]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
varray_* rewritten to remove padding (varray_vertex3f, varray_texcoord2f, varray_texc...
[xonotic/darkplaces.git] / gl_backend.c
index d9521d4b09bf27ccfc810ae7944c2881da12d6f5..a454952718a9ef02d1558f51aa6255b76380b155 100644 (file)
@@ -1,9 +1,15 @@
 
 #include "quakedef.h"
+#include "image.h"
 
-cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "1024"};
+cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "21760"};
 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
+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"};
+cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"};
 
 cvar_t r_render = {0, "r_render", "1"};
 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
@@ -50,7 +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
@@ -70,65 +76,173 @@ 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];
+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_color4b, *varray_buf_color4b;
 int mesh_maxverts;
+int mesh_var;
+float mesh_var_readfrequency;
+float mesh_var_writefrequency;
+float mesh_var_priority;
+int varray_offset = 0, varray_offsetnext = 0;
+GLuint *varray_buf_elements3i;
+int mesh_maxelements = 3072;
 
 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;
 
+/*
+note: here's strip order for a terrain row:
+0--1--2--3--4
+|\ |\ |\ |\ |
+| \| \| \| \|
+A--B--C--D--E
+
+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;
+*/
+
+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)
+{
+       if (varray_buf_elements3i)
+               Mem_Free(varray_buf_elements3i);
+       varray_buf_elements3i = NULL;
+}
+
+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);
+       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);
+}
+
 int polygonelements[768];
 
 void GL_Backend_AllocArrays(void)
 {
-       int i;
+       int i, size;
+       qbyte *data;
 
-       for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
+       if (!gl_backend_mempool)
        {
-               polygonelements[i * 3 + 0] = 0;
-               polygonelements[i * 3 + 1] = i + 1;
-               polygonelements[i * 3 + 2] = i + 2;
+               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 (!gl_backend_mempool)
-               gl_backend_mempool = Mem_AllocPool("GL_Backend");
+       mesh_maxverts = gl_mesh_maxverts.integer;
+       mesh_var = gl_mesh_vertex_array_range.integer;
+       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;
+
+       if (varray_buf_vertex3f)
+               VID_FreeVertexArrays(varray_buf_vertex3f);
+       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_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]));
+       size = mesh_maxverts * (sizeof(float[3]) + sizeof(float[4]) + sizeof(qbyte[4]) + (sizeof(float[3]) + sizeof(float[2])) * backendunits);
+       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);
+       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_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[2]));
+       {
+               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_texcoord[i] = NULL;
+               varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL;
+       varray_buf_color4b = (void *)data;data += sizeof(qbyte[4]) * mesh_maxverts;
+
+       GL_Backend_AllocElementsArray();
+
+       if (gl_support_var)
+       {
+               CHECKGLERROR
+               qglVertexArrayRangeNV(size, varray_buf_vertex3f);
+               CHECKGLERROR
+               qglEnableClientState(GL_VERTEX_ARRAY_RANGE_NV);
+               CHECKGLERROR
+       }
 }
 
-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;
+
+       if (gl_support_var)
+       {
+               CHECKGLERROR
+               qglDisableClientState(GL_VERTEX_ARRAY_RANGE_NV);
+               CHECKGLERROR
+       }
+
+       if (varray_buf_vertex3f)
+               VID_FreeVertexArrays(varray_buf_vertex3f);
+       varray_buf_vertex3f = NULL;
+       varray_buf_color4f = NULL;
+       varray_buf_color4b = NULL;
        for (i = 0;i < MAX_TEXTUREUNITS;i++)
-               varray_texcoord[i] = NULL;
+               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);
        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);
@@ -153,24 +267,14 @@ static void gl_backend_shutdown(void)
 
        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);
+       GL_Backend_FreeArrays();
 }
 
-void GL_Backend_ResizeArrays(int numtriangles)
+void GL_Backend_ResizeArrays(int numvertices)
 {
-       Cvar_SetValueQuick(&gl_mesh_maxverts, numtriangles);
+       Cvar_SetValueQuick(&gl_mesh_maxverts, numvertices);
        GL_Backend_CheckCvars();
        mesh_maxverts = gl_mesh_maxverts.integer;
-       GL_Backend_FreeArrays(true);
        GL_Backend_AllocArrays();
 }
 
@@ -180,9 +284,19 @@ static void gl_backend_newmap(void)
 
