]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
added a firstvertex parameter to R_Mesh_DrawMesh
[xonotic/darkplaces.git] / gl_backend.c
index ff102b3edc0b934fadf20132fcab09c4f226d6cf..cd1d482650fa49f20ebeb21ded02698a603edc21 100644 (file)
@@ -83,7 +83,7 @@ static matrix4x4_t backend_modelviewmatrix;
 static matrix4x4_t backend_glmodelviewmatrix;
 static matrix4x4_t backend_projectmatrix;
 
-static int backendunits, backendimageunits, backendarrayunits, backendactive;
+static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
 static mempool_t *gl_backend_mempool;
 
 /*
@@ -400,7 +400,7 @@ typedef struct gltextureunit_s
 {
        int t1d, t2d, t3d, tcubemap;
        int arrayenabled;
-       int arrayis3d;
+       unsigned int arraycomponents;
        const void *pointer_texcoord;
        float rgbscale, alphascale;
        int combinergb, combinealpha;
@@ -420,8 +420,8 @@ static struct
        int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
        int depthtest;
        int scissortest;
-       int unit;
-       int clientunit;
+       unsigned int unit;
+       unsigned int clientunit;
        gltextureunit_t units[MAX_TEXTUREUNITS];
        float color4f[4];
        int lockrange_first;
@@ -433,7 +433,7 @@ gl_state;
 
 void GL_SetupTextureState(void)
 {
-       int i;
+       unsigned int i;
        gltextureunit_t *unit;
        CHECKGLERROR
        gl_state.unit = -1;
@@ -446,7 +446,7 @@ void GL_SetupTextureState(void)
                unit->t3d = 0;
                unit->tcubemap = 0;
                unit->arrayenabled = false;
-               unit->arrayis3d = false;
+               unit->arraycomponents = 0;
                unit->pointer_texcoord = NULL;
                unit->rgbscale = 1;
                unit->alphascale = 1;
@@ -559,7 +559,7 @@ void GL_Backend_ResetState(void)
        GL_SetupTextureState();
 }
 
-void GL_ActiveTexture(int num)
+void GL_ActiveTexture(unsigned int num)
 {
        if (gl_state.unit != num)
        {
@@ -572,7 +572,7 @@ void GL_ActiveTexture(int num)
        }
 }
 
-void GL_ClientActiveTexture(int num)
+void GL_ClientActiveTexture(unsigned int num)
 {
        if (gl_state.clientunit != num)
        {
@@ -832,7 +832,17 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
        qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);
        qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);
        if (compilelog[0])
+       {
                Con_Printf("program link log:\n%s\n", compilelog);
+               // 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"))
+                       programlinked = false;
+       }
        CHECKGLERROR
        if (!programlinked)
        {
@@ -866,35 +876,35 @@ void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
 
