]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
added RENDERPATH_GLES2
[xonotic/darkplaces.git] / gl_backend.c
index 3596dc4f73d07215621a874efe92b60c93aea408..b450a84fc45c6235963f0d32b962c49ce583ed7f 100644 (file)
@@ -1,6 +1,7 @@
 
 #include "quakedef.h"
 #include "cl_collision.h"
+#include "dpsoftrast.h"
 #ifdef SUPPORTD3D
 #include <d3d9.h>
 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
@@ -12,7 +13,6 @@ extern D3DCAPS9 vid_d3d9caps;
 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
 cvar_t gl_mesh_prefer_short_elements = {CVAR_SAVE, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
-cvar_t gl_mesh_separatearrays = {0, "gl_mesh_separatearrays", "1", "use several separate vertex arrays rather than one combined stream"};
 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
 
@@ -147,6 +147,7 @@ typedef struct gl_state_s
        int vertexbufferobject;
        int elementbufferobject;
        int framebufferobject;
+       int defaultframebufferobject; // RENDERPATH_GLES2 has a non-zero fbo provided by the OS
        qboolean pointer_color_enabled;
 
        int pointer_vertex_components;
@@ -166,7 +167,6 @@ typedef struct gl_state_s
        void *preparevertices_tempdata;
        size_t preparevertices_tempdatamaxsize;
        r_meshbuffer_t *preparevertices_dynamicvertexbuffer;
-       r_vertexposition_t *preparevertices_vertexposition;
        r_vertexgeneric_t *preparevertices_vertexgeneric;
        r_vertexmesh_t *preparevertices_vertexmesh;
        int preparevertices_numvertices;
@@ -291,6 +291,18 @@ static void R_Mesh_SetUseVBO(void)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               gl_state.usevbo_staticvertex = false;
+               gl_state.usevbo_staticindex = false;
+               gl_state.usevbo_dynamicvertex = false;
+               gl_state.usevbo_dynamicindex = false;
+               break;
+       case RENDERPATH_GLES2:
+               gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
+               gl_state.usevbo_staticindex = false;
+               gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
+               gl_state.usevbo_dynamicindex = false;
+               break;
        }
 }
 
@@ -315,6 +327,10 @@ static void gl_backend_start(void)
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
+               // fetch current fbo here (default fbo is not 0 on some GLES devices)
+               if (vid.support.ext_framebuffer_object)
+                       qglGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &gl_state.defaultframebufferobject);
                break;
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
@@ -328,6 +344,8 @@ static void gl_backend_start(void)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               break;
        }
 }
 
@@ -341,6 +359,8 @@ static void gl_backend_shutdown(void)
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                break;
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
@@ -385,6 +405,8 @@ static void gl_backend_devicelost(void)
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                break;
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
@@ -411,6 +433,8 @@ static void gl_backend_devicelost(void)
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
                case RENDERPATH_CGGL:
+               case RENDERPATH_SOFT:
+               case RENDERPATH_GLES2:
                        break;
                case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
@@ -442,6 +466,8 @@ static void gl_backend_devicerestored(void)
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                break;
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
@@ -481,7 +507,7 @@ void gl_backend_init(void)
 
        for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
                polygonelement3i[i] = polygonelement3s[i];
-       for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++)
+       for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
                quadelement3i[i] = quadelement3s[i];
 
        Cvar_RegisterVariable(&r_render);
@@ -499,7 +525,6 @@ void gl_backend_init(void)
        Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
        Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
        Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
-       Cvar_RegisterVariable(&gl_mesh_separatearrays);
 
        Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
 
@@ -516,10 +541,166 @@ void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t
        Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
        iw = 1.0f / out[3];
        out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
-       out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
+
+       // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
+       //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
+       out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
+
        out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
 }
 
