHECKGLERROR
                                                // have to disable texcoord array on disabled texture
                                                // units due to NVIDIA driver bug with
                                                // compiled_vertex_array
-                                               if (clientunit != i)
+                                               if (mesh_clientunit != i)
                                                {
-                                                       qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
-CHECKGLERROR
+                                                       qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
                                                }
-                                               glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
+                                               glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                                        }
-                                       glBindTexture(GL_TEXTURE_2D, (texture[i] = mesh->textures[i]));
-CHECKGLERROR
-                                       if (texture[i] == 0)
+                                       glBindTexture(GL_TEXTURE_2D, (mesh_texture[i] = mesh->textures[i]));CHECKGLERROR
+                                       if (mesh_texture[i] == 0)
                                        {
-                                               glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
+                                               glDisable(GL_TEXTURE_2D);CHECKGLERROR
                                                // have to disable texcoord array on disabled texture
                                                // units due to NVIDIA driver bug with
                                                // compiled_vertex_array
-                                               if (clientunit != i)
+                                               if (mesh_clientunit != i)
                                                {
-                                                       qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
-CHECKGLERROR
+                                                       qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
                                                }
-                                               glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
+                                               glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                                        }
                                }
-                               if (texturergbscale[i] != mesh->texturergbscale[i])
+                               if (mesh_texturergbscale[i] != mesh->texturergbscale[i])
                                {
-                                       if (unit != i)
+                                       if (mesh_unit != i)
                                        {
-                                               qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
-CHECKGLERROR
+                                               qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
                                        }
-                                       glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (texturergbscale[i] = mesh->texturergbscale[i]));
-CHECKGLERROR
+                                       glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
                                }
-//                             if (texture[i])
-//                                     topunit = i;
                        }
-//                     if (unit != topunit)
-//                     {
-//                             qglActiveTexture(GL_TEXTURE0_ARB + (unit = topunit));
-//CHECKGLERROR
-//                     }
                }
                else
                {
-                       if (texture[0] != mesh->textures[0])
+                       if (mesh_texture[0] != mesh->textures[0])
                        {
-                               if (texture[0] == 0)
+                               if (mesh_texture[0] == 0)
                                {
-                                       glEnable(GL_TEXTURE_2D);
-CHECKGLERROR
-                                       glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
+                                       glEnable(GL_TEXTURE_2D);CHECKGLERROR
+                                       glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                                }
-                               glBindTexture(GL_TEXTURE_2D, (texture[0] = mesh->textures[0]));
-CHECKGLERROR
-                               if (texture[0] == 0)
+                               glBindTexture(GL_TEXTURE_2D, (mesh_texture[0] = mesh->textures[0]));CHECKGLERROR
+                               if (mesh_texture[0] == 0)
                                {
-                                       glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
-                                       glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
+                                       glDisable(GL_TEXTURE_2D);CHECKGLERROR
+                                       glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                                }
                        }
                }
-               if (blendfunc1 != mesh->blendfunc1 || blendfunc2 != mesh->blendfunc2)
+               if (mesh_blendfunc1 != mesh->blendfunc1 || mesh_blendfunc2 != mesh->blendfunc2)
                {
-                       blendfunc1 = mesh->blendfunc1;
-                       blendfunc2 = mesh->blendfunc2;
-                       glBlendFunc(blendfunc1, blendfunc2);
-CHECKGLERROR
-                       if (blendfunc2 == GL_ZERO)
+                       glBlendFunc(mesh_blendfunc1 = mesh->blendfunc1, mesh_blendfunc2 = mesh->blendfunc2);CHECKGLERROR
+                       if (mesh_blendfunc2 == GL_ZERO)
                        {
-                               if (blendfunc1 == GL_ONE)
+                               if (mesh_blendfunc1 == GL_ONE)
                                {
-                                       if (blend)
+                                       if (mesh_blend)
                                        {
-                                               blend = 0;
-                                               glDisable(GL_BLEND);
-CHECKGLERROR
+                                               mesh_blend = 0;
+                                               glDisable(GL_BLEND);CHECKGLERROR
                                        }
                                }
                                else
                                {
-                                       if (!blend)
+                                       if (!mesh_blend)
                                        {
-                                               blend = 1;
-                                               glEnable(GL_BLEND);
-CHECKGLERROR
+                                               mesh_blend = 1;
+                                               glEnable(GL_BLEND);CHECKGLERROR
                                        }
                                }
                        }
                        else
                        {
-                               if (!blend)
+                               if (!mesh_blend)
                                {
-                                       blend = 1;
-                                       glEnable(GL_BLEND);
-CHECKGLERROR
+                                       mesh_blend = 1;
+                                       glEnable(GL_BLEND);CHECKGLERROR
                                }
                        }
                }
-               if (depthtest != mesh->depthtest)
+               if (mesh_depthtest != mesh->depthtest)
                {
-                       depthtest = mesh->depthtest;
-                       if (depthtest)
+                       mesh_depthtest = mesh->depthtest;
+                       if (mesh_depthtest)
                                glEnable(GL_DEPTH_TEST);
                        else
                                glDisable(GL_DEPTH_TEST);
                }
-               if (depthmask != mesh->depthmask)
+               if (mesh_depthmask != mesh->depthmask)
                {
-                       depthmask = mesh->depthmask;
-                       glDepthMask((GLboolean) depthmask);
-CHECKGLERROR
+                       glDepthMask(mesh_depthmask = mesh->depthmask);CHECKGLERROR
                }
 
