]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
add DeviceLost and DeviceRestored functions to R_Modules system
[xonotic/darkplaces.git] / gl_backend.c
index d953b47b92f46ee19a1671f07183ee457b9fec83..d132def1ccc33b0ef08e69c950541f823c97d5f9 100644 (file)
@@ -3,23 +3,35 @@
 #include "cl_collision.h"
 
 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_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
 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 = {0, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
+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"};
 
-cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"};
+cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
+cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
 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", "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"};
 cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"};
+cvar_t gl_vbo_dynamicvertex = {CVAR_SAVE, "gl_vbo_dynamicvertex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
+cvar_t gl_vbo_dynamicindex = {CVAR_SAVE, "gl_vbo_dynamicindex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
+cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"};
 
 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
 qboolean v_flipped_state = false;
 
+r_viewport_t gl_viewport;
+matrix4x4_t gl_modelmatrix;
+matrix4x4_t gl_viewmatrix;
+matrix4x4_t gl_modelviewmatrix;
+matrix4x4_t gl_projectionmatrix;
+matrix4x4_t gl_modelviewprojectionmatrix;
+float gl_modelview16f[16];
+float gl_modelviewprojection16f[16];
+qboolean gl_modelmatrixchanged;
+
 int gl_maxdrawrangeelementsvertices;
 int gl_maxdrawrangeelementsindices;
 
@@ -64,6 +76,11 @@ void GL_PrintError(int errornumber, char *filename, int linenumber)
        case GL_TABLE_TOO_LARGE:
                Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
                break;
+#endif
+#ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
+       case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
+               Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
+               break;
 #endif
        default:
                Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
@@ -72,16 +89,91 @@ void GL_PrintError(int errornumber, char *filename, int linenumber)
 }
 #endif
 
-#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
+#define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
 
 void SCR_ScreenShot_f (void);
 
-static matrix4x4_t backend_viewmatrix;
-static matrix4x4_t backend_modelmatrix;
-static matrix4x4_t backend_modelviewmatrix;
-static matrix4x4_t backend_projectmatrix;
+typedef struct gltextureunit_s
+{
+       int pointer_texcoord_components;
+       int pointer_texcoord_gltype;
+       size_t pointer_texcoord_stride;
+       const void *pointer_texcoord_pointer;
+       const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
+       size_t pointer_texcoord_offset;
+
+       int t2d, t3d, tcubemap, trectangle;
+       int arrayenabled;
+       int rgbscale, alphascale;
+       int combine;
+       int combinergb, combinealpha;
+       // texmatrixenabled exists only to avoid unnecessary texmatrix compares
+       int texmatrixenabled;
+       matrix4x4_t matrix;
+}
+gltextureunit_t;
+
+typedef struct gl_state_s
+{
+       int cullface;
+       int cullfaceenable;
+       int blendfunc1;
+       int blendfunc2;
+       int blend;
+       GLboolean depthmask;
+       int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
+       int depthtest;
+       float depthrange[2];
+       float polygonoffset[2];
+       int alphatest;
+       int scissortest;
+       unsigned int unit;
+       unsigned int clientunit;
+       gltextureunit_t units[MAX_TEXTUREUNITS];
+       float color4f[4];
+       int lockrange_first;
+       int lockrange_count;
+       int vertexbufferobject;
+       int elementbufferobject;
+       qboolean pointer_color_enabled;
+
+       int pointer_vertex_components;
+       int pointer_vertex_gltype;
+       size_t pointer_vertex_stride;
+       const void *pointer_vertex_pointer;
+       const r_meshbuffer_t *pointer_vertex_vertexbuffer;
+       size_t pointer_vertex_offset;
+
+       int pointer_color_components;
+       int pointer_color_gltype;
+       size_t pointer_color_stride;
+       const void *pointer_color_pointer;
+       const r_meshbuffer_t *pointer_color_vertexbuffer;
+       size_t pointer_color_offset;
+
+       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;
+
+       r_meshbuffer_t *draw_dynamicindexbuffer;
+
+       qboolean usevbo_staticvertex;
+       qboolean usevbo_staticindex;
+       qboolean usevbo_dynamicvertex;
+       qboolean usevbo_dynamicindex;
+
+       memexpandablearray_t meshbufferarray;
+
+       qboolean active;
+}
+gl_state_t;
+
+static gl_state_t gl_state;
 
-static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
 
 /*
 note: here's strip order for a terrain row:
@@ -137,87 +229,47 @@ for (y = 0;y < rows - 1;y++)
 }
 */
 