+static int bboxedges[12][2] =
+{
+       // top
+       {0, 1}, // +X
+       {0, 2}, // +Y
+       {1, 3}, // Y, +X
+       {2, 3}, // X, +Y
+       // bottom
+       {4, 5}, // +X
+       {4, 6}, // +Y
+       {5, 7}, // Y, +X
+       {6, 7}, // X, +Y
+       // verticals
+       {0, 4}, // +Z
+       {1, 5}, // X, +Z
+       {2, 6}, // Y, +Z
+       {3, 7}, // XY, +Z
+};
+
+qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
+{
+       int i, ix1, iy1, ix2, iy2;
+       float x1, y1, x2, y2;
+       vec4_t v, v2;
+       float vertex[20][3];
+       int j, k;
+       vec4_t plane4f;
+       int numvertices;
+       float corner[8][4];
+       float dist[8];
+       int sign[8];
+       float f;
+
+       scissor[0] = r_refdef.view.viewport.x;
+       scissor[1] = r_refdef.view.viewport.y;
+       scissor[2] = r_refdef.view.viewport.width;
+       scissor[3] = r_refdef.view.viewport.height;
+
+       // if view is inside the box, just say yes it's visible
+       if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
+               return false;
+
+       x1 = y1 = x2 = y2 = 0;
+
+       // transform all corners that are infront of the nearclip plane
+       VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
+       plane4f[3] = r_refdef.view.frustum[4].dist;
+       numvertices = 0;
+       for (i = 0;i < 8;i++)
+       {
+               Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
+               dist[i] = DotProduct4(corner[i], plane4f);
+               sign[i] = dist[i] > 0;
+               if (!sign[i])
+               {
+                       VectorCopy(corner[i], vertex[numvertices]);
+                       numvertices++;
+               }
+       }
+       // if some points are behind the nearclip, add clipped edge points to make
+       // sure that the scissor boundary is complete
+       if (numvertices > 0 && numvertices < 8)
+       {
+               // add clipped edge points
+               for (i = 0;i < 12;i++)
+               {
+                       j = bboxedges[i][0];
+                       k = bboxedges[i][1];
+                       if (sign[j] != sign[k])
+                       {
+                               f = dist[j] / (dist[j] - dist[k]);
+                               VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
+                               numvertices++;
+                       }
+               }
+       }
+
+       // if we have no points to check, it is behind the view plane
+       if (!numvertices)
+               return true;
+
+       // if we have some points to transform, check what screen area is covered
+       x1 = y1 = x2 = y2 = 0;
+       v[3] = 1.0f;
+       //Con_Printf("%i vertices to transform...\n", numvertices);
+       for (i = 0;i < numvertices;i++)
+       {
+               VectorCopy(vertex[i], v);
+               R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
+               //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
+               if (i)
+               {
+                       if (x1 > v2[0]) x1 = v2[0];
+                       if (x2 < v2[0]) x2 = v2[0];
+                       if (y1 > v2[1]) y1 = v2[1];
+                       if (y2 < v2[1]) y2 = v2[1];
+               }
+               else
+               {
+                       x1 = x2 = v2[0];
+                       y1 = y2 = v2[1];
+               }
+       }
+
+       // now convert the scissor rectangle to integer screen coordinates
+       ix1 = (int)(x1 - 1.0f);
+       //iy1 = vid.height - (int)(y2 - 1.0f);
+       //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
+       iy1 = (int)(y1 - 1.0f);
+       ix2 = (int)(x2 + 1.0f);
+       //iy2 = vid.height - (int)(y1 + 1.0f);
+       //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
+       iy2 = (int)(y2 + 1.0f);
+       //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
+
+       // clamp it to the screen
+       if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
+       if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
+       if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
+       if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
+
+       // if it is inside out, it's not visible
+       if (ix2 <= ix1 || iy2 <= iy1)
+               return true;
+
+       // the light area is visible, set up the scissor rectangle
+       scissor[0] = ix1;
+       scissor[1] = iy1;
+       scissor[2] = ix2 - ix1;
+       scissor[3] = iy2 - iy1;
+
+       // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+               scissor[1] = vid.height - scissor[1] - scissor[3];
+               break;
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
+               break;
+       }
+
+       return false;
+}
+
+
 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
 {
        float q[4];
@@ -595,6 +776,8 @@ void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                break;
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
@@ -844,6 +1027,8 @@ void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatri
        case RENDERPATH_CGGL:
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                break;
        case RENDERPATH_D3D9:
                m[5] *= -1;
@@ -911,6 +1096,13 @@ void R_SetViewport(const r_viewport_t *v)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height);
+               break;
+       case RENDERPATH_GLES2:
+               CHECKGLERROR
+               qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
+               break;
        }
 
        // force an update of the derived matrices
@@ -952,6 +1144,7 @@ int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colorte
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                if (!vid.support.ext_framebuffer_object)
                        return 0;
                qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR
@@ -966,6 +1159,8 @@ int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colorte
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
                return 1;
+       case RENDERPATH_SOFT:
+               return 1;
        }
        return 0;
 }
@@ -978,6 +1173,7 @@ void R_Mesh_DestroyFramebufferObject(int fbo)
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                if (fbo)
                        qglDeleteFramebuffersEXT(1, (GLuint*)&fbo);
                break;
@@ -985,6 +1181,8 @@ void R_Mesh_DestroyFramebufferObject(int fbo)
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
                break;
+       case RENDERPATH_SOFT:
+               break;
        }
 }
 
@@ -992,11 +1190,11 @@ void R_Mesh_DestroyFramebufferObject(int fbo)
 void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
 {
 // LordHavoc: for some weird reason the redundant SetDepthStencilSurface calls are necessary (otherwise the lights fail depth test, as if they were using the shadowmap depth surface and render target still)
-//     if (gl_state.d3drt_depthsurface == depthsurface && gl_state.d3drt_colorsurfaces[0] == colorsurface0 && gl_state.d3drt_colorsurfaces[1] == colorsurface1 && gl_state.d3drt_colorsurfaces[2] == colorsurface2 && gl_state.d3drt_colorsurfaces[3] == colorsurface3)
-//             return;
+       if (gl_state.d3drt_depthsurface == depthsurface && gl_state.d3drt_colorsurfaces[0] == colorsurface0 && gl_state.d3drt_colorsurfaces[1] == colorsurface1 && gl_state.d3drt_colorsurfaces[2] == colorsurface2 && gl_state.d3drt_colorsurfaces[3] == colorsurface3)
+               return;
 
        gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
-//     if (gl_state.d3drt_depthsurface != depthsurface)
+       if (gl_state.d3drt_depthsurface != depthsurface)
        {
                gl_state.d3drt_depthsurface = depthsurface;
                IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
@@ -1032,10 +1230,11 @@ void R_Mesh_ResetRenderTargets(void)
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                if (gl_state.framebufferobject)
                {
                        gl_state.framebufferobject = 0;
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
+                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.defaultframebufferobject);
                }
                break;
        case RENDERPATH_D3D9:
@@ -1049,6 +1248,9 @@ void R_Mesh_ResetRenderTargets(void)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
+               break;
        }
 }
 
@@ -1072,10 +1274,11 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                if (gl_state.framebufferobject != fbo)
                {
                        gl_state.framebufferobject = fbo;
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
+                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
                }
                break;
        case RENDERPATH_D3D9:
@@ -1108,6 +1311,21 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               if (fbo)
+               {
+                       int width, height;
+                       unsigned int *pointers[5];
+                       memset(pointers, 0, sizeof(pointers));
+                       for (i = 0;i < 5;i++)
+                               pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL;
+                       width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
+                       height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
+                       DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]);
+               }
+               else
+                       DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
+               break;
        }
 }
 
@@ -1275,7 +1493,7 @@ static void GL_Backend_ResetState(void)
 
                if (vid.support.ext_framebuffer_object)
                {
-                       qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+                       //qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
                        qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
                }
 
