]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
eliminated qbyte type, now uses unsigned char throughout the engine for this purpose
[xonotic/darkplaces.git] / gl_backend.c
index 3bf290f826cb5804a6b00277ca0e004e5b68ba33..677da0e4f938c3a15d33c1847563569f7662d7fd 100644 (file)
@@ -2,28 +2,22 @@
 #include "quakedef.h"
 #include "image.h"
 #include "jpeg.h"
+#include "cl_collision.h"
 
-//#define MESH_VAR
-#define MESH_BATCH
-
-// 65536 is the max addressable on a Geforce 256 up until Geforce3
-// (excluding MX), seems a reasonable number...
-cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "65536"};
-cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
-#ifdef MESH_VAR
-cvar_t gl_mesh_vertex_array_range = {0, "gl_mesh_vertex_array_range", "0"};
-cvar_t gl_mesh_vertex_array_range_readfrequency = {0, "gl_mesh_vertex_array_range_readfrequency", "0.2"};
-cvar_t gl_mesh_vertex_array_range_writefrequency = {0, "gl_mesh_vertex_array_range_writefrequency", "0.2"};
-cvar_t gl_mesh_vertex_array_range_priority = {0, "gl_mesh_vertex_array_range_priority", "0.7"};
-#endif
-#ifdef MESH_BATCH
-cvar_t gl_mesh_batching = {0, "gl_mesh_batching", "1"};
-#endif
-cvar_t gl_mesh_copyarrays = {0, "gl_mesh_copyarrays", "1"};
-cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"};
+cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"};
+cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"};
+cvar_t gl_paranoid = {0, "gl_paranoid", "0"};
+cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"};
+cvar_t r_stereo_separation = {0, "r_stereo_separation", "4"};
+cvar_t r_stereo_sidebyside = {0, "r_stereo_sidebyside", "0"};
+cvar_t r_stereo_redblue = {0, "r_stereo_redblue", "0"};
+cvar_t r_stereo_redcyan = {0, "r_stereo_redcyan", "0"};
+cvar_t r_stereo_redgreen = {0, "r_stereo_redgreen", "0"};
 
 cvar_t r_render = {0, "r_render", "1"};
+cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1"};
+cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1"};
 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
 
@@ -81,42 +75,15 @@ 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");
 
-int c_meshs, c_meshelements;
-
 void SCR_ScreenShot_f (void);
 
-// these are externally accessible
-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 mempool_t *gl_backend_mempool;
+static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
 
 /*
 note: here's strip order for a terrain row:
@@ -124,6 +91,7 @@ note: here's strip order for a terrain row:
 |\ |\ |\ |\ |
 | \| \| \| \|
 A--B--C--D--E
+clockwise
 
 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
 
@@ -133,45 +101,43 @@ A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
 *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)
+for (y = 0;y < rows - 1;y++)
 {
-       if (varray_buf_elements3i)
-               Mem_Free(varray_buf_elements3i);
-       varray_buf_elements3i = NULL;
+       for (x = 0;x < columns - 1;x++)
+       {
+               i = y * rows + x;
+               *elements++ = i + columns;
+               *elements++ = i;
+               *elements++ = i + columns + 1;
+               *elements++ = i;
+               *elements++ = i + 1;
+               *elements++ = i + columns + 1;
+       }
 }
 
-void GL_Backend_CheckCvars(void)
+alternative:
+0--1--2--3--4
+| /| /|\ | /|
+|/ |/ | \|/ |
+A--B--C--D--E
+counterclockwise
+
+for (y = 0;y < rows - 1;y++)
 {
-       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
+       for (x = 0;x < columns - 1;x++)
+       {
+               i = y * rows + x;
+               *elements++ = i;
+               *elements++ = i + columns;
+               *elements++ = i + columns + 1;
+               *elements++ = i + columns;
+               *elements++ = i + columns + 1;
+               *elements++ = i + 1;
+       }
 }
+*/
 
 int polygonelements[768];
 
@@ -179,105 +145,19 @@ static void R_Mesh_CacheArray_Startup(void);
 static void R_Mesh_CacheArray_Shutdown(void);
 void GL_Backend_AllocArrays(void)
 {
-       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;
-       }
-
-       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_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_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_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
-
        R_Mesh_CacheArray_Startup();
 }
 
 void GL_Backend_FreeArrays(void)
 {
-       int i;
-
        R_Mesh_CacheArray_Shutdown();
-
-#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_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL;
-       varray_buf_elements3i = NULL;
-
-       Mem_FreePool(&gl_backend_mempool);
 }
 
 static void gl_backend_start(void)
 {
-       GL_Backend_CheckCvars();
+       Con_Print("OpenGL Backend starting...\n");
+       CHECKGLERROR
 
-       Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer);
        if (qglDrawRangeElements != NULL)
        {
                CHECKGLERROR
@@ -287,30 +167,29 @@ static void gl_backend_start(void)
                CHECKGLERROR
                Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
        }
-       if (strstr(gl_renderer, "3Dfx"))
-       {
-               Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
-               Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
-       }
 
        backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
-
-       GL_Backend_AllocArrays();
-
-#ifdef MESH_VAR
-       if (mesh_var)
+       backendimageunits = backendunits;
+       backendarrayunits = backendunits;
+       if (gl_support_fragment_shader)
        {
                CHECKGLERROR
-               qglEnableClientState(GL_VERTEX_ARRAY_RANGE_NV);
+               qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
                CHECKGLERROR
+               qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
+               CHECKGLERROR
+               Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
        }
-#endif
-       varray_offset = varray_offsetnext = 0;
-#ifdef MESH_BATCH
-       gl_batchvertexfirst = 0;
-       gl_batchvertexcount = 0;
-       gl_batchelementcount = 0;
-#endif
+       else if (backendunits > 1)
+               Con_Printf("multitexture detected: texture units = %i\n", backendunits);
+       else
+               Con_Printf("singletexture\n");
+
+       GL_Backend_AllocArrays();
+
+       Con_Printf("OpenGL backend started.\n");
+
+       CHECKGLERROR
 
        backendactive = true;
 }
@@ -318,34 +197,24 @@ static void gl_backend_start(void)
 static void gl_backend_shutdown(void)
 {
        backendunits = 0;
+       backendimageunits = 0;
+       backendarrayunits = 0;
        backendactive = false;
 
-       Con_Printf("OpenGL Backend shutting down\n");
-
-#ifdef MESH_VAR
-       if (mesh_var)
-       {
-               CHECKGLERROR
-               qglDisableClientState(GL_VERTEX_ARRAY_RANGE_NV);
-               CHECKGLERROR
-       }
-#endif
+       Con_Print("OpenGL Backend shutting down\n");
 
        GL_Backend_FreeArrays();
 }
 
-void GL_Backend_ResizeArrays(int numvertices)
-{
-       Cvar_SetValueQuick(&gl_mesh_maxverts, numvertices);
-       GL_Backend_CheckCvars();
-       mesh_maxverts = gl_mesh_maxverts.integer;
-       GL_Backend_AllocArrays();
-}
-
 static void gl_backend_newmap(void)
 {
 }
 
+cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0"};
+cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20"};
+cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20"};
+cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20"};
+
 void gl_backend_init(void)
 {
        int i;
@@ -358,37 +227,31 @@ void gl_backend_init(void)
        }
 
        Cvar_RegisterVariable(&r_render);
+       Cvar_RegisterVariable(&r_waterwarp);
+       Cvar_RegisterVariable(&r_stereo_separation);
+       Cvar_RegisterVariable(&r_stereo_sidebyside);
+       Cvar_RegisterVariable(&r_stereo_redblue);
+       Cvar_RegisterVariable(&r_stereo_redcyan);
+       Cvar_RegisterVariable(&r_stereo_redgreen);
+       Cvar_RegisterVariable(&gl_polyblend);
        Cvar_RegisterVariable(&gl_dither);
        Cvar_RegisterVariable(&gl_lockarrays);
-       Cvar_RegisterVariable(&gl_delayfinish);
+       Cvar_RegisterVariable(&gl_paranoid);
+       Cvar_RegisterVariable(&gl_printcheckerror);
 #ifdef NORENDER
        Cvar_SetValue("r_render", 0);
 #endif
 
-       Cvar_RegisterVariable(&gl_mesh_maxverts);
-       Cvar_RegisterVariable(&gl_mesh_floatcolors);
        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);
-}
+       Cvar_RegisterVariable(&gl_mesh_testarrayelement);
+       Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
 
-void GL_SetupView_ViewPort (int x, int y, int width, int height)
-{
-       if (!r_render.integer)
-               return;
+       Cvar_RegisterVariable(&scr_zoomwindow);
+       Cvar_RegisterVariable(&scr_zoomwindow_viewsizex);
+       Cvar_RegisterVariable(&scr_zoomwindow_viewsizey);
+       Cvar_RegisterVariable(&scr_zoomwindow_fov);
 
-       // y is weird beause OpenGL is bottom to top, we use top to bottom
-       qglViewport(x, vid.realheight - (y + height), width, height);
-       CHECKGLERROR
+       R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
 }
 
 void GL_SetupView_Orientation_Identity (void)
@@ -397,20 +260,24 @@ void GL_SetupView_Orientation_Identity (void)
        memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
 }
 