 // renders triangles using vertices from the active arrays
 int paranoidblah = 0;
-void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
+void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements)
 {
-       int numelements = numtriangles * 3;
-       if (numverts == 0 || numtriangles == 0)
+       unsigned int numelements = numtriangles * 3;
+       if (numvertices < 3 || numtriangles < 1)
        {
-               Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
+               Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements);
                return;
        }
-       CHECKGLERROR
+       //CHECKGLERROR
        if (r_showtrispass)
        {
-               R_Mesh_Draw_ShowTris(numverts, numtriangles, elements);
+               R_Mesh_Draw_ShowTris(firstvertex, numvertices, numtriangles, elements);
                return;
        }
        c_meshs++;
        c_meshelements += numelements;
        if (gl_paranoid.integer)
        {
-               int i, j, size;
+               unsigned int i, j, size;
                const int *p;
                if (!qglIsEnabled(GL_VERTEX_ARRAY))
                        Con_Print("R_Mesh_Draw: vertex array not enabled\n");
-               for (j = 0, size = numverts * (int)sizeof(float[3]), p = gl_state.pointer_vertex;j < size;j += sizeof(int), p++)
+               for (j = 0, size = numvertices * 3, p = gl_state.pointer_vertex + firstvertex * 3;j < size;j++, p++)
                        paranoidblah += *p;
                if (gl_state.pointer_color)
                {
                        if (!qglIsEnabled(GL_COLOR_ARRAY))
                                Con_Print("R_Mesh_Draw: color array set but not enabled\n");
-                       for (j = 0, size = numverts * (int)sizeof(float[4]), p = gl_state.pointer_color;j < size;j += sizeof(int), p++)
+                       for (j = 0, size = numvertices * 4, p = gl_state.pointer_color + firstvertex * 4;j < size;j++, p++)
                                paranoidblah += *p;
                }
                for (i = 0;i < backendarrayunits;i++)
@@ -904,15 +914,15 @@ void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
                                GL_ClientActiveTexture(i);
                                if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
                                        Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
-                               for (j = 0, size = numverts * ((gl_state.units[i].t3d || gl_state.units[i].tcubemap) ? (int)sizeof(float[3]) : (int)sizeof(float[2])), p = gl_state.units[i].pointer_texcoord;j < size;j += sizeof(int), p++)
+                               for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents;j < size;j++, p++)
                                        paranoidblah += *p;
                        }
                }
-               for (i = 0;i < numtriangles * 3;i++)
+               for (i = 0;i < (unsigned int) numtriangles * 3;i++)
                {
-                       if (elements[i] < 0 || elements[i] >= numverts)
+                       if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices)
                        {
-                               Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
+                               Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices);
                                return;
                        }
                }
@@ -923,10 +933,10 @@ void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
                CHECKGLERROR
                if (gl_mesh_testmanualfeeding.integer)
                {
-                       int i, j;
+                       unsigned int i, j;
                        const GLfloat *p;
                        qglBegin(GL_TRIANGLES);
-                       for (i = 0;i < numtriangles * 3;i++)
+                       for (i = 0;i < (unsigned int) numtriangles * 3;i++)
                        {
                                for (j = 0;j < backendarrayunits;j++)
                                {
@@ -934,29 +944,49 @@ void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
                                        {
                                                if (backendarrayunits > 1)
                                                {
-                                                       if (gl_state.units[j].arrayis3d)
+                                                       if (gl_state.units[j].arraycomponents == 4)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
+                                                               qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
+                                                       }
+                                                       else if (gl_state.units[j].arraycomponents == 3)
                                                        {
                                                                p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
                                                                qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
                                                        }
-                                                       else
+                                                       else if (gl_state.units[j].arraycomponents == 2)
                                                        {
                                                                p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
                                                                qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
                                                        }
+                                                       else
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
+                                                               qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
+                                                       }
                                                }
                                                else
                                                {
-                                                       if (gl_state.units[j].arrayis3d)
+                                                       if (gl_state.units[j].arraycomponents == 4)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
+                                                               qglTexCoord4f(p[0], p[1], p[2], p[3]);
+                                                       }
+                                                       else if (gl_state.units[j].arraycomponents == 3)
                                                        {
                                                                p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
                                                                qglTexCoord3f(p[0], p[1], p[2]);
                                                        }
-                                                       else
+                                                       else if (gl_state.units[j].arraycomponents == 2)
                                                        {
                                                                p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
                                                                qglTexCoord2f(p[0], p[1]);
                                                        }
+                                                       else
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
+                                                               qglTexCoord1f(p[0]);
+                                                       }
                                                }
                                        }
                                }
@@ -984,20 +1014,21 @@ void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
                }
                else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
                {
-                       qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
+                       qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements);
+                       CHECKGLERROR
                }
                else
                {
-                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
+                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);
+                       CHECKGLERROR
                }
-               CHECKGLERROR
        }
 }
 
