]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
the beginnings of VBO support in the rendering backend
[xonotic/darkplaces.git] / gl_backend.c
index 26b608479c7136516a3100d04ccbd5187d5dc39b..b8e255d9872518d187771fa4f91e7731dcae419f 100644 (file)
@@ -12,7 +12,8 @@ cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this o
 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
-cvar_t gl_lockarrays = {0, "gl_lockarrays", "1", "enables use of glLockArraysEXT, may cause glitches with some broken drivers"};
+cvar_t gl_lockarrays = {0, "gl_lockarrays", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"};
+cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"};
 
 int gl_maxdrawrangeelementsvertices;
 int gl_maxdrawrangeelementsindices;
@@ -73,7 +74,6 @@ void SCR_ScreenShot_f (void);
 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 unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
@@ -158,7 +158,7 @@ static void gl_backend_start(void)
                Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
        }
 
-       backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
+       backendunits = bound(1, gl_textureunits, MAX_TEXTUREUNITS);
        backendimageunits = backendunits;
        backendarrayunits = backendunits;
        if (gl_support_fragment_shader)
@@ -169,6 +169,8 @@ static void gl_backend_start(void)
                qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
                CHECKGLERROR
                Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
+               backendimageunits = bound(1, backendimageunits, MAX_TEXTUREUNITS);
+               backendarrayunits = bound(1, backendarrayunits, MAX_TEXTUREUNITS);
        }
        else if (backendunits > 1)
                Con_Printf("multitexture detected: texture units = %i\n", backendunits);
@@ -226,6 +228,7 @@ void gl_backend_init(void)
        Cvar_RegisterVariable(&gl_polyblend);
        Cvar_RegisterVariable(&gl_dither);
        Cvar_RegisterVariable(&gl_lockarrays);
+       Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
        Cvar_RegisterVariable(&gl_paranoid);
        Cvar_RegisterVariable(&gl_printcheckerror);
 #ifdef NORENDER
@@ -245,7 +248,7 @@ void GL_SetupView_Orientation_Identity (void)
        memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
 }
 
-void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
+void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix)
 {
        matrix4x4_t tempmatrix, basematrix;
        Matrix4x4_Invert_Simple(&tempmatrix, matrix);
@@ -270,22 +273,7 @@ void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNe
        // set view pyramid
        qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
        qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
-       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];
+       Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
        qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
        GL_SetupView_Orientation_Identity();
        CHECKGLERROR
@@ -321,22 +309,7 @@ void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frust
        qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
        GL_SetupView_Orientation_Identity();
        CHECKGLERROR
-       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];
+       Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
 }
 
 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
@@ -349,22 +322,7 @@ void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double
        qglLoadIdentity();CHECKGLERROR
        qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR
        qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
-       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];
+       Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
        qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
        GL_SetupView_Orientation_Identity();
        CHECKGLERROR
@@ -372,10 +330,12 @@ void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double
 
 typedef struct gltextureunit_s
 {
+       const void *pointer_texcoord;
+       size_t pointer_texcoord_offset;
+       int pointer_texcoord_buffer;
        int t1d, t2d, t3d, tcubemap;
        int arrayenabled;
        unsigned int arraycomponents;
-       const void *pointer_texcoord;
        int rgbscale, alphascale;
        int combinergb, combinealpha;
        // FIXME: add more combine stuff
@@ -387,6 +347,8 @@ gltextureunit_t;
 
 static struct gl_state_s
 {
+       int cullface;
+       int cullfaceenable;
        int blendfunc1;
        int blendfunc2;
        int blend;
@@ -401,11 +363,40 @@ static struct gl_state_s
        float color4f[4];
        int lockrange_first;
        int lockrange_count;
+       int vertexbufferobject;
+       int elementbufferobject;
+       qboolean pointer_color_enabled;
        const void *pointer_vertex;
        const void *pointer_color;
+       size_t pointer_vertex_offset;
+       size_t pointer_color_offset;
+       int pointer_vertex_buffer;
+       int pointer_color_buffer;
 }
 gl_state;
 