-void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
+void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
 {
-       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]);
+       matrix4x4_t tempmatrix, basematrix;
+       Matrix4x4_Invert_Simple(&tempmatrix, matrix);
+       Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
+       Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
+       Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
+       //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
+       //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
+       //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
+       //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
        memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
 }
 
 void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
 {
        double xmax, ymax;
+       double m[16];
 
        if (!r_render.integer)
                return;
@@ -423,13 +290,30 @@ void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, doub
        ymax = zNear * tan(fovy * M_PI / 360.0);
        // set view pyramid
        qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
+       qglGetDoublev(GL_PROJECTION_MATRIX, m);
+       backend_projectmatrix.m[0][0] = m[0];
+       backend_projectmatrix.m[1][0] = m[1];
+       backend_projectmatrix.m[2][0] = m[2];
+       backend_projectmatrix.m[3][0] = m[3];
+       backend_projectmatrix.m[0][1] = m[4];
+       backend_projectmatrix.m[1][1] = m[5];
+       backend_projectmatrix.m[2][1] = m[6];
+       backend_projectmatrix.m[3][1] = m[7];
+       backend_projectmatrix.m[0][2] = m[8];
+       backend_projectmatrix.m[1][2] = m[9];
+       backend_projectmatrix.m[2][2] = m[10];
+       backend_projectmatrix.m[3][2] = m[11];
+       backend_projectmatrix.m[0][3] = m[12];
+       backend_projectmatrix.m[1][3] = m[13];
+       backend_projectmatrix.m[2][3] = m[14];
+       backend_projectmatrix.m[3][3] = m[15];
        qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
        GL_SetupView_Orientation_Identity();
 }
 
 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
 {
-       float nudge, m[16];
+       double nudge, m[16];
 
        if (!r_render.integer)
                return;
@@ -449,13 +333,13 @@ void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, dou
        m[ 7] = 0;
        m[ 8] = 0;
        m[ 9] = 0;
-       m[10] = -1 * nudge;
-       m[11] = -1 * nudge;
+       m[10] = -nudge;
+       m[11] = -1;
        m[12] = 0;
        m[13] = 0;
        m[14] = -2 * zNear * nudge;
        m[15] = 0;
-       qglLoadMatrixf(m);
+       qglLoadMatrixd(m);
        qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
        GL_SetupView_Orientation_Identity();
        backend_projectmatrix.m[0][0] = m[0];
@@ -478,6 +362,8 @@ void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, dou
 
 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
 {
+       double m[16];
+
        if (!r_render.integer)
                return;
 
@@ -485,6 +371,23 @@ void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double
        qglMatrixMode(GL_PROJECTION);CHECKGLERROR
        qglLoadIdentity();CHECKGLERROR
        qglOrtho(x1, x2, y2, y1, zNear, zFar);
+       qglGetDoublev(GL_PROJECTION_MATRIX, m);
+       backend_projectmatrix.m[0][0] = m[0];
+       backend_projectmatrix.m[1][0] = m[1];
+       backend_projectmatrix.m[2][0] = m[2];
+       backend_projectmatrix.m[3][0] = m[3];
+       backend_projectmatrix.m[0][1] = m[4];
+       backend_projectmatrix.m[1][1] = m[5];
+       backend_projectmatrix.m[2][1] = m[6];
+       backend_projectmatrix.m[3][1] = m[7];
+       backend_projectmatrix.m[0][2] = m[8];
+       backend_projectmatrix.m[1][2] = m[9];
+       backend_projectmatrix.m[2][2] = m[10];
+       backend_projectmatrix.m[3][2] = m[11];
+       backend_projectmatrix.m[0][3] = m[12];
+       backend_projectmatrix.m[1][3] = m[13];
+       backend_projectmatrix.m[2][3] = m[14];
+       backend_projectmatrix.m[3][3] = m[15];
        qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
        GL_SetupView_Orientation_Identity();
 }
@@ -492,58 +395,88 @@ void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double
 typedef struct gltextureunit_s
 {
        int t1d, t2d, t3d, tcubemap;
-       int arrayenabled, arrayis3d;
-       void *pointer_texcoord;
+       int arrayenabled;
+       unsigned int arraycomponents;
+       const void *pointer_texcoord;
        float rgbscale, alphascale;
        int combinergb, combinealpha;
        // FIXME: add more combine stuff
+       // texmatrixenabled exists only to avoid unnecessary texmatrix compares
+       int texmatrixenabled;
+       matrix4x4_t matrix;
 }
 gltextureunit_t;
 
-static struct
+static struct gl_state_s
 {
        int blendfunc1;
        int blendfunc2;
        int blend;
        GLboolean depthmask;
-       int depthdisable;
-       int unit;
-       int clientunit;
+       int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
+       int depthtest;
+       int scissortest;
+       unsigned int unit;
+       unsigned int clientunit;
        gltextureunit_t units[MAX_TEXTUREUNITS];
-       int colorarray;
        float color4f[4];
        int lockrange_first;
        int lockrange_count;
-       int pointervertexcount;
-       void *pointer_vertex;
-       void *pointer_color;
+       const void *pointer_vertex;
+       const void *pointer_color;
 }
 gl_state;
 
 void GL_SetupTextureState(void)
 {
-       int i;
+       unsigned int i;
        gltextureunit_t *unit;
-       for (i = 0;i < backendunits;i++)
+       CHECKGLERROR
+       gl_state.unit = MAX_TEXTUREUNITS;
+       gl_state.clientunit = MAX_TEXTUREUNITS;
+       for (i = 0;i < MAX_TEXTUREUNITS;i++)
        {
-               if (qglActiveTexture)
-                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));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->arraycomponents = 0;
                unit->pointer_texcoord = NULL;
                unit->rgbscale = 1;
                unit->alphascale = 1;
                unit->combinergb = GL_MODULATE;
                unit->combinealpha = GL_MODULATE;
+               unit->texmatrixenabled = false;
+               unit->matrix = r_identitymatrix;
+       }
+
+       for (i = 0;i < backendimageunits;i++)
+       {
+               GL_ActiveTexture(i);
+               qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
+               if (gl_texture3d)
+               {
+                       qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
+               }
+               if (gl_texturecubemap)
+               {
+                       qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
+               }
+       }
+
+       for (i = 0;i < backendarrayunits;i++)
+       {
+               GL_ClientActiveTexture(i);
+               qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
                qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-               qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]);CHECKGLERROR
+       }
+
+       for (i = 0;i < backendunits;i++)
+       {
+               GL_ActiveTexture(i);
                qglDisable(GL_TEXTURE_1D);CHECKGLERROR
                qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                if (gl_texture3d)
@@ -554,13 +487,16 @@ void GL_SetupTextureState(void)
                {
                        qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
                }
+               qglMatrixMode(GL_TEXTURE);
+               qglLoadIdentity();
+               qglMatrixMode(GL_MODELVIEW);
                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_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
                        qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
                        qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
                        qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
@@ -579,96 +515,175 @@ void GL_SetupTextureState(void)
                        qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
                }
        }
+       CHECKGLERROR
 }
 
 void GL_Backend_ResetState(void)
 {
        memset(&gl_state, 0, sizeof(gl_state));
-       gl_state.depthdisable = false;
+       gl_state.depthtest = true;
        gl_state.blendfunc1 = GL_ONE;
        gl_state.blendfunc2 = GL_ZERO;
        gl_state.blend = false;
        gl_state.depthmask = GL_TRUE;
-       gl_state.colorarray = false;
+       gl_state.colormask = 15;
        gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
        gl_state.lockrange_first = 0;
        gl_state.lockrange_count = 0;
-       gl_state.pointervertexcount = 0;
        gl_state.pointer_vertex = NULL;
        gl_state.pointer_color = NULL;
 
        CHECKGLERROR
-       qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
-       qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
 
+       qglColorMask(1, 1, 1, 1);
        qglEnable(GL_CULL_FACE);CHECKGLERROR
        qglCullFace(GL_FRONT);CHECKGLERROR
        qglEnable(GL_DEPTH_TEST);CHECKGLERROR
        qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
        qglDisable(GL_BLEND);CHECKGLERROR
        qglDepthMask(gl_state.depthmask);CHECKGLERROR
-       qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_vertex3f);CHECKGLERROR
+
+       qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
        qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
-       if (gl_mesh_floatcolors.integer)
+
+       qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
+       qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+
+       GL_Color(0, 0, 0, 0);
+       GL_Color(1, 1, 1, 1);
+
+       GL_SetupTextureState();
+}
+
+void GL_ActiveTexture(unsigned int num)
+{
+       if (gl_state.unit != num)
        {
-               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_buf_color4f);CHECKGLERROR
+               gl_state.unit = num;
+               if (qglActiveTexture)
+               {
+                       qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
+                       CHECKGLERROR
+               }
        }
-       else
+}
+
+void GL_ClientActiveTexture(unsigned int num)
+{
+       if (gl_state.clientunit != num)
        {
-               qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_buf_color4b);CHECKGLERROR
+               gl_state.clientunit = num;
+               if (qglActiveTexture)
+               {
+                       qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
+                       CHECKGLERROR
+               }
        }
-       GL_Color(0, 0, 0, 0);
-       GL_Color(1, 1, 1, 1);
+}
 