                firsttriangle = mesh->firsttriangle;
@@ -669,109 +677,84 @@ CHECKGLERROR
                endtriangle = firsttriangle + mesh->triangles;
                endvert = firstvert + mesh->verts;
 
-               mesh = &buf_mesh[++k];
-               if (gl_mesh_merge.integer)
-               {
-                       #if MAX_TEXTUREUNITS != 4
-                       #error update this code
-                       #endif
-                       while (k < currentmesh
-                               && mesh->firsttriangle == endtriangle
-                               && mesh->firstvert == endvert
-                               && mesh->depthmask == depthmask
-                               && mesh->depthtest == depthtest
-                               && mesh->blendfunc1 == blendfunc1
-                               && mesh->blendfunc2 == blendfunc2
-                               && mesh->textures[0] == texture[0]
-                               && mesh->textures[1] == texture[1]
-                               && mesh->textures[2] == texture[2]
-                               && mesh->textures[3] == texture[3]
-                               && mesh->texturergbscale[0] == texturergbscale[0]
-                               && mesh->texturergbscale[1] == texturergbscale[1]
-                               && mesh->texturergbscale[2] == texturergbscale[2]
-                               && mesh->texturergbscale[3] == texturergbscale[3])
-                       {
-                               endtriangle += mesh->triangles;
-                               endvert += mesh->verts;
-                               mesh = &buf_mesh[++k];
-                       }
-               }
-
                indexcount = (endtriangle - firsttriangle) * 3;
                index = (unsigned int *)&buf_tri[firsttriangle].index[0];
-               for (i = 0;i < indexcount;i++)
-                       index[i] += firstvert;
 
+               // if not using batching, skip the index adjustment
+               if (firstvert != 0)
+                       for (i = 0;i < indexcount;i++)
+                               index[i] += firstvert;
+
+               // lock arrays (this is ignored if already locked)
+               CHECKGLERROR
+               GL_LockArray(0, currentvertex);
 #ifdef WIN32
                // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32
-               glDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
+               glDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
 #else
-               glDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
+               glDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
 #endif
-CHECKGLERROR
        }
 
        currentmesh = 0;
        currenttriangle = 0;
        currentvertex = 0;
 
-       GL_UnlockArray();
-CHECKGLERROR
+       GL_UnlockArray();CHECKGLERROR
+}
+
+// restores backend state, used when done with 3D rendering
+void R_Mesh_Finish(void)
+{
+       int i;
+       // flush any queued meshs
+       R_Mesh_Render();
 
        if (backendunits > 1)
        {
                for (i = backendunits - 1;i >= 0;i--)
                {
-                       qglActiveTexture(GL_TEXTURE0_ARB + (unit = i));
-CHECKGLERROR
-                       glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-CHECKGLERROR
+                       qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+                       glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
                        if (gl_combine.integer)
                        {
-                               glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f);
-CHECKGLERROR
+                               glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f);CHECKGLERROR
                        }
                        if (i > 0)
                        {
-                               glDisable(GL_TEXTURE_2D);
-CHECKGLERROR
+                               glDisable(GL_TEXTURE_2D);CHECKGLERROR
                        }
                        else
                        {
-                               glEnable(GL_TEXTURE_2D);
-CHECKGLERROR
+                               glEnable(GL_TEXTURE_2D);CHECKGLERROR
                        }
-                       glBindTexture(GL_TEXTURE_2D, 0);
-CHECKGLERROR
+                       glBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
 
