]> 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 c9d9ec8a89bd2c737c761b1a3738f99e6d0700d2..9f970fe63e4ed91a434ce542d3f688b17478af0a 100644 (file)
@@ -1,10 +1,15 @@
 
 #include "quakedef.h"
 #include "image.h"
+#include "jpeg.h"
+#include "cl_collision.h"
 
-cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "1024"};
-cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
 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_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
@@ -51,7 +56,7 @@ void GL_PrintError(int errornumber, char *filename, int linenumber)
                break;
 #endif
 #ifdef GL_TABLE_TOO_LARGE
-    case GL_TABLE_TOO_LARGE:
+       case GL_TABLE_TOO_LARGE:
                Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
                break;
 #endif
@@ -68,76 +73,97 @@ int c_meshs, c_meshelements;
 
 void SCR_ScreenShot_f (void);
 
-// these are externally accessible
-int r_lightmapscalebit;
-float r_colorscale;
-float *varray_vertex;
-float *varray_color;
-float *varray_texcoord[MAX_TEXTUREUNITS];
-int mesh_maxverts;
-
 static matrix4x4_t backend_viewmatrix;
 static matrix4x4_t backend_modelmatrix;
 static matrix4x4_t backend_modelviewmatrix;
 static matrix4x4_t backend_glmodelviewmatrix;
+static matrix4x4_t backend_projectmatrix;
 
 static int backendunits, backendactive;
-static qbyte *varray_bcolor;
 static mempool_t *gl_backend_mempool;
 
-int polygonelements[768];
+/*
+note: here's strip order for a terrain row:
+0--1--2--3--4
+|\ |\ |\ |\ |
+| \| \| \| \|
+A--B--C--D--E
+clockwise
 
-void GL_Backend_AllocArrays(void)
+A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
+
+*elements++ = i + row;
+*elements++ = i;
+*elements++ = i + row + 1;
+*elements++ = i;
+*elements++ = i + 1;
+*elements++ = i + row + 1;
+
+
+for (y = 0;y < rows - 1;y++)
 {
-       int i;
+       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;
+       }
+}
 
-       for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
+alternative:
+0--1--2--3--4
+| /| /|\ | /|
+|/ |/ | \|/ |
+A--B--C--D--E
+counterclockwise
+
+for (y = 0;y < rows - 1;y++)
+{
+       for (x = 0;x < columns - 1;x++)
        {
-               polygonelements[i * 3 + 0] = 0;
-               polygonelements[i * 3 + 1] = i + 1;
-               polygonelements[i * 3 + 2] = i + 2;
+               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];
 
+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");
-
-       varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
-       varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
-       varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4]));
-       for (i = 0;i < backendunits;i++)
-               varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
-       for (;i < MAX_TEXTUREUNITS;i++)
-               varray_texcoord[i] = NULL;
+       R_Mesh_CacheArray_Startup();
 }
 
-void GL_Backend_FreeArrays(int resizingbuffers)
+void GL_Backend_FreeArrays(void)
 {
-       int i;
-       if (resizingbuffers)
-               Mem_EmptyPool(gl_backend_mempool);
-       else
-               Mem_FreePool(&gl_backend_mempool);
-       varray_vertex = NULL;
-       varray_color = NULL;
-       varray_bcolor = NULL;
-       for (i = 0;i < MAX_TEXTUREUNITS;i++)
-               varray_texcoord[i] = NULL;
+       R_Mesh_CacheArray_Shutdown();
+       Mem_FreePool(&gl_backend_mempool);
 }
 
 static void gl_backend_start(void)
 {
-       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
                qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
+               CHECKGLERROR
                qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
                CHECKGLERROR
-               Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
-       }
-       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);
@@ -152,57 +178,51 @@ static void gl_backend_shutdown(void)
        backendunits = 0;
        backendactive = false;
 