-       GL_SetupTextureState();
+void GL_BlendFunc(int blendfunc1, int blendfunc2)
+{
+       if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
+       {
+               if (r_showtrispass)
+                       return;
+               qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
+               if (gl_state.blendfunc2 == GL_ZERO)
+               {
+                       if (gl_state.blendfunc1 == GL_ONE)
+                       {
+                               if (gl_state.blend)
+                               {
+                                       gl_state.blend = 0;
+                                       qglDisable(GL_BLEND);CHECKGLERROR
+                               }
+                       }
+                       else
+                       {
+                               if (!gl_state.blend)
+                               {
+                                       gl_state.blend = 1;
+                                       qglEnable(GL_BLEND);CHECKGLERROR
+                               }
+                       }
+               }
+               else
+               {
+                       if (!gl_state.blend)
+                       {
+                               gl_state.blend = 1;
+                               qglEnable(GL_BLEND);CHECKGLERROR
+                       }
+               }
+       }
 }
 
-void GL_UseColorArray(void)
+void GL_DepthMask(int state)
 {
-       if (!gl_state.colorarray)
+       if (gl_state.depthmask != state)
        {
-#ifdef MESH_BATCH
-               if (gl_batchelementcount)
-                       R_Mesh_EndBatch();
-#endif
-               gl_state.colorarray = true;
-               qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+               if (r_showtrispass)
+                       return;
+               qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
+       }
+}
+
+void GL_DepthTest(int state)
+{
+       if (gl_state.depthtest != state)
+       {
+               if (r_showtrispass)
+                       return;
+               gl_state.depthtest = state;
+               if (gl_state.depthtest)
+               {
+                       qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+               }
+               else
+               {
+                       qglDisable(GL_DEPTH_TEST);CHECKGLERROR
+               }
+       }
+}
+
+void GL_ColorMask(int r, int g, int b, int a)
+{
+       int state = r*8 + g*4 + b*2 + a*1;
+       if (gl_state.colormask != state)
+       {
+               if (r_showtrispass)
+                       return;
+               gl_state.colormask = state;
+               qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
        }
 }
 
 void GL_Color(float cr, float cg, float cb, float ca)
 {
-       if (gl_state.colorarray)
+       if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
        {
-#ifdef MESH_BATCH
-               if (gl_batchelementcount)
-                       R_Mesh_EndBatch();
-#endif
-               gl_state.colorarray = false;
-               qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+               if (r_showtrispass)
+                       return;
                gl_state.color4f[0] = cr;
                gl_state.color4f[1] = cg;
                gl_state.color4f[2] = cb;
                gl_state.color4f[3] = ca;
-               qglColor4f(cr, cg, cb, ca);
-       }
-       else
-       {
-               if (gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
-               {
-#ifdef MESH_BATCH
-                       if (gl_batchelementcount)
-                               R_Mesh_EndBatch();
-#endif
-                       gl_state.color4f[0] = cr;
-                       gl_state.color4f[1] = cg;
-                       gl_state.color4f[2] = cb;
-                       gl_state.color4f[3] = ca;
-                       qglColor4f(cr, cg, cb, ca);
-               }
+               CHECKGLERROR
+               qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
+               CHECKGLERROR
        }
 }
 
+void GL_ShowTrisColor(float cr, float cg, float cb, float ca)
+{
+       if (!r_showtrispass)
+               return;
+       r_showtrispass = false;
+       GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca);
+       r_showtrispass = true;
+}
+
+
 void GL_LockArrays(int first, int count)
 {
        if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
@@ -680,7 +695,7 @@ void GL_LockArrays(int first, int count)
                        qglUnlockArraysEXT();
                        CHECKGLERROR
                }
-               if (count && gl_supportslockarrays && gl_lockarrays.integer)
+               if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
                {
                        gl_state.lockrange_first = first;
                        gl_state.lockrange_count = count;
@@ -691,6 +706,33 @@ void GL_LockArrays(int first, int count)
        }
 }
 
+void GL_Scissor (int x, int y, int width, int height)
+{
+       CHECKGLERROR
+       qglScissor(x, vid.height - (y + height),width,height);
+       CHECKGLERROR
+}
+
+void GL_ScissorTest(int state)
+{
+       if(gl_state.scissortest == state)
+               return;
+
+       CHECKGLERROR
+       if((gl_state.scissortest = state))
+               qglEnable(GL_SCISSOR_TEST);
+       else
+               qglDisable(GL_SCISSOR_TEST);
+       CHECKGLERROR
+}
+
+void GL_Clear(int mask)
+{
+       if (r_showtrispass)
+               return;
+       qglClear(mask);CHECKGLERROR
+}
+
 void GL_TransformToScreen(const vec4_t in, vec4_t out)
 {
        vec4_t temp;
@@ -698,256 +740,283 @@ void GL_TransformToScreen(const vec4_t in, vec4_t out)
        Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
        Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
        iw = 1.0f / out[3];
-       out[0] = r_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;
+       out[0] = r_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f;
+       out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f;
+       out[2] = r_view_z + (out[2] * iw + 1.0f) * r_view_depth * 0.5f;
 }
 
 // called at beginning of frame
 void R_Mesh_Start(void)
 {
        BACKENDACTIVECHECK
+       CHECKGLERROR
+       GL_Backend_ResetState();
+}
 
+unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
+{
+       GLint vertexshadercompiled, fragmentshadercompiled, programlinked;
+       GLuint vertexshaderobject, fragmentshaderobject, programobject = 0;
+       char compilelog[4096];
        CHECKGLERROR
 
-       GL_Backend_CheckCvars();
-       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);
+       programobject = qglCreateProgramObjectARB();
+       CHECKGLERROR
+       if (!programobject)
+               return 0;
 
-       GL_Backend_ResetState();
-#ifdef MESH_VAR
-       if (!mesh_var)
+       if (vertexstrings_count)
        {
-               gl_batchvertexfirst = gl_batchvertexcount = gl_batchelementcount = 0;
-               varray_offset = varray_offsetnext = 0;
+               CHECKGLERROR
+               vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
+               if (!vertexshaderobject)
+               {
+                       qglDeleteObjectARB(programobject);
+                       CHECKGLERROR
+                       return 0;
+               }
+               qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL);
+               qglCompileShaderARB(vertexshaderobject);
+               CHECKGLERROR
+               qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);
+               qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);
+               if (compilelog[0])
+                       Con_Printf("vertex shader compile log:\n%s\n", compilelog);
+               if (!vertexshadercompiled)
+               {
+                       qglDeleteObjectARB(programobject);
+                       qglDeleteObjectARB(vertexshaderobject);
+                       CHECKGLERROR
+                       return 0;
+               }
+               qglAttachObjectARB(programobject, vertexshaderobject);
+               qglDeleteObjectARB(vertexshaderobject);
+               CHECKGLERROR
        }
-#else
-       varray_offset = varray_offsetnext = 0;
-#endif
-}
-
-int gl_backend_rebindtextures;
-
-void GL_ConvertColorsFloatToByte(int first, int count)
-{
-       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
-       color4fi = (void *)(varray_buf_color4f + first * 4);
-       for (i = 0;i < count;i++, color4fi++)
+       if (fragmentstrings_count)
        {
-               color4fi->f[0] += 32768.0f;
-               color4fi->f[1] += 32768.0f;
-               color4fi->f[2] += 32768.0f;
-               color4fi->f[3] += 32768.0f;
+               CHECKGLERROR
+               fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
+               if (!fragmentshaderobject)
+               {
+                       qglDeleteObjectARB(programobject);
+                       CHECKGLERROR
+                       return 0;
+               }
+               qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL);
+               qglCompileShaderARB(fragmentshaderobject);
+               CHECKGLERROR
+               qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);
+               qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);
+               if (compilelog[0])
+                       Con_Printf("fragment shader compile log:\n%s\n", compilelog);
+               if (!fragmentshadercompiled)
+               {
+                       qglDeleteObjectARB(programobject);
+                       qglDeleteObjectARB(fragmentshaderobject);
+                       CHECKGLERROR
+                       return 0;
+               }
+               qglAttachObjectARB(programobject, fragmentshaderobject);
+               qglDeleteObjectARB(fragmentshaderobject);
+               CHECKGLERROR
        }
 
-       // then read as integer and kill float bits...
-       color4fi = (void *)(varray_buf_color4f + first * 4);
-       color4b = (void *)(varray_buf_color4b + first * 4);
-       for (i = 0;i < count;i++, color4fi++, color4b++)
+       qglLinkProgramARB(programobject);
+       CHECKGLERROR
+       qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);
+       qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);
+       if (compilelog[0])
        {
-               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);
+               Con_Printf("program link log:\n%s\n", compilelog);
+               // software vertex shader is ok but software fragment shader is WAY
+               // too slow, fail program if so.
+               // NOTE: this string might be ATI specific, but that's ok because the
+               // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
+               // software fragment shader due to low instruction and dependent
+               // texture limits.
+               if (strstr(compilelog, "fragment shader will run in software"))
+                       programlinked = false;
        }
-}
-
-/*
-// enlarges geometry buffers if they are too small
-void _R_Mesh_ResizeCheck(int numverts)
-{
-       if (numverts > mesh_maxverts)
+       CHECKGLERROR
+       if (!programlinked)
        {
-               BACKENDACTIVECHECK
-               GL_Backend_ResizeArrays(numverts + 100);
-               GL_Backend_ResetState();
+               qglDeleteObjectARB(programobject);
+               return 0;
        }
+       CHECKGLERROR
+       return programobject;
 }
-*/
 