-                       qglClientActiveTexture(GL_TEXTURE0_ARB + (clientunit = i));
-CHECKGLERROR
-                       glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
+                       qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+                       glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                }
        }
        else
        {
-               glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-CHECKGLERROR
-               glEnable(GL_TEXTURE_2D);
-CHECKGLERROR
-               glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-CHECKGLERROR
+               glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+               glEnable(GL_TEXTURE_2D);CHECKGLERROR
+               glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
        }
-       glDisableClientState(GL_COLOR_ARRAY);
-CHECKGLERROR
-       glDisableClientState(GL_VERTEX_ARRAY);
-CHECKGLERROR
-
-       glDisable(GL_BLEND);
-CHECKGLERROR
-       glEnable(GL_DEPTH_TEST);
-CHECKGLERROR
-       glDepthMask(true);
-CHECKGLERROR
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-CHECKGLERROR
+       glDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+       glDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+
+       glDisable(GL_BLEND);CHECKGLERROR
+       glEnable(GL_DEPTH_TEST);CHECKGLERROR
+       glDepthMask(true);CHECKGLERROR
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
+}
+
+void R_Mesh_ClearDepth(void)
+{
+       R_Mesh_AddTransparent();
+       R_Mesh_Finish();
+       glClear(GL_DEPTH_BUFFER_BIT);
+       R_Mesh_Start();
 }
 
 void R_Mesh_AddTransparent(void)
@@ -895,7 +878,7 @@ void R_Mesh_AddTransparent(void)
 void R_Mesh_Draw(const rmeshinfo_t *m)
 {
        // these are static because gcc runs out of virtual registers otherwise
-       static int i, j, overbright;
+       static int i, j, overbright, *index;
        static float *in, scaler;
        static float cr, cg, cb, ca;
        static buf_mesh_t *mesh;
@@ -960,7 +943,7 @@ void R_Mesh_Draw(const rmeshinfo_t *m)
                mesh = &buf_transmesh[currenttransmesh++];
                mesh->firsttriangle = currenttranstriangle;
                mesh->firstvert = currenttransvertex;
-               memcpy(&buf_transtri[currenttranstriangle].index[0], m->index, sizeof(int[3]) * m->numtriangles);
+               index = &buf_transtri[currenttranstriangle].index[0];
 
                currenttranstriangle += m->numtriangles;
                currenttransvertex += m->numverts;
@@ -987,12 +970,14 @@ void R_Mesh_Draw(const rmeshinfo_t *m)
                mesh = &buf_mesh[currentmesh++];
                mesh->firsttriangle = currenttriangle;
                mesh->firstvert = currentvertex;
-               memcpy(&buf_tri[currenttriangle].index[0], m->index, sizeof(int[3]) * m->numtriangles);
+               index = &buf_tri[currenttriangle].index[0];
+
                currenttriangle += m->numtriangles;
                currentvertex += m->numverts;
        }
 
        // code shared for transparent and opaque meshs
+       memcpy(index, m->index, sizeof(int[3]) * m->numtriangles);
        mesh->blendfunc1 = m->blendfunc1;
        mesh->blendfunc2 = m->blendfunc2;
        mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
@@ -1092,7 +1077,7 @@ void R_Mesh_Draw(const rmeshinfo_t *m)
 void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m)
 {
        // these are static because gcc runs out of virtual registers otherwise
-       static int i, j, overbright;
+       static int i, j, overbright, *index;
        static float *in, scaler;
        static buf_mesh_t *mesh;
        static buf_vertex_t *vert;
@@ -1147,7 +1132,7 @@ void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m)
                mesh = &buf_transmesh[currenttransmesh++];
                mesh->firsttriangle = currenttranstriangle;
                mesh->firstvert = currenttransvertex;
-               memcpy(&buf_transtri[currenttranstriangle].index[0], m->index, sizeof(int[3]) * m->numtriangles);
+               index = &buf_transtri[currenttranstriangle].index[0];
                currenttranstriangle += m->numtriangles;
                currenttransvertex += m->numverts;
        }
@@ -1173,12 +1158,13 @@ void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m)
                mesh = &buf_mesh[currentmesh++];
                mesh->firsttriangle = currenttriangle;
                mesh->firstvert = currentvertex;
-               memcpy(&buf_tri[currenttriangle].index[0], m->index, sizeof(int[3]) * m->numtriangles);
+               index = &buf_tri[currenttriangle].index[0];
                currenttriangle += m->numtriangles;
                currentvertex += m->numverts;
        }
 
