]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
cleaned up R_RenderView setup code a bit, and shuffled SCR_CalcRefdef stuff to SCR_Up...
[xonotic/darkplaces.git] / gl_backend.c
index 55788e8934328995d468cdadcb5fc5ff6d0f5671..9f970fe63e4ed91a434ce542d3f688b17478af0a 100644 (file)
@@ -2,26 +2,14 @@
 #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_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"};
+cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"};
 cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"};
+cvar_t gl_paranoid = {0, "gl_paranoid", "0"};
+cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"};
 
 cvar_t r_render = {0, "r_render", "1"};
 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
@@ -85,30 +73,6 @@ 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;
@@ -124,6 +88,7 @@ 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 +98,43 @@ 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 +142,20 @@ 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_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer);
+       Con_DPrintf("OpenGL Backend started\n");
        if (qglDrawRangeElements != NULL)
        {
                CHECKGLERROR
@@ -285,33 +163,13 @@ static void gl_backend_start(void)
                CHECKGLERROR
                qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
                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);
+               Con_DPrintf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
        }
 
        backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
 
        GL_Backend_AllocArrays();
 
-#ifdef MESH_VAR
-       if (mesh_var)
-       {
-               CHECKGLERROR
-               qglEnableClientState(GL_VERTEX_ARRAY_RANGE_NV);
-               CHECKGLERROR
-       }
-#endif
-       varray_offset = varray_offsetnext = 0;
-#ifdef MESH_BATCH
-       gl_batchvertexfirst = 0;
-       gl_batchvertexcount = 0;
-       gl_batchelementcount = 0;
-#endif
-
        backendactive = true;
 }
 
@@ -320,32 +178,20 @@ static void gl_backend_shutdown(void)
        backendunits = 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_DPrintf("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;
@@ -361,34 +207,22 @@ void gl_backend_init(void)
        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)
@@ -397,14 +231,17 @@ 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));
 }
 
@@ -449,8 +286,8 @@ 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;
@@ -492,11 +329,13 @@ 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;
+       int arrayis3d;
+       const void *pointer_texcoord;
        float rgbscale, alphascale;
        int combinergb, combinealpha;
        // FIXME: add more combine stuff
+       matrix4x4_t matrix;
 }
 gltextureunit_t;
 
@@ -506,17 +345,16 @@ static struct
        int blendfunc2;
        int blend;
        GLboolean depthmask;
-       int depthdisable;
+       int depthtest;
+       int scissortest;
        int unit;
        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;
 
@@ -524,26 +362,26 @@ void GL_SetupTextureState(void)
 {
        int i;
        gltextureunit_t *unit;
+       gl_state.unit = -1;
+       gl_state.clientunit = -1;
        for (i = 0;i < backendunits;i++)
        {
-               if (qglActiveTexture)
-                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
-               if (qglClientActiveTexture)
-                       qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+               GL_ActiveTexture(i);
+               GL_ClientActiveTexture(i);
                unit = gl_state.units + i;
                unit->t1d = 0;
                unit->t2d = 0;
                unit->t3d = 0;
                unit->tcubemap = 0;
-               unit->arrayenabled = false;
-               unit->arrayis3d = false;
                unit->pointer_texcoord = NULL;
                unit->rgbscale = 1;
                unit->alphascale = 1;
                unit->combinergb = GL_MODULATE;
                unit->combinealpha = GL_MODULATE;
+
+               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
+
                qglDisable(GL_TEXTURE_1D);CHECKGLERROR
                qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                if (gl_texture3d)
@@ -560,7 +398,7 @@ void GL_SetupTextureState(void)
                        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
@@ -584,22 +422,18 @@ void GL_SetupTextureState(void)
 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.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
 
