]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
changed behavior of r_showtris (now only affects geometry in the game view, not sky...
[xonotic/darkplaces.git] / gl_backend.c
index 782329d1e3b054c82f97cc7f719fba8ac0d9c0d5..8e4ec15895bd29c83d50abff0de154e6871041b1 100644 (file)
@@ -4,22 +4,22 @@
 #include "jpeg.h"
 #include "cl_collision.h"
 
-cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
-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"};
+cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
+cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
+cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
+cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
+cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
+cvar_t r_stereo_separation = {0, "r_stereo_separation", "4", "separation of eyes in the world (try negative values too)"};
+cvar_t r_stereo_sidebyside = {0, "r_stereo_sidebyside", "0", "side by side views (for those who can't afford glasses but can afford eye strain)"};
+cvar_t r_stereo_redblue = {0, "r_stereo_redblue", "0", "red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too)"};
+cvar_t r_stereo_redcyan = {0, "r_stereo_redcyan", "0", "red/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3D"};
+cvar_t r_stereo_redgreen = {0, "r_stereo_redgreen", "0", "red/green anaglyph stereo glasses (for those who don't mind yellow)"};
+
+cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"};
+cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
+cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
+cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
+cvar_t gl_lockarrays = {0, "gl_lockarrays", "1", "enables use of glLockArraysEXT, may cause glitches with some broken drivers"};
 
 int gl_maxdrawrangeelementsvertices;
 int gl_maxdrawrangeelementsindices;
@@ -73,7 +73,7 @@ void GL_PrintError(int errornumber, char *filename, int linenumber)
 }
 #endif
 
-#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
+#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
 
 void SCR_ScreenShot_f (void);
 
@@ -84,7 +84,6 @@ static matrix4x4_t backend_glmodelviewmatrix;
 static matrix4x4_t backend_projectmatrix;
 
 static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
-static mempool_t *gl_backend_mempool;
 
 /*
 note: here's strip order for a terrain row:
@@ -146,15 +145,12 @@ static void R_Mesh_CacheArray_Startup(void);
 static void R_Mesh_CacheArray_Shutdown(void);
 void GL_Backend_AllocArrays(void)
 {
-       if (!gl_backend_mempool)
-               gl_backend_mempool = Mem_AllocPool("GL_Backend", 0, NULL);
        R_Mesh_CacheArray_Startup();
 }
 
 void GL_Backend_FreeArrays(void)
 {
        R_Mesh_CacheArray_Shutdown();
-       Mem_FreePool(&gl_backend_mempool);
 }
 
 static void gl_backend_start(void)
@@ -178,9 +174,9 @@ static void gl_backend_start(void)
        if (gl_support_fragment_shader)
        {
                CHECKGLERROR
-               qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &backendimageunits);
+               qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
                CHECKGLERROR
-               qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &backendarrayunits);
+               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);
        }
@@ -214,10 +210,10 @@ 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"};
+cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0", "displays a zoomed in overlay window"};
+cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20", "horizontal viewsize of zoom window"};
+cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20", "vertical viewsize of zoom window"};
+cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20", "fov of zoom window"};
 
 void gl_backend_init(void)
 {
@@ -278,9 +274,8 @@ void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
        memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
 }
 
-void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
+void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar)
 {
-       double xmax, ymax;
        double m[16];
 
        if (!r_render.integer)
@@ -289,11 +284,8 @@ void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, doub
        // set up viewpoint
        qglMatrixMode(GL_PROJECTION);CHECKGLERROR
        qglLoadIdentity();CHECKGLERROR
-       // pyramid slopes
-       xmax = zNear * tan(fovx * M_PI / 360.0);
-       ymax = zNear * tan(fovy * M_PI / 360.0);
        // set view pyramid
-       qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
+       qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
        qglGetDoublev(GL_PROJECTION_MATRIX, m);
        backend_projectmatrix.m[0][0] = m[0];
        backend_projectmatrix.m[1][0] = m[1];
@@ -315,7 +307,7 @@ void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, doub
        GL_SetupView_Orientation_Identity();
 }
 
-void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
+void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear)
 {
        double nudge, m[16];
 