-void R_Mesh_EndBatch(void)
+void GL_Backend_FreeProgram(unsigned int prog)
 {
-#ifdef MESH_BATCH
-       if (gl_batchelementcount)
-       {
-               if (gl_state.pointervertexcount)
-                       Host_Error("R_Mesh_EndBatch: called with pointers enabled\n");
-
-               if (gl_state.colorarray && !gl_mesh_floatcolors.integer && gl_state.pointer_color == NULL)
-                       GL_ConvertColorsFloatToByte(gl_batchvertexfirst, gl_batchvertexcount);
-               if (r_render.integer)
-               {
-                       //int i;for (i = 0;i < gl_batchelementcount;i++) if (varray_buf_elements3i[i] < gl_batchvertexfirst || varray_buf_elements3i[i] >= (gl_batchvertexfirst + gl_batchvertexcount)) Host_Error("R_Mesh_EndBatch: invalid element #%i (value %i) outside range %i-%i\n", i, varray_buf_elements3i[i], gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount);
-                       CHECKGLERROR
-                       GL_LockArrays(gl_batchvertexfirst, gl_batchvertexcount);
-                       if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
-                       {
-                               qglDrawRangeElements(GL_TRIANGLES, gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);CHECKGLERROR
-                       }
-                       else
-                       {
-                               qglDrawElements(GL_TRIANGLES, gl_batchelementcount, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);CHECKGLERROR
-                       }
-                       GL_LockArrays(0, 0);
-               }
-               gl_batchelementcount = 0;
-               gl_batchvertexcount = 0;
-       }
-#endif
+       CHECKGLERROR
+       qglDeleteObjectARB(prog);
+       CHECKGLERROR
 }
 
+int gl_backend_rebindtextures;
+
 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
 {
        int i;
-       //if (offset)
+       if (offset)
+       {
                for (i = 0;i < count;i++)
                        *out++ = *in++ + offset;
-       //else
-       //      memcpy(out, in, sizeof(*out) * count);
+       }
+       else
+               memcpy(out, in, sizeof(*out) * count);
 }
 
-// gets vertex buffer space for use with a following R_Mesh_Draw
-// (can be multiple Draw calls per GetSpace)
-void R_Mesh_GetSpace(int numverts)
+// renders triangles using vertices from the active arrays
+int paranoidblah = 0;
+void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements)
 {
-       int i;
-
-       if (gl_state.pointervertexcount)
-               Host_Error("R_Mesh_GetSpace: called with pointers enabled\n");
-       if (gl_state.lockrange_count)
-               Host_Error("R_Mesh_GetSpace: called with arrays locked\n");
-
-       varray_offset = varray_offsetnext;
-       if (varray_offset + numverts > mesh_maxverts)
-       {
-               //Con_Printf("R_Mesh_GetSpace: vertex buffer wrap\n");
-#ifdef MESH_BATCH
-               if (gl_batchelementcount)
-                       R_Mesh_EndBatch();
-#endif
-               varray_offset = 0;
-#ifdef MESH_VAR
-               if (mesh_var)
-               {
-                       CHECKGLERROR
-                       qglFlushVertexArrayRangeNV();
-                       CHECKGLERROR
-               }
-#endif
-               if (numverts > mesh_maxverts)
-               {
-                       GL_Backend_ResizeArrays(numverts + 100);
-                       GL_Backend_ResetState();
-               }
-       }
-
-/*
-#ifdef MESH_BATCH
-       if (gl_mesh_batching.integer)
-       {
-               if (gl_batchvertexcount == 0)
-                       gl_batchvertexfirst = varray_offset;
-               gl_batchvertexcount += numverts;
-       }
-#endif
-*/
-       varray_vertex3f = varray_buf_vertex3f + varray_offset * 3;
-       varray_color4f = varray_buf_color4f + varray_offset * 4;
-       for (i = 0;i < backendunits;i++)
+       unsigned int numelements = numtriangles * 3;
+       if (numvertices < 3 || numtriangles < 1)
        {
-               varray_texcoord3f[i] = varray_buf_texcoord3f[i] + varray_offset * 3;
-               varray_texcoord2f[i] = varray_buf_texcoord2f[i] + varray_offset * 2;
+               Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements);
+               return;
        }
-
-       varray_offsetnext = varray_offset + numverts;
-}
-
-// renders triangles using vertices from the most recent GetSpace call
-// (can be multiple Draw calls per GetSpace)
-void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
-{
-       int numelements = numtriangles * 3;
-       if (numtriangles == 0 || numverts == 0)
+       //CHECKGLERROR
+       if (r_showtrispass)
        {
-               Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
+               R_Mesh_Draw_ShowTris(firstvertex, numvertices, numtriangles, elements);
                return;
        }
-       c_meshs++;
-       c_meshelements += numelements;
-       CHECKGLERROR
-       if (gl_state.pointervertexcount)
+       renderstats.meshes++;
+       renderstats.meshes_elements += numelements;
+       if (gl_paranoid.integer)
        {
-#ifdef MESH_BATCH
-               if (gl_batchelementcount)
-                       R_Mesh_EndBatch();
-#endif
-               if (r_render.integer)
+               unsigned int i, j, size;
+               const int *p;
+               if (!qglIsEnabled(GL_VERTEX_ARRAY))
+                       Con_Print("R_Mesh_Draw: vertex array not enabled\n");
+               for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
+                       paranoidblah += *p;
+               if (gl_state.pointer_color)
                {
-                       GL_LockArrays(0, gl_state.pointervertexcount);
-                       if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
-                       {
-                               qglDrawRangeElements(GL_TRIANGLES, 0, gl_state.pointervertexcount, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
-                       }
-                       else
-                       {
-                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
-                       }
-                       GL_LockArrays(0, 0);
+                       if (!qglIsEnabled(GL_COLOR_ARRAY))
+                               Con_Print("R_Mesh_Draw: color array set but not enabled\n");
+                       for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
+                               paranoidblah += *p;
                }
-       }
-#ifdef MESH_BATCH
-       else if (gl_mesh_batching.integer)
-       {
-               if (mesh_maxelements < gl_batchelementcount + numelements)
+               for (i = 0;i < backendarrayunits;i++)
                {
-                       //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 (gl_state.units[i].arrayenabled)
+                       {
+                               GL_ClientActiveTexture(i);
+                               if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
+                                       Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
+                               for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
+                                       paranoidblah += *p;
+                       }
                }
-               if (varray_offset < gl_batchvertexfirst && gl_batchelementcount)
-                       R_Mesh_EndBatch();
-               if (gl_batchelementcount == 0)
+               for (i = 0;i < (unsigned int) numtriangles * 3;i++)
                {
-                       gl_batchvertexfirst = varray_offset;
-                       gl_batchvertexcount = 0;
+                       if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices)
+                       {
+                               Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices);
+                               return;
+                       }
                }
-               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);}
+               CHECKGLERROR
        }
-#endif
-       else
+       if (r_render.integer)
        {
-               GL_Backend_RenumberElements(varray_buf_elements3i, numelements, elements, varray_offset);
-               if (r_render.integer)
+               CHECKGLERROR
+               if (gl_mesh_testmanualfeeding.integer)
                {
-                       GL_LockArrays(varray_offset, numverts);
-                       if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+                       unsigned int i, j;
+                       const GLfloat *p;
+                       qglBegin(GL_TRIANGLES);
+                       for (i = 0;i < (unsigned int) numtriangles * 3;i++)
                        {
-                               qglDrawRangeElements(GL_TRIANGLES, varray_offset, varray_offset + numverts, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR
+                               for (j = 0;j < backendarrayunits;j++)
+                               {
+                                       if (gl_state.units[j].pointer_texcoord)
+                                       {
+                                               if (backendarrayunits > 1)
+                                               {
+                                                       if (gl_state.units[j].arraycomponents == 4)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
+                                                               qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
+                                                       }
+                                                       else if (gl_state.units[j].arraycomponents == 3)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
+                                                               qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
+                                                       }
+                                                       else if (gl_state.units[j].arraycomponents == 2)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
+                                                               qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
+                                                       }
+                                                       else
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
+                                                               qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
+                                                       }
+                                               }
+                                               else
+                                               {
+                                                       if (gl_state.units[j].arraycomponents == 4)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
+                                                               qglTexCoord4f(p[0], p[1], p[2], p[3]);
+                                                       }
+                                                       else if (gl_state.units[j].arraycomponents == 3)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
+                                                               qglTexCoord3f(p[0], p[1], p[2]);
+                                                       }
+                                                       else if (gl_state.units[j].arraycomponents == 2)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
+                                                               qglTexCoord2f(p[0], p[1]);
+                                                       }
+                                                       else
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
+                                                               qglTexCoord1f(p[0]);
+                                                       }
+                                               }
+                                       }
+                               }
+                               if (gl_state.pointer_color)
+                               {
+                                       p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
+                                       qglColor4f(p[0], p[1], p[2], p[3]);
+                               }
+                               p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3;
+                               qglVertex3f(p[0], p[1], p[2]);
                        }
-                       else
+                       qglEnd();
+                       CHECKGLERROR
+               }
+               else if (gl_mesh_testarrayelement.integer)
+               {
+                       int i;
+                       qglBegin(GL_TRIANGLES);
+                       for (i = 0;i < numtriangles * 3;i++)
                        {
-                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR
+                               qglArrayElement(elements[i]);
                        }
-                       GL_LockArrays(0, 0);
+                       qglEnd();
+                       CHECKGLERROR
+               }
+               else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+               {
+                       qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements);
+                       CHECKGLERROR
+               }
+               else
+               {
+                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);
+                       CHECKGLERROR
                }
        }
 }
@@ -955,21 +1024,34 @@ void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
 // restores backend state, used when done with 3D rendering
 void R_Mesh_Finish(void)
 {
-       int i;
+       unsigned int i;
        BACKENDACTIVECHECK
-#ifdef MESH_BATCH
-       if (gl_batchelementcount)
-               R_Mesh_EndBatch();
-#endif
+       CHECKGLERROR
        GL_LockArrays(0, 0);
+       CHECKGLERROR
 