        qglEnable(GL_CULL_FACE);CHECKGLERROR
        qglCullFace(GL_FRONT);CHECKGLERROR
@@ -607,65 +441,148 @@ void GL_Backend_ResetState(void)
        qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
        qglDisable(GL_BLEND);CHECKGLERROR
        qglDepthMask(gl_state.depthmask);CHECKGLERROR
-       qglVertexPointer(3, GL_FLOAT, sizeof(float[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(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(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)
+       {
+               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
+               qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
+       }
+}
+
+void GL_DepthTest(int state)
+{
+       if (gl_state.depthtest != state)
+       {
+               gl_state.depthtest = state;
+               if (gl_state.depthtest)
+               {
+                       qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+               }
+               else
+               {
+                       qglDisable(GL_DEPTH_TEST);CHECKGLERROR
+               }
+       }
+}
+
+void GL_VertexPointer(const float *p)
+{
+       if (gl_state.pointer_vertex != p)
+       {
+               gl_state.pointer_vertex = p;
+               CHECKGLERROR
+               qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
+               CHECKGLERROR
+       }
+}
+
+void GL_ColorPointer(const float *p)
+{
+       if (gl_state.pointer_color != p)
+       {
+               CHECKGLERROR
+               if (!gl_state.pointer_color)
+               {
+                       qglEnableClientState(GL_COLOR_ARRAY);
+                       CHECKGLERROR
+               }
+               else if (!p)
+               {
+                       qglDisableClientState(GL_COLOR_ARRAY);
+                       CHECKGLERROR
+               }
+               gl_state.pointer_color = p;
+               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
+               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
+               GL_ColorPointer(NULL);
                gl_state.color4f[0] = cr;
                gl_state.color4f[1] = cg;
                gl_state.color4f[2] = cb;
                gl_state.color4f[3] = ca;
+               CHECKGLERROR
                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
        }
 }
 
@@ -691,6 +608,26 @@ 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);
+       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_TransformToScreen(const vec4_t in, vec4_t out)
 {
        vec4_t temp;
@@ -707,248 +644,151 @@ void GL_TransformToScreen(const vec4_t in, vec4_t out)
 void R_Mesh_Start(void)
 {
        BACKENDACTIVECHECK
-
        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);
-
        GL_Backend_ResetState();
-#ifdef MESH_VAR
-       if (!mesh_var)
-       {
-               gl_batchvertexfirst = gl_batchvertexcount = gl_batchelementcount = 0;
-               varray_offset = varray_offsetnext = 0;
-       }
-#else
-       varray_offset = varray_offsetnext = 0;
-#endif
 }
 
 int gl_backend_rebindtextures;
 
-void GL_ConvertColorsFloatToByte(int first, int count)
+void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
 {
-       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++)
-       {
-               color4fi->f[0] += 32768.0f;
-               color4fi->f[1] += 32768.0f;
-               color4fi->f[2] += 32768.0f;
-               color4fi->f[3] += 32768.0f;
-       }
-
-       // then read as integer and kill float bits...
-       color4fi = (void *)(varray_buf_color4f + first * 4);
-       color4b = (void *)(varray_buf_color4b + first * 4);
-       for (i = 0;i < count;i++, color4fi++, color4b++)
+       int i;
+       if (offset)
        {
-               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);
+               for (i = 0;i < count;i++)
+                       *out++ = *in++ + offset;
        }
+       else
+               memcpy(out, in, sizeof(*out) * count);
 }
 