@@ -327,12 +319,12 @@ void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, dou
        qglLoadIdentity();CHECKGLERROR
        // set view pyramid
        nudge = 1.0 - 1.0 / (1<<23);
-       m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
+       m[ 0] = 1.0 / frustumx;
        m[ 1] = 0;
        m[ 2] = 0;
        m[ 3] = 0;
        m[ 4] = 0;
-       m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
+       m[ 5] = 1.0 / frustumy;
        m[ 6] = 0;
        m[ 7] = 0;
        m[ 8] = 0;
@@ -411,7 +403,7 @@ typedef struct gltextureunit_s
 }
 gltextureunit_t;
 
-static struct
+static struct gl_state_s
 {
        int blendfunc1;
        int blendfunc2;
@@ -436,8 +428,8 @@ void GL_SetupTextureState(void)
        unsigned int i;
        gltextureunit_t *unit;
        CHECKGLERROR
-       gl_state.unit = -1;
-       gl_state.clientunit = -1;
+       gl_state.unit = MAX_TEXTUREUNITS;
+       gl_state.clientunit = MAX_TEXTUREUNITS;
        for (i = 0;i < MAX_TEXTUREUNITS;i++)
        {
                unit = gl_state.units + i;
@@ -636,7 +628,7 @@ void GL_DepthTest(int state)
 {
        if (gl_state.depthtest != state)
        {
-               if (r_showtrispass)
+               if (r_showtrispass && r_showdisabledepthtest.integer)
                        return;
                gl_state.depthtest = state;
                if (gl_state.depthtest)
@@ -655,8 +647,6 @@ 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
        }
@@ -682,9 +672,9 @@ void GL_ShowTrisColor(float cr, float cg, float cb, float ca)
 {
        if (!r_showtrispass)
                return;
-       r_showtrispass = false;
+       r_showtrispass = 0;
        GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca);
-       r_showtrispass = true;
+       r_showtrispass = 1;
 }
 
 
@@ -713,7 +703,7 @@ void GL_LockArrays(int first, int count)
 void GL_Scissor (int x, int y, int width, int height)
 {
        CHECKGLERROR
-       qglScissor(x, vid.realheight - (y + height),width,height);
+       qglScissor(x, vid.height - (y + height),width,height);
        CHECKGLERROR
 }
 
@@ -732,8 +722,10 @@ void GL_ScissorTest(int state)
 
 void GL_Clear(int mask)
 {
+       // in showtris rendering, don't clear the color buffer as that would hide
+       // the accumulated lines
        if (r_showtrispass)
-               return;
+               mask &= ~GL_COLOR_BUFFER_BIT;
        qglClear(mask);CHECKGLERROR
 }
 
@@ -761,7 +753,7 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
 {
        GLint vertexshadercompiled, fragmentshadercompiled, programlinked;
        GLuint vertexshaderobject, fragmentshaderobject, programobject = 0;
-       char compilelog[4096];
+       char compilelog[MAX_INPUTLINE];
        CHECKGLERROR
 
        programobject = qglCreateProgramObjectARB();
@@ -785,7 +777,7 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
                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);
+                       Con_DPrintf("vertex shader compile log:\n%s\n", compilelog);
                if (!vertexshadercompiled)
                {
                        qglDeleteObjectARB(programobject);
@@ -814,7 +806,7 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
                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);
+                       Con_DPrintf("fragment shader compile log:\n%s\n", compilelog);
                if (!fragmentshadercompiled)
                {
                        qglDeleteObjectARB(programobject);
@@ -833,7 +825,7 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
        qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);
        if (compilelog[0])
        {
-               Con_Printf("program link log:\n%s\n", compilelog);
+               Con_DPrintf("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
@@ -890,8 +882,8 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *
                R_Mesh_Draw_ShowTris(firstvertex, numvertices, numtriangles, elements);
                return;
        }
-       c_meshs++;
-       c_meshelements += numelements;
+       renderstats.meshes++;
+       renderstats.meshes_elements += numelements;
        if (gl_paranoid.integer)
        {
                unsigned int i, j, size;
@@ -1106,6 +1098,8 @@ void R_Mesh_VertexPointer(const float *vertex3f)
 