-       for (i = backendunits - 1;i >= 0;i--)
+       for (i = 0;i < backendimageunits;i++)
        {
-               if (qglActiveTexture)
-                       qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
-               if (qglClientActiveTexture)
-                       qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+               GL_ActiveTexture(i);
+               qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
+               if (gl_texture3d)
+               {
+                       qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
+               }
+               if (gl_texturecubemap)
+               {
+                       qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
+               }
+       }
+       for (i = 0;i < backendarrayunits;i++)
+       {
+               GL_ActiveTexture(backendarrayunits - 1 - i);
                qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+       }
+       for (i = 0;i < backendunits;i++)
+       {
+               GL_ActiveTexture(backendunits - 1 - i);
                qglDisable(GL_TEXTURE_1D);CHECKGLERROR
                qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                if (gl_texture3d)
@@ -1000,10 +1082,6 @@ 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);
@@ -1011,386 +1089,578 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix)
        }
 }
 
-// sets up the requested state
-void R_Mesh_MainState(const rmeshstate_t *m)
+void R_Mesh_VertexPointer(const float *vertex3f)
 {
-       void *p;
-       BACKENDACTIVECHECK
+       if (gl_state.pointer_vertex != vertex3f)
+       {
+               gl_state.pointer_vertex = vertex3f;
+               CHECKGLERROR
+               qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
+               CHECKGLERROR
+       }
+}
 
-       if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
+void R_Mesh_ColorPointer(const float *color4f)
+{
+       if (r_showtrispass)
+               return;
+       if (gl_state.pointer_color != color4f)
        {
-#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)
+               CHECKGLERROR
+               if (!gl_state.pointer_color)
                {
-                       if (gl_state.blendfunc1 == GL_ONE)
+                       qglEnableClientState(GL_COLOR_ARRAY);
+                       CHECKGLERROR
+               }
+               else if (!color4f)
+               {
+                       qglDisableClientState(GL_COLOR_ARRAY);
+                       CHECKGLERROR
+                       // when color array is on the glColor gets trashed, set it again
+                       qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
+                       CHECKGLERROR
+               }
+               gl_state.pointer_color = color4f;
+               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
+               CHECKGLERROR
+       }
+}
+
+void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (r_showtrispass)
+               return;
+       // update array settings
+       if (texcoord)
+       {
+               // texcoord array
+               if (unit->pointer_texcoord != texcoord || unit->arraycomponents != numcomponents)
+               {
+                       unit->pointer_texcoord = texcoord;
+                       unit->arraycomponents = numcomponents;
+                       GL_ClientActiveTexture(unitnum);
+                       qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord);
+                       CHECKGLERROR
+               }
+               // texture array unit is enabled, enable the array
+               if (!unit->arrayenabled)
+               {
+                       unit->arrayenabled = true;
+                       GL_ClientActiveTexture(unitnum);
+                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               }
+       }
+       else
+       {
+               // texture array unit is disabled, disable the array
+               if (unit->arrayenabled)
+               {
+                       unit->arrayenabled = false;
+                       GL_ClientActiveTexture(unitnum);
+                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               }
+       }
+}
+
+void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendimageunits)
+               return;
+       if (r_showtrispass)
+               return;
+       // update 1d texture binding
+       if (unit->t1d != tex1d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (tex1d)
                        {
-                               if (gl_state.blend)
-                               {
-                                       gl_state.blend = 0;
-                                       qglDisable(GL_BLEND);CHECKGLERROR
-                               }
+                               if (unit->t1d == 0)
+                                       qglEnable(GL_TEXTURE_1D);
                        }
                        else
                        {
-                               if (!gl_state.blend)
-                               {
-                                       gl_state.blend = 1;
-                                       qglEnable(GL_BLEND);CHECKGLERROR
-                               }
+                               if (unit->t1d)
+                                       qglDisable(GL_TEXTURE_1D);
                        }
                }
-               else
+               unit->t1d = tex1d;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+               CHECKGLERROR
+       }
+       // update 2d texture binding
+       if (unit->t2d != tex2d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       if (!gl_state.blend)
+                       if (tex2d)
                        {
-                               gl_state.blend = 1;
-                               qglEnable(GL_BLEND);CHECKGLERROR
+                               if (unit->t2d == 0)
+                                       qglEnable(GL_TEXTURE_2D);
+                       }
+                       else
+                       {
+                               if (unit->t2d)
+                                       qglDisable(GL_TEXTURE_2D);
                        }
                }
+               unit->t2d = tex2d;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+               CHECKGLERROR
        }
-       if (gl_state.depthdisable != m->depthdisable)
+       // update 3d texture binding
+       if (unit->t3d != tex3d)
        {
-#ifdef MESH_BATCH
-               if (gl_batchelementcount)
-                       R_Mesh_EndBatch();
-#endif
-               gl_state.depthdisable = m->depthdisable;
-               if (gl_state.depthdisable)
-                       qglDisable(GL_DEPTH_TEST);
-               else
-                       qglEnable(GL_DEPTH_TEST);
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (tex3d)
+                       {
+                               if (unit->t3d == 0)
+                                       qglEnable(GL_TEXTURE_3D);
+                       }
+                       else
+                       {
+                               if (unit->t3d)
+                                       qglDisable(GL_TEXTURE_3D);
+                       }
+               }
+               unit->t3d = tex3d;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+               CHECKGLERROR
        }
-       if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
+       // update cubemap texture binding
+       if (unit->tcubemap != texcubemap)
        {
-#ifdef MESH_BATCH
-               if (gl_batchelementcount)
-                       R_Mesh_EndBatch();
-#endif
-               qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (texcubemap)
+                       {
+                               if (unit->tcubemap == 0)
+                                       qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
+                       }
+                       else
+                       {
+                               if (unit->tcubemap)
+                                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+                       }
+               }
+               unit->tcubemap = texcubemap;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
+               CHECKGLERROR
        }
+}
 
-       if (gl_state.pointervertexcount != m->pointervertexcount)
+void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendimageunits)
+               return;
+       if (r_showtrispass)
+               return;
+       // update 1d texture binding
+       if (unit->t1d != texnum)
        {
-#ifdef MESH_BATCH
-               if (gl_batchelementcount)
-                       R_Mesh_EndBatch();
-#endif
-               gl_state.pointervertexcount = m->pointervertexcount;
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (texnum)
+                       {
+                               if (unit->t1d == 0)
+                                       qglEnable(GL_TEXTURE_1D);
+                       }
+                       else
+                       {
+                               if (unit->t1d)
+                                       qglDisable(GL_TEXTURE_1D);
+                       }
+               }
+               unit->t1d = texnum;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+               CHECKGLERROR
        }
-
-       p = gl_state.pointervertexcount ? m->pointer_vertex : NULL;
-       if (gl_state.pointer_vertex != p)
+       // update 2d texture binding
+       if (unit->t2d)
        {
-#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
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t2d)
+                               qglDisable(GL_TEXTURE_2D);
+               }
+               unit->t2d = 0;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+               CHECKGLERROR
        }
-
-       if (gl_state.colorarray)
+       // update 3d texture binding
+       if (unit->t3d)
        {
-               p = gl_state.pointervertexcount ? m->pointer_color : NULL;
-               if (gl_state.pointer_color != p)
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-#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
+                       if (unit->t3d)
+                               qglDisable(GL_TEXTURE_3D);
+               }
+               unit->t3d = 0;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+               CHECKGLERROR
+       }
+       // update cubemap texture binding
+       if (unit->tcubemap)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->tcubemap)
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
                }
+               unit->tcubemap = 0;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
+               CHECKGLERROR
        }
 }
 