-       Con_Printf("OpenGL Backend shutting down\n");
-
-       GL_Backend_FreeArrays(false);
-}
-
-void GL_Backend_CheckCvars(void)
-{
-       // 21760 is (65536 / 3) rounded off to a multiple of 128
-       if (gl_mesh_maxverts.integer < 1024)
-               Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
-       if (gl_mesh_maxverts.integer > 21760)
-               Cvar_SetValueQuick(&gl_mesh_maxverts, 21760);
-}
+       Con_DPrintf("OpenGL Backend shutting down\n");
 
-void GL_Backend_ResizeArrays(int numtriangles)
-{
-       Cvar_SetValueQuick(&gl_mesh_maxverts, numtriangles);
-       GL_Backend_CheckCvars();
-       mesh_maxverts = gl_mesh_maxverts.integer;
-       GL_Backend_FreeArrays(true);
-       GL_Backend_AllocArrays();
+       GL_Backend_FreeArrays();
 }
 
 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;
+
+       for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
+       {
+               polygonelements[i * 3 + 0] = 0;
+               polygonelements[i * 3 + 1] = i + 1;
+               polygonelements[i * 3 + 2] = i + 2;
+       }
+
        Cvar_RegisterVariable(&r_render);
        Cvar_RegisterVariable(&gl_dither);
        Cvar_RegisterVariable(&gl_lockarrays);
+       Cvar_RegisterVariable(&gl_delayfinish);
+       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);
-       GL_Backend_CheckCvars();
-       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)
@@ -211,14 +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));
 }
 
@@ -231,7 +254,7 @@ void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, doub
 
        // set up viewpoint
        qglMatrixMode(GL_PROJECTION);CHECKGLERROR
-       qglLoadIdentity ();CHECKGLERROR
+       qglLoadIdentity();CHECKGLERROR
        // pyramid slopes
        xmax = zNear * tan(fovx * M_PI / 360.0);
        ymax = zNear * tan(fovy * M_PI / 360.0);
@@ -243,14 +266,14 @@ void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, doub
 
 void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
 {
-       double nudge, m[16];
+       float nudge, m[16];
 
        if (!r_render.integer)
                return;
 
        // set up viewpoint
        qglMatrixMode(GL_PROJECTION);CHECKGLERROR
-       qglLoadIdentity ();CHECKGLERROR
+       qglLoadIdentity();CHECKGLERROR
        // set view pyramid
        nudge = 1.0 - 1.0 / (1<<23);
        m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
@@ -263,15 +286,31 @@ void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, dou
        m[ 7] = 0;
        m[ 8] = 0;
        m[ 9] = 0;
-       m[10] = -1 * nudge;
-       m[11] = -1 * nudge;
+       m[10] = -nudge;
+       m[11] = -1;
        m[12] = 0;
        m[13] = 0;
        m[14] = -2 * zNear * nudge;
        m[15] = 0;
-       qglLoadMatrixd(m);
+       qglLoadMatrixf(m);
        qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
        GL_SetupView_Orientation_Identity();
+       backend_projectmatrix.m[0][0] = m[0];
+       backend_projectmatrix.m[1][0] = m[1];
+       backend_projectmatrix.m[2][0] = m[2];
+       backend_projectmatrix.m[3][0] = m[3];
+       backend_projectmatrix.m[0][1] = m[4];
+       backend_projectmatrix.m[1][1] = m[5];
+       backend_projectmatrix.m[2][1] = m[6];
+       backend_projectmatrix.m[3][1] = m[7];
+       backend_projectmatrix.m[0][2] = m[8];
+       backend_projectmatrix.m[1][2] = m[9];
+       backend_projectmatrix.m[2][2] = m[10];
+       backend_projectmatrix.m[3][2] = m[11];
+       backend_projectmatrix.m[0][3] = m[12];
+       backend_projectmatrix.m[1][3] = m[13];
+       backend_projectmatrix.m[2][3] = m[14];
+       backend_projectmatrix.m[3][3] = m[15];
 }
 
 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
@@ -281,7 +320,7 @@ void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double
 