 void R_Mesh_ColorPointer(const float *color4f)
 {
+       if (r_showtrispass)
+               return;
        if (gl_state.pointer_color != color4f)
        {
                CHECKGLERROR
@@ -1131,6 +1125,8 @@ void R_Mesh_ColorPointer(const float *color4f)
 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)
        {
@@ -1166,7 +1162,9 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, co
 void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
-       if (unitnum >= backendunits)
+       if (unitnum >= backendimageunits)
+               return;
+       if (r_showtrispass)
                return;
        // update 1d texture binding
        if (unit->t1d != tex1d)
@@ -1257,21 +1255,26 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, in
 void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
-       if (unitnum >= backendunits)
+       if (unitnum >= backendimageunits)
+               return;
+       if (r_showtrispass)
                return;
        // update 1d texture binding
        if (unit->t1d != texnum)
        {
                GL_ActiveTexture(unitnum);
-               if (texnum)
-               {
-                       if (unit->t1d == 0)
-                               qglEnable(GL_TEXTURE_1D);
-               }
-               else
+               if (unitnum < backendunits)
                {
-                       if (unit->t1d)
-                               qglDisable(GL_TEXTURE_1D);
+                       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);
@@ -1281,8 +1284,11 @@ void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
        if (unit->t2d)
        {
                GL_ActiveTexture(unitnum);
-               if (unit->t2d)
-                       qglDisable(GL_TEXTURE_2D);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t2d)
+                               qglDisable(GL_TEXTURE_2D);
+               }
                unit->t2d = 0;
                qglBindTexture(GL_TEXTURE_2D, unit->t2d);
                CHECKGLERROR
@@ -1291,8 +1297,11 @@ void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
        if (unit->t3d)
        {
                GL_ActiveTexture(unitnum);
-               if (unit->t3d)
-                       qglDisable(GL_TEXTURE_3D);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t3d)
+                               qglDisable(GL_TEXTURE_3D);
+               }
                unit->t3d = 0;
                qglBindTexture(GL_TEXTURE_3D, unit->t3d);
                CHECKGLERROR
@@ -1301,8 +1310,11 @@ void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
        if (unit->tcubemap)
        {
                GL_ActiveTexture(unitnum);
-               if (unit->tcubemap)
-                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+               if (unitnum < backendunits)
+               {
+                       if (unit->tcubemap)
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+               }
                unit->tcubemap = 0;
                qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
                CHECKGLERROR
@@ -1312,14 +1324,19 @@ void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
 void R_Mesh_TexBind(unsigned int unitnum, int texnum)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
-       if (unitnum >= backendunits)
+       if (unitnum >= backendimageunits)
+               return;
+       if (r_showtrispass)
                return;
        // update 1d texture binding
        if (unit->t1d)
        {
                GL_ActiveTexture(unitnum);
-               if (unit->t1d)
-                       qglDisable(GL_TEXTURE_1D);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t1d)
+                               qglDisable(GL_TEXTURE_1D);
+               }
                unit->t1d = 0;
                qglBindTexture(GL_TEXTURE_1D, unit->t1d);
                CHECKGLERROR
@@ -1328,15 +1345,18 @@ void R_Mesh_TexBind(unsigned int unitnum, int texnum)
        if (unit->t2d != texnum)
        {
                GL_ActiveTexture(unitnum);
-               if (texnum)
-               {
-                       if (unit->t2d == 0)
-                               qglEnable(GL_TEXTURE_2D);
-               }
-               else
+               if (unitnum < backendunits)
                {
-                       if (unit->t2d)
-                               qglDisable(GL_TEXTURE_2D);
+                       if (texnum)
+                       {
+                               if (unit->t2d == 0)
+                                       qglEnable(GL_TEXTURE_2D);
+                       }
+                       else
+                       {
+                               if (unit->t2d)
+                                       qglDisable(GL_TEXTURE_2D);
+                       }
                }
                unit->t2d = texnum;
                qglBindTexture(GL_TEXTURE_2D, unit->t2d);
@@ -1346,8 +1366,11 @@ void R_Mesh_TexBind(unsigned int unitnum, int texnum)
        if (unit->t3d)
        {
                GL_ActiveTexture(unitnum);
-               if (unit->t3d)
-                       qglDisable(GL_TEXTURE_3D);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t3d)
+                               qglDisable(GL_TEXTURE_3D);
+               }
                unit->t3d = 0;
                qglBindTexture(GL_TEXTURE_3D, unit->t3d);
                CHECKGLERROR
@@ -1356,8 +1379,11 @@ void R_Mesh_TexBind(unsigned int unitnum, int texnum)
        if (unit->tcubemap != 0)
        {
                GL_ActiveTexture(unitnum);
-               if (unit->tcubemap)
-                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+               if (unitnum < backendunits)
+               {
+                       if (unit->tcubemap)
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+               }
                unit->tcubemap = 0;
                qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
                CHECKGLERROR
@@ -1367,14 +1393,19 @@ void R_Mesh_TexBind(unsigned int unitnum, int texnum)