-/*
-// enlarges geometry buffers if they are too small
-void _R_Mesh_ResizeCheck(int numverts)
+// renders triangles using vertices from the active arrays
+int paranoidblah = 0;
+void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
 {
-       if (numverts > mesh_maxverts)
+       int numelements = numtriangles * 3;
+       if (numverts == 0 || numtriangles == 0)
        {
-               BACKENDACTIVECHECK
-               GL_Backend_ResizeArrays(numverts + 100);
-               GL_Backend_ResetState();
+               Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
+               return;
        }
-}
-*/
-
-void R_Mesh_EndBatch(void)
-{
-#ifdef MESH_BATCH
-       if (gl_batchelementcount)
+       c_meshs++;
+       c_meshelements += numelements;
+       CHECKGLERROR
+       if (r_render.integer)
        {
-               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)
+               if (gl_paranoid.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)
+                       int i, j, size;
+                       const int *p;
+                       if (!qglIsEnabled(GL_VERTEX_ARRAY))
+                               Con_Printf("R_Mesh_Draw: vertex array not enabled\n");
+                       for (j = 0, size = numverts * (int)sizeof(float[3]), p = gl_state.pointer_vertex;j < size;j += sizeof(int), p++)
+                               paranoidblah += *p;
+                       if (gl_state.pointer_color)
                        {
-                               qglDrawRangeElements(GL_TRIANGLES, gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);CHECKGLERROR
+                               if (!qglIsEnabled(GL_COLOR_ARRAY))
+                                       Con_Printf("R_Mesh_Draw: color array set but not enabled\n");
+                               for (j = 0, size = numverts * (int)sizeof(float[4]), p = gl_state.pointer_color;j < size;j += sizeof(int), p++)
+                                       paranoidblah += *p;
                        }
-                       else
+                       for (i = 0;i < backendunits;i++)
+                       {
+                               if (gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap || gl_state.units[i].arrayenabled)
+                               {
+                                       if (gl_state.units[i].arrayenabled && !(gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap))
+                                               Con_Printf("R_Mesh_Draw: array enabled but no texture bound\n");
+                                       GL_ActiveTexture(i);
+                                       if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
+                                               Con_Printf("R_Mesh_Draw: texcoord array set but not enabled\n");
+                                       for (j = 0, size = numverts * ((gl_state.units[i].t3d || gl_state.units[i].tcubemap) ? (int)sizeof(float[3]) : (int)sizeof(float[2])), p = gl_state.units[i].pointer_texcoord;j < size;j += sizeof(int), p++)
+                                               paranoidblah += *p;
+                               }
+                       }
+                       for (i = 0;i < numtriangles * 3;i++)
                        {
-                               qglDrawElements(GL_TRIANGLES, gl_batchelementcount, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);CHECKGLERROR
+                               if (elements[i] < 0 || elements[i] >= numverts)
+                               {
+                                       Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
+                                       return;
+                               }
                        }
-                       GL_LockArrays(0, 0);
                }
-               gl_batchelementcount = 0;
-               gl_batchvertexcount = 0;
-       }
-#endif
-}
-
-void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
-{
-       int i;
-       //if (offset)
-               for (i = 0;i < count;i++)
-                       *out++ = *in++ + offset;
-       //else
-       //      memcpy(out, in, sizeof(*out) * count);
-}
-
-// gets vertex buffer space for use with a following R_Mesh_Draw
-// (can be multiple Draw calls per GetSpace)
-void R_Mesh_GetSpace(int numverts)
-{
-       int i;
-
-       if (gl_state.pointervertexcount)
-               Host_Error("R_Mesh_GetSpace: called with pointers enabled\n");
-       if (gl_state.lockrange_count)
-               Host_Error("R_Mesh_GetSpace: called with arrays locked\n");
-
-       varray_offset = varray_offsetnext;
-       if (varray_offset + numverts > mesh_maxverts)
-       {
-               //Con_Printf("R_Mesh_GetSpace: vertex buffer wrap\n");
-#ifdef MESH_BATCH
-               if (gl_batchelementcount)
-                       R_Mesh_EndBatch();
-#endif
-               varray_offset = 0;
-#ifdef MESH_VAR
-               if (mesh_var)
+               CHECKGLERROR
+               GL_LockArrays(0, numverts);
+               CHECKGLERROR
+               if (gl_mesh_testmanualfeeding.integer)
                {
-                       CHECKGLERROR
-                       qglFlushVertexArrayRangeNV();
-                       CHECKGLERROR
-               }
-#endif
-               if (numverts > mesh_maxverts)
-               {
-                       GL_Backend_ResizeArrays(numverts + 100);
-                       GL_Backend_ResetState();
-               }
-       }
-
-/*
-#ifdef MESH_BATCH
-       if (gl_mesh_batching.integer)
-       {
-               if (gl_batchvertexcount == 0)
-                       gl_batchvertexfirst = varray_offset;
-               gl_batchvertexcount += numverts;
-       }
-#endif
-*/
-       varray_vertex3f = varray_buf_vertex3f + varray_offset * 3;
-       varray_color4f = varray_buf_color4f + varray_offset * 4;
-       for (i = 0;i < backendunits;i++)
-       {
-               varray_texcoord3f[i] = varray_buf_texcoord3f[i] + varray_offset * 3;
-               varray_texcoord2f[i] = varray_buf_texcoord2f[i] + varray_offset * 2;
-       }
-
-       varray_offsetnext = varray_offset + numverts;
-}
-
-// renders triangles using vertices from the most recent GetSpace call
-// (can be multiple Draw calls per GetSpace)
-void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