        // set up viewpoint
        qglMatrixMode(GL_PROJECTION);CHECKGLERROR
-       qglLoadIdentity ();CHECKGLERROR
+       qglLoadIdentity();CHECKGLERROR
        qglOrtho(x1, x2, y2, y1, zNear, zFar);
        qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
        GL_SetupView_Orientation_Identity();
@@ -289,11 +328,14 @@ void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double
 
 typedef struct gltextureunit_s
 {
-       unsigned int t1d, t2d, t3d, tcubemap;
-       unsigned int arrayenabled;
-       float rgbscale;
+       int t1d, t2d, t3d, tcubemap;
+       int arrayenabled;
+       int arrayis3d;
+       const void *pointer_texcoord;
+       float rgbscale, alphascale;
        int combinergb, combinealpha;
        // FIXME: add more combine stuff
+       matrix4x4_t matrix;
 }
 gltextureunit_t;
 
@@ -303,11 +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;
+       const void *pointer_vertex;
+       const void *pointer_color;
 }
 gl_state;
 
@@ -315,30 +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->pointer_texcoord = NULL;
                unit->rgbscale = 1;
+               unit->alphascale = 1;
                unit->combinergb = GL_MODULATE;
                unit->combinealpha = GL_MODULATE;
-               unit->arrayenabled = false;
+
+               qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
                qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-               if (gl_texture3d)
-               {
-                       qglTexCoordPointer(3, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR
-               }
-               else
-               {
-                       qglTexCoordPointer(2, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR
-               }
+
                qglDisable(GL_TEXTURE_1D);CHECKGLERROR
                qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                if (gl_texture3d)
@@ -355,7 +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
@@ -379,15 +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.pointer_vertex = NULL;
+       gl_state.pointer_color = NULL;
 
-       qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
-       qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+       CHECKGLERROR
 
        qglEnable(GL_CULL_FACE);CHECKGLERROR
        qglCullFace(GL_FRONT);CHECKGLERROR
@@ -395,144 +441,355 @@ 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[4]), varray_vertex);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]), varray_color);CHECKGLERROR
-       }
-       else
-       {
-               qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
-       }
+
+       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_UseColorArray(void)
+void GL_ActiveTexture(int num)
 {
-       if (!gl_state.colorarray)
+       if (gl_state.unit != num)
        {
-               gl_state.colorarray = true;
-               qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+               gl_state.unit = num;
+               if (qglActiveTexture)
+               {
+                       qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
+                       CHECKGLERROR
+               }
        }
 }
 
-void GL_Color(float cr, float cg, float cb, float ca)
+void GL_ClientActiveTexture(int num)
 {
-       if (gl_state.colorarray)
+       if (gl_state.clientunit != num)
        {
-               gl_state.colorarray = false;
-               qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+               gl_state.clientunit = num;
+               if (qglActiveTexture)
+               {
+                       qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
+                       CHECKGLERROR
+               }
        }
-       qglColor4f(cr, cg, cb, ca);
 }
 
-// called at beginning of frame
-void R_Mesh_Start(void)
+void GL_BlendFunc(int blendfunc1, int blendfunc2)
 {
-       BACKENDACTIVECHECK
-
-       CHECKGLERROR
-
-       GL_Backend_CheckCvars();
-       if (mesh_maxverts != gl_mesh_maxverts.integer)
-               GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
-
-       GL_Backend_ResetState();
+       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
+                       }
+               }
+       }
 }
 
-int gl_backend_rebindtextures;
-
-void GL_ConvertColorsFloatToByte(int numverts)
+void GL_DepthMask(int state)
 {
-       int i, k, total;
-       // LordHavoc: to avoid problems with aliasing (treating memory as two
-       // different types - exactly what this is doing), these must be volatile
-       // (or a union)
-       volatile int *icolor;
-       volatile float *fcolor;
-       qbyte *bcolor;
-
-       total = numverts * 4;
-
-       // shift float to have 8bit fraction at base of number
-       fcolor = varray_color;
-       for (i = 0;i < total;)
+       if (gl_state.depthmask != state)
        {
-               fcolor[i    ] += 32768.0f;
-               fcolor[i + 1] += 32768.0f;
-               fcolor[i + 2] += 32768.0f;
-               fcolor[i + 3] += 32768.0f;
-               i += 4;
+               qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
        }
+}
 