 void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
-       if (unitnum >= backendunits)
+       if (unitnum >= backendimageunits)
+               return;
+       if (r_showtrispass)
                return;
        // update 1d texture binding
        if (unit->t1d)
        {
                GL_ActiveTexture(unitnum);
-               if (unit->t1d)
-                       qglDisable(GL_TEXTURE_1D);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t1d)
+                               qglDisable(GL_TEXTURE_1D);
+               }
                unit->t1d = 0;
                qglBindTexture(GL_TEXTURE_1D, unit->t1d);
                CHECKGLERROR
@@ -1383,8 +1414,11 @@ void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
        if (unit->t2d)
        {
                GL_ActiveTexture(unitnum);
-               if (unit->t2d)
-                       qglDisable(GL_TEXTURE_2D);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t2d)
+                               qglDisable(GL_TEXTURE_2D);
+               }
                unit->t2d = 0;
                qglBindTexture(GL_TEXTURE_2D, unit->t2d);
                CHECKGLERROR
@@ -1393,15 +1427,18 @@ void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
        if (unit->t3d != texnum)
        {
                GL_ActiveTexture(unitnum);
-               if (texnum)
-               {
-                       if (unit->t3d == 0)
-                               qglEnable(GL_TEXTURE_3D);
-               }
-               else
+               if (unitnum < backendunits)
                {
-                       if (unit->t3d)
-                               qglDisable(GL_TEXTURE_3D);
+                       if (texnum)
+                       {
+                               if (unit->t3d == 0)
+                                       qglEnable(GL_TEXTURE_3D);
+                       }
+                       else
+                       {
+                               if (unit->t3d)
+                                       qglDisable(GL_TEXTURE_3D);
+                       }
                }
                unit->t3d = texnum;
                qglBindTexture(GL_TEXTURE_3D, unit->t3d);
@@ -1411,8 +1448,11 @@ void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
        if (unit->tcubemap != 0)
        {
                GL_ActiveTexture(unitnum);
-               if (unit->tcubemap)
-                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+               if (unitnum < backendunits)
+               {
+                       if (unit->tcubemap)
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+               }
                unit->tcubemap = 0;
                qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
                CHECKGLERROR
@@ -1422,14 +1462,19 @@ void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
 void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
-       if (unitnum >= backendunits)
+       if (unitnum >= backendimageunits)
+               return;
+       if (r_showtrispass)
                return;
        // update 1d texture binding
        if (unit->t1d)
        {
                GL_ActiveTexture(unitnum);
-               if (unit->t1d)
-                       qglDisable(GL_TEXTURE_1D);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t1d)
+                               qglDisable(GL_TEXTURE_1D);
+               }
                unit->t1d = 0;
                qglBindTexture(GL_TEXTURE_1D, unit->t1d);
                CHECKGLERROR
@@ -1438,8 +1483,11 @@ void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
        if (unit->t2d)
        {
                GL_ActiveTexture(unitnum);
-               if (unit->t2d)
-                       qglDisable(GL_TEXTURE_2D);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t2d)
+                               qglDisable(GL_TEXTURE_2D);
+               }
                unit->t2d = 0;
                qglBindTexture(GL_TEXTURE_2D, unit->t2d);
                CHECKGLERROR
@@ -1448,8 +1496,11 @@ void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
        if (unit->t3d)
        {
                GL_ActiveTexture(unitnum);
-               if (unit->t3d)
-                       qglDisable(GL_TEXTURE_3D);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t3d)
+                               qglDisable(GL_TEXTURE_3D);
+               }
                unit->t3d = 0;
                qglBindTexture(GL_TEXTURE_3D, unit->t3d);
                CHECKGLERROR
@@ -1458,15 +1509,18 @@ void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
        if (unit->tcubemap != texnum)
        {
                GL_ActiveTexture(unitnum);
-               if (texnum)
-               {
-                       if (unit->tcubemap == 0)
-                               qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
-               }
-               else
+               if (unitnum < backendunits)
                {
-                       if (unit->tcubemap)
-                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+                       if (texnum)
+                       {
+                               if (unit->tcubemap == 0)
+                                       qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
+                       }
+                       else
+                       {
+                               if (unit->tcubemap)
+                                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+                       }
                }
                unit->tcubemap = texnum;
                qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
@@ -1477,6 +1531,8 @@ void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
 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
@@ -1509,6 +1565,8 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
+       if (r_showtrispass)
+               return;
        if (gl_combine.integer)
        {
                // GL_ARB_texture_env_combine
@@ -1564,10 +1622,6 @@ void R_Mesh_State(const rmeshstate_t *m)
        BACKENDACTIVECHECK
 