 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);
 #ifdef NORENDER
        Cvar_SetValue("r_render", 0);
 #endif
@@ -190,7 +304,10 @@ void gl_backend_init(void)
        Cvar_RegisterVariable(&gl_mesh_maxverts);
        Cvar_RegisterVariable(&gl_mesh_floatcolors);
        Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
-       GL_Backend_CheckCvars();
+       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);
        R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
 }
 
@@ -221,7 +338,7 @@ void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
        memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
 }
 
-void GL_SetupView_Mode_Perspective (double aspect, double fovx, double fovy, double zNear, double zFar)
+void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
 {
        double xmax, ymax;
 
@@ -230,7 +347,7 @@ void GL_SetupView_Mode_Perspective (double aspect, double fovx, double fovy, dou
 
        // 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);
@@ -240,6 +357,55 @@ void GL_SetupView_Mode_Perspective (double aspect, double fovx, double fovy, dou
        GL_SetupView_Orientation_Identity();
 }
 
+void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
+{
+       float nudge, m[16];
+
+       if (!r_render.integer)
+               return;
+
+       // set up viewpoint
+       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+       qglLoadIdentity();CHECKGLERROR
+       // set view pyramid
+       nudge = 1.0 - 1.0 / (1<<23);
+       m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
+       m[ 1] = 0;
+       m[ 2] = 0;
+       m[ 3] = 0;
+       m[ 4] = 0;
+       m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
+       m[ 6] = 0;
+       m[ 7] = 0;
+       m[ 8] = 0;
+       m[ 9] = 0;
+       m[10] = -1 * nudge;
+       m[11] = -1 * nudge;
+       m[12] = 0;
+       m[13] = 0;
+       m[14] = -2 * zNear * nudge;
+       m[15] = 0;
+       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)
 {
        if (!r_render.integer)
@@ -247,12 +413,22 @@ 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();
 }
 
+typedef struct gltextureunit_s
+{
+       int t1d, t2d, t3d, tcubemap;
+       int arrayenabled, arrayis3d;
+       float rgbscale, alphascale;
+       int combinergb, combinealpha;
+       // FIXME: add more combine stuff
+}
+gltextureunit_t;
+
 static struct
 {
        int blendfunc1;
@@ -262,134 +438,136 @@ static struct
        int depthdisable;
        int unit;
        int clientunit;
-       int texture[MAX_TEXTUREUNITS];
-       float texturergbscale[MAX_TEXTUREUNITS];
+       gltextureunit_t units[MAX_TEXTUREUNITS];
+       int colorarray;
 }
 gl_state;
 
 void GL_SetupTextureState(void)
 {
        int i;
-       if (backendunits > 1)
+       gltextureunit_t *unit;
+       for (i = 0;i < backendunits;i++)
        {
-               for (i = 0;i < backendunits;i++)
-               {
+               if (qglActiveTexture)
                        qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
-                       qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR
-                       if (gl_combine.integer)
-                       {
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_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
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
-                       }
-                       else
-                       {
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
-                       }
-                       if (gl_state.texture[i])
-                       {
-                               qglEnable(GL_TEXTURE_2D);CHECKGLERROR
-                       }
-                       else
-                       {
-                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
-                       }
+               if (qglClientActiveTexture)
                        qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
-                       qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[i]);CHECKGLERROR
-                       if (gl_state.texture[i])
-                       {
-                               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       }
-                       else
-                       {
-                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       }
-               }
-       }
-       else
-       {
-               qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR
-               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
-               if (gl_state.texture[0])
+               unit = gl_state.units + i;
+               unit->t1d = 0;
+               unit->t2d = 0;
+               unit->t3d = 0;
+               unit->tcubemap = 0;
+               unit->rgbscale = 1;
+               unit->alphascale = 1;
+               unit->combinergb = GL_MODULATE;
+               unit->combinealpha = GL_MODULATE;
+               unit->arrayenabled = false;
+               unit->arrayis3d = false;
+               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)
                {
-                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+                       qglDisable(GL_TEXTURE_3D);CHECKGLERROR
                }
-               else
+               if (gl_texturecubemap)
                {
-                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
                }
-               qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[0]);CHECKGLERROR
-               if (gl_state.texture[0])
+               if (gl_combine.integer)
                {
-                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_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
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
                }
                else
                {
-                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
                }
        }
 }
 