-       // then read as integer and kill float bits...
-       icolor = (int *)varray_color;
-       bcolor = varray_bcolor;
-       for (i = 0;i < total;)
+void GL_DepthTest(int state)
+{
+       if (gl_state.depthtest != state)
        {
-               k = icolor[i    ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i    ] = (qbyte) k;
-               k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
-               k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
-               k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
-               i += 4;
+               gl_state.depthtest = state;
+               if (gl_state.depthtest)
+               {
+                       qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+               }
+               else
+               {
+                       qglDisable(GL_DEPTH_TEST);CHECKGLERROR
+               }
        }
 }
 
-void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, const int *index)
+void GL_VertexPointer(const float *p)
 {
-       int arraylocked = false;
-       c_meshs++;
-       c_meshelements += indexcount;
-       if (indexcount == 0 || endvert == firstvert)
+       if (gl_state.pointer_vertex != p)
        {
-               Con_Printf("GL_DrawRangeElements(%d, %d, %d, %08p);\n", firstvert, endvert, indexcount, index);
-               return;
+               gl_state.pointer_vertex = p;
+               CHECKGLERROR
+               qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
+               CHECKGLERROR
        }
-       if (gl_supportslockarrays && gl_lockarrays.integer)
+}
+
+void GL_ColorPointer(const float *p)
+{
+       if (gl_state.pointer_color != p)
        {
-               qglLockArraysEXT(firstvert, endvert - firstvert);
                CHECKGLERROR
-               arraylocked = true;
+               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
        }
-       if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
-               qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, (const GLuint *) index);
-       else
-               qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, (const GLuint *) index);
-       CHECKGLERROR
-       if (arraylocked)
+}
+
+void GL_Color(float cr, float cg, float cb, float ca)
+{
+       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)
        {
-               qglUnlockArraysEXT();
+               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);
                CHECKGLERROR
-               arraylocked = false;
        }
 }
 
-// enlarges geometry buffers if they are too small
-void _R_Mesh_ResizeCheck(int numverts)
+void GL_LockArrays(int first, int count)
 {
-       if (numverts > mesh_maxverts)
+       if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
        {
-               BACKENDACTIVECHECK
-               GL_Backend_ResizeArrays(numverts + 100);
-               GL_Backend_ResetState();
+               if (gl_state.lockrange_count)
+               {
+                       gl_state.lockrange_count = 0;
+                       CHECKGLERROR
+                       qglUnlockArraysEXT();
+                       CHECKGLERROR
+               }
+               if (count && gl_supportslockarrays && gl_lockarrays.integer)
+               {
+                       gl_state.lockrange_first = first;
+                       gl_state.lockrange_count = count;
+                       CHECKGLERROR
+                       qglLockArraysEXT(first, count);
+                       CHECKGLERROR
+               }
        }
 }
 
-// renders the mesh
-void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
+void GL_Scissor (int x, int y, int width, int height)
 {
-       BACKENDACTIVECHECK
+       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;
+       float iw;
+       Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
+       Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
+       iw = 1.0f / out[3];
+       out[0] = r_refdef.x + (out[0] * iw + 1.0f) * r_refdef.width * 0.5f;
+       out[1] = r_refdef.y + (out[1] * iw + 1.0f) * r_refdef.height * 0.5f;
+       out[2] = out[2] * iw;
+}
+
+// called at beginning of frame
+void R_Mesh_Start(void)
+{
+       BACKENDACTIVECHECK
        CHECKGLERROR
+       GL_Backend_ResetState();
+}
 