-{
-       int numelements = numtriangles * 3;
-       if (numtriangles == 0 || numverts == 0)
-       {
-               Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
-               return;
-       }
-       c_meshs++;
-       c_meshelements += numelements;
-       CHECKGLERROR
-       if (gl_state.pointervertexcount)
-       {
-#ifdef MESH_BATCH
-               if (gl_batchelementcount)
-                       R_Mesh_EndBatch();
-#endif
-               if (r_render.integer)
-               {
-                       GL_LockArrays(0, gl_state.pointervertexcount);
-                       if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
-                       {
-                               qglDrawRangeElements(GL_TRIANGLES, 0, gl_state.pointervertexcount, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
-                       }
-                       else
+                       int i, j;
+                       const GLfloat *p;
+                       qglBegin(GL_TRIANGLES);
+                       for (i = 0;i < numtriangles * 3;i++)
                        {
-                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
+                               for (j = 0;j < backendunits;j++)
+                               {
+                                       if (gl_state.units[j].pointer_texcoord)
+                                       {
+                                               if (backendunits > 1)
+                                               {
+                                                       if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
+                                                               qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
+                                                       }
+                                                       else
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
+                                                               qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
+                                                       }
+                                               }
+                                               else
+                                               {
+                                                       if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
+                                                               qglTexCoord3f(p[0], p[1], p[2]);
+                                                       }
+                                                       else
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
+                                                               qglTexCoord2f(p[0], p[1]);
+                                                       }
+                                               }
+                                       }
+                               }
+                               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]);
                        }
-                       GL_LockArrays(0, 0);
+                       qglEnd();
+                       CHECKGLERROR
                }
-       }
-#ifdef MESH_BATCH
-       else if (gl_mesh_batching.integer)
-       {
-               if (mesh_maxelements < gl_batchelementcount + numelements)
+               else if (gl_mesh_testarrayelement.integer)
                {
-                       //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();
+                       int i;
+                       qglBegin(GL_TRIANGLES);
+                       for (i = 0;i < numtriangles * 3;i++)
+                       {
+                               qglArrayElement(elements[i]);
+                       }
+                       qglEnd();
+                       CHECKGLERROR
                }
-               if (varray_offset < gl_batchvertexfirst && gl_batchelementcount)
-                       R_Mesh_EndBatch();
-               if (gl_batchelementcount == 0)
+               else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
                {
-                       gl_batchvertexfirst = varray_offset;
-                       gl_batchvertexcount = 0;
+                       qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
                }
-               if (gl_batchvertexcount < varray_offsetnext - gl_batchvertexfirst)
-                       gl_batchvertexcount = varray_offsetnext - gl_batchvertexfirst;
-               GL_Backend_RenumberElements(varray_buf_elements3i + gl_batchelementcount, numelements, elements, varray_offset);
-               //Con_Printf("off %i:%i, vertex %i:%i, element %i:%i\n", varray_offset, varray_offsetnext, gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount, gl_batchelementcount + numelements);
-               gl_batchelementcount += numelements;
-               //{int i;for (i = 0;i < gl_batchelementcount;i++) if (varray_buf_elements3i[i] < gl_batchvertexfirst || varray_buf_elements3i[i] >= (gl_batchvertexfirst + gl_batchvertexcount)) Host_Error("R_Mesh_EndBatch: invalid element #%i (value %i) outside range %i-%i, there were previously %i elements and there are now %i elements, varray_offset is %i\n", i, varray_buf_elements3i[i], gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount - numelements, gl_batchelementcount, varray_offset);}
-       }
-#endif
-       else
-       {
-               GL_Backend_RenumberElements(varray_buf_elements3i, numelements, elements, varray_offset);
-               if (r_render.integer)
+               else
                {
-                       GL_LockArrays(varray_offset, numverts);
-                       if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
-                       {
-                               qglDrawRangeElements(GL_TRIANGLES, varray_offset, varray_offset + numverts, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR
-                       }
-                       else
-                       {
-                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR
-                       }
-                       GL_LockArrays(0, 0);
+                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
                }
+               CHECKGLERROR
+               GL_LockArrays(0, 0);
+               CHECKGLERROR
        }
 }
 