-int usedarrays;
 void GL_Backend_ResetState(void)
 {
-       int i;
-       gl_state.unit = 0;
-       gl_state.clientunit = 0;
+       memset(&gl_state, 0, sizeof(gl_state));
+       gl_state.depthdisable = false;
+       gl_state.blendfunc1 = GL_ONE;
+       gl_state.blendfunc2 = GL_ZERO;
+       gl_state.blend = false;
+       gl_state.depthmask = GL_TRUE;
+       gl_state.colorarray = false;
 
-       for (i = 0;i < backendunits;i++)
-       {
-               gl_state.texture[i] = 0;
-               gl_state.texturergbscale[i] = 1;
-       }
+       qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+       qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
 
        qglEnable(GL_CULL_FACE);CHECKGLERROR
        qglCullFace(GL_FRONT);CHECKGLERROR
-
-       gl_state.depthdisable = false;
        qglEnable(GL_DEPTH_TEST);CHECKGLERROR
-
-       gl_state.blendfunc1 = GL_ONE;
-       gl_state.blendfunc2 = GL_ZERO;
        qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
-
-       gl_state.blend = 0;
        qglDisable(GL_BLEND);CHECKGLERROR
-
-       gl_state.depthmask = GL_TRUE;
        qglDepthMask(gl_state.depthmask);CHECKGLERROR
-
-       usedarrays = false;
-       usedarrays = true;
-       qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR
+       qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_vertex3f);CHECKGLERROR
        qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
        if (gl_mesh_floatcolors.integer)
        {
-               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR
+               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_buf_color4f);CHECKGLERROR
        }
        else
        {
-               qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
+               qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_buf_color4b);CHECKGLERROR
        }
-       qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+       GL_Color(1, 1, 1, 1);
 
        GL_SetupTextureState();
 }
 
+void GL_UseColorArray(void)
+{
+       if (!gl_state.colorarray)
+       {
+               gl_state.colorarray = true;
+               qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+       }
+}
+
+void GL_Color(float cr, float cg, float cb, float ca)
+{
+       if (gl_state.colorarray)
+       {
+               gl_state.colorarray = false;
+               qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+       }
+       qglColor4f(cr, cg, cb, ca);
+}
+
+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)
 {
@@ -398,10 +576,22 @@ void R_Mesh_Start(void)
        CHECKGLERROR
 
        GL_Backend_CheckCvars();
-       if (mesh_maxverts != gl_mesh_maxverts.integer)
+       if (mesh_maxverts != gl_mesh_maxverts.integer
+        || mesh_var != gl_mesh_vertex_array_range.integer
+        || 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)
                GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
 
        GL_Backend_ResetState();
+
+       if (mesh_var)
+       {
+               CHECKGLERROR
+               qglFlushVertexArrayRangeNV();
+               CHECKGLERROR
+       }
+       varray_offset = 0;
 }
 
 int gl_backend_rebindtextures;
@@ -414,12 +604,12 @@ void GL_ConvertColorsFloatToByte(int numverts)
        // (or a union)
        volatile int *icolor;
        volatile float *fcolor;
-       qbyte *bcolor;
+       GLubyte *bcolor;
 
        total = numverts * 4;
 
        // shift float to have 8bit fraction at base of number
-       fcolor = varray_color;
+       fcolor = varray_buf_color4f;
        for (i = 0;i < total;)
        {
                fcolor[i    ] += 32768.0f;
@@ -430,142 +620,163 @@ void GL_ConvertColorsFloatToByte(int numverts)
        }
 
        // then read as integer and kill float bits...
-       icolor = (int *)varray_color;
-       bcolor = varray_bcolor;
+       icolor = (int *)varray_buf_color4f;
+       bcolor = varray_buf_color4b;
        for (i = 0;i < total;)
        {
-               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;
+               k = icolor[i    ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i    ] = (GLubyte) k;
+               k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (GLubyte) k;
+               k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (GLubyte) k;
+               k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (GLubyte) k;
                i += 4;
        }
 }
 