        // code shared for transparent and opaque meshs
+       memcpy(index, m->index, sizeof(int[3]) * m->numtriangles);
        mesh->blendfunc1 = m->blendfunc1;
        mesh->blendfunc2 = m->blendfunc2;
        mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
@@ -1252,12 +1238,14 @@ void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m)
        }
 }
 
-/*
-void R_Mesh_Draw_GetBuffer(volatile rmeshinfo_t *m)
+// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
+// (this is used for very high speed rendering, no copying)
+int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m)
 {
        // these are static because gcc runs out of virtual registers otherwise
-       static int i, j, *index, overbright;
-       static float *in, scaler;
+       int i, j, overbright;
+       float scaler;
+       buf_mesh_t *mesh;
 
        if (!backendactive)
                Sys_Error("R_Mesh_Draw: called when backend is not active\n");
@@ -1266,23 +1254,6 @@ void R_Mesh_Draw_GetBuffer(volatile rmeshinfo_t *m)
         || !m->numverts)
                Host_Error("R_Mesh_Draw: no triangles or verts\n");
 
-       scaler = 1;
-       if (m->blendfunc2 == GL_SRC_COLOR)
-       {
-               if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
-                       scaler *= 0.5f;
-       }
-       else
-       {
-               if (m->tex[0])
-               {
-                       overbright = gl_combine.integer;
-                       if (overbright)
-                               scaler *= 0.25f;
-               }
-               scaler *= overbrightscale;
-       }
-
        if (m->transparent)
        {
                if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
@@ -1292,22 +1263,22 @@ void R_Mesh_Draw_GetBuffer(volatile rmeshinfo_t *m)
                                Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
                                transranout = true;
                        }
-                       return;
+                       return false;
                }
 
                c_transmeshs++;
                c_transtris += m->numtriangles;
+               m->index = &buf_transtri[currenttranstriangle].index[0];
                m->vertex = &buf_transvertex[currenttransvertex].v[0];
                m->color = &buf_transfcolor[currenttransvertex].c[0];
                for (i = 0;i < backendunits;i++)
-                       m->texcoords[i] = &buf_transtexcoord[i][currenttransvertex].tc[0];
+                       m->texcoords[i] = &buf_transtexcoord[i][currenttransvertex].t[0];
 
                // transmesh is only for storage of transparent meshs until they
                // are inserted into the main mesh array
                mesh = &buf_transmesh[currenttransmesh++];
                mesh->firsttriangle = currenttranstriangle;
                mesh->firstvert = currenttransvertex;
-               memcpy(&buf_transtri[currenttranstriangle].index[0], m->index, sizeof(int[3]) * m->numtriangles);
                currenttranstriangle += m->numtriangles;
                currenttransvertex += m->numverts;
        }
@@ -1315,8 +1286,8 @@ void R_Mesh_Draw_GetBuffer(volatile rmeshinfo_t *m)
        {
                if (m->numtriangles > max_meshs || m->numverts > max_verts)
                {
-                       Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for buffers\n");
-                       return;
+                       Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for buffers\n");
+                       return false;
                }
 
                if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
@@ -1324,16 +1295,16 @@ void R_Mesh_Draw_GetBuffer(volatile rmeshinfo_t *m)
 
                c_meshs++;
                c_meshtris += m->numtriangles;
-               vert = &buf_vertex[currentvertex];
-               fcolor = &buf_fcolor[currentvertex];
+               m->index = &buf_tri[currenttriangle].index[0];
+               m->vertex = &buf_vertex[currentvertex].v[0];
+               m->color = &buf_fcolor[currentvertex].c[0];
                for (i = 0;i < backendunits;i++)
-                       texcoord[i] = &buf_texcoord[i][currentvertex];
+                       m->texcoords[i] = &buf_texcoord[i][currentvertex].t[0];
 