 // restores backend state, used when done with 3D rendering
 void R_Mesh_Finish(void)
 {
-       int i;
+       unsigned int i;
        BACKENDACTIVECHECK
        CHECKGLERROR
        GL_LockArrays(0, 0);
@@ -1017,14 +1048,14 @@ void R_Mesh_Finish(void)
                        qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
                }
        }
-       for (i = backendarrayunits - 1;i >= 0;i--)
+       for (i = 0;i < backendarrayunits;i++)
        {
-               GL_ActiveTexture(i);
+               GL_ActiveTexture(backendarrayunits - 1 - i);
                qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
        }
-       for (i = backendunits - 1;i >= 0;i--)
+       for (i = 0;i < backendunits;i++)
        {
-               GL_ActiveTexture(i);
+               GL_ActiveTexture(backendunits - 1 - i);
                qglDisable(GL_TEXTURE_1D);CHECKGLERROR
                qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                if (gl_texture3d)
@@ -1062,26 +1093,20 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix)
        }
 }
 
-void R_Mesh_State(const rmeshstate_t *m)
+void R_Mesh_VertexPointer(const float *vertex3f)
 {
-       int i, combinergb, combinealpha, scale;
-       gltextureunit_t *unit;
-       matrix4x4_t tempmatrix;
-
-       BACKENDACTIVECHECK
-
-       if (gl_state.pointer_vertex != m->pointer_vertex)
+       if (gl_state.pointer_vertex != vertex3f)
        {
-               gl_state.pointer_vertex = m->pointer_vertex;
+               gl_state.pointer_vertex = vertex3f;
                CHECKGLERROR
                qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
                CHECKGLERROR
        }
+}
 
-       if (r_showtrispass)
-               return;
-
-       if (gl_state.pointer_color != m->pointer_color)
+void R_Mesh_ColorPointer(const float *color4f)
+{
+       if (gl_state.pointer_color != color4f)
        {
                CHECKGLERROR
                if (!gl_state.pointer_color)
@@ -1089,7 +1114,7 @@ void R_Mesh_State(const rmeshstate_t *m)
                        qglEnableClientState(GL_COLOR_ARRAY);
                        CHECKGLERROR
                }
-               else if (!m->pointer_color)
+               else if (!color4f)
                {
                        qglDisableClientState(GL_COLOR_ARRAY);
                        CHECKGLERROR
@@ -1097,231 +1122,477 @@ void R_Mesh_State(const rmeshstate_t *m)
                        qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
                        CHECKGLERROR
                }
-               gl_state.pointer_color = m->pointer_color;
+               gl_state.pointer_color = color4f;
                qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
                CHECKGLERROR
        }
+}
 
-       if (gl_backend_rebindtextures)
+void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       // update array settings
+       if (texcoord)
        {
-               gl_backend_rebindtextures = false;
-               GL_SetupTextureState();
+               // 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)
+               {
+                       unit->arrayenabled = true;
+                       GL_ClientActiveTexture(unitnum);
+                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);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
+               }
+       }
+}
 