-void R_Mesh_TextureState(const rmeshstate_t *m)
+void R_Mesh_TexBind(unsigned int unitnum, int texnum)
 {
-       int i, combinergb, combinealpha;
-       float scale;
-       gltextureunit_t *unit;
-       void *p;
-
-       BACKENDACTIVECHECK
-
-       if (gl_backend_rebindtextures)
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendimageunits)
+               return;
+       if (r_showtrispass)
+               return;
+       // update 1d texture binding
+       if (unit->t1d)
        {
-               gl_backend_rebindtextures = false;
-               GL_SetupTextureState();
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t1d)
+                               qglDisable(GL_TEXTURE_1D);
+               }
+               unit->t1d = 0;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+               CHECKGLERROR
        }
-
-       for (i = 0;i < backendunits;i++)
+       // update 2d texture binding
+       if (unit->t2d != texnum)
        {
-               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])
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       if (m->tex3d[i] || m->texcubemap[i])
-                       {
-                               if (!unit->arrayis3d)
-                               {
-#ifdef MESH_BATCH
-                                       if (gl_batchelementcount)
-                                               R_Mesh_EndBatch();
-#endif
-                                       unit->arrayis3d = true;
-                                       if (gl_state.clientunit != i)
-                                       {
-                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
-                                       }
-                                       qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_texcoord3f[i]);
-                               }
-                               if (!unit->arrayenabled)
-                               {
-#ifdef MESH_BATCH
-                                       if (gl_batchelementcount)
-                                               R_Mesh_EndBatch();
-#endif
-                                       unit->arrayenabled = true;
-                                       if (gl_state.clientunit != i)
-                                       {
-                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
-                                       }
-                                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                               }
-                       }
-                       else if (m->tex1d[i] || m->tex[i])
+                       if (texnum)
                        {
-                               if (unit->arrayis3d)
-                               {
-#ifdef MESH_BATCH
-                                       if (gl_batchelementcount)
-                                               R_Mesh_EndBatch();
-#endif
-                                       unit->arrayis3d = false;
-                                       if (gl_state.clientunit != i)
-                                       {
-                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
-                                       }
-                                       qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]);
-                               }
-                               if (!unit->arrayenabled)
-                               {
-#ifdef MESH_BATCH
-                                       if (gl_batchelementcount)
-                                               R_Mesh_EndBatch();
-#endif
-                                       unit->arrayenabled = true;
-                                       if (gl_state.clientunit != i)
-                                       {
-                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
-                                       }
-                                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                               }
+                               if (unit->t2d == 0)
+                                       qglEnable(GL_TEXTURE_2D);
                        }
                        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
-                                       }
-                                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                               }
+                               if (unit->t2d)
+                                       qglDisable(GL_TEXTURE_2D);
                        }
-                       if (unit->t1d != m->tex1d[i])
+               }
+               unit->t2d = texnum;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+               CHECKGLERROR
+       }
+       // update 3d texture binding
+       if (unit->t3d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t3d)
+                               qglDisable(GL_TEXTURE_3D);
+               }
+               unit->t3d = 0;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+               CHECKGLERROR
+       }
+       // update cubemap texture binding
+       if (unit->tcubemap != 0)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->tcubemap)
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+               }
+               unit->tcubemap = 0;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
+               CHECKGLERROR
+       }
+}
+
+void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendimageunits)
+               return;
+       if (r_showtrispass)
+               return;
+       // update 1d texture binding
+       if (unit->t1d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t1d)
+                               qglDisable(GL_TEXTURE_1D);
+               }
+               unit->t1d = 0;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+               CHECKGLERROR
+       }
+       // update 2d texture binding
+       if (unit->t2d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t2d)
+                               qglDisable(GL_TEXTURE_2D);
+               }
+               unit->t2d = 0;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+               CHECKGLERROR
+       }
+       // update 3d texture binding
+       if (unit->t3d != texnum)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (texnum)
                        {
-#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->t3d == 0)
+                                       qglEnable(GL_TEXTURE_3D);
                        }
-                       if (unit->t2d != m->tex[i])
+                       else
                        {
-#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)
+                                       qglDisable(GL_TEXTURE_3D);
                        }
-                       if (unit->t3d != m->tex3d[i])
+               }
+               unit->t3d = texnum;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+               CHECKGLERROR
+       }
+       // update cubemap texture binding
+       if (unit->tcubemap != 0)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->tcubemap)
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+               }
+               unit->tcubemap = 0;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
+               CHECKGLERROR
+       }
+}
+
+void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendimageunits)
+               return;
+       if (r_showtrispass)
+               return;
+       // update 1d texture binding
+       if (unit->t1d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t1d)
+                               qglDisable(GL_TEXTURE_1D);
+               }
+               unit->t1d = 0;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+               CHECKGLERROR
+       }
+       // update 2d texture binding
+       if (unit->t2d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t2d)
+                               qglDisable(GL_TEXTURE_2D);
+               }
+               unit->t2d = 0;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+               CHECKGLERROR
+       }
+       // update 3d texture binding
+       if (unit->t3d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t3d)
+                               qglDisable(GL_TEXTURE_3D);
+               }
+               unit->t3d = 0;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+               CHECKGLERROR
+       }
+       // update cubemap texture binding
+       if (unit->tcubemap != texnum)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (texnum)
                        {
-#ifdef MESH_BATCH
-                               if (gl_batchelementcount)
-                                       R_Mesh_EndBatch();
-#endif
-                               if (gl_state.unit != i)
-                               {
-                                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
-                               }
-                               if (m->tex3d[i])
-                               {
-                                       if (unit->t3d == 0)
-                                               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 == 0)
+                                       qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
                        }
-                       if (unit->tcubemap != m->texcubemap[i])
+                       else
                        {
-#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
+                               if (unit->tcubemap)
+                                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
                        }
                }
-               combinergb = m->texcombinergb[i];
+               unit->tcubemap = texnum;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
+               CHECKGLERROR
+       }
+}
+
+void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (r_showtrispass)
+               return;
+       if (matrix->m[3][3])
+       {
+               // texmatrix specified, check if it is different
+               if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
+               {
+                       matrix4x4_t tempmatrix;
+                       unit->texmatrixenabled = true;
+                       unit->matrix = *matrix;
+                       Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
+                       qglMatrixMode(GL_TEXTURE);
+                       GL_ActiveTexture(unitnum);
+                       qglLoadMatrixf(&tempmatrix.m[0][0]);
+                       qglMatrixMode(GL_MODELVIEW);
+               }
+       }
+       else
+       {
+               // no texmatrix specified, revert to identity
+               if (unit->texmatrixenabled)
+               {
+                       unit->texmatrixenabled = false;
+                       qglMatrixMode(GL_TEXTURE);
+                       GL_ActiveTexture(unitnum);
+                       qglLoadIdentity();
+                       qglMatrixMode(GL_MODELVIEW);
+               }
+       }
+}
+
+void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (r_showtrispass)
+               return;
+       if (gl_combine.integer)
+       {
+               // GL_ARB_texture_env_combine
                if (!combinergb)
                        combinergb = GL_MODULATE;
+               if (!combinealpha)
+                       combinealpha = GL_MODULATE;
+               if (!rgbscale)
+                       rgbscale = 1;
+               if (!alphascale)
+                       alphascale = 1;
                if (unit->combinergb != combinergb)
                {
-#ifdef MESH_BATCH
-                       if (gl_batchelementcount)
-                               R_Mesh_EndBatch();
-#endif
-                       if (gl_state.unit != i)
-                       {
-                               qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
-                       }
                        unit->combinergb = combinergb;
-                       if (gl_combine.integer)
-                       {
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
-                       }
-                       else
-                       {
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
-                       }
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, 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
-                       }
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
                }
-               scale = max(m->texrgbscale[i], 1);
-               if (gl_state.units[i].rgbscale != scale)
+               if (unit->rgbscale != rgbscale)
                {
-#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
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
                }
-               scale = max(m->texalphascale[i], 1);
-               if (gl_state.units[i].alphascale != scale)
+               if (unit->alphascale != alphascale)
                {
-#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
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
                }
-               if (unit->arrayenabled)
+       }
+       else
+       {
+               // normal GL texenv
+               if (!combinergb)
+                       combinergb = GL_MODULATE;
+               if (unit->combinergb != combinergb)
                {
-                       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
-                       }
+                       unit->combinergb = combinergb;
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
                }
        }
 }
 
 void R_Mesh_State(const rmeshstate_t *m)
 {
-       R_Mesh_MainState(m);
-       R_Mesh_TextureState(m);
+       unsigned int i;
+
+       BACKENDACTIVECHECK
+
+       R_Mesh_VertexPointer(m->pointer_vertex);
+       R_Mesh_ColorPointer(m->pointer_color);
+
+       if (gl_backend_rebindtextures)
+       {
+               gl_backend_rebindtextures = false;
+               GL_SetupTextureState();
+       }
+
+       for (i = 0;i < backendimageunits;i++)
+               R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
+       for (i = 0;i < backendarrayunits;i++)
+       {
+               if (m->pointer_texcoord3f[i])
+                       R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i]);
+               else
+                       R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]);
+       }
+       for (i = 0;i < backendunits;i++)
+       {
+               R_Mesh_TexMatrix(i, &m->texmatrix[i]);
+               R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
+       }
+}
+
+void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
+{
+       qglBegin(GL_LINES);
+       for (;numtriangles;numtriangles--, elements += 3)
+       {
+               qglArrayElement(elements[0]);qglArrayElement(elements[1]);
+               qglArrayElement(elements[1]);qglArrayElement(elements[2]);
+               qglArrayElement(elements[2]);qglArrayElement(elements[0]);
+       }
+       qglEnd();
+       CHECKGLERROR
 }
 
 /*
@@ -1401,35 +1671,35 @@ void R_Mesh_State(const rmeshstate_t *m)
 ==============================================================================
 */
 
-qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg)
+qboolean SCR_ScreenShot(char *filename, unsigned char *buffer1, unsigned char *buffer2, unsigned char *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg, qboolean gammacorrect)
 {
+       int     indices[3] = {0,1,2};
        qboolean ret;
-       int i, j;
-       qbyte *buffer;
 
        if (!r_render.integer)
                return false;
 