@@ -1317,6 +1535,60 @@ static void GL_Backend_ResetState(void)
                }
                CHECKGLERROR
                break;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_ColorMask(1,1,1,1);
+               DPSOFTRAST_AlphaTest(gl_state.alphatest);
+               DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
+               DPSOFTRAST_CullFace(gl_state.cullface);
+               DPSOFTRAST_DepthFunc(gl_state.depthfunc);
+               DPSOFTRAST_DepthMask(gl_state.depthmask);
+               DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
+               DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
+               DPSOFTRAST_Viewport(0, 0, vid.width, vid.height);
+               break;
+       case RENDERPATH_GLES2:
+               CHECKGLERROR
+               qglColorMask(1, 1, 1, 1);CHECKGLERROR
+               qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+               qglDisable(GL_BLEND);CHECKGLERROR
+               qglCullFace(gl_state.cullface);CHECKGLERROR
+               qglDisable(GL_CULL_FACE);CHECKGLERROR
+               qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+               qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+               qglDepthMask(gl_state.depthmask);CHECKGLERROR
+               qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
+               qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+               qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+               qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.defaultframebufferobject);
+               qglEnableVertexAttribArray(GLES2ATTRIB_POSITION);
+               qglVertexAttribPointer(GLES2ATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
+               qglDisableVertexAttribArray(GLES2ATTRIB_COLOR);
+               qglVertexAttribPointer(GLES2ATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
+               qglVertexAttrib4f(GLES2ATTRIB_COLOR, 1, 1, 1, 1);
+               gl_state.unit = MAX_TEXTUREUNITS;
+               gl_state.clientunit = MAX_TEXTUREUNITS;
+               for (i = 0;i < vid.teximageunits;i++)
+               {
+                       GL_ActiveTexture(i);
+                       qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
+                       if (vid.support.ext_texture_3d)
+                       {
+                               qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
+                       }
+                       if (vid.support.arb_texture_cube_map)
+                       {
+                               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
+                       }
+               }
+               for (i = 0;i < vid.texarrayunits;i++)
+               {
+                       GL_BindVBO(0);
+                       qglVertexAttribPointer(i+GLES2ATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
+                       qglDisableVertexAttribArray(i+GLES2ATTRIB_TEXCOORD0);CHECKGLERROR
+               }
+               CHECKGLERROR
+               break;
        }
 }
 
@@ -1331,6 +1603,7 @@ void GL_ActiveTexture(unsigned int num)
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
                case RENDERPATH_CGGL:
+               case RENDERPATH_GLES2:
                        if (qglActiveTexture)
                        {
                                CHECKGLERROR
@@ -1342,6 +1615,8 @@ void GL_ActiveTexture(unsigned int num)
                case RENDERPATH_D3D10:
                case RENDERPATH_D3D11:
                        break;
+               case RENDERPATH_SOFT:
+                       break;
                }
        }
 }
@@ -1368,6 +1643,10 @@ void GL_ClientActiveTexture(unsigned int num)
                case RENDERPATH_D3D10:
                case RENDERPATH_D3D11:
                        break;
+               case RENDERPATH_SOFT:
+                       break;
+               case RENDERPATH_GLES2:
+                       break;
                }
        }
 }
@@ -1386,6 +1665,7 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2)
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
                case RENDERPATH_CGGL:
+               case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
                        if (gl_state.blend != blendenable)
@@ -1441,6 +1721,9 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
+                       break;
                }
        }
 }
@@ -1456,6 +1739,7 @@ void GL_DepthMask(int state)
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
                case RENDERPATH_CGGL:
+               case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglDepthMask(gl_state.depthmask);CHECKGLERROR
                        break;
@@ -1470,6 +1754,9 @@ void GL_DepthMask(int state)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_DepthMask(gl_state.depthmask);
+                       break;
                }
        }
 }
@@ -1485,6 +1772,7 @@ void GL_DepthTest(int state)
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
                case RENDERPATH_CGGL:
+               case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if (gl_state.depthtest)
                        {
@@ -1506,6 +1794,9 @@ void GL_DepthTest(int state)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_DepthTest(gl_state.depthtest);
+                       break;
                }
        }
 }
@@ -1521,6 +1812,7 @@ void GL_DepthFunc(int state)
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
                case RENDERPATH_CGGL:
+               case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
                        break;
@@ -1535,6 +1827,9 @@ void GL_DepthFunc(int state)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_DepthFunc(gl_state.depthfunc);
+                       break;
                }
        }
 }
@@ -1573,6 +1868,14 @@ void GL_DepthRange(float nearfrac, float farfrac)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
+                       break;
+               case RENDERPATH_GLES2:
+                       //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+                       // FIXME: qglDepthRangef instead...  faster...
+                       qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
+                       break;
                }
        }
 }
@@ -1637,6 +1940,12 @@ void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int fro
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
+       case RENDERPATH_GLES2:
+               //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
        }
 }
 
@@ -1648,6 +1957,7 @@ void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                CHECKGLERROR
                if (enable)
                {
@@ -1686,6 +1996,9 @@ void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
        }
 }
 
@@ -1701,6 +2014,7 @@ void GL_PolygonOffset(float planeoffset, float depthoffset)
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
                case RENDERPATH_CGGL:
+               case RENDERPATH_GLES2:
                        qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
                        break;
                case RENDERPATH_D3D9:
@@ -1715,6 +2029,9 @@ void GL_PolygonOffset(float planeoffset, float depthoffset)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
+                       break;
                }
        }
 }
@@ -1736,6 +2053,7 @@ void GL_SetMirrorState(qboolean state)
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
                case RENDERPATH_CGGL:
+               case RENDERPATH_GLES2:
                        qglCullFace(gl_state.cullface);
                        break;
                case RENDERPATH_D3D9:
@@ -1749,6 +2067,9 @@ void GL_SetMirrorState(qboolean state)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_CullFace(gl_state.cullface);
+                       break;
                }
        }
 }
@@ -1769,6 +2090,7 @@ void GL_CullFace(int state)
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                CHECKGLERROR
 
                if (state != GL_NONE)
@@ -1822,6 +2144,14 @@ void GL_CullFace(int state)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               if (gl_state.cullface != state)
+               {
+                       gl_state.cullface = state;
+                       gl_state.cullfaceenable = state != GL_NONE ? true : false;
+                       DPSOFTRAST_CullFace(gl_state.cullface);
+               }
+               break;
        }
 }
 