+static void GL_BindVBO(int bufferobject)
+{
+       if (gl_state.vertexbufferobject != bufferobject)
+       {
+               gl_state.vertexbufferobject = bufferobject;
+               CHECKGLERROR
+               qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
+               CHECKGLERROR
+       }
+}
+
+static void GL_BindEBO(int bufferobject)
+{
+       if (gl_state.elementbufferobject != bufferobject)
+       {
+               gl_state.elementbufferobject = bufferobject;
+               CHECKGLERROR
+               qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
+               CHECKGLERROR
+       }
+}
+
 void GL_SetupTextureState(void)
 {
        unsigned int i;
@@ -423,6 +414,8 @@ void GL_SetupTextureState(void)
                unit->arrayenabled = false;
                unit->arraycomponents = 0;
                unit->pointer_texcoord = NULL;
+               unit->pointer_texcoord_buffer = 0;
+               unit->pointer_texcoord_offset = 0;
                unit->rgbscale = 1;
                unit->alphascale = 1;
                unit->combinergb = GL_MODULATE;
@@ -449,6 +442,7 @@ void GL_SetupTextureState(void)
        for (i = 0;i < backendarrayunits;i++)
        {
                GL_ClientActiveTexture(i);
+               GL_BindVBO(0);
                qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
                qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
        }
@@ -511,8 +505,8 @@ void GL_Backend_ResetState(void)
        gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
        gl_state.lockrange_first = 0;
        gl_state.lockrange_count = 0;
-       gl_state.pointer_vertex = NULL;
-       gl_state.pointer_color = NULL;
+       gl_state.cullface = GL_FRONT; // quake is backwards, this culls back faces
+       gl_state.cullfaceenable = true;
 
        CHECKGLERROR
 
@@ -521,12 +515,18 @@ void GL_Backend_ResetState(void)
        qglDisable(GL_ALPHA_TEST);CHECKGLERROR
        qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
        qglDisable(GL_BLEND);CHECKGLERROR
-       qglCullFace(GL_FRONT);CHECKGLERROR
+       qglCullFace(gl_state.cullface);CHECKGLERROR
        qglEnable(GL_CULL_FACE);CHECKGLERROR
        qglDepthFunc(GL_LEQUAL);CHECKGLERROR
        qglEnable(GL_DEPTH_TEST);CHECKGLERROR
        qglDepthMask(gl_state.depthmask);CHECKGLERROR
 
+       if (gl_support_arb_vertex_buffer_object)
+       {
+               qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+               qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+       }
+
        qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
        qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
 
@@ -629,6 +629,32 @@ void GL_DepthTest(int state)
        }
 }
 
+void GL_CullFace(int state)
+{
+       CHECKGLERROR
+       if (state != GL_NONE)
+       {
+               if (!gl_state.cullfaceenable)
+               {
+                       gl_state.cullfaceenable = true;
+                       qglEnable(GL_CULL_FACE);CHECKGLERROR
+               }
+               if (gl_state.cullface != state)
+               {
+                       gl_state.cullface = state;
+                       qglCullFace(gl_state.cullface);CHECKGLERROR
+               }
+       }
+       else
+       {
+               if (gl_state.cullfaceenable)
+               {
+                       gl_state.cullfaceenable = false;
+                       qglDisable(GL_CULL_FACE);CHECKGLERROR
+               }
+       }
+}
+
 void GL_AlphaTest(int state)
 {
        if (gl_state.alphatest != state)
@@ -659,7 +685,7 @@ void GL_ColorMask(int r, int g, int b, int a)
 
 void GL_Color(float cr, float cg, float cb, float ca)
 {
-       if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
+       if (gl_state.pointer_color_enabled || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
        {
                gl_state.color4f[0] = cr;
                gl_state.color4f[1] = cg;
@@ -673,6 +699,11 @@ void GL_Color(float cr, float cg, float cb, float ca)
 
 void GL_LockArrays(int first, int count)
 {
+       if (count < gl_lockarrays_minimumvertices.integer)
+       {
+               first = 0;
+               count = 0;
+       }
        if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
        {
                if (gl_state.lockrange_count)
@@ -727,7 +758,7 @@ void GL_TransformToScreen(const vec4_t in, vec4_t out)
        Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
        iw = 1.0f / out[3];
        out[0] = r_view.x + (out[0] * iw + 1.0f) * r_view.width * 0.5f;
-       out[1] = r_view.y + (out[1] * iw + 1.0f) * r_view.height * 0.5f;
+       out[1] = r_view.y + r_view.height - (out[1] * iw + 1.0f) * r_view.height * 0.5f;
        out[2] = r_view.z + (out[2] * iw + 1.0f) * r_view.depth * 0.5f;
 }
 