                // opaque meshs are rendered directly
                mesh = &buf_mesh[currentmesh++];
                mesh->firsttriangle = currenttriangle;
                mesh->firstvert = currentvertex;
-               memcpy(&buf_tri[currenttriangle].index[0], m->index, sizeof(int[3]) * m->numtriangles);
                currenttriangle += m->numtriangles;
                currentvertex += m->numverts;
        }
@@ -1345,11 +1316,35 @@ void R_Mesh_Draw_GetBuffer(volatile rmeshinfo_t *m)
        mesh->depthtest = !m->depthdisable;
        mesh->triangles = m->numtriangles;
        mesh->verts = m->numverts;
+
+       overbright = false;
+       scaler = 1;
+       if (m->blendfunc2 == GL_SRC_COLOR)
+       {
+               if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
+                       scaler *= 0.5f;
+       }
+       else
+       {
+               if (m->tex[0])
+               {
+                       overbright = gl_combine.integer;
+                       if (overbright)
+                               scaler *= 0.25f;
+               }
+               scaler *= overbrightscale;
+       }
+       m->colorscale = scaler;
+
        j = -1;
-       for (i = 0;i < backendunits;i++)
+       for (i = 0;i < MAX_TEXTUREUNITS;i++)
        {
                if ((mesh->textures[i] = m->tex[i]))
+               {
                        j = i;
+                       if (i >= backendunits)
+                               Sys_Error("R_Mesh_Draw_GetBuffer: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
+               }
                mesh->texturergbscale[i] = m->texrgbscale[i];
                if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
                        mesh->texturergbscale[i] = 1;
@@ -1357,42 +1352,8 @@ void R_Mesh_Draw_GetBuffer(volatile rmeshinfo_t *m)
        if (overbright && j >= 0)
                mesh->texturergbscale[j] = 4;
 
-       if (m->vertexstep != sizeof(buf_vertex_t))
-               Host_Error("R_Mesh_Draw_NativeOnly: unsupported vertexstep\n");
-       if (m->colorstep != sizeof(buf_fcolor_t))
-               Host_Error("R_Mesh_Draw_NativeOnly: unsupported colorstep\n");
-       if (m->color == NULL)
-               Host_Error("R_Mesh_Draw_NativeOnly: must provide color array\n");
-       for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
-       {
-               if (j >= backendunits)
-                       Sys_Error("R_Mesh_Draw_NativeOnly: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
-               if (m->texcoordstep[j] != sizeof(buf_texcoord_t))
-                       Host_Error("R_Mesh_Draw_NativeOnly: unsupported texcoordstep\n");
-       }
-
-       memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
-       for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
-               memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
-       #if 0
-       for (;j < backendunits;j++)
-               memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t));
-       #endif
-
-       memcpy(fcolor, m->color, m->numverts * sizeof(buf_fcolor_t));
-
-       // do this as a second step because memcpy preloaded the cache, which we can't easily do
-       if (scaler != 1)
-       {
-               for (i = 0;i < m->numverts;i++)
-               {
-                       fcolor[i].c[0] *= scaler;
-                       fcolor[i].c[1] *= scaler;
-                       fcolor[i].c[2] *= scaler;
-               }
-       }
+       return true;
 }
-*/
 
 void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts)
 {
@@ -1420,13 +1381,13 @@ void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts)
 ==============================================================================
 */
 
-float CalcFov (float fov_x, float width, float height);
-void R_ClearScreen(void);
-
 void SCR_ScreenShot(char *filename, int x, int y, int width, int height)
 {
        int i;
-       byte *buffer;
+       qbyte *buffer;
+
+       if (!r_render.integer)
+               return;
 
        buffer = Mem_Alloc(tempmempool, width*height*3);
        glReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
@@ -1442,126 +1403,25 @@ void SCR_ScreenShot(char *filename, int x, int y, int width, int height)
        Mem_Free(buffer);
 }
 