@@ -1857,6 +2187,11 @@ void GL_AlphaTest(int state)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_AlphaTest(gl_state.alphatest);
+                       break;
+               case RENDERPATH_GLES2:
+                       break;
                }
        }
 }
@@ -1888,6 +2223,11 @@ void GL_AlphaFunc(int state, float value)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_AlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);
+                       break;
+               case RENDERPATH_GLES2:
+                       break;
                }
        }
 }
@@ -1905,6 +2245,7 @@ void GL_ColorMask(int r, int g, int b, int a)
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
                case RENDERPATH_CGGL:
+               case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
                        break;
@@ -1919,6 +2260,9 @@ void GL_ColorMask(int r, int g, int b, int a)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_ColorMask(r, g, b, a);
+                       break;
                }
        }
 }
@@ -1946,6 +2290,12 @@ void GL_Color(float cr, float cg, float cb, float ca)
                case RENDERPATH_D3D11:
                        // no equivalent in D3D
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_Color4f(cr, cg, cb, ca);
+                       break;
+               case RENDERPATH_GLES2:
+                       qglVertexAttrib4f(GLES2ATTRIB_COLOR, cr, cg, cb, ca);
+                       break;
                }
        }
 }
@@ -1958,6 +2308,7 @@ void GL_Scissor (int x, int y, int width, int height)
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                CHECKGLERROR
                qglScissor(x, y,width,height);
                CHECKGLERROR
@@ -1980,6 +2331,9 @@ void GL_Scissor (int x, int y, int width, int height)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_Scissor(x, y, width, height);
+               break;
        }
 }
 
@@ -1994,6 +2348,7 @@ void GL_ScissorTest(int state)
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
                case RENDERPATH_CGGL:
+               case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if(gl_state.scissortest)
                                qglEnable(GL_SCISSOR_TEST);
@@ -2012,6 +2367,9 @@ void GL_ScissorTest(int state)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_ScissorTest(gl_state.scissortest);
+                       break;
                }
        }
 }
@@ -2033,6 +2391,7 @@ void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilva
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                CHECKGLERROR
                if (mask & GL_COLOR_BUFFER_BIT)
                {
@@ -2059,6 +2418,12 @@ void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilva
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               if (mask & GL_COLOR_BUFFER_BIT)
+                       DPSOFTRAST_ClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);
+               if (mask & GL_DEPTH_BUFFER_BIT)
+                       DPSOFTRAST_ClearDepth(depthvalue);
+               break;
        }
 }
 
@@ -2070,6 +2435,7 @@ void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpi
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                CHECKGLERROR
                qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
                break;
@@ -2115,6 +2481,9 @@ void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpi
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_GetPixelsBGRA(x, y, width, height, outpixels);
+               break;
        }
 }
 
@@ -2136,13 +2505,13 @@ qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, cons
        int shaderobject;
        int shadercompiled;
        char compilelog[MAX_INPUTLINE];
-       shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
+       shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
        if (!shaderobject)
                return false;
-       qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
-       qglCompileShaderARB(shaderobject);CHECKGLERROR
-       qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
-       qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
+       qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
+       qglCompileShader(shaderobject);CHECKGLERROR
+       qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
+       qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
        if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")))
        {
                int i, j, pretextlines = 0;
@@ -2154,11 +2523,11 @@ qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, cons
        }
        if (!shadercompiled)
        {
-               qglDeleteObjectARB(shaderobject);CHECKGLERROR
+               qglDeleteShader(shaderobject);CHECKGLERROR
                return false;
        }
-       qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
-       qglDeleteObjectARB(shaderobject);CHECKGLERROR
+       qglAttachShader(programobject, shaderobject);CHECKGLERROR
+       qglDeleteShader(shaderobject);CHECKGLERROR
        return true;
 }
 
@@ -2169,24 +2538,24 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
        char linklog[MAX_INPUTLINE];
        CHECKGLERROR
 
-       programobject = qglCreateProgramObjectARB();CHECKGLERROR
+       programobject = qglCreateProgram();CHECKGLERROR
        if (!programobject)
                return 0;
 
-       if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
+       if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
                goto cleanup;
 
-#ifdef GL_GEOMETRY_SHADER_ARB
-       if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
+#ifdef GL_GEOMETRY_SHADER
+       if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
                goto cleanup;
 #endif
 
-       if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
+       if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
                goto cleanup;
 
-       qglLinkProgramARB(programobject);CHECKGLERROR
-       qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
-       qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
+       qglLinkProgram(programobject);CHECKGLERROR
+       qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
+       qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
        if (linklog[0])
        {
                if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning"))
@@ -2204,14 +2573,14 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
                goto cleanup;
        return programobject;
 cleanup:
-       qglDeleteObjectARB(programobject);CHECKGLERROR
+       qglDeleteProgram(programobject);CHECKGLERROR
        return 0;
 }
 
 void GL_Backend_FreeProgram(unsigned int prog)
 {
        CHECKGLERROR
-       qglDeleteObjectARB(prog);
+       qglDeleteProgram(prog);
        CHECKGLERROR
 }
 