-       buffer = Mem_Alloc(tempmempool, width*height*3);
-       qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
+       qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer1);
        CHECKGLERROR
 
-       // LordHavoc: compensate for v_overbrightbits when using hardware gamma
-       if (v_hwgamma.integer)
+       if (scr_screenshot_gamma.value != 1 && gammacorrect)
        {
-               for (i = 0;i < width * height * 3;i++)
-               {
-                       j = buffer[i] << v_overbrightbits.integer;
-                       buffer[i] = (qbyte) (bound(0, j, 255));
-               }
+               int i;
+               double igamma = 1.0 / scr_screenshot_gamma.value;
+               unsigned char ramp[256];
+               for (i = 0;i < 256;i++)
+                       ramp[i] = (unsigned char) (pow(i * (1.0 / 255.0), igamma) * 255.0);
+               for (i = 0;i < width*height*3;i++)
+                       buffer1[i] = ramp[buffer1[i]];
        }
 
+       Image_CopyMux (buffer2, buffer1, width, height, flipx, flipy, flipdiagonal, 3, 3, indices);
+
        if (jpeg)
-               ret = JPEG_SaveImage_preflipped (filename, width, height, buffer);
+               ret = JPEG_SaveImage_preflipped (filename, width, height, buffer2);
        else
-               ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer);
+               ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer2, buffer3);
 
-       Mem_Free(buffer);
        return ret;
 }
 
@@ -1440,7 +1710,11 @@ void R_ClearScreen(void)
        if (r_render.integer)
        {
                // clear to black
-               qglClearColor(0,0,0,0);CHECKGLERROR
+               if (fogenabled)
+                       qglClearColor(fogcolor[0],fogcolor[1],fogcolor[2],0);
+               else
+                       qglClearColor(0,0,0,0);
+               CHECKGLERROR
                qglClearDepth(1);CHECKGLERROR
                if (gl_stencil)
                {
@@ -1450,7 +1724,7 @@ void R_ClearScreen(void)
                        qglClearStencil(128);CHECKGLERROR
                }
                // clear the screen
-               qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR
+               GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));
                // set dithering mode
                if (gl_dither.integer)
                {
@@ -1463,6 +1737,156 @@ void R_ClearScreen(void)
        }
 }
 
+/*
+====================
+CalcFov
+====================
+*/
+float CalcFov (float fov_x, float width, float height)
+{
+       // calculate vision size and alter by aspect, then convert back to angle
+       return atan (((height/width)/vid_pixelaspect.value)*tan(fov_x/360.0*M_PI))*360.0/M_PI;
+}
+
+int r_stereo_side;
+
+void SCR_DrawScreen (void)
+{
+       for (r_showtrispass = 0;r_showtrispass <= (r_showtris.value > 0);r_showtrispass++)
+       {
+               R_Mesh_Start();
+
+               R_TimeReport("setup");
+
+               if (r_showtrispass)
+               {
+                       rmeshstate_t m;
+                       r_showtrispass = 0;
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+                       GL_DepthTest(GL_FALSE);
+                       GL_DepthMask(GL_FALSE);
+                       memset(&m, 0, sizeof(m));
+                       R_Mesh_State(&m);
+                       //qglEnable(GL_LINE_SMOOTH);
+                       GL_ShowTrisColor(0.2,0.2,0.2,1);
+                       r_showtrispass = 1;
+               }
+
+               if (cls.signon == SIGNONS)
+               {
+                       float size;
+
+                       size = scr_viewsize.value * (1.0 / 100.0);
+                       size = min(size, 1);
+
+                       if (r_stereo_sidebyside.integer)
+                       {
+                               r_refdef.width = vid.width * size / 2.5;
+                               r_refdef.height = vid.height * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100);
+                               r_refdef.x = (vid.width - r_refdef.width * 2.5) * 0.5;
+                               r_refdef.y = (vid.height - r_refdef.height)/2;
+                               if (r_stereo_side)
+                                       r_refdef.x += r_refdef.width * 1.5;
+                       }
+                       else
+                       {
+                               r_refdef.width = vid.width * size;
+                               r_refdef.height = vid.height * size * (1 - bound(0, r_letterbox.value, 100) / 100);
+                               r_refdef.x = (vid.width - r_refdef.width)/2;
+                               r_refdef.y = (vid.height - r_refdef.height)/2;
+                       }
+
+                       // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
+                       r_refdef.fov_x = scr_fov.value * r_refdef.fovscale_x;
+                       r_refdef.fov_y = CalcFov (scr_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
+
+                       R_RenderView();
+
+                       if (scr_zoomwindow.integer)
+                       {
+                               float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
+                               float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
+                               r_refdef.width = vid.width * sizex;
+                               r_refdef.height = vid.height * sizey;
+                               r_refdef.x = (vid.width - r_refdef.width)/2;
+                               r_refdef.y = 0;
+                               r_refdef.fov_x = scr_zoomwindow_fov.value * r_refdef.fovscale_x;
+                               r_refdef.fov_y = CalcFov(scr_zoomwindow_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
+
+                               R_RenderView();
+                       }
+               }
+
+               if (!r_stereo_sidebyside.integer)
+               {
+                       r_refdef.width = vid.width;
+                       r_refdef.height = vid.height;
+                       r_refdef.x = 0;
+                       r_refdef.y = 0;
+               }
+
+               // draw 2D stuff
+               R_DrawQueue();
+
+               R_Mesh_Finish();
+
+               R_TimeReport("meshfinish");
+       }
+       r_showtrispass = 0;
+       //qglDisable(GL_LINE_SMOOTH);
+}
+
+void SCR_UpdateLoadingScreen (void)
+{
+       float x, y;
+       cachepic_t *pic;
+       rmeshstate_t m;
+       // don't do anything if not initialized yet
+       if (vid_hidden)
+               return;
+       r_showtrispass = 0;
+       VID_UpdateGamma(false);
+       qglViewport(0, 0, vid.width, vid.height);
+       //qglDisable(GL_SCISSOR_TEST);
+       //qglDepthMask(1);
+       qglColorMask(1,1,1,1);
+       //qglClearColor(0,0,0,0);
+       //qglClear(GL_COLOR_BUFFER_BIT);
+       //qglCullFace(GL_FRONT);
+       //qglDisable(GL_CULL_FACE);
+       //R_ClearScreen();
+       R_Textures_Frame();
+       GL_SetupView_Mode_Ortho(0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100);
+       R_Mesh_Start();
+       R_Mesh_Matrix(&r_identitymatrix);
+       // draw the loading plaque
+       pic = Draw_CachePic("gfx/loading", false);
+       x = (vid_conwidth.integer - pic->width)/2;
+       y = (vid_conheight.integer - pic->height)/2;
+       GL_Color(1,1,1,1);
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthTest(false);
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = varray_vertex3f;
+       m.pointer_texcoord[0] = varray_texcoord2f[0];
+       m.tex[0] = R_GetTexture(pic->tex);
+       R_Mesh_State(&m);
+       varray_vertex3f[0] = varray_vertex3f[9] = x;
+       varray_vertex3f[1] = varray_vertex3f[4] = y;
+       varray_vertex3f[3] = varray_vertex3f[6] = x + pic->width;
+       varray_vertex3f[7] = varray_vertex3f[10] = y + pic->height;
+       varray_texcoord2f[0][0] = 0;varray_texcoord2f[0][1] = 0;
+       varray_texcoord2f[0][2] = 1;varray_texcoord2f[0][3] = 0;
+       varray_texcoord2f[0][4] = 1;varray_texcoord2f[0][5] = 1;
+       varray_texcoord2f[0][6] = 0;varray_texcoord2f[0][7] = 1;
+       GL_LockArrays(0, 4);
+       R_Mesh_Draw(0, 4, 2, polygonelements);
+       GL_LockArrays(0, 0);
+       R_Mesh_Finish();
+       // refresh
+       VID_Finish();
+}
+
 /*
 ==================
 SCR_UpdateScreen
@@ -1473,111 +1897,105 @@ text to the screen.
 */
 void SCR_UpdateScreen (void)
 {
-       if (gl_delayfinish.integer)
-       {
-               VID_Finish ();
-
-               R_TimeReport("finish");
-       }
+       if (vid_hidden)
+               return;
 
        if (r_textureunits.integer > gl_textureunits)
                Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
        if (r_textureunits.integer < 1)
                Cvar_SetValueQuick(&r_textureunits, 1);
 
-       if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
+       if (gl_combine.integer && !gl_combine_extension)
                Cvar_SetValueQuick(&gl_combine, 0);
 
-       // lighting scale
-       r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer);
-
-       // lightmaps only
-       r_lightmapscalebit = v_overbrightbits.integer;
-       if (gl_combine.integer && r_textureunits.integer > 1)
-               r_lightmapscalebit += 2;
-
-       R_TimeReport("setup");
-
-       R_ClearScreen();
+       CHECKGLERROR
+       qglViewport(0, 0, vid.width, vid.height);
+       qglDisable(GL_SCISSOR_TEST);
+       qglDepthMask(1);
+       qglColorMask(1,1,1,1);
+       qglClearColor(0,0,0,0);
+       qglClear(GL_COLOR_BUFFER_BIT);
+       CHECKGLERROR
 