 /*
-void GL_TransformVertices(int numverts)
+// enlarges geometry buffers if they are too small
+void _R_Mesh_ResizeCheck(int numverts)
 {
-       int i;
-       float m[12], tempv[4], *v;
-       m[0] = backendmatrix.m[0][0];
-       m[1] = backendmatrix.m[0][1];
-       m[2] = backendmatrix.m[0][2];
-       m[3] = backendmatrix.m[0][3];
-       m[4] = backendmatrix.m[1][0];
-       m[5] = backendmatrix.m[1][1];
-       m[6] = backendmatrix.m[1][2];
-       m[7] = backendmatrix.m[1][3];
-       m[8] = backendmatrix.m[2][0];
-       m[9] = backendmatrix.m[2][1];
-       m[10] = backendmatrix.m[2][2];
-       m[11] = backendmatrix.m[2][3];
-       for (i = 0, v = varray_vertex;i < numverts;i++, v += 4)
-       {
-               VectorCopy(v, tempv);
-               v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3];
-               v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7];
-               v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11];
+       if (numverts > mesh_maxverts)
+       {
+               BACKENDACTIVECHECK
+               GL_Backend_ResizeArrays(numverts + 100);
+               GL_Backend_ResetState();
        }
 }
 */
 
-void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, int *index)
+void GL_Backend_RenumberElements(int numelements, const int *in, int offset)
 {
-       int arraylocked = false;
-       c_meshs++;
-       c_meshelements += indexcount;
-       if (gl_supportslockarrays && gl_lockarrays.integer)
-       {
-               qglLockArraysEXT(firstvert, endvert - firstvert);
-               CHECKGLERROR
-               arraylocked = true;
-       }
-       if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
-               qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
-       else
-               qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
-       CHECKGLERROR
-       if (arraylocked)
-       {
-               qglUnlockArraysEXT();
-               CHECKGLERROR
-               arraylocked = false;
-       }
+       int i;
+       for (i = 0;i < numelements;i++)
+               varray_buf_elements3i[i] = in[i] + offset;
 }
 
-// enlarges geometry buffers if they are too small
-void _R_Mesh_ResizeCheck(int numverts)
+// gets geometry space for a mesh
+void R_Mesh_GetSpace(int numverts)
 {
+       int i;
+
+       varray_offset = varray_offsetnext;
+       if (varray_offset + numverts > mesh_maxverts)
+               varray_offset = 0;
        if (numverts > mesh_maxverts)
        {
                BACKENDACTIVECHECK
                GL_Backend_ResizeArrays(numverts + 100);
                GL_Backend_ResetState();
+               varray_offset = 0;
        }
-}
 
-// renders the mesh
-void R_Mesh_Draw(int numverts, int numtriangles, int *elements)
-{
-       BACKENDACTIVECHECK
+       if (varray_offset == 0 && mesh_var)
+       {
+               CHECKGLERROR
+               qglFlushVertexArrayRangeNV();
+               CHECKGLERROR
+       }
 
-       CHECKGLERROR
+       // for debugging
+       //if (!mesh_var)
+       //      varray_offset = rand() % (mesh_maxverts - numverts);
 
-       if (!gl_mesh_floatcolors.integer)
-               GL_ConvertColorsFloatToByte(numverts);
-       //GL_TransformVertices(numverts);
-       if (!r_render.integer)
-               return;
-       GL_DrawRangeElements(0, numverts, numtriangles * 3, elements);
+       varray_vertex3f = varray_buf_vertex3f + varray_offset * 3;
+       varray_color4f = varray_buf_color4f + varray_offset * 4;
+       varray_color4b = varray_buf_color4b + 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;
 }
 