@@ -2264,6 +2633,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                // check if the user specified to ignore static index buffers
                if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
                {
@@ -2275,6 +2645,8 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
                break;
+       case RENDERPATH_SOFT:
+               break;
        }
        // upload a dynamic index buffer if needed
        if (element3s)
@@ -2305,8 +2677,9 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
        bufferoffset3i = element3i_bufferoffset;
        bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
        bufferoffset3s = element3s_bufferoffset;
-       r_refdef.stats.meshes++;
-       r_refdef.stats.meshes_elements += numelements;
+       r_refdef.stats.draws++;
+       r_refdef.stats.draws_vertices += numvertices;
+       r_refdef.stats.draws_elements += numelements;
        if (gl_paranoid.integer)
        {
                unsigned int i;
@@ -2586,11 +2959,11 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                        else
                        {
                                if (element3s)
-                                       IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s + firsttriangle*3, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
+                                       IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
                                else if (element3i)
-                                       IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i + firsttriangle*3, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
+                                       IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
                                else
-                                       IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *) ((byte *) gl_state.d3dvertexdata + (numvertices * gl_state.d3dvertexsize)), gl_state.d3dvertexsize);
+                                       IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
                        }
 #endif
                        break;
@@ -2600,6 +2973,29 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s);
+                       break;
+               case RENDERPATH_GLES2:
+                       // GLES does not have glDrawRangeElements, and generally
+                       // underperforms with index buffers, so this code path is
+                       // relatively straightforward...
+                       if (element3s)
+                       {
+                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
+                               CHECKGLERROR
+                       }
+                       else if (element3i)
+                       {
+                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
+                               CHECKGLERROR
+                       }
+                       else
+                       {
+                               qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
+                               CHECKGLERROR
+                       }
+                       break;
                }
        }
 }
@@ -2648,6 +3044,7 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                if (!buffer->bufferobject)
                        qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
                if (buffer->isindexbuffer)
@@ -2714,6 +3111,8 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               break;
        }
 }
 
@@ -2727,6 +3126,7 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
                break;
        case RENDERPATH_D3D9:
@@ -2749,6 +3149,8 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               break;
        }
        Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
 }
@@ -2775,18 +3177,46 @@ void GL_Mesh_ListVBOs(qboolean printeach)
 
 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
 {
-       int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
-       if (gl_state.pointer_vertex_components != components || gl_state.pointer_vertex_gltype != gltype || gl_state.pointer_vertex_stride != stride || gl_state.pointer_vertex_pointer != pointer || gl_state.pointer_vertex_vertexbuffer != vertexbuffer || gl_state.pointer_vertex_offset != bufferoffset)
+       switch(vid.renderpath)
        {
-               gl_state.pointer_vertex_components = components;
-               gl_state.pointer_vertex_gltype = gltype;
-               gl_state.pointer_vertex_stride = stride;
-               gl_state.pointer_vertex_pointer = pointer;
-               gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
-               gl_state.pointer_vertex_offset = bufferoffset;
-               CHECKGLERROR
-               GL_BindVBO(bufferobject);
-               qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               if (gl_state.pointer_vertex_components != components || gl_state.pointer_vertex_gltype != gltype || gl_state.pointer_vertex_stride != stride || gl_state.pointer_vertex_pointer != pointer || gl_state.pointer_vertex_vertexbuffer != vertexbuffer || gl_state.pointer_vertex_offset != bufferoffset)
+               {
+                       int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+                       gl_state.pointer_vertex_components = components;
+                       gl_state.pointer_vertex_gltype = gltype;
+                       gl_state.pointer_vertex_stride = stride;
+                       gl_state.pointer_vertex_pointer = pointer;
+                       gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
+                       gl_state.pointer_vertex_offset = bufferoffset;
+                       CHECKGLERROR
+                       GL_BindVBO(bufferobject);
+                       qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+               }
+               break;
+       case RENDERPATH_GLES2:
+               if (gl_state.pointer_vertex_components != components || gl_state.pointer_vertex_gltype != gltype || gl_state.pointer_vertex_stride != stride || gl_state.pointer_vertex_pointer != pointer || gl_state.pointer_vertex_vertexbuffer != vertexbuffer || gl_state.pointer_vertex_offset != bufferoffset)
+               {
+                       int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+                       gl_state.pointer_vertex_components = components;
+                       gl_state.pointer_vertex_gltype = gltype;
+                       gl_state.pointer_vertex_stride = stride;
+                       gl_state.pointer_vertex_pointer = pointer;
+                       gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
+                       gl_state.pointer_vertex_offset = bufferoffset;
+                       CHECKGLERROR
+                       GL_BindVBO(bufferobject);
+                       qglVertexAttribPointer(GLES2ATTRIB_POSITION, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+               }
+               break;
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+               break;
        }
 }
 