        R_Mesh_VertexPointer(m->pointer_vertex);
-
-       if (r_showtrispass)
-               return;
-
        R_Mesh_ColorPointer(m->pointer_color);
 
        if (gl_backend_rebindtextures)
@@ -1613,7 +1667,7 @@ void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, co
 ==============================================================================
 */
 
-qboolean SCR_ScreenShot(char *filename, qbyte *buffer1, qbyte *buffer2, qbyte *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, 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;
@@ -1624,7 +1678,7 @@ qboolean SCR_ScreenShot(char *filename, qbyte *buffer1, qbyte *buffer2, qbyte *b
        qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer1);
        CHECKGLERROR
 
-       if (scr_screenshot_gamma.value != 1)
+       if (scr_screenshot_gamma.value != 1 && gammacorrect)
        {
                int i;
                double igamma = 1.0 / scr_screenshot_gamma.value;
@@ -1652,7 +1706,11 @@ 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)
                {
@@ -1675,101 +1733,92 @@ 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;
-}
+qboolean CL_VM_UpdateView (void);
+void SCR_DrawConsole (void);
 
 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 (cls.signon == SIGNONS)
        {
-               R_Mesh_Start();
+               float size;
 
-               R_TimeReport("setup");
+               size = scr_viewsize.value * (1.0 / 100.0);
+               size = min(size, 1);
 
-               if (r_showtrispass)
+               if (r_stereo_sidebyside.integer)
                {
-                       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);
-                       GL_ShowTrisColor(0.2,0.2,0.2,1);
-                       r_showtrispass = 1;
+                       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;
                }
-
-               if (cls.signon == SIGNONS)
+               else
                {
-                       float size;
-
-                       size = scr_viewsize.value * (1.0 / 100.0);
-                       size = min(size, 1);
+                       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;
+               }
 
-                       if (r_stereo_sidebyside.integer)
-                       {
-                               r_refdef.width = vid.realwidth * size / 2.5;
-                               r_refdef.height = vid.realheight * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100);
-                               r_refdef.x = (vid.realwidth - r_refdef.width * 2.5) * 0.5;
-                               r_refdef.y = (vid.realheight - r_refdef.height)/2;
-                               if (r_stereo_side)
-                                       r_refdef.x += r_refdef.width * 1.5;
-                       }
-                       else
-                       {
-                               r_refdef.width = vid.realwidth * size;
-                               r_refdef.height = vid.realheight * size * (1 - bound(0, r_letterbox.value, 100) / 100);
-                               r_refdef.x = (vid.realwidth - r_refdef.width)/2;
-                               r_refdef.y = (vid.realheight - r_refdef.height)/2;
-                       }
+               // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
+               // LordHavoc: this is designed to produce widescreen fov values
+               // when the screen is wider than 4/3 width/height aspect, to do
+               // this it simply assumes the requested fov is the vertical fov
+               // for a 4x3 display, if the ratio is not 4x3 this makes the fov
+               // higher/lower according to the ratio
+               r_refdef.frustum_y = tan(scr_fov.value * cl.viewzoom * M_PI / 360.0) * (3.0/4.0);
+               r_refdef.frustum_x = r_refdef.frustum_y * (float)r_refdef.width / (float)r_refdef.height / vid_pixelheight.value;
 