-       if (gl_state.colorarray && !gl_mesh_floatcolors.integer)
-               GL_ConvertColorsFloatToByte(numverts);
-       if (!r_render.integer)
+int gl_backend_rebindtextures;
+
+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);
+}
+
+// renders triangles using vertices from the active arrays
+int paranoidblah = 0;
+void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
+{
+       int numelements = numtriangles * 3;
+       if (numverts == 0 || numtriangles == 0)
+       {
+               Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
                return;
-       GL_DrawRangeElements(0, numverts, numtriangles * 3, elements);
+       }
+       c_meshs++;
+       c_meshelements += numelements;
+       CHECKGLERROR
+       if (r_render.integer)
+       {
+               if (gl_paranoid.integer)
+               {
+                       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)
+                       {
+                               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;
+                       }
+                       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++)
+                       {
+                               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;
+                               }
+                       }
+               }
+               CHECKGLERROR
+               GL_LockArrays(0, numverts);
+               CHECKGLERROR
+               if (gl_mesh_testmanualfeeding.integer)
+               {
+                       int i, j;
+                       const GLfloat *p;
+                       qglBegin(GL_TRIANGLES);
+                       for (i = 0;i < numtriangles * 3;i++)
+                       {
+                               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]);
+                       }
+                       qglEnd();
+                       CHECKGLERROR
+               }
+               else if (gl_mesh_testarrayelement.integer)
+               {
+                       int i;
+                       qglBegin(GL_TRIANGLES);
+                       for (i = 0;i < numtriangles * 3;i++)
+                       {
+                               qglArrayElement(elements[i]);
+                       }
+                       qglEnd();
+                       CHECKGLERROR
+               }
+               else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+               {
+                       qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
+               }
+               else
+               {
+                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
+               }
+               CHECKGLERROR
+               GL_LockArrays(0, 0);
+               CHECKGLERROR
+       }
 }
 
 // restores backend state, used when done with 3D rendering
@@ -540,6 +797,9 @@ void R_Mesh_Finish(void)
 {
        int i;
        BACKENDACTIVECHECK
+               CHECKGLERROR
+       GL_LockArrays(0, 0);
+               CHECKGLERROR
 
        for (i = backendunits - 1;i >= 0;i--)
        {
@@ -562,6 +822,7 @@ void R_Mesh_Finish(void)
                if (gl_combine.integer)
                {
                        qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
                }
        }
        qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
@@ -584,60 +845,23 @@ 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)
 {
-       BACKENDACTIVECHECK
-
-       if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
+       if (memcmp(&gl_state.units[unitnumber].matrix, matrix, sizeof(matrix4x4_t)))
        {
-               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)
-       {
-               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))
-       {
-               qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));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 rgbscale;
+       int i, combinergb, combinealpha, scale, arrayis3d;
        gltextureunit_t *unit;
 