-unsigned short polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
-unsigned short quadelements[QUADELEMENTS_MAXQUADS*6];
-
-void GL_Backend_AllocArrays(void)
-{
-}
-
-void GL_Backend_FreeArrays(void)
-{
-}
+int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
+unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
+int quadelement3i[QUADELEMENTS_MAXQUADS*6];
+unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
 
 void GL_VBOStats_f(void)
 {
        GL_Mesh_ListVBOs(true);
 }
 
-typedef struct gl_bufferobjectinfo_s
-{
-       int target;
-       int object;
-       size_t size;
-       char name[MAX_QPATH];
-}
-gl_bufferobjectinfo_t;
-
-memexpandablearray_t gl_bufferobjectinfoarray;
+static void GL_Backend_ResetState(void);
 
 static void gl_backend_start(void)
 {
-       CHECKGLERROR
-
-       if (qglDrawRangeElements != NULL)
-       {
-               CHECKGLERROR
-               qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
-               CHECKGLERROR
-               qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
-               CHECKGLERROR
-               Con_DPrintf("GL_MAX_ELEMENTS_VERTICES = %i\nGL_MAX_ELEMENTS_INDICES = %i\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
-       }
-
-       backendunits = bound(1, gl_textureunits, MAX_TEXTUREUNITS);
-       backendimageunits = backendunits;
-       backendarrayunits = backendunits;
-       if (gl_support_fragment_shader)
-       {
-               CHECKGLERROR
-               qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
-               CHECKGLERROR
-               qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
-               CHECKGLERROR
-               Con_DPrintf("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
-               Con_DPrintf("GL_MAX_TEXTUREUNITS = %i\n", backendunits);
-
-       GL_Backend_AllocArrays();
+       memset(&gl_state, 0, sizeof(gl_state));
 
-       Mem_ExpandableArray_NewArray(&gl_bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128);
+       gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
+       gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
+       gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
+       gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
+       Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
 
        Con_DPrintf("OpenGL backend started.\n");
 
        CHECKGLERROR
 
-       backendactive = true;
+       GL_Backend_ResetState();
 }
 
 static void gl_backend_shutdown(void)
 {
-       backendunits = 0;
-       backendimageunits = 0;
-       backendarrayunits = 0;
-       backendactive = false;
-
        Con_DPrint("OpenGL Backend shutting down\n");
 
-       Mem_ExpandableArray_FreeArray(&gl_bufferobjectinfoarray);
+       if (gl_state.preparevertices_tempdata)
+               Mem_Free(gl_state.preparevertices_tempdata);
+       if (gl_state.preparevertices_dynamicvertexbuffer)
+               R_Mesh_DestroyMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer);
+
+       Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
 
-       GL_Backend_FreeArrays();
+       memset(&gl_state, 0, sizeof(gl_state));
 }
 
 static void gl_backend_newmap(void)
@@ -230,316 +282,401 @@ void gl_backend_init(void)
 
        for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
        {
-               polygonelements[i * 3 + 0] = 0;
-               polygonelements[i * 3 + 1] = i + 1;
-               polygonelements[i * 3 + 2] = i + 2;
+               polygonelement3s[i * 3 + 0] = 0;
+               polygonelement3s[i * 3 + 1] = i + 1;
+               polygonelement3s[i * 3 + 2] = i + 2;
        }
        // elements for rendering a series of quads as triangles
        for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
        {
-               quadelements[i * 6 + 0] = i * 4;
-               quadelements[i * 6 + 1] = i * 4 + 1;
-               quadelements[i * 6 + 2] = i * 4 + 2;
-               quadelements[i * 6 + 3] = i * 4;
-               quadelements[i * 6 + 4] = i * 4 + 2;
-               quadelements[i * 6 + 5] = i * 4 + 3;
+               quadelement3s[i * 6 + 0] = i * 4;
+               quadelement3s[i * 6 + 1] = i * 4 + 1;
+               quadelement3s[i * 6 + 2] = i * 4 + 2;
+               quadelement3s[i * 6 + 3] = i * 4;
+               quadelement3s[i * 6 + 4] = i * 4 + 2;
+               quadelement3s[i * 6 + 5] = i * 4 + 3;
        }
 