@@ -744,108 +775,73 @@ void R_Mesh_Start(void)
        GL_Backend_ResetState();
 }
 
-unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
+qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
 {
-       GLint vertexshadercompiled, fragmentshadercompiled, programlinked;
-       GLuint vertexshaderobject, fragmentshaderobject, programobject = 0;
+       int shaderobject;
+       int shadercompiled;
        char compilelog[MAX_INPUTLINE];
+       shaderobject = qglCreateShaderObjectARB(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
+       if (compilelog[0])
+               Con_DPrintf("%s shader compile log:\n%s\n", shadertype, compilelog);
+       if (!shadercompiled)
+       {
+               qglDeleteObjectARB(shaderobject);CHECKGLERROR
+               return false;
+       }
+       qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
+       qglDeleteObjectARB(shaderobject);CHECKGLERROR
+       return true;
+}
+
+unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
+{
+       GLint programlinked;
+       GLuint programobject = 0;
+       char linklog[MAX_INPUTLINE];
        CHECKGLERROR
 
        programobject = qglCreateProgramObjectARB();CHECKGLERROR
        if (!programobject)
                return 0;
 
-       if (developer.integer >= 100)
-       {
-               int i;
-               Con_Printf("Compiling shader:\n");
-               if (vertexstrings_count)
-               {
-                       Con_Printf("------ VERTEX SHADER ------\n");
-                       for (i = 0;i < vertexstrings_count;i++)
-                               Con_Print(vertexstrings_list[i]);
-                       Con_Print("\n");
-               }
-               if (fragmentstrings_count)
-               {
-                       Con_Printf("------ FRAGMENT SHADER ------\n");
-                       for (i = 0;i < fragmentstrings_count;i++)
-                               Con_Print(fragmentstrings_list[i]);
-                       Con_Print("\n");
-               }
-       }
+       if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
+               goto cleanup;
 
-       if (vertexstrings_count)
-       {
-               vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);CHECKGLERROR
-               if (!vertexshaderobject)
-               {
-                       qglDeleteObjectARB(programobject);
-                       CHECKGLERROR
-                       return 0;
-               }
-               qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL);CHECKGLERROR
-               qglCompileShaderARB(vertexshaderobject);CHECKGLERROR
-               qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);CHECKGLERROR
-               qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
-               if (compilelog[0])
-                       Con_DPrintf("vertex shader compile log:\n%s\n", compilelog);
-               if (!vertexshadercompiled)
-               {
-                       qglDeleteObjectARB(programobject);CHECKGLERROR
-                       qglDeleteObjectARB(vertexshaderobject);CHECKGLERROR
-                       return 0;
-               }
-               qglAttachObjectARB(programobject, vertexshaderobject);CHECKGLERROR
-               qglDeleteObjectARB(vertexshaderobject);CHECKGLERROR
-       }
+#ifdef GL_GEOMETRY_SHADER_ARB
+       if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
+               goto cleanup;
+#endif
 
-       if (fragmentstrings_count)
-       {
-               fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);CHECKGLERROR
-               if (!fragmentshaderobject)
-               {
-                       qglDeleteObjectARB(programobject);CHECKGLERROR
-                       return 0;
-               }
-               qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL);CHECKGLERROR
-               qglCompileShaderARB(fragmentshaderobject);CHECKGLERROR
-               qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);CHECKGLERROR
-               qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
-               if (compilelog[0])
-                       Con_DPrintf("fragment shader compile log:\n%s\n", compilelog);
-               if (!fragmentshadercompiled)
-               {
-                       qglDeleteObjectARB(programobject);CHECKGLERROR
-                       qglDeleteObjectARB(fragmentshaderobject);CHECKGLERROR
-                       return 0;
-               }
-               qglAttachObjectARB(programobject, fragmentshaderobject);CHECKGLERROR
-               qglDeleteObjectARB(fragmentshaderobject);CHECKGLERROR
-       }
+       if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
+               goto cleanup;
 