@@ -2794,40 +3224,92 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *
 {
        // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
        // the pointer only.
-       if (pointer)
+       switch(vid.renderpath)
        {
-               int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
-               // caller wants color array enabled
-               if (!gl_state.pointer_color_enabled)
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               CHECKGLERROR
+               if (pointer)
                {
-                       gl_state.pointer_color_enabled = true;
-                       CHECKGLERROR
-                       qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+                       // caller wants color array enabled
+                       int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+                       if (!gl_state.pointer_color_enabled)
+                       {
+                               gl_state.pointer_color_enabled = true;
+                               CHECKGLERROR
+                               qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+                       }
+                       if (gl_state.pointer_color_components != components || gl_state.pointer_color_gltype != gltype || gl_state.pointer_color_stride != stride || gl_state.pointer_color_pointer != pointer || gl_state.pointer_color_vertexbuffer != vertexbuffer || gl_state.pointer_color_offset != bufferoffset)
+                       {
+                               gl_state.pointer_color_components = components;
+                               gl_state.pointer_color_gltype = gltype;
+                               gl_state.pointer_color_stride = stride;
+                               gl_state.pointer_color_pointer = pointer;
+                               gl_state.pointer_color_vertexbuffer = vertexbuffer;
+                               gl_state.pointer_color_offset = bufferoffset;
+                               CHECKGLERROR
+                               GL_BindVBO(bufferobject);
+                               qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+                       }
                }
-               if (gl_state.pointer_color_components != components || gl_state.pointer_color_gltype != gltype || gl_state.pointer_color_stride != stride || gl_state.pointer_color_pointer != pointer || gl_state.pointer_color_vertexbuffer != vertexbuffer || gl_state.pointer_color_offset != bufferoffset)
+               else
                {
-                       gl_state.pointer_color_components = components;
-                       gl_state.pointer_color_gltype = gltype;
-                       gl_state.pointer_color_stride = stride;
-                       gl_state.pointer_color_pointer = pointer;
-                       gl_state.pointer_color_vertexbuffer = vertexbuffer;
-                       gl_state.pointer_color_offset = bufferoffset;
-                       CHECKGLERROR
-                       GL_BindVBO(bufferobject);
-                       qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+                       // caller wants color array disabled
+                       if (gl_state.pointer_color_enabled)
+                       {
+                               gl_state.pointer_color_enabled = false;
+                               CHECKGLERROR
+                               qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+                               // when color array is on the glColor gets trashed, set it again
+                               qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
+                       }
                }
-       }
-       else
-       {
-               // caller wants color array disabled
-               if (gl_state.pointer_color_enabled)
+               break;
+       case RENDERPATH_GLES2:
+               CHECKGLERROR
+               if (pointer)
                {
-                       gl_state.pointer_color_enabled = false;
-                       CHECKGLERROR
-                       qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
-                       // when color array is on the glColor gets trashed, set it again
-                       qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
+                       // caller wants color array enabled
+                       int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+                       if (!gl_state.pointer_color_enabled)
+                       {
+                               gl_state.pointer_color_enabled = true;
+                               CHECKGLERROR
+                               qglEnableVertexAttribArray(GLES2ATTRIB_COLOR);CHECKGLERROR
+                       }
+                       if (gl_state.pointer_color_components != components || gl_state.pointer_color_gltype != gltype || gl_state.pointer_color_stride != stride || gl_state.pointer_color_pointer != pointer || gl_state.pointer_color_vertexbuffer != vertexbuffer || gl_state.pointer_color_offset != bufferoffset)
+                       {
+                               gl_state.pointer_color_components = components;
+                               gl_state.pointer_color_gltype = gltype;
+                               gl_state.pointer_color_stride = stride;
+                               gl_state.pointer_color_pointer = pointer;
+                               gl_state.pointer_color_vertexbuffer = vertexbuffer;
+                               gl_state.pointer_color_offset = bufferoffset;
+                               CHECKGLERROR
+                               GL_BindVBO(bufferobject);
+                               qglVertexAttribPointer(GLES2ATTRIB_COLOR, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+                       }
                }
+               else
+               {
+                       // caller wants color array disabled
+                       if (gl_state.pointer_color_enabled)
+                       {
+                               gl_state.pointer_color_enabled = false;
+                               CHECKGLERROR
+                               qglDisableVertexAttribArray(GLES2ATTRIB_COLOR);CHECKGLERROR
+                               // when color array is on the glColor gets trashed, set it again
+                               qglVertexAttrib4f(GLES2ATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
+                       }
+               }
+               break;
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+               break;
        }
 }
 
@@ -2835,42 +3317,89 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, si
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
        // update array settings
-       CHECKGLERROR
        // note: there is no need to check bufferobject here because all cases
        // that involve a valid bufferobject also supply a texcoord array
-       if (pointer)
-       {
-               int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
-               // texture array unit is enabled, enable the array
-               if (!unit->arrayenabled)
-               {
-                       unit->arrayenabled = true;
-                       GL_ClientActiveTexture(unitnum);
-                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-               }
-               // texcoord array
-               if (unit->pointer_texcoord_components != components || unit->pointer_texcoord_gltype != gltype || unit->pointer_texcoord_stride != stride || unit->pointer_texcoord_pointer != pointer || unit->pointer_texcoord_vertexbuffer != vertexbuffer || unit->pointer_texcoord_offset != bufferoffset)
-               {
-                       unit->pointer_texcoord_components = components;
-                       unit->pointer_texcoord_gltype = gltype;
-                       unit->pointer_texcoord_stride = stride;
-                       unit->pointer_texcoord_pointer = pointer;
-                       unit->pointer_texcoord_vertexbuffer = vertexbuffer;
-                       unit->pointer_texcoord_offset = bufferoffset;
-                       GL_ClientActiveTexture(unitnum);
-                       GL_BindVBO(bufferobject);
-                       qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
-               }
-       }
-       else
+       switch(vid.renderpath)
        {
-               // texture array unit is disabled, disable the array
-               if (unit->arrayenabled)
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               CHECKGLERROR
+               if (pointer)
                {
-                       unit->arrayenabled = false;
-                       GL_ClientActiveTexture(unitnum);
-                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+                       // texture array unit is enabled, enable the array
+                       if (!unit->arrayenabled)
+                       {
+                               unit->arrayenabled = true;
+                               GL_ClientActiveTexture(unitnum);
+                               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       }
+                       // texcoord array
+                       if (unit->pointer_texcoord_components != components || unit->pointer_texcoord_gltype != gltype || unit->pointer_texcoord_stride != stride || unit->pointer_texcoord_pointer != pointer || unit->pointer_texcoord_vertexbuffer != vertexbuffer || unit->pointer_texcoord_offset != bufferoffset)
+                       {
+                               unit->pointer_texcoord_components = components;
+                               unit->pointer_texcoord_gltype = gltype;
+                               unit->pointer_texcoord_stride = stride;
+                               unit->pointer_texcoord_pointer = pointer;
+                               unit->pointer_texcoord_vertexbuffer = vertexbuffer;
+                               unit->pointer_texcoord_offset = bufferoffset;
+                               GL_ClientActiveTexture(unitnum);
+                               GL_BindVBO(bufferobject);
+                               qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+                       }
+               }
+               else
+               {
+                       // texture array unit is disabled, disable the array
+                       if (unit->arrayenabled)
+                       {
+                               unit->arrayenabled = false;
+                               GL_ClientActiveTexture(unitnum);
+                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       }
                }
+               break;
+       case RENDERPATH_GLES2:
+               CHECKGLERROR
+               if (pointer)
+               {
+                       int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+                       // texture array unit is enabled, enable the array
+                       if (!unit->arrayenabled)
+                       {
+                               unit->arrayenabled = true;
+                               qglEnableVertexAttribArray(unitnum+GLES2ATTRIB_TEXCOORD0);CHECKGLERROR
+                       }
+                       // texcoord array
+                       if (unit->pointer_texcoord_components != components || unit->pointer_texcoord_gltype != gltype || unit->pointer_texcoord_stride != stride || unit->pointer_texcoord_pointer != pointer || unit->pointer_texcoord_vertexbuffer != vertexbuffer || unit->pointer_texcoord_offset != bufferoffset)
+                       {
+                               unit->pointer_texcoord_components = components;
+                               unit->pointer_texcoord_gltype = gltype;
+                               unit->pointer_texcoord_stride = stride;
+                               unit->pointer_texcoord_pointer = pointer;
+                               unit->pointer_texcoord_vertexbuffer = vertexbuffer;
+                               unit->pointer_texcoord_offset = bufferoffset;
+                               GL_BindVBO(bufferobject);
+                               qglVertexAttribPointer(unitnum+GLES2ATTRIB_TEXCOORD0, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+                       }
+               }
+               else
+               {
+                       // texture array unit is disabled, disable the array
+                       if (unit->arrayenabled)
+                       {
+                               unit->arrayenabled = false;
+                               qglDisableVertexAttribArray(unitnum+GLES2ATTRIB_TEXCOORD0);CHECKGLERROR
+                       }
+               }
+               break;
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+               break;
        }
 }
 