@@ -957,11 +797,9 @@ void R_Mesh_Finish(void)
 {
        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--)
        {
@@ -1000,10 +838,6 @@ 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);
@@ -1011,110 +845,24 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix)
        }
 }
 
-// sets up the requested state
-void R_Mesh_MainState(const rmeshstate_t *m)
+void R_Mesh_TextureMatrix(int unitnumber, const matrix4x4_t *matrix)
 {
-       void *p;
-       BACKENDACTIVECHECK
-
-       if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
-       {
-#ifdef MESH_BATCH
-               if (gl_batchelementcount)
-                       R_Mesh_EndBatch();
-#endif
-               qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
-               if (gl_state.blendfunc2 == GL_ZERO)
-               {
-                       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
-                       }
-               }
-       }
-       if (gl_state.depthdisable != m->depthdisable)
+       if (memcmp(&gl_state.units[unitnumber].matrix, matrix, sizeof(matrix4x4_t)))
        {
-#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);
-       }
-       if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
-       {
-#ifdef MESH_BATCH
-               if (gl_batchelementcount)
-                       R_Mesh_EndBatch();
-#endif
-               qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
-       }
-
-       if (gl_state.pointervertexcount != m->pointervertexcount)
-       {
-#ifdef MESH_BATCH
-               if (gl_batchelementcount)
-                       R_Mesh_EndBatch();
-#endif
-               gl_state.pointervertexcount = m->pointervertexcount;
-       }
-
-       p = gl_state.pointervertexcount ? m->pointer_vertex : NULL;
-       if (gl_state.pointer_vertex != p)
-       {
-#ifdef MESH_BATCH
-               if (gl_batchelementcount)
-                       R_Mesh_EndBatch();
-#endif
-               gl_state.pointer_vertex = p;
-               qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), p ? p : varray_buf_vertex3f);CHECKGLERROR
-       }
-
-       p = gl_state.pointervertexcount ? m->pointer_color : NULL;
-       if (gl_state.pointer_color != p)
-       {
-#ifdef MESH_BATCH
-               if (gl_batchelementcount)
-                       R_Mesh_EndBatch();
-#endif
-               gl_state.pointer_color = p;
-               if (p || 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
+               matrix4x4_t tempmatrix;
+               gl_state.units[unitnumber].matrix = *matrix;
+               Matrix4x4_Transpose(&tempmatrix, &gl_state.units[unitnumber].matrix);
+               qglMatrixMode(GL_TEXTURE);
+               GL_ActiveTexture(unitnumber);
+               qglLoadMatrixf(&tempmatrix.m[0][0]);
+               qglMatrixMode(GL_MODELVIEW);
        }
 }
 