        BACKENDACTIVECHECK
@@ -648,138 +872,150 @@ 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 (gl_state.unit != i)
+                       GL_ActiveTexture(i);
+                       if (m->tex1d[i])
                        {
-                               qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+                               if (unit->t1d == 0)
+                                       qglEnable(GL_TEXTURE_1D);CHECKGLERROR
                        }
-                       if (m->tex1d[i] || m->tex[i] || m->tex3d[i] || m->texcubemap[i])
+                       else
                        {
-                               if (!unit->arrayenabled)
-                               {
-                                       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)
-                               {
-                                       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
                        }
-                       combinergb = m->texcombinergb[i];
-                       combinealpha = m->texcombinealpha[i];
-                       if (!combinergb)
-                               combinergb = GL_MODULATE;
-                       if (!combinealpha)
-                               combinealpha = GL_MODULATE;
-                       if (unit->combinergb != combinergb)
+                       qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR
+               }
+               if (unit->t3d != m->tex3d[i])
+               {
+                       GL_ActiveTexture(i);
+                       if (m->tex3d[i])
                        {
-                               unit->combinergb = combinergb;
-                               if (gl_combine.integer)
-                               {
-                                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
-                               }
-                               else
-                               {
-                                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
-                               }
+                               if (unit->t3d == 0)
+                                       qglEnable(GL_TEXTURE_3D);CHECKGLERROR
                        }
-                       if (unit->combinealpha != combinealpha)
+                       else
                        {
-                               unit->combinealpha = combinealpha;
-                               if (gl_combine.integer)
-                               {
-                                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
-                               }
+                               if (unit->t3d)
+                                       qglDisable(GL_TEXTURE_3D);CHECKGLERROR
                        }
-                       if (unit->t1d != m->tex1d[i])
+                       qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR
+               }
+               if (unit->tcubemap != m->texcubemap[i])
+               {
+                       GL_ActiveTexture(i);
+                       if (m->texcubemap[i])
                        {
-                               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->tcubemap == 0)
+                                       qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
                        }
-                       if (unit->t2d != m->tex[i])
+                       else
                        {
-                               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->tcubemap)
+                                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
                        }
-                       if (unit->t3d != m->tex3d[i])
+                       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)
+               {
+                       GL_ActiveTexture(i);
+                       unit->combinergb = combinergb;
+                       if (gl_combine.integer) 
                        {
-                               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
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
                        }
-                       if (unit->tcubemap != m->texcubemap[i])
+                       else
                        {
-                               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
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
                        }
                }
-               rgbscale = max(m->texrgbscale[i], 1);
-               if (gl_state.units[i].rgbscale != rgbscale)
+               combinealpha = m->texcombinealpha[i];
+               if (!combinealpha)
+                       combinealpha = GL_MODULATE;
+               if (unit->combinealpha != combinealpha)
                {
-                       if (gl_state.unit != i)
+                       GL_ActiveTexture(i);
+                       unit->combinealpha = combinealpha;
+                       if (gl_combine.integer)
                        {
-                               qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
                        }
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = rgbscale));CHECKGLERROR
+               }
+               scale = max(m->texrgbscale[i], 1);
+               if (unit->rgbscale != scale)
+               {
+                       GL_ActiveTexture(i);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = scale));CHECKGLERROR
+               }
+               scale = max(m->texalphascale[i], 1);
+               if (unit->alphascale != scale)
+               {
+                       GL_ActiveTexture(i);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR
+               }
+               arrayis3d = unit->t3d || unit->tcubemap;
+               if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d != arrayis3d)
+               {
+                       GL_ClientActiveTexture(i);
+                       if (m->pointer_texcoord[i])
+                       {
+                               if (!unit->arrayenabled)
+                               {
+                                       unit->arrayenabled = true;
+                                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               }
+                       }
+                       else
+                       {
+                               if (unit->arrayenabled)
+                               {
+                                       unit->arrayenabled = false;
+                                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);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
 }
 
 /*
@@ -790,10 +1026,9 @@ void R_Mesh_State(const rmeshstate_t *m)
 ==============================================================================
 */
 
-qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
+qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg)
 {
        qboolean ret;
-       int i;
        qbyte *buffer;
 
        if (!r_render.integer)
@@ -803,12 +1038,10 @@ qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
        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++)
-                       buffer[i] <<= v_overbrightbits.integer;
-
-       ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
+       if (jpeg)
+               ret = JPEG_SaveImage_preflipped (filename, width, height, buffer);
+       else
+               ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer);
 
        Mem_Free(buffer);
        return ret;
@@ -822,8 +1055,16 @@ void R_ClearScreen(void)
        {
                // clear to black
                qglClearColor(0,0,0,0);CHECKGLERROR
+               qglClearDepth(1);CHECKGLERROR
+               if (gl_stencil)
+               {
+                       // LordHavoc: we use a stencil centered around 128 instead of 0,
+                       // to avoid clamping interfering with strange shadow volume
+                       // drawing orders
+                       qglClearStencil(128);CHECKGLERROR
+               }
                // clear the screen
-               qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
+               qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR
                // set dithering mode
                if (gl_dither.integer)
                {
@@ -836,6 +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
@@ -846,9 +1098,12 @@ text to the screen.
 */
 void SCR_UpdateScreen (void)
 {
-       VID_Finish ();
+       if (gl_delayfinish.integer)
+       {
+               VID_Finish ();
 
-       R_TimeReport("finish");
+               R_TimeReport("finish");
+       }
 
        if (r_textureunits.integer > gl_textureunits)
                Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
@@ -858,14 +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();
@@ -873,13 +1120,351 @@ 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();
 