-                       // 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_refdef.frustum_x *= r_refdef.frustumscale_x;
+               r_refdef.frustum_y *= r_refdef.frustumscale_y;
 
+               if(!CL_VM_UpdateView())
                        R_RenderView();
+               else
+                       SCR_DrawConsole();
 
-                       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.realwidth * sizex;
-                               r_refdef.height = vid.realheight * sizey;
-                               r_refdef.x = (vid.realwidth - 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;
+               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.frustum_y = tan(scr_zoomwindow_fov.value * cl.viewzoom * M_PI / 360.0) * (3.0/4.0);
+                       r_refdef.frustum_x = r_refdef.frustum_y * vid_pixelheight.value * (float)r_refdef.width / (float)r_refdef.height;
+
+                       r_refdef.frustum_x *= r_refdef.frustumscale_x;
+                       r_refdef.frustum_y *= r_refdef.frustumscale_y;
 
+                       if(!CL_VM_UpdateView())
                                R_RenderView();
-                       }
                }
+       }
 
-               if (!r_stereo_sidebyside.integer)
-               {
-                       r_refdef.width = vid.realwidth;
-                       r_refdef.height = vid.realheight;
-                       r_refdef.x = 0;
-                       r_refdef.y = 0;
-               }
+       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();
+       // draw 2D stuff
+       R_DrawQueue();
 
-               R_Mesh_Finish();
+       R_Mesh_Finish();
 
-               R_TimeReport("meshfinish");
-       }
-       r_showtrispass = 0;
+       R_TimeReport("meshfinish");
 }
 
 void SCR_UpdateLoadingScreen (void)
@@ -1781,9 +1830,8 @@ void SCR_UpdateLoadingScreen (void)
        if (vid_hidden)
                return;
        r_showtrispass = 0;
-       VID_GetWindowSize(&vid.realx, &vid.realy, &vid.realwidth, &vid.realheight);
        VID_UpdateGamma(false);
-       qglViewport(0, 0, vid.realwidth, vid.realheight);
+       qglViewport(0, 0, vid.width, vid.height);
        //qglDisable(GL_SCISSOR_TEST);
        //qglDepthMask(1);
        qglColorMask(1,1,1,1);
@@ -1797,7 +1845,7 @@ void SCR_UpdateLoadingScreen (void)
        R_Mesh_Start();
        R_Mesh_Matrix(&r_identitymatrix);
        // draw the loading plaque
-       pic = Draw_CachePic("gfx/loading.lmp");
+       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);
@@ -1842,11 +1890,13 @@ void SCR_UpdateScreen (void)
        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);
 
+       r_showtrispass = 0;
+
        CHECKGLERROR
-       qglViewport(0, 0, vid.realwidth, vid.realheight);
+       qglViewport(0, 0, vid.width, vid.height);
        qglDisable(GL_SCISSOR_TEST);
        qglDepthMask(1);
        qglColorMask(1,1,1,1);
@@ -1894,25 +1944,8 @@ void SCR_UpdateScreen (void)
                r_refdef.viewentitymatrix = originalmatrix;
        }
        else
-       {
-               r_showtrispass = false;
                SCR_DrawScreen();
 
-               if (r_showtris.value > 0)
-               {
-                       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;
-               }
-       }
-
        VID_Finish();
        R_TimeReport("finish");
 }
@@ -1976,7 +2009,7 @@ 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;
@@ -2037,7 +2070,7 @@ int R_Mesh_CacheArray(rcachearrayrequest_t *r)
        //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)