@@ -2896,6 +3425,7 @@ void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int w
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                R_Mesh_TexBind(0, tex);
                GL_ActiveTexture(0);CHECKGLERROR
                qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
@@ -2933,6 +3463,9 @@ void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int w
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height);
+               break;
        }
 }
 
@@ -2952,6 +3485,7 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
        {
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                if (!tex)
                {
                        tex = r_texture_white;
@@ -3092,6 +3626,19 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               if (!tex)
+               {
+                       tex = r_texture_white;
+                       // not initialized enough yet...
+                       if (!tex)
+                               return;
+               }
+               if (unit->texture == tex)
+                       return;
+               unit->texture = tex;
+               DPSOFTRAST_SetTexture(unitnum, R_GetTexture(tex));
+               break;
        }
 }
 
@@ -3139,6 +3686,10 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
                break;
+       case RENDERPATH_SOFT:
+               break;
+       case RENDERPATH_GLES2:
+               break;
        }
 }
 
@@ -3150,6 +3701,7 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i
        {
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                // do nothing
                break;
        case RENDERPATH_GL13:
@@ -3223,6 +3775,8 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
                break;
+       case RENDERPATH_SOFT:
+               break;
        }
 }
 
@@ -3338,19 +3892,23 @@ void R_Mesh_ResetTextureState(void)
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
                break;
+       case RENDERPATH_SOFT:
+               break;
+       case RENDERPATH_GLES2:
+               break;
        }
 }
 
 
 
 #ifdef SUPPORTD3D
-//#define r_vertexposition_d3d9fvf (D3DFVF_XYZ)
+//#define r_vertex3f_d3d9fvf (D3DFVF_XYZ)
 //#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
 //#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
 
-D3DVERTEXELEMENT9 r_vertexposition_d3d9elements[] =
+D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] =
 {
-       {0, (int)((size_t)&((r_vertexposition_t *)0)->vertex3f), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
+       {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
        D3DDECL_END()
 };
 
@@ -3374,7 +3932,7 @@ D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
        D3DDECL_END()
 };
 
-IDirect3DVertexDeclaration9 *r_vertexposition_d3d9decl;
+IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl;
 IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
 IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
 #endif
@@ -3382,7 +3940,7 @@ IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
 static void R_Mesh_InitVertexDeclarations(void)
 {
 #ifdef SUPPORTD3D
-       r_vertexposition_d3d9decl = NULL;
+       r_vertex3f_d3d9decl = NULL;
        r_vertexgeneric_d3d9decl = NULL;
        r_vertexmesh_d3d9decl = NULL;
        switch(vid.renderpath)
@@ -3391,9 +3949,10 @@ static void R_Mesh_InitVertexDeclarations(void)
        case RENDERPATH_CGGL:
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GLES2:
                break;
        case RENDERPATH_D3D9:
-               IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9elements, &r_vertexposition_d3d9decl);
+               IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl);
                IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
                IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
                break;
@@ -3403,6 +3962,8 @@ static void R_Mesh_InitVertexDeclarations(void)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               break;
        }
 #endif
 }
@@ -3410,9 +3971,9 @@ static void R_Mesh_InitVertexDeclarations(void)
 static void R_Mesh_DestroyVertexDeclarations(void)
 {
 #ifdef SUPPORTD3D
-       if (r_vertexposition_d3d9decl)
-               IDirect3DVertexDeclaration9_Release(r_vertexposition_d3d9decl);
-       r_vertexposition_d3d9decl = NULL;
+       if (r_vertex3f_d3d9decl)
+               IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl);
+       r_vertex3f_d3d9decl = NULL;
        if (r_vertexgeneric_d3d9decl)
                IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
        r_vertexgeneric_d3d9decl = NULL;
@@ -3422,78 +3983,7 @@ static void R_Mesh_DestroyVertexDeclarations(void)
 #endif
 }
 