-// restores backend state, used when done with 3D rendering
-void R_Mesh_Finish(void)
+// renders the current mesh
+void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
 {
-       int i;
-       BACKENDACTIVECHECK
-
-       if (backendunits > 1)
+       int numelements;
+       if (numtriangles == 0 || numverts == 0)
+       {
+               Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
+               return;
+       }
+       numelements = numtriangles * 3;
+       if (mesh_maxelements < numelements)
+       {
+               mesh_maxelements = numelements;
+               GL_Backend_AllocElementsArray();
+       }
+       GL_Backend_RenumberElements(numelements, elements, varray_offset);
+       c_meshs++;
+       c_meshelements += numelements;
+       if (gl_state.colorarray && !gl_mesh_floatcolors.integer)
+               GL_ConvertColorsFloatToByte(numverts);
+       if (r_render.integer)
        {
-               for (i = backendunits - 1;i >= 0;i--)
+               if (gl_supportslockarrays && gl_lockarrays.integer)
                {
-                       qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
-                       if (gl_combine.integer)
-                       {
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
-                       }
-                       if (i > 0)
+                       qglLockArraysEXT(varray_offset, numverts);
+                       CHECKGLERROR
+                       if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
                        {
-                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                               qglDrawRangeElements(GL_TRIANGLES, varray_offset, varray_offset + numverts, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);
+                               CHECKGLERROR
                        }
                        else
                        {
-                               qglEnable(GL_TEXTURE_2D);CHECKGLERROR
-                       }
-                       qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
-
-                       if (usedarrays)
-                       {
-                               qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
-                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);
+                               CHECKGLERROR
                        }
+                       qglUnlockArraysEXT();
+                       CHECKGLERROR
+               }
+               else
+               {
+                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);
+                       CHECKGLERROR
                }
        }
-       else
+}
+
+// restores backend state, used when done with 3D rendering
+void R_Mesh_Finish(void)
+{
+       int i;
+       BACKENDACTIVECHECK
+       if (mesh_var)
        {
+               CHECKGLERROR
+               qglFlushVertexArrayRangeNV();
+               CHECKGLERROR
+       }
+       varray_offset = 0;
+
+       for (i = backendunits - 1;i >= 0;i--)
+       {
+               if (qglActiveTexture)
+                       qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+               if (qglClientActiveTexture)
+                       qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+               if (gl_texture3d)
+               {
+                       qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+               }
+               if (gl_texturecubemap)
+               {
+                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+               }
                qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
-               qglEnable(GL_TEXTURE_2D);CHECKGLERROR
-               if (usedarrays)
+               if (gl_combine.integer)
                {
-                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
                }
        }
-       if (usedarrays)
-       {
-               qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
-               qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
-       }
+       qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+       qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
 
        qglDisable(GL_BLEND);CHECKGLERROR
        qglEnable(GL_DEPTH_TEST);CHECKGLERROR
@@ -573,26 +784,6 @@ void R_Mesh_Finish(void)
        qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
 }
 
-void GL_DepthFunc(int value)
-{
-       if (!r_render.integer)
-               return;
-
-       qglDepthFunc (value);
-       CHECKGLERROR
-}
-
-void GL_ClearDepth(void)
-{
-       BACKENDACTIVECHECK
-
-       if (!r_render.integer)
-               return;
-
-       qglClear(GL_DEPTH_BUFFER_BIT);
-       CHECKGLERROR
-}
-
 void R_Mesh_Matrix(const matrix4x4_t *matrix)
 {
        if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
@@ -656,8 +847,9 @@ void R_Mesh_MainState(const rmeshstate_t *m)
 
 void R_Mesh_TextureState(const rmeshstate_t *m)
 {
-       int i;
-       int texturergbscale[MAX_TEXTUREUNITS];
+       int i, combinergb, combinealpha;
+       float scale;
+       gltextureunit_t *unit;
 
        BACKENDACTIVECHECK
 
@@ -669,35 +861,56 @@ void R_Mesh_TextureState(const rmeshstate_t *m)
 