        qglLinkProgramARB(programobject);CHECKGLERROR
        qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
-       qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
-       if (compilelog[0])
+       qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
+       if (linklog[0])
        {
-               Con_DPrintf("program link log:\n%s\n", compilelog);
+               Con_DPrintf("program link log:\n%s\n", linklog);
                // software vertex shader is ok but software fragment shader is WAY
                // too slow, fail program if so.
                // NOTE: this string might be ATI specific, but that's ok because the
                // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
                // software fragment shader due to low instruction and dependent
                // texture limits.
-               if (strstr(compilelog, "fragment shader will run in software"))
+               if (strstr(linklog, "fragment shader will run in software"))
                        programlinked = false;
        }
        if (!programlinked)
-       {
-               qglDeleteObjectARB(programobject);CHECKGLERROR
-               return 0;
-       }
-       CHECKGLERROR
+               goto cleanup;
        return programobject;
+cleanup:
+       qglDeleteObjectARB(programobject);CHECKGLERROR
+       return 0;
 }
 
 void GL_Backend_FreeProgram(unsigned int prog)
@@ -873,10 +869,12 @@ void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
 int paranoidblah = 0;
 void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements)
 {
+       int bufferobject = 0;
+       size_t offset = 0;
        unsigned int numelements = numtriangles * 3;
        if (numvertices < 3 || numtriangles < 1)
        {
-               Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements);
+               Con_Printf("R_Mesh_Draw(%d, %d, %d, %8p);\n", firstvertex, numvertices, numtriangles, elements);
                return;
        }
        CHECKGLERROR
@@ -886,18 +884,25 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *
        {
                unsigned int i, j, size;
                const int *p;
+               // note: there's no validation done here on buffer objects because it
+               // is somewhat difficult to get at the data, and gl_paranoid can be
+               // used without buffer objects if the need arises
+               // (the data could be gotten using glMapBuffer but it would be very
+               //  slow due to uncachable video memory reads)
                if (!qglIsEnabled(GL_VERTEX_ARRAY))
                        Con_Print("R_Mesh_Draw: vertex array not enabled\n");
                CHECKGLERROR
-               for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
-                       paranoidblah += *p;
-               if (gl_state.pointer_color)
+               if (gl_state.pointer_vertex)
+                       for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
+                               paranoidblah += *p;
+               if (gl_state.pointer_color_enabled)
                {
                        if (!qglIsEnabled(GL_COLOR_ARRAY))
                                Con_Print("R_Mesh_Draw: color array set but not enabled\n");
                        CHECKGLERROR
-                       for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
-                               paranoidblah += *p;
+                       if (gl_state.pointer_color && gl_state.pointer_color_enabled)
+                               for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
+                                       paranoidblah += *p;
                }
                for (i = 0;i < backendarrayunits;i++)
                {
@@ -907,8 +912,9 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *
                                if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
                                        Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
                                CHECKGLERROR
-                               for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
-                                       paranoidblah += *p;
+                               if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
+                                       for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
+                                               paranoidblah += *p;
                        }
                }
                for (i = 0;i < (unsigned int) numtriangles * 3;i++)
@@ -933,7 +939,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *
                        {
                                for (j = 0;j < backendarrayunits;j++)
                                {
-                                       if (gl_state.units[j].pointer_texcoord)
+                                       if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
                                        {
                                                if (backendarrayunits > 1)
                                                {
@@ -983,7 +989,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *
                                                }
                                        }
                                }
-                               if (gl_state.pointer_color)
+                               if (gl_state.pointer_color && gl_state.pointer_color_enabled)
                                {
                                        p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4;
                                        qglColor4f(p[0], p[1], p[2], p[3]);
@@ -1007,12 +1013,14 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *
                }
                else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
                {
-                       qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements);
+                       GL_BindEBO(bufferobject);
+                       qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)offset : elements);
                        CHECKGLERROR
                }
                else
                {
-                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);
+                       GL_BindEBO(bufferobject);
+                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, bufferobject ? (void *)offset : elements);
                        CHECKGLERROR
                }
        }
@@ -1079,60 +1087,76 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix)
 {
        if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
        {
+               double glmatrix[16];
                backend_modelmatrix = *matrix;
                Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
-               Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
+               Matrix4x4_ToArrayDoubleGL(&backend_modelviewmatrix, glmatrix);
                CHECKGLERROR
-               qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);CHECKGLERROR
+               qglLoadMatrixd(glmatrix);CHECKGLERROR
        }
 }
 