-       for (i = 0, unit = gl_state.units;i < backendimageunits;i++, unit++)
+void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendunits)
+               return;
+       // update 1d texture binding
+       if (unit->t1d != tex1d)
        {
-               // update 1d texture binding
-               if (unit->t1d != m->tex1d[i])
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       GL_ActiveTexture(i);
-                       if (i < backendunits)
+                       if (tex1d)
                        {
-                               if (m->tex1d[i])
-                               {
-                                       if (unit->t1d == 0)
-                                               qglEnable(GL_TEXTURE_1D);
-                               }
-                               else
-                               {
-                                       if (unit->t1d)
-                                               qglDisable(GL_TEXTURE_1D);
-                               }
+                               if (unit->t1d == 0)
+                                       qglEnable(GL_TEXTURE_1D);
                        }
-                       unit->t1d = m->tex1d[i];
-                       qglBindTexture(GL_TEXTURE_1D, unit->t1d);
-                       CHECKGLERROR
-               }
-               // update 2d texture binding
-               if (unit->t2d != m->tex[i])
-               {
-                       GL_ActiveTexture(i);
-                       if (i < backendunits)
+                       else
                        {
-                               if (m->tex[i])
-                               {
-                                       if (unit->t2d == 0)
-                                               qglEnable(GL_TEXTURE_2D);
-                               }
-                               else
-                               {
-                                       if (unit->t2d)
-                                               qglDisable(GL_TEXTURE_2D);
-                               }
+                               if (unit->t1d)
+                                       qglDisable(GL_TEXTURE_1D);
                        }
-                       unit->t2d = m->tex[i];
-                       qglBindTexture(GL_TEXTURE_2D, unit->t2d);
-                       CHECKGLERROR
                }
-               // update 3d texture binding
-               if (unit->t3d != m->tex3d[i])
+               unit->t1d = tex1d;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+               CHECKGLERROR
+       }
+       // update 2d texture binding
+       if (unit->t2d != tex2d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       GL_ActiveTexture(i);
-                       if (i < backendunits)
+                       if (tex2d)
                        {
-                               if (m->tex3d[i])
-                               {
-                                       if (unit->t3d == 0)
-                                               qglEnable(GL_TEXTURE_3D);
-                               }
-                               else
-                               {
-                                       if (unit->t3d)
-                                               qglDisable(GL_TEXTURE_3D);
-                               }
+                               if (unit->t2d == 0)
+                                       qglEnable(GL_TEXTURE_2D);
                        }
-                       unit->t3d = m->tex3d[i];
-                       qglBindTexture(GL_TEXTURE_3D, unit->t3d);
-                       CHECKGLERROR
-               }
-               // update cubemap texture binding
-               if (unit->tcubemap != m->texcubemap[i])
-               {
-                       GL_ActiveTexture(i);
-                       if (i < backendunits)
+                       else
                        {
-                               if (m->texcubemap[i])
-                               {
-                                       if (unit->tcubemap == 0)
-                                               qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
-                               }
-                               else
-                               {
-                                       if (unit->tcubemap)
-                                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
-                               }
+                               if (unit->t2d)
+                                       qglDisable(GL_TEXTURE_2D);
                        }
-                       unit->tcubemap = m->texcubemap[i];
-                       qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
-                       CHECKGLERROR
                }
+               unit->t2d = tex2d;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+               CHECKGLERROR
        }
-       for (i = 0, unit = gl_state.units;i < backendarrayunits;i++, unit++)
+       // update 3d texture binding
+       if (unit->t3d != tex3d)
        {
-               // update array settings
-               if (m->pointer_texcoord3f[i])
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       // 3d texcoord array
-                       if (unit->pointer_texcoord != m->pointer_texcoord3f[i] || !unit->arrayis3d)
+                       if (tex3d)
                        {
-                               unit->pointer_texcoord = m->pointer_texcoord3f[i];
-                               unit->arrayis3d = true;
-                               GL_ClientActiveTexture(i);
-                               qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), unit->pointer_texcoord);
-                               CHECKGLERROR
+                               if (unit->t3d == 0)
+                                       qglEnable(GL_TEXTURE_3D);
                        }
-                       // texture array unit is enabled, enable the array
-                       if (!unit->arrayenabled)
+                       else
                        {
-                               unit->arrayenabled = true;
-                               GL_ClientActiveTexture(i);
-                               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               if (unit->t3d)
+                                       qglDisable(GL_TEXTURE_3D);
                        }
                }
-               else if (m->pointer_texcoord[i])
+               unit->t3d = tex3d;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+               CHECKGLERROR
+       }
+       // update cubemap texture binding
+       if (unit->tcubemap != texcubemap)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       // 2d texcoord array
-                       if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d)
+                       if (texcubemap)
                        {