+       for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
+               polygonelement3i[i] = polygonelement3s[i];
+       for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++)
+               quadelement3i[i] = quadelement3s[i];
+
        Cvar_RegisterVariable(&r_render);
+       Cvar_RegisterVariable(&r_renderview);
        Cvar_RegisterVariable(&r_waterwarp);
        Cvar_RegisterVariable(&gl_polyblend);
        Cvar_RegisterVariable(&v_flipped);
        Cvar_RegisterVariable(&gl_dither);
-       Cvar_RegisterVariable(&gl_lockarrays);
-       Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
        Cvar_RegisterVariable(&gl_vbo);
+       Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
+       Cvar_RegisterVariable(&gl_vbo_dynamicindex);
        Cvar_RegisterVariable(&gl_paranoid);
        Cvar_RegisterVariable(&gl_printcheckerror);
-#ifdef NORENDER
-       Cvar_SetValue("r_render", 0);
-#endif
 
        Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
-       Cvar_RegisterVariable(&gl_mesh_testarrayelement);
        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");
 
-       R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
+       R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, NULL, NULL);
 }
 
 void GL_SetMirrorState(qboolean state);
 
-void GL_SetupView_Orientation_Identity (void)
+void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
 {
-       backend_viewmatrix = identitymatrix;
-       GL_SetMirrorState(false);
-       memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
+       vec4_t temp;
+       float iw;
+       Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
+       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;
+       out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
 }
 
-void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix)
+static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
 {
-       matrix4x4_t tempmatrix, basematrix;
-       Matrix4x4_Invert_Full(&tempmatrix, matrix);
-       Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
-       Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
-       Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
+       float q[4];
+       float d;
+       float clipPlane[4], v3[3], v4[3];
+       float normal[3];
 
-       GL_SetMirrorState(v_flipped.integer);
-       if(v_flipped_state)
-       {
-               Matrix4x4_Transpose(&basematrix, &backend_viewmatrix);
-               Matrix4x4_ConcatScale3(&basematrix, -1, 1, 1);
-               Matrix4x4_Transpose(&backend_viewmatrix, &basematrix);
-       }
+       // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
 
-       //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
-       //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
-       //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
-       //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
+       VectorSet(normal, normalx, normaly, normalz);
+       Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
+       VectorScale(normal, dist, v3);
+       Matrix4x4_Transform(&v->viewmatrix, v3, v4);
+       // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
+       clipPlane[3] = -DotProduct(v4, clipPlane);
 
-       // force an update of the model matrix by copying it off, resetting it, and then calling the R_Mesh_Matrix function with it
-       tempmatrix = backend_modelmatrix;
-       memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
-       R_Mesh_Matrix(&tempmatrix);
+#if 0
+{
+       // testing code for comparing results
+       float clipPlane2[4];
+       VectorCopy4(clipPlane, clipPlane2);
+       R_EntityMatrix(&identitymatrix);
+       VectorSet(q, normal[0], normal[1], normal[2], -dist);
+       qglClipPlane(GL_CLIP_PLANE0, q);
+       qglGetClipPlane(GL_CLIP_PLANE0, q);
+       VectorCopy4(q, clipPlane);
 }
+#endif
 
-static void GL_BuildFrustum(double m[16], double left, double right, double bottom, double top, double nearVal, double farVal)
-{
-       m[0]  = 2 * nearVal / (right - left);
-       m[1]  = 0;
-       m[2]  = 0;
-       m[3]  = 0;
+       // Calculate the clip-space corner point opposite the clipping plane
+       // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
+       // transform it into camera space by multiplying it
+       // by the inverse of the projection matrix
+       q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
+       q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
+       q[2] = -1.0f;
+       q[3] = (1.0f + m[10]) / m[14];
 
-       m[4]  = 0;
-       m[5]  = 2 * nearVal / (top - bottom);
-       m[6]  = 0;
-       m[7]  = 0;
+       // Calculate the scaled plane vector
+       d = 2.0f / DotProduct4(clipPlane, q);
 
-       m[8]  = (right + left) / (right - left);
-       m[9]  = (top + bottom) / (top - bottom);
-       m[10] = - (farVal + nearVal) / (farVal - nearVal);
-       m[11] = -1;
+       // Replace the third row of the projection matrix
+       m[2] = clipPlane[0] * d;
+       m[6] = clipPlane[1] * d;
+       m[10] = clipPlane[2] * d + 1.0f;
+       m[14] = clipPlane[3] * d;
+}
+
+void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float x1, float y1, float x2, float y2, float nearclip, float farclip, const float *nearplane)
+{
+       float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
+       float m[16];
+       memset(v, 0, sizeof(*v));
+       v->type = R_VIEWPORTTYPE_ORTHO;
+       v->cameramatrix = *cameramatrix;
+       v->x = x;
+       v->y = y;
+       v->z = 0;
+       v->width = width;
+       v->height = height;
+       v->depth = 1;
+       memset(m, 0, sizeof(m));
+       m[0]  = 2/(right - left);
+       m[5]  = 2/(top - bottom);
+       m[10] = -2/(zFar - zNear);
+       m[12] = - (right + left)/(right - left);
+       m[13] = - (top + bottom)/(top - bottom);
+       m[14] = - (zFar + zNear)/(zFar - zNear);
+       m[15] = 1;
+       v->screentodepth[0] = -farclip / (farclip - nearclip);
+       v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
 