        for (i = 0;i < backendunits;i++)
        {
-               if (m->texrgbscale[i])
-                       texturergbscale[i] = m->texrgbscale[i];
-               else
-                       texturergbscale[i] = 1;
-       }
-
-       if (backendunits > 1)
-       {
-               for (i = 0;i < backendunits;i++)
+               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 (gl_state.texture[i] != m->tex[i])
+                       if (m->tex3d[i] || m->texcubemap[i])
                        {
-                               if (gl_state.unit != i)
+                               if (!unit->arrayis3d)
                                {
-                                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+                                       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 (gl_state.texture[i] == 0)
+                               if (!unit->arrayenabled)
                                {
-                                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+                                       unit->arrayenabled = true;
                                        if (gl_state.clientunit != i)
                                        {
                                                qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
                                        }
                                        qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                                }
-                               qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = m->tex[i]));CHECKGLERROR
-                               if (gl_state.texture[i] == 0)
+                       }
+                       else if (m->tex1d[i] || m->tex[i])
+                       {
+                               if (unit->arrayis3d)
+                               {
+                                       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)
                                {
-                                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                                       unit->arrayenabled = true;
+                                       if (gl_state.clientunit != i)
+                                       {
+                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+                                       }
+                                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               }
+                       }
+                       else
+                       {
+                               if (unit->arrayenabled)
+                               {
+                                       unit->arrayenabled = false;
                                        if (gl_state.clientunit != i)
                                        {
                                                qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
@@ -705,31 +918,130 @@ void R_Mesh_TextureState(const rmeshstate_t *m)
                                        qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                                }
                        }
-                       if (gl_state.texturergbscale[i] != texturergbscale[i])
+                       if (unit->t1d != m->tex1d[i])
+                       {
+                               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->t2d != m->tex[i])
+                       {
+                               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 != m->tex3d[i])
+                       {
+                               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 != m->texcubemap[i])
                        {
                                if (gl_state.unit != i)
                                {
                                        qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
                                }
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = texturergbscale[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
                        }
                }
-       }
-       else
-       {
-               if (gl_state.texture[0] != m->tex[0])
+               combinergb = m->texcombinergb[i];
+               if (!combinergb)
+                       combinergb = GL_MODULATE;
+               if (unit->combinergb != combinergb)
+               {
+                       if (gl_state.unit != i)
+                       {
+                               qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+                       }
+                       unit->combinergb = combinergb;
+                       if (gl_combine.integer)
+                       {
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
+                       }
+                       else
+                       {
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
+                       }
+               }
+               combinealpha = m->texcombinealpha[i];
+               if (!combinealpha)
+                       combinealpha = GL_MODULATE;
+               if (unit->combinealpha != combinealpha)
+               {
+                       if (gl_state.unit != i)
+                       {
+                               qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+                       }
+                       unit->combinealpha = combinealpha;
+                       if (gl_combine.integer)
+                       {
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
+                       }
+               }
+               scale = max(m->texrgbscale[i], 1);
+               if (gl_state.units[i].rgbscale != scale)
                {
-                       if (gl_state.texture[0] == 0)
+                       if (gl_state.unit != i)
                        {
-                               qglEnable(GL_TEXTURE_2D);CHECKGLERROR
-                               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
                        }
-                       qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = m->tex[0]));CHECKGLERROR
-                       if (gl_state.texture[0] == 0)
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.units[i].rgbscale = scale));CHECKGLERROR
+               }
+               scale = max(m->texalphascale[i], 1);
+               if (gl_state.units[i].alphascale != scale)
+               {
+                       if (gl_state.unit != i)
                        {
-                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
-                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
                        }
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR
                }
        }
 }
@@ -751,7 +1063,7 @@ void R_Mesh_State(const rmeshstate_t *m)
 qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
 {
        qboolean ret;
-       int i;
+       int i, j;
        qbyte *buffer;
 
        if (!r_render.integer)
@@ -763,8 +1075,13 @@ qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
 
        // 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;
+               {
+                       j = buffer[i] << v_overbrightbits.integer;
+                       buffer[i] = (qbyte) (bound(0, j, 255));
+               }
+       }
 
        ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
 
@@ -780,8 +1097,16 @@ 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)
                {
@@ -804,9 +1129,12 @@ 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);
@@ -836,8 +1164,68 @@ void SCR_UpdateScreen (void)
        // draw 2D stuff
        R_DrawQueue();
 
-       // tell driver to commit it's partially full geometry queue to the rendering queue
-       // (this doesn't wait for the commands themselves to complete)
-       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");
+       }
+}
+
+// utility functions
+
+void R_Mesh_CopyVertex3f(const float *vertex3f, int numverts)
+{
+       if (mesh_var)
+       {
+               float *out = varray_vertex3f;
+               while (--numverts)
+               {
+                       *out++ = *vertex3f++;
+                       *out++ = *vertex3f++;
+                       *out++ = *vertex3f++;
+               }
+       }
+       else
+               memcpy(varray_vertex3f, vertex3f, numverts * sizeof(float[3]));
 }
 
+void R_Mesh_CopyTexCoord2f(int tmu, const float *texcoord2f, int numverts)
+{
+       if (mesh_var)
+       {
+               float *out = varray_texcoord2f[tmu];
+               while (--numverts)
+               {
+                       *out++ = *texcoord2f++;
+                       *out++ = *texcoord2f++;
+               }
+       }
+       else
+               memcpy(varray_texcoord2f[tmu], texcoord2f, numverts * sizeof(float[2]));
+}
+
+void R_Mesh_CopyColor4f(const float *color4f, int numverts)
+{
+       if (mesh_var)
+       {
+               float *out = varray_color4f;
+               while (--numverts)
+               {
+                       *out++ = *color4f++;
+                       *out++ = *color4f++;
+                       *out++ = *color4f++;
+                       *out++ = *color4f++;
+               }
+       }
+       else
+               memcpy(varray_color4f, color4f, numverts * sizeof(float[4]));
+}
+
+