-       // tell driver to commit it's partially full geometry queue to the rendering queue
-       // (this doesn't wait for the commands themselves to complete)
-       qglFlush();
+       if (gl_delayfinish.integer)
+       {
+               // tell driver to commit it's partially full geometry queue to the rendering queue
+               // (this doesn't wait for the commands themselves to complete)
+               qglFlush();
+       }
+       else
+       {
+               VID_Finish ();
+
+               R_TimeReport("finish");
+       }
+}
+
+
+//===========================================================================
+// dynamic vertex array buffer subsystem
+//===========================================================================
+
+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
+//===========================================================================
+
+typedef struct rcachearraylink_s
+{
+       struct rcachearraylink_s *next, *prev;
+       struct rcachearrayitem_s *data;
+}
+rcachearraylink_t;
+
+typedef struct rcachearrayitem_s
+{
+       // the original request structure
+       rcachearrayrequest_t request;
+       // active
+       int active;
+       // offset into r_mesh_rcachedata
+       int offset;
+       // for linking this into the sequential list
+       rcachearraylink_t sequentiallink;
+       // for linking this into the lookup list
+       rcachearraylink_t hashlink;
+}
+rcachearrayitem_t;
+
+#define RCACHEARRAY_HASHSIZE 65536
+#define RCACHEARRAY_ITEMS 4096
+#define RCACHEARRAY_DEFAULTSIZE (4 << 20)
+
+// all active items are linked into this chain in sorted order
+static rcachearraylink_t r_mesh_rcachesequentialchain;
+// all inactive items are linked into this chain in unknown order
+static rcachearraylink_t r_mesh_rcachefreechain;
+// all active items are also linked into these chains (using their hashlink)
+static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE];
+
+// all items are stored here, whether active or inactive
+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];
+
+// current state
+static int r_mesh_rcachedata_offset;
+static rcachearraylink_t *r_mesh_rcachesequentialchain_current;
+
+static void R_Mesh_CacheArray_Startup(void)
+{
+       int i;
+       rcachearraylink_t *l;
+       // prepare all the linked lists
+       l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL;
+       l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL;
+       memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain));
+       for (i = 0;i < RCACHEARRAY_HASHSIZE;i++)
+       {
+               l = &r_mesh_rcachechain[i];
+               l->next = l->prev = l;
+               l->data = NULL;
+       }
+       memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems));
+       for (i = 0;i < RCACHEARRAY_ITEMS;i++)
+       {
+               r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i];
+               l = &r_mesh_rcacheitems[i].sequentiallink;
+               l->next = &r_mesh_rcachefreechain;
+               l->prev = l->next->prev;
+               l->next->prev = l->prev->next = l;
+       }
+       // clear other state
+       r_mesh_rcachedata_offset = 0;
+       r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
+}
+
+static void R_Mesh_CacheArray_Shutdown(void)
+{
+}
+
+/*
+static void R_Mesh_CacheArray_ValidateState(int num)
+{
+       rcachearraylink_t *l, *lhead;
+       lhead = &r_mesh_rcachesequentialchain;
+       if (r_mesh_rcachesequentialchain_current == lhead)
+               return;
+       for (l = lhead->next;l != lhead;l = l->next)
+               if (r_mesh_rcachesequentialchain_current == l)
+                       return;
+       Sys_Error("%i", num);
+}
+*/
+
+int R_Mesh_CacheArray(rcachearrayrequest_t *r)
+{
+       rcachearraylink_t *l, *lhead, *lnext;
+       rcachearrayitem_t *d;
+       int hashindex, offset, offsetend;
+
+       //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;
+
+       // is it already cached?
+       for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next)
+       {
+               if (!memcmp(&l->data->request, r, sizeof(l->data->request)))
+               {
+                       // we have it cached already
+                       r->data = r_mesh_rcachedata + l->data->offset;
+                       return false;
+               }
+       }
+
+       // we need to add a new cache item, this means finding a place for the new
+       // data and making sure we have a free item available, lots of work...