-/*
-==================
-SCR_ScreenShot_f
-==================
-*/
-void SCR_ScreenShot_f (void)
-{
-       int i;
-       char filename[16];
-       char checkname[MAX_OSPATH];
-//
-// find a file name to save it to
-//
-       strcpy(filename, "dp0000.tga");
-
-       for (i=0 ; i<=9999 ; i++)
-       {
-               filename[2] = (i/1000)%10 + '0';
-               filename[3] = (i/ 100)%10 + '0';
-               filename[4] = (i/  10)%10 + '0';
-               filename[5] = (i/   1)%10 + '0';
-               sprintf (checkname, "%s/%s", com_gamedir, filename);
-               if (Sys_FileTime(checkname) == -1)
-                       break;  // file doesn't exist
-       }
-       if (i==10000)
-       {
-               Con_Printf ("SCR_ScreenShot_f: Couldn't create a TGA file\n");
-               return;
-       }
-
-       SCR_ScreenShot(filename, vid.realx, vid.realy, vid.realwidth, vid.realheight);
-       Con_Printf ("Wrote %s\n", filename);
-}
-
-/*
-===============
-R_Envmap_f
-
-Grab six views for environment mapping tests
-===============
-*/
-struct
-{
-       float angles[3];
-       char *name;
-}
-envmapinfo[6] =
-{
-       {{  0,   0, 0}, "ft"},
-       {{  0,  90, 0}, "rt"},
-       {{  0, 180, 0}, "bk"},
-       {{  0, 270, 0}, "lf"},
-       {{-90,  90, 0}, "up"},
-       {{ 90,  90, 0}, "dn"}
-};
-static void R_Envmap_f (void)
-{
-       int j, size;
-       char filename[256], basename[256];
-
-       if (Cmd_Argc() != 3)
-       {
-               Con_Printf ("envmap <basename> <size>: save out 6 cubic environment map images, usable with loadsky, note that size must one of 128, 256, 512, or 1024 and can't be bigger than your current resolution\n");
-               return;
-       }
-
-       if (!r_render.integer)
-               return;
-
-       strcpy(basename, Cmd_Argv(1));
-       size = atoi(Cmd_Argv(2));
-       if (size != 128 && size != 256 && size != 512 && size != 1024)
-       {
-               Con_Printf("envmap: size must be one of 128, 256, 512, or 1024\n");
-               return;
-       }
-       if (size > vid.realwidth || size > vid.realheight)
-       {
-               Con_Printf("envmap: your resolution is not big enough to render that size\n");
-               return;
-       }
-
-       envmap = true;
-
-       r_refdef.x = 0;
-       r_refdef.y = 0;
-       r_refdef.width = size;
-       r_refdef.height = size;
-
-       r_refdef.fov_x = 90;
-       r_refdef.fov_y = 90;
-
-       for (j = 0;j < 6;j++)
-       {
-               sprintf(filename, "env/%s%s.tga", basename, envmapinfo[j].name);
-               VectorCopy(envmapinfo[j].angles, r_refdef.viewangles);
-               R_ClearScreen();
-               R_RenderView ();
-               SCR_ScreenShot(filename, vid.realx, vid.realy, size, size);
-       }
-
-       envmap = false;
-}
-
 //=============================================================================
 
 void R_ClearScreen(void)
 {
        if (r_render.integer)
        {
-               glClearColor(0,0,0,0);
-               CHECKGLERROR
-               glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: clear the screen (around the view as well)
-               CHECKGLERROR
+               // clear to black
+               glClearColor(0,0,0,0);CHECKGLERROR
+               // clear the screen
+               glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
+               // set dithering mode
                if (gl_dither.integer)
-                       glEnable(GL_DITHER);
+               {
+                       glEnable(GL_DITHER);CHECKGLERROR
+               }
                else
-                       glDisable(GL_DITHER);
-               CHECKGLERROR
+               {
+                       glDisable(GL_DITHER);CHECKGLERROR
+               }
        }
 }
 
@@ -1578,9 +1438,6 @@ void SCR_UpdateScreen (void)
        //Mem_CheckSentinelsGlobal();
        //R_TimeReport("memtest");
 
-       glFinish ();
-       CHECKGLERROR
-
        VID_Finish ();
 
        R_TimeReport("finish");
@@ -1606,4 +1463,8 @@ 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)
+       glFlush();
 }