-void R_Mesh_TextureState(const rmeshstate_t *m)
+void R_Mesh_State_Texture(const rmeshstate_t *m)
 {
-       int i, combinergb, combinealpha;
-       float scale;
+       int i, combinergb, combinealpha, scale, arrayis3d;
        gltextureunit_t *unit;
-       void *p;
 
        BACKENDACTIVECHECK
 
@@ -1124,189 +872,76 @@ void R_Mesh_TextureState(const rmeshstate_t *m)
                GL_SetupTextureState();
        }
 
-       for (i = 0;i < backendunits;i++)
+       for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++)
        {
-               unit = gl_state.units + i;
-               if (unit->t1d != m->tex1d[i] || unit->t2d != m->tex[i] || unit->t3d != m->tex3d[i] || unit->tcubemap != m->texcubemap[i])
+               if (unit->t1d != m->tex1d[i])
                {
-                       if (m->tex3d[i] || m->texcubemap[i])
+                       GL_ActiveTexture(i);
+                       if (m->tex1d[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
-                               }
+                               if (unit->t1d == 0)
+                                       qglEnable(GL_TEXTURE_1D);CHECKGLERROR
                        }
-                       else if (m->tex1d[i] || m->tex[i])
+                       else
                        {
-                               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->t1d)
+                                       qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+                       }
+                       qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR
+               }
+               if (unit->t2d != m->tex[i])
+               {
+                       GL_ActiveTexture(i);
+                       if (m->tex[i])
+                       {
+                               if (unit->t2d == 0)
+                                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
                        }
                        else
                        {
-                               if (unit->arrayenabled)
-                               {
-#ifdef MESH_BATCH
-                                       if (gl_batchelementcount)
-                                               R_Mesh_EndBatch();
-#endif
-                                       unit->arrayenabled = false;
-                                       if (gl_state.clientunit != i)
-                                       {
-                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
-                                       }
-                                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                               }
+                               if (unit->t2d)
+                                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                        }
-                       if (unit->t1d != m->tex1d[i])
+                       qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR
+               }
+               if (unit->t3d != m->tex3d[i])
+               {
+                       GL_ActiveTexture(i);
+                       if (m->tex3d[i])
                        {
-#ifdef MESH_BATCH
-                               if (gl_batchelementcount)
-                                       R_Mesh_EndBatch();
-#endif
-                               if (gl_state.unit != i)
-                               {
-                                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
-                               }
-                               if (m->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);CHECKGLERROR
                        }
-                       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);CHECKGLERROR
                        }
-                       if (unit->t3d != m->tex3d[i])
+                       qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR
+               }
+               if (unit->tcubemap != m->texcubemap[i])
+               {
+                       GL_ActiveTexture(i);
+                       if (m->texcubemap[i])
                        {
-#ifdef MESH_BATCH
-                               if (gl_batchelementcount)
-                                       R_Mesh_EndBatch();
-#endif
-                               if (gl_state.unit != i)
-                               {
-                                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
-                               }
-                               if (m->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);CHECKGLERROR
                        }
-                       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);CHECKGLERROR
                        }
+                       qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
                }
                combinergb = m->texcombinergb[i];
                if (!combinergb)
                        combinergb = GL_MODULATE;
                if (unit->combinergb != combinergb)
                {
-#ifdef MESH_BATCH
-                       if (gl_batchelementcount)
-                               R_Mesh_EndBatch();
-#endif
-                       if (gl_state.unit != i)
-                       {
-                               qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
-                       }
+                       GL_ActiveTexture(i);
                        unit->combinergb = combinergb;
-                       if (gl_combine.integer)
+                       if (gl_combine.integer) 
                        {
                                qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
                        }
@@ -1320,14 +955,7 @@ void R_Mesh_TextureState(const rmeshstate_t *m)
                        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
-                       }
+                       GL_ActiveTexture(i);
                        unit->combinealpha = combinealpha;
                        if (gl_combine.integer)
                        {
@@ -1335,59 +963,59 @@ void R_Mesh_TextureState(const rmeshstate_t *m)
                        }
                }
                scale = max(m->texrgbscale[i], 1);
-               if (gl_state.units[i].rgbscale != scale)
+               if (unit->rgbscale != scale)
                {
-#ifdef MESH_BATCH
-                       if (gl_batchelementcount)
-                               R_Mesh_EndBatch();
-#endif
-                       if (gl_state.unit != i)
-                       {
-                               qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
-                       }
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = scale));CHECKGLERROR
+                       GL_ActiveTexture(i);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = scale));CHECKGLERROR
                }
                scale = max(m->texalphascale[i], 1);
-               if (gl_state.units[i].alphascale != scale)
+               if (unit->alphascale != scale)
                {
-#ifdef MESH_BATCH
-                       if (gl_batchelementcount)
-                               R_Mesh_EndBatch();
-#endif
-                       if (gl_state.unit != i)
-                       {
-                               qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
-                       }
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR
+                       GL_ActiveTexture(i);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR
                }
-               if (unit->arrayenabled)
+               arrayis3d = unit->t3d || unit->tcubemap;
+               if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d != arrayis3d)
                {
-                       p = gl_state.pointervertexcount ? m->pointer_texcoord[i] : NULL;
-                       if (unit->pointer_texcoord != p)
+                       GL_ClientActiveTexture(i);
+                       if (m->pointer_texcoord[i])
                        {
-#ifdef MESH_BATCH
-                               if (gl_batchelementcount)
-                                       R_Mesh_EndBatch();
-#endif
-                               unit->pointer_texcoord = p;
-                               if (gl_state.clientunit != i)
+                               if (!unit->arrayenabled)
+                               {
+                                       unit->arrayenabled = true;
+                                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               }
+                       }
+                       else
+                       {
+                               if (unit->arrayenabled)
                                {
-                                       qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+                                       unit->arrayenabled = false;
+                                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);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->pointer_texcoord = m->pointer_texcoord[i];
+                       unit->arrayis3d = arrayis3d;
+                       if (unit->arrayis3d)
+                               qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), unit->pointer_texcoord);
+                       else
+                               qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), unit->pointer_texcoord);
+                       CHECKGLERROR
                }
        }
 }
 