-                               unit->pointer_texcoord = m->pointer_texcoord[i];
-                               unit->arrayis3d = false;
-                               GL_ClientActiveTexture(i);
-                               qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), unit->pointer_texcoord);
-                               CHECKGLERROR
+                               if (unit->tcubemap == 0)
+                                       qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
                        }
-                       // texture array unit is enabled, enable the array
-                       if (!unit->arrayenabled)
+                       else
                        {
-                               unit->arrayenabled = true;
-                               GL_ClientActiveTexture(i);
-                               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               if (unit->tcubemap)
+                                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
                        }
                }
+               unit->tcubemap = texcubemap;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
+               CHECKGLERROR
+       }
+}
+
+void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendunits)
+               return;
+       // update 1d texture binding
+       if (unit->t1d != texnum)
+       {
+               GL_ActiveTexture(unitnum);
+               if (texnum)
+               {
+                       if (unit->t1d == 0)
+                               qglEnable(GL_TEXTURE_1D);
+               }
                else
                {
-                       // texture array unit is disabled, disable the array
-                       if (unit->arrayenabled)
-                       {
-                               unit->arrayenabled = false;
-                               GL_ClientActiveTexture(i);
-                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                       }
+                       if (unit->t1d)
+                               qglDisable(GL_TEXTURE_1D);
+               }
+               unit->t1d = texnum;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+               CHECKGLERROR
+       }
+       // update 2d texture binding
+       if (unit->t2d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unit->t2d)
+                       qglDisable(GL_TEXTURE_2D);
+               unit->t2d = 0;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+               CHECKGLERROR
+       }
+       // update 3d texture binding
+       if (unit->t3d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unit->t3d)
+                       qglDisable(GL_TEXTURE_3D);
+               unit->t3d = 0;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+               CHECKGLERROR
+       }
+       // update cubemap texture binding
+       if (unit->tcubemap)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unit->tcubemap)
+                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+               unit->tcubemap = 0;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
+               CHECKGLERROR
+       }
+}
+
+void R_Mesh_TexBind(unsigned int unitnum, int texnum)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendunits)
+               return;
+       // update 1d texture binding
+       if (unit->t1d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unit->t1d)
+                       qglDisable(GL_TEXTURE_1D);
+               unit->t1d = 0;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+               CHECKGLERROR
+       }
+       // update 2d texture binding
+       if (unit->t2d != texnum)
+       {
+               GL_ActiveTexture(unitnum);
+               if (texnum)
+               {
+                       if (unit->t2d == 0)
+                               qglEnable(GL_TEXTURE_2D);
+               }
+               else
+               {
+                       if (unit->t2d)
+                               qglDisable(GL_TEXTURE_2D);
                }
+               unit->t2d = texnum;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+               CHECKGLERROR
+       }
+       // update 3d texture binding
+       if (unit->t3d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unit->t3d)
+                       qglDisable(GL_TEXTURE_3D);
+               unit->t3d = 0;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+               CHECKGLERROR
+       }
+       // update cubemap texture binding
+       if (unit->tcubemap != 0)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unit->tcubemap)
+                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+               unit->tcubemap = 0;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
+               CHECKGLERROR
+       }
+}
+
+void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendunits)
+               return;
+       // update 1d texture binding
+       if (unit->t1d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unit->t1d)
+                       qglDisable(GL_TEXTURE_1D);
+               unit->t1d = 0;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+               CHECKGLERROR
+       }
+       // update 2d texture binding
+       if (unit->t2d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unit->t2d)
+                       qglDisable(GL_TEXTURE_2D);
+               unit->t2d = 0;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+               CHECKGLERROR
        }
-       for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++)
+       // update 3d texture binding
+       if (unit->t3d != texnum)
        {
-               // update texmatrix
-               if (m->texmatrix[i].m[3][3])
+               GL_ActiveTexture(unitnum);
+               if (texnum)
                {
-                       // texmatrix specified, check if it is different
-                       if (!unit->texmatrixenabled || memcmp(&unit->matrix, &m->texmatrix[i], sizeof(matrix4x4_t)))
-                       {
-                               unit->texmatrixenabled = true;
-                               unit->matrix = m->texmatrix[i];
-                               Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
-                               qglMatrixMode(GL_TEXTURE);
-                               GL_ActiveTexture(i);
-                               qglLoadMatrixf(&tempmatrix.m[0][0]);
-                               qglMatrixMode(GL_MODELVIEW);
-                       }
+                       if (unit->t3d == 0)
+                               qglEnable(GL_TEXTURE_3D);
                }
                else
                {
-                       // no texmatrix specified, revert to identity
-                       if (unit->texmatrixenabled)
-                       {
-                               unit->texmatrixenabled = false;
-                               qglMatrixMode(GL_TEXTURE);