+
+       // check if buffer needs to wrap
+       if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size)
+       {
+               /*
+               if (r->data_size * 10 > r_mesh_rcachedata_size)
+               {
+                       // realloc whole cache
+               }
+               */
+               // reset back to start
+               r_mesh_rcachedata_offset = 0;
+               r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
+       }
+       offset = r_mesh_rcachedata_offset;
+       r_mesh_rcachedata_offset += r->data_size;
+       offsetend = r_mesh_rcachedata_offset;
+       //R_Mesh_CacheArray_ValidateState(4);
+
+       /*
+       {
+               int n;
+               for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++);
+               Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n);
+       }
+       */
+
+       // make room for the new data (remove old items)
+       lhead = &r_mesh_rcachesequentialchain;
+       l = r_mesh_rcachesequentialchain_current;
+       if (l == lhead)
+               l = l->next;
+       while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset)
+       {
+       //r_mesh_rcachesequentialchain_current = l;
+       //R_Mesh_CacheArray_ValidateState(8);
+               lnext = l->next;
+               // if at the end of the chain, wrap around
+               if (lnext == lhead)
+                       lnext = lnext->next;
+       //r_mesh_rcachesequentialchain_current = lnext;
+       //R_Mesh_CacheArray_ValidateState(10);
+
+               // unlink from sequential chain
+               l->next->prev = l->prev;
+               l->prev->next = l->next;
+       //R_Mesh_CacheArray_ValidateState(11);
+               // link into free chain
+               l->next = &r_mesh_rcachefreechain;
+               l->prev = l->next->prev;
+               l->next->prev = l->prev->next = l;
+       //R_Mesh_CacheArray_ValidateState(12);
+
+               l = &l->data->hashlink;
+               // unlink from hash chain
+               l->next->prev = l->prev;
+               l->prev->next = l->next;
+
+               l = lnext;
+       //r_mesh_rcachesequentialchain_current = l;
+       //R_Mesh_CacheArray_ValidateState(9);
+       }
+       //r_mesh_rcachesequentialchain_current = l;
+       //R_Mesh_CacheArray_ValidateState(5);
+       // gobble an extra item if we have no free items available
+       if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain)
+       {
+               lnext = l->next;
+
+               // unlink from sequential chain
+               l->next->prev = l->prev;
+               l->prev->next = l->next;
+               // link into free chain
+               l->next = &r_mesh_rcachefreechain;
+               l->prev = l->next->prev;
+               l->next->prev = l->prev->next = l;
+
+               l = &l->data->hashlink;
+               // unlink from hash chain
+               l->next->prev = l->prev;
+               l->prev->next = l->next;
+
+               l = lnext;
+       }
+       r_mesh_rcachesequentialchain_current = l;
+       //R_Mesh_CacheArray_ValidateState(6);
+
+       // now take an item from the free chain
+       l = r_mesh_rcachefreechain.next;
+       // set it up
+       d = l->data;
+       d->request = *r;
+       d->offset = offset;
+       // unlink
+       l->next->prev = l->prev;
+       l->prev->next = l->next;
+       // relink to sequential
+       l->next = r_mesh_rcachesequentialchain_current->prev;
+       l->prev = l->next->prev;
+       while (l->next->data && l->data && l->next->data->offset <= d->offset)
+       {
+               //Con_Printf(">\n");
+               l->next = l->next->next;
+               l->prev = l->prev->next;
+       }
+       while (l->prev->data && l->data && l->prev->data->offset >= d->offset)
+       {
+               //Con_Printf("<\n");
+               l->prev = l->prev->prev;
+               l->next = l->next->prev;
+       }
+       l->next->prev = l->prev->next = l;
+       // also link into hash chain
+       l = &l->data->hashlink;
+       l->next = &r_mesh_rcachechain[hashindex];
+       l->prev = l->next->prev;
+       l->prev->next = l;
+       l->next->prev = l->prev->next = l;
+
+
+       //r_mesh_rcachesequentialchain_current = d->sequentiallink.next;
+
+       //R_Mesh_CacheArray_ValidateState(7);
+       // and finally set the data pointer
+       r->data = r_mesh_rcachedata + d->offset;
+       // and tell the caller to fill the array
+       return true;
 }