        R_TimeReport("clear");
 
-       if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
-               R_RenderView();
-
-       // draw 2D stuff
-       R_DrawQueue();
-
-       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
+       if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer || r_stereo_sidebyside.integer)
        {
-               VID_Finish ();
+               matrix4x4_t originalmatrix = r_refdef.viewentitymatrix;
+               r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[0][1];
+               r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[1][1];
+               r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[2][1];
 
-               R_TimeReport("finish");
-       }
-}
+               if (r_stereo_sidebyside.integer)
+                       r_stereo_side = 0;
 
-// utility functions
-
-void R_Mesh_CopyVertex3f(const float *vertex3f, int numverts)
-{
-#ifdef MESH_VAR
-       if (mesh_var)
-       {
-               float *out = varray_vertex3f;
-               while (--numverts)
+               if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer)
                {
-                       *out++ = *vertex3f++;
-                       *out++ = *vertex3f++;
-                       *out++ = *vertex3f++;
+                       r_refdef.colormask[0] = 1;
+                       r_refdef.colormask[1] = 0;
+                       r_refdef.colormask[2] = 0;
                }
-       }
-       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)
+               SCR_DrawScreen();
+
+               r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[0][1];
+               r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[1][1];
+               r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[2][1];
+
+               if (r_stereo_sidebyside.integer)
+                       r_stereo_side = 1;
+
+               if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer)
                {
-                       *out++ = *texcoord2f++;
-                       *out++ = *texcoord2f++;
+                       r_refdef.colormask[0] = 0;
+                       r_refdef.colormask[1] = r_stereo_redcyan.integer || r_stereo_redgreen.integer;
+                       r_refdef.colormask[2] = r_stereo_redcyan.integer || r_stereo_redblue.integer;
                }
+
+               SCR_DrawScreen();
+
+               r_refdef.viewentitymatrix = originalmatrix;
        }
        else
-#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)
+               r_showtrispass = false;
+               SCR_DrawScreen();
+
+               if (r_showtris.value > 0)
                {
-                       *out++ = *color4f++;
-                       *out++ = *color4f++;
-                       *out++ = *color4f++;
-                       *out++ = *color4f++;
+                       rmeshstate_t m;
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+                       GL_DepthTest(GL_FALSE);
+                       GL_DepthMask(GL_FALSE);
+                       memset(&m, 0, sizeof(m));
+                       R_Mesh_State(&m);
+                       r_showtrispass = true;
+                       GL_ShowTrisColor(0.2,0.2,0.2,1);
+                       SCR_DrawScreen();
+                       r_showtrispass = false;
                }
        }
-       else
-#endif
-               memcpy(varray_color4f, color4f, numverts * sizeof(float[4]));
+
+       VID_Finish();
+       R_TimeReport("finish");
 }
 
+
+//===========================================================================
+// dynamic vertex array buffer subsystem
+//===========================================================================
+
+// FIXME: someday this should be dynamically allocated and resized?
+float varray_vertex3f[65536*3];
+float varray_svector3f[65536*3];
+float varray_tvector3f[65536*3];
+float varray_normal3f[65536*3];
+float varray_color4f[65536*4];
+float varray_texcoord2f[4][65536*2];
+float varray_texcoord3f[4][65536*3];
+int earray_element3i[65536];
+float varray_vertex3f2[65536*3];
+
 //===========================================================================
 // vertex array caching subsystem
 //===========================================================================
@@ -1621,7 +2039,7 @@ static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS];
 // size of data buffer
 static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE;
 // data buffer
-static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE];
+static unsigned char r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE];
 
 // current state
 static int r_mesh_rcachedata_offset;
@@ -1659,6 +2077,7 @@ static void R_Mesh_CacheArray_Shutdown(void)
 {
 }
 
+/*
 static void R_Mesh_CacheArray_ValidateState(int num)
 {
        rcachearraylink_t *l, *lhead;
@@ -1670,6 +2089,7 @@ static void R_Mesh_CacheArray_ValidateState(int num)
                        return;
        Sys_Error("%i", num);
 }
+*/
 
 int R_Mesh_CacheArray(rcachearrayrequest_t *r)
 {
@@ -1677,10 +2097,10 @@ int R_Mesh_CacheArray(rcachearrayrequest_t *r)
        rcachearrayitem_t *d;
        int hashindex, offset, offsetend;
 
-       R_Mesh_CacheArray_ValidateState(3);
+       //R_Mesh_CacheArray_ValidateState(3);
        // calculate a hashindex to choose a cache chain
        r->data = NULL;
-       hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE;
+       hashindex = CRC_Block((unsigned char *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE;
 
        // is it already cached?
        for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next)
@@ -1712,54 +2132,53 @@ int R_Mesh_CacheArray(rcachearrayrequest_t *r)
        offset = r_mesh_rcachedata_offset;
        r_mesh_rcachedata_offset += r->data_size;
        offsetend = r_mesh_rcachedata_offset;
-       R_Mesh_CacheArray_ValidateState(4);
+       //R_Mesh_CacheArray_ValidateState(4);
 
+       /*
        {
                int n;
                for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++);
                Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n);
        }
+       */
 
        // make room for the new data (remove old items)
        lhead = &r_mesh_rcachesequentialchain;
        l = r_mesh_rcachesequentialchain_current;
        if (l == lhead)
                l = l->next;
-       if (l != lhead)
+       while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset)
        {
-               while (l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset)
-               {
-       r_mesh_rcachesequentialchain_current = l;
-       R_Mesh_CacheArray_ValidateState(8);
-                       lnext = l->next;
-                       // if at the end of the chain, wrap around
-                       if (lnext == lhead)
-                               lnext = lnext->next;
-       r_mesh_rcachesequentialchain_current = lnext;
-       R_Mesh_CacheArray_ValidateState(10);
-
-                       // unlink from sequential chain
-                       l->next->prev = l->prev;
-                       l->prev->next = l->next;
-       R_Mesh_CacheArray_ValidateState(11);
-                       // link into free chain
-                       l->next = &r_mesh_rcachefreechain;
-                       l->prev = l->next->prev;
-                       l->next->prev = l->prev->next = l;
-       R_Mesh_CacheArray_ValidateState(12);
-
-                       l = &l->data->hashlink;
-                       // unlink from hash chain
-                       l->next->prev = l->prev;
-                       l->prev->next = l->next;
-
-                       l = lnext;
-       r_mesh_rcachesequentialchain_current = l;
-       R_Mesh_CacheArray_ValidateState(9);
-               }
+       //r_mesh_rcachesequentialchain_current = l;
+       //R_Mesh_CacheArray_ValidateState(8);
+               lnext = l->next;
+               // if at the end of the chain, wrap around
+               if (lnext == lhead)
+                       lnext = lnext->next;
+       //r_mesh_rcachesequentialchain_current = lnext;
+       //R_Mesh_CacheArray_ValidateState(10);
+
+               // unlink from sequential chain
+               l->next->prev = l->prev;
+               l->prev->next = l->next;
+       //R_Mesh_CacheArray_ValidateState(11);
+               // link into free chain
+               l->next = &r_mesh_rcachefreechain;
+               l->prev = l->next->prev;
+               l->next->prev = l->prev->next = l;
+       //R_Mesh_CacheArray_ValidateState(12);
+
+               l = &l->data->hashlink;
+               // unlink from hash chain
+               l->next->prev = l->prev;
+               l->prev->next = l->next;
+
+               l = lnext;
+       //r_mesh_rcachesequentialchain_current = l;
+       //R_Mesh_CacheArray_ValidateState(9);
        }
-       r_mesh_rcachesequentialchain_current = l;
-       R_Mesh_CacheArray_ValidateState(5);
+       //r_mesh_rcachesequentialchain_current = l;
+       //R_Mesh_CacheArray_ValidateState(5);
        // gobble an extra item if we have no free items available
        if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain)
        {
@@ -1781,7 +2200,7 @@ int R_Mesh_CacheArray(rcachearrayrequest_t *r)
                l = lnext;
        }
        r_mesh_rcachesequentialchain_current = l;
-       R_Mesh_CacheArray_ValidateState(6);
+       //R_Mesh_CacheArray_ValidateState(6);
 
        // now take an item from the free chain
        l = r_mesh_rcachefreechain.next;
@@ -1797,13 +2216,13 @@ int R_Mesh_CacheArray(rcachearrayrequest_t *r)
        l->prev = l->next->prev;
        while (l->next->data && l->data && l->next->data->offset <= d->offset)
        {
-               Con_Printf(">\n");
+               //Con_Print(">\n");
                l->next = l->next->next;
                l->prev = l->prev->next;
        }
        while (l->prev->data && l->data && l->prev->data->offset >= d->offset)
        {
-               Con_Printf("<\n");
+               //Con_Print("<\n");
                l->prev = l->prev->prev;
                l->next = l->next->prev;
        }
@@ -1818,7 +2237,7 @@ int R_Mesh_CacheArray(rcachearrayrequest_t *r)
 
        //r_mesh_rcachesequentialchain_current = d->sequentiallink.next;
 
-       R_Mesh_CacheArray_ValidateState(7);
+       //R_Mesh_CacheArray_ValidateState(7);
        // and finally set the data pointer
        r->data = r_mesh_rcachedata + d->offset;
        // and tell the caller to fill the array