 void R_Mesh_VertexPointer(const float *vertex3f)
 {
-       if (gl_state.pointer_vertex != vertex3f)
+       int bufferobject = 0;
+       size_t offset = 0;
+       if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != offset)
        {
                gl_state.pointer_vertex = vertex3f;
+               gl_state.pointer_vertex_buffer = bufferobject;
+               gl_state.pointer_vertex_offset = offset;
                CHECKGLERROR
-               qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
-               CHECKGLERROR
+               GL_BindVBO(bufferobject);
+               qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)offset : vertex3f);CHECKGLERROR
        }
 }
 
 void R_Mesh_ColorPointer(const float *color4f)
 {
-       if (gl_state.pointer_color != color4f)
+       int bufferobject = 0;
+       size_t offset = 0;
+       if (color4f || bufferobject)
        {
-               CHECKGLERROR
-               if (!gl_state.pointer_color)
+               // caller wants color array enabled
+               if (!gl_state.pointer_color_enabled)
                {
+                       gl_state.pointer_color_enabled = true;
+                       CHECKGLERROR
                        qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
                }
-               else if (!color4f)
+               if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != offset)
+               {
+                       gl_state.pointer_color = color4f;
+                       gl_state.pointer_color_buffer = bufferobject;
+                       gl_state.pointer_color_offset = offset;
+                       CHECKGLERROR
+                       GL_BindVBO(bufferobject);
+                       qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)offset : color4f);CHECKGLERROR
+               }
+       }
+       else
+       {
+               // 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
                }
-               gl_state.pointer_color = color4f;
-               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);CHECKGLERROR
        }
 }
 
 void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord)
 {
+       int bufferobject = 0;
+       size_t offset;
        gltextureunit_t *unit = gl_state.units + unitnum;
        // update array settings
        CHECKGLERROR
-       if (texcoord)
+       if (texcoord || bufferobject)
        {
-               // texcoord array
-               if (unit->pointer_texcoord != texcoord || unit->arraycomponents != numcomponents)
-               {
-                       unit->pointer_texcoord = texcoord;
-                       unit->arraycomponents = numcomponents;
-                       GL_ClientActiveTexture(unitnum);
-                       qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord);CHECKGLERROR
-               }
                // texture array unit is enabled, enable the array
                if (!unit->arrayenabled)
                {
@@ -1140,6 +1164,17 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, co
                        GL_ClientActiveTexture(unitnum);
                        qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                }
+               // texcoord array
+               if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != offset || unit->arraycomponents != numcomponents)
+               {
+                       unit->pointer_texcoord = texcoord;
+                       unit->pointer_texcoord_buffer = bufferobject;
+                       unit->pointer_texcoord_offset = offset;
+                       unit->arraycomponents = numcomponents;
+                       GL_ClientActiveTexture(unitnum);
+                       GL_BindVBO(bufferobject);
+                       qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)offset : texcoord);CHECKGLERROR
+               }
        }
        else
        {
@@ -1556,14 +1591,14 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
                // texmatrix specified, check if it is different
                if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
                {
-                       matrix4x4_t tempmatrix;
+                       double glmatrix[16];
                        unit->texmatrixenabled = true;
                        unit->matrix = *matrix;
                        CHECKGLERROR
-                       Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
+                       Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix);
                        qglMatrixMode(GL_TEXTURE);CHECKGLERROR
                        GL_ActiveTexture(unitnum);
-                       qglLoadMatrixf(&tempmatrix.m[0][0]);CHECKGLERROR
+                       qglLoadMatrixd(glmatrix);CHECKGLERROR
                        qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
                }
        }