-                               GL_ActiveTexture(i);
-                               qglLoadIdentity();
-                               qglMatrixMode(GL_MODELVIEW);
-                       }
+                       if (unit->t3d)
+                               qglDisable(GL_TEXTURE_3D);
                }
-               // update combine settings
-               if (gl_combine.integer)
+               unit->t3d = texnum;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+               CHECKGLERROR
+       }
+       // update cubemap texture binding
+       if (unit->tcubemap != 0)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unit->tcubemap)
+                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+               unit->tcubemap = 0;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
+               CHECKGLERROR
+       }
+}
+
+void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendunits)
+               return;
+       // update 1d texture binding
+       if (unit->t1d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unit->t1d)
+                       qglDisable(GL_TEXTURE_1D);
+               unit->t1d = 0;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+               CHECKGLERROR
+       }
+       // update 2d texture binding
+       if (unit->t2d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unit->t2d)
+                       qglDisable(GL_TEXTURE_2D);
+               unit->t2d = 0;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+               CHECKGLERROR
+       }
+       // update 3d texture binding
+       if (unit->t3d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unit->t3d)
+                       qglDisable(GL_TEXTURE_3D);
+               unit->t3d = 0;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+               CHECKGLERROR
+       }
+       // update cubemap texture binding
+       if (unit->tcubemap != texnum)
+       {
+               GL_ActiveTexture(unitnum);
+               if (texnum)
                {
-                       // GL_ARB_texture_env_combine
-                       combinergb = m->texcombinergb[i] ? m->texcombinergb[i] : GL_MODULATE;
-                       if (unit->combinergb != combinergb)
-                       {
-                               unit->combinergb = combinergb;
-                               GL_ActiveTexture(i);
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
-                       }
-                       combinealpha = m->texcombinealpha[i] ? m->texcombinealpha[i] : GL_MODULATE;
-                       if (unit->combinealpha != combinealpha)
-                       {
-                               unit->combinealpha = combinealpha;
-                               GL_ActiveTexture(i);
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
-                       }
-                       scale = max(m->texrgbscale[i], 1);
-                       if (unit->rgbscale != scale)
-                       {
-                               GL_ActiveTexture(i);
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = scale));CHECKGLERROR
-                       }
-                       scale = max(m->texalphascale[i], 1);
-                       if (unit->alphascale != scale)
-                       {
-                               GL_ActiveTexture(i);
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR
-                       }
+                       if (unit->tcubemap == 0)
+                               qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
                }
                else
                {
-                       // normal GL texenv
-                       combinergb = m->texcombinergb[i] ? m->texcombinergb[i] : GL_MODULATE;
-                       if (unit->combinergb != combinergb)
-                       {
-                               unit->combinergb = combinergb;
-                               GL_ActiveTexture(i);
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
-                       }
+                       if (unit->tcubemap)
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+               }
+               unit->tcubemap = texnum;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
+               CHECKGLERROR
+       }
+}
+
+void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (matrix->m[3][3])
+       {
+               // texmatrix specified, check if it is different
+               if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
+               {
+                       matrix4x4_t tempmatrix;
+                       unit->texmatrixenabled = true;
+                       unit->matrix = *matrix;
+                       Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
+                       qglMatrixMode(GL_TEXTURE);
+                       GL_ActiveTexture(unitnum);
+                       qglLoadMatrixf(&tempmatrix.m[0][0]);
+                       qglMatrixMode(GL_MODELVIEW);
+               }
+       }
+       else
+       {
+               // no texmatrix specified, revert to identity
+               if (unit->texmatrixenabled)
+               {
+                       unit->texmatrixenabled = false;
+                       qglMatrixMode(GL_TEXTURE);
+                       GL_ActiveTexture(unitnum);
+                       qglLoadIdentity();
+                       qglMatrixMode(GL_MODELVIEW);
+               }
+       }
+}
+
+void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (gl_combine.integer)
+       {
+               // GL_ARB_texture_env_combine
+               if (!combinergb)
+                       combinergb = GL_MODULATE;
+               if (!combinealpha)
+                       combinealpha = GL_MODULATE;
+               if (!rgbscale)
+                       rgbscale = 1;
+               if (!alphascale)
+                       alphascale = 1;
+               if (unit->combinergb != combinergb)
+               {
+                       unit->combinergb = combinergb;
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
+               }
+               if (unit->combinealpha != combinealpha)
+               {
+                       unit->combinealpha = combinealpha;
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
+               }
+               if (unit->rgbscale != rgbscale)
+               {
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
+               }
+               if (unit->alphascale != alphascale)
+               {
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
+               }
+       }
+       else
+       {
+               // normal GL texenv
+               if (!combinergb)
+                       combinergb = GL_MODULATE;
+               if (unit->combinergb != combinergb)
+               {
+                       unit->combinergb = combinergb;
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
                }
        }
 }
 