-void R_Mesh_State(const rmeshstate_t *m)
+void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, int *elements)
 {
-       R_Mesh_MainState(m);
-       R_Mesh_TextureState(m);
+       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
 }
 
 /*
@@ -1401,7 +1029,6 @@ void R_Mesh_State(const rmeshstate_t *m)
 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg)
 {
        qboolean ret;
-       int i, j;
        qbyte *buffer;
 
        if (!r_render.integer)
@@ -1411,16 +1038,6 @@ qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qbo
        qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
        CHECKGLERROR
 
-       // LordHavoc: compensate for v_overbrightbits when using hardware gamma
-       if (v_hwgamma.integer)
-       {
-               for (i = 0;i < width * height * 3;i++)
-               {
-                       j = buffer[i] << v_overbrightbits.integer;
-                       buffer[i] = (qbyte) (bound(0, j, 255));
-               }
-       }
-
        if (jpeg)
                ret = JPEG_SaveImage_preflipped (filename, width, height, buffer);
        else
@@ -1460,6 +1077,17 @@ 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 / tan(fov_x/360*M_PI))) * 360 / M_PI;
+}
+
 /*
 ==================
 SCR_UpdateScreen
@@ -1485,14 +1113,6 @@ void SCR_UpdateScreen (void)
        if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
                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();
@@ -1500,8 +1120,77 @@ void SCR_UpdateScreen (void)
        R_TimeReport("clear");
 