-r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices)
-{
-       size_t size;
-       size = sizeof(r_vertexposition_t) * numvertices;
-       if (gl_state.preparevertices_tempdatamaxsize < size)
-       {
-               gl_state.preparevertices_tempdatamaxsize = size;
-               gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
-       }
-       gl_state.preparevertices_vertexposition = (r_vertexposition_t *)gl_state.preparevertices_tempdata;
-       gl_state.preparevertices_numvertices = numvertices;
-       return gl_state.preparevertices_vertexposition;
-}
-
-qboolean R_Mesh_PrepareVertices_Position_Unlock(void)
-{
-       R_Mesh_PrepareVertices_Position(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexposition, NULL);
-       gl_state.preparevertices_vertexposition = NULL;
-       gl_state.preparevertices_numvertices = 0;
-       return true;
-}
-
-void R_Mesh_PrepareVertices_Position_Arrays(int numvertices, const float *vertex3f)
-{
-       int i;
-       r_vertexposition_t *vertex;
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
-               R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
-               R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               return;
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL11:
-               R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
-               R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               if (vid.texunits >= 2)
-                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               if (vid.texunits >= 3)
-                       R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               return;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-               gl_state.d3dvertexbuffer = NULL;
-               gl_state.d3dvertexdata = (void *)vertex3f;
-               gl_state.d3dvertexsize = sizeof(float[3]);
-#endif
-               return;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       }
-
-       // no quick path for this case, convert to vertex structs
-       vertex = R_Mesh_PrepareVertices_Position_Lock(numvertices);
-       for (i = 0;i < numvertices;i++)
-               VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
-       R_Mesh_PrepareVertices_Position_Unlock();
-       R_Mesh_PrepareVertices_Position(numvertices, vertex, NULL);
-}
-
-void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *vertex, const r_meshbuffer_t *vertexbuffer)
+void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer)
 {
        // upload temporary vertexbuffer for this rendering
        if (!gl_state.usevbo_staticvertex)
@@ -3501,18 +3991,19 @@ void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *
        if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
        {
                if (gl_state.preparevertices_dynamicvertexbuffer)
-                       R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
+                       R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex3f, numvertices * sizeof(float[3]));
                else
-                       gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
+                       gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex3f, numvertices * sizeof(float[3]), "temporary", false, true, false);
                vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
        }
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                if (vertexbuffer)
                {
-                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
+                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
                        R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
@@ -3522,7 +4013,7 @@ void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *
                }
                else
                {
-                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
+                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
                        R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
@@ -3534,14 +4025,14 @@ void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *
        case RENDERPATH_GL13:
                if (vertexbuffer)
                {
-                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
+                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
                        R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                }
                else
                {
-                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
+                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
                        R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
@@ -3550,27 +4041,27 @@ void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *
        case RENDERPATH_GL11:
                if (vertexbuffer)
                {
-                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
+                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
                        R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                }
                else
                {
-                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
+                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
                        R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                }
                break;
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
-               IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9decl);
+               IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
                if (vertexbuffer)
-                       IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
+                       IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(float[3]));
                else
                        IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
                gl_state.d3dvertexbuffer = (void *)vertexbuffer;
-               gl_state.d3dvertexdata = (void *)vertex;
-               gl_state.d3dvertexsize = sizeof(*vertex);
+               gl_state.d3dvertexdata = (void *)vertex3f;
+               gl_state.d3dvertexsize = sizeof(float[3]);
 #endif
                break;
        case RENDERPATH_D3D10:
@@ -3579,6 +4070,15 @@ void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
+               DPSOFTRAST_SetColorPointer(NULL, 0);
+               DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL);
+               DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
+               DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
+               DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
+               DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
+               break;
        }
 }
 
@@ -3614,7 +4114,8 @@ void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3
        {
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
-               if (gl_mesh_separatearrays.integer)
+       case RENDERPATH_GLES2:
+               if (!vid.useinterleavedarrays)
                {
                        R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
                        R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
@@ -3628,7 +4129,7 @@ void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3
                break;
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
-               if (gl_mesh_separatearrays.integer)
+               if (!vid.useinterleavedarrays)
                {
                        R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
                        R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
@@ -3644,6 +4145,15 @@ void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
                break;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
+               DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
+               DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoord2f);
+               DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
+               DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
+               DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
+               DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
+               return;
        }
 
        // no quick path for this case, convert to vertex structs
@@ -3691,6 +4201,7 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve
        {
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                if (vertexbuffer)
                {
                        R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
@@ -3760,6 +4271,15 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
+               DPSOFTRAST_SetColorPointer4ub(vertex->color4ub, sizeof(*vertex));
+               DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f);
+               DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL);
+               DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL);
+               DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL);
+               DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL);
+               break;
        }
 }
 
@@ -3795,7 +4315,8 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f,
        {
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
-               if (gl_mesh_separatearrays.integer)
+       case RENDERPATH_GLES2:
+               if (!vid.useinterleavedarrays)
                {
                        R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
                        R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
@@ -3809,7 +4330,7 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f,
                break;
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
-               if (gl_mesh_separatearrays.integer)
+               if (!vid.useinterleavedarrays)
                {
                        R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
                        R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
@@ -3825,6 +4346,15 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f,
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
                break;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
+               DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
+               DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoordtexture2f);
+               DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f);
+               DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f);
+               DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f);
+               DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f);
+               return;
        }
 
        vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
@@ -3883,6 +4413,7 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex,
        {
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                if (vertexbuffer)
                {
                        R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
@@ -3952,5 +4483,14 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex,
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
+               DPSOFTRAST_SetColorPointer4ub(vertex->color4ub, sizeof(*vertex));
+               DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f);
+               DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f);
+               DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f);
+               DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f);
+               DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f);
+               break;
        }
 }