-void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements)
+void R_Mesh_State(const rmeshstate_t *m)
+{
+       unsigned int i;
+
+       BACKENDACTIVECHECK
+
+       R_Mesh_VertexPointer(m->pointer_vertex);
+
+       if (r_showtrispass)
+               return;
+
+       R_Mesh_ColorPointer(m->pointer_color);
+
+       if (gl_backend_rebindtextures)
+       {
+               gl_backend_rebindtextures = false;
+               GL_SetupTextureState();
+       }
+
+       for (i = 0;i < backendimageunits;i++)
+               R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
+       for (i = 0;i < backendarrayunits;i++)
+       {
+               if (m->pointer_texcoord3f[i])
+                       R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i]);
+               else
+                       R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]);
+       }
+       for (i = 0;i < backendunits;i++)
+       {
+               R_Mesh_TexMatrix(i, &m->texmatrix[i]);
+               R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
+       }
+}
+
+void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
 {
        qglBegin(GL_LINES);
        for (;numtriangles;numtriangles--, elements += 3)
@@ -1463,8 +1734,8 @@ void SCR_DrawScreen (void)
                        }
 
                        // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
-                       r_refdef.fov_x = scr_fov.value * cl.viewzoom * r_refdef.fovscale_x;
-                       r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
+                       r_refdef.fov_x = scr_fov.value * r_refdef.fovscale_x;
+                       r_refdef.fov_y = CalcFov (scr_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
 
                        R_RenderView();
 
@@ -1477,7 +1748,7 @@ void SCR_DrawScreen (void)
                                r_refdef.x = (vid.realwidth - r_refdef.width)/2;
                                r_refdef.y = 0;
                                r_refdef.fov_x = scr_zoomwindow_fov.value * r_refdef.fovscale_x;
-                               r_refdef.fov_y = CalcFov(r_refdef.fov_x, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
+                               r_refdef.fov_y = CalcFov(scr_zoomwindow_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
 
                                R_RenderView();
                        }
@@ -1546,7 +1817,7 @@ void SCR_UpdateLoadingScreen (void)
        varray_texcoord2f[0][4] = 1;varray_texcoord2f[0][5] = 1;
        varray_texcoord2f[0][6] = 0;varray_texcoord2f[0][7] = 1;
        GL_LockArrays(0, 4);
-       R_Mesh_Draw(4, 2, polygonelements);
+       R_Mesh_Draw(0, 4, 2, polygonelements);
        GL_LockArrays(0, 0);
        R_Mesh_Finish();
        // refresh