        if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
+       {
+               float size;
+               int contents;
+
+               // bound viewsize
+               if (scr_viewsize.value < 30)
+                       Cvar_Set ("viewsize","30");
+               if (scr_viewsize.value > 120)
+                       Cvar_Set ("viewsize","120");
+               
+               // bound field of view
+               if (scr_fov.value < 1)
+                       Cvar_Set ("fov","1");
+               if (scr_fov.value > 170)
+                       Cvar_Set ("fov","170");
+       
+               // intermission is always full screen
+               if (cl.intermission)
+               {
+                       size = 1;
+                       sb_lines = 0;
+               }
+               else
+               {
+                       if (scr_viewsize.value >= 120)
+                               sb_lines = 0;           // no status bar at all
+                       else if (scr_viewsize.value >= 110)
+                               sb_lines = 24;          // no inventory
+                       else
+                               sb_lines = 24+16+8;
+                       size = scr_viewsize.value * (1.0 / 100.0);
+                       size = min(size, 1);
+               }
+       
+               r_refdef.width = vid.realwidth * size;
+               r_refdef.height = vid.realheight * size;
+               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)
+               r_refdef.fov_x = scr_fov.value * cl.viewzoom;
+               r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.width, r_refdef.height);
+       
+               if (cl.worldmodel)
+               {
+                       Mod_CheckLoaded(cl.worldmodel);
+                       contents = CL_PointSuperContents(r_vieworigin);
+                       if (contents & SUPERCONTENTS_LIQUIDSMASK)
+                       {
+                               r_refdef.fov_x *= (sin(cl.time * 4.7) * 0.015 + 0.985);
+                               r_refdef.fov_y *= (sin(cl.time * 3.0) * 0.015 + 0.985);
+                       }
+               }
+
                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.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.fov_y = CalcFov(r_refdef.fov_x, r_refdef.width, r_refdef.height);
+
+                       R_RenderView();
+               }
+       }
+
        // draw 2D stuff
        R_DrawQueue();
 
@@ -1519,61 +1208,17 @@ void SCR_UpdateScreen (void)
        }
 }
 
-// utility functions
 
-void R_Mesh_CopyVertex3f(const float *vertex3f, int numverts)
-{
-#ifdef MESH_VAR
-       if (mesh_var)
-       {
-               float *out = varray_vertex3f;
-               while (--numverts)
-               {
-                       *out++ = *vertex3f++;
-                       *out++ = *vertex3f++;
-                       *out++ = *vertex3f++;
-               }
-       }
-       else
-#endif
-               memcpy(varray_vertex3f, vertex3f, numverts * sizeof(float[3]));
-}
-
-void R_Mesh_CopyTexCoord2f(int tmu, const float *texcoord2f, int numverts)
-{
-#ifdef MESH_VAR
-       if (mesh_var)
-       {
-               float *out = varray_texcoord2f[tmu];
-               while (--numverts)
-               {
-                       *out++ = *texcoord2f++;
-                       *out++ = *texcoord2f++;
-               }
-       }
-       else
-#endif
-               memcpy(varray_texcoord2f[tmu], texcoord2f, numverts * sizeof(float[2]));
-}
+//===========================================================================
+// dynamic vertex array buffer subsystem
+//===========================================================================
 
-void R_Mesh_CopyColor4f(const float *color4f, int numverts)
-{
-#ifdef MESH_VAR
-       if (mesh_var)
-       {
-               float *out = varray_color4f;
-               while (--numverts)
-               {
-                       *out++ = *color4f++;
-                       *out++ = *color4f++;
-                       *out++ = *color4f++;
-                       *out++ = *color4f++;
-               }
-       }
-       else
-#endif
-               memcpy(varray_color4f, color4f, numverts * sizeof(float[4]));
-}
+float varray_vertex3f[65536*3];
+float varray_color4f[65536*4];
+float varray_texcoord2f[4][65536*2];
+float varray_texcoord3f[4][65536*3];
+float varray_normal3f[65536*3];
+int earray_element3i[65536];
 
 //===========================================================================
 // vertex array caching subsystem