-       m[12] = 0;
-       m[13] = 0;
-       m[14] = - 2 * farVal * nearVal / (farVal - nearVal);
-       m[15] = 0;
-}
+       Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
 
-void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar)
-{
-       double m[16];
+       if (nearplane)
+               R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
 
-       // set up viewpoint
-       CHECKGLERROR
-       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
-       // set view pyramid
-#if 1
-       // avoid glGetDoublev whenever possible, it may stall the render pipeline
-       // in the tested cases (nvidia) no measurable fps difference, but it sure
-       // makes a difference over a network line with GLX
-       GL_BuildFrustum(m, -frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);
-       qglLoadMatrixd(m);CHECKGLERROR
-#else
-       qglLoadIdentity();CHECKGLERROR
-       qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
-       qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
+       Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
+
+#if 0
+       {
+               vec4_t test1;
+               vec4_t test2;
+               Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
+               R_Viewport_TransformToScreen(v, test1, test2);
+               Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
+       }
 #endif
-       Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
-       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-       GL_SetupView_Orientation_Identity();
-       CHECKGLERROR
 }
 
-void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear)
+void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane)
 {
-       double nudge, m[16];
+       matrix4x4_t tempmatrix, basematrix;
+       float m[16];
+       memset(v, 0, sizeof(*v));
+
+       if(v_flipped.integer)
+               frustumx = -frustumx;
+
+       v->type = R_VIEWPORTTYPE_PERSPECTIVE;
+       v->cameramatrix = *cameramatrix;
+       v->x = x;
+       v->y = y;
+       v->z = 0;
+       v->width = width;
+       v->height = height;
+       v->depth = 1;
+       memset(m, 0, sizeof(m));
+       m[0]  = 1.0 / frustumx;
+       m[5]  = 1.0 / frustumy;
+       m[10] = -(farclip + nearclip) / (farclip - nearclip);
+       m[11] = -1;
+       m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+       v->screentodepth[0] = -farclip / (farclip - nearclip);
+       v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
 
-       // set up viewpoint
-       CHECKGLERROR
-       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
-       qglLoadIdentity();CHECKGLERROR
-       // set view pyramid
-       nudge = 1.0 - 1.0 / (1<<23);
+       Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
+       Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
+       Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
+       Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
+
+       if (nearplane)
+               R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+       Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
+}
+
+void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, const float *nearplane)
+{
+       matrix4x4_t tempmatrix, basematrix;
+       const float nudge = 1.0 - 1.0 / (1<<23);
+       float m[16];
+       memset(v, 0, sizeof(*v));
+
+       if(v_flipped.integer)
+               frustumx = -frustumx;
+
+       v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
+       v->cameramatrix = *cameramatrix;
+       v->x = x;
+       v->y = y;
+       v->z = 0;
+       v->width = width;
+       v->height = height;
+       v->depth = 1;
+       memset(m, 0, sizeof(m));
        m[ 0] = 1.0 / frustumx;
-       m[ 1] = 0;
-       m[ 2] = 0;
-       m[ 3] = 0;
-       m[ 4] = 0;
        m[ 5] = 1.0 / frustumy;
-       m[ 6] = 0;
-       m[ 7] = 0;
-       m[ 8] = 0;
-       m[ 9] = 0;
        m[10] = -nudge;
        m[11] = -1;
-       m[12] = 0;
-       m[13] = 0;
-       m[14] = -2 * zNear * nudge;
-       m[15] = 0;
-       qglLoadMatrixd(m);CHECKGLERROR
-       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-       GL_SetupView_Orientation_Identity();
-       CHECKGLERROR
-       Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
-}
+       m[14] = -2 * nearclip * nudge;
+       v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
+       v->screentodepth[1] = m[14] * -0.5;
 
-static void GL_BuildOrtho(double m[16], double left, double right, double bottom, double top, double zNear, double zFar)
+       Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
+       Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
+       Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
+       Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
+
+       if (nearplane)
+               R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+       Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
+}
+
+float cubeviewmatrix[6][16] =
+{
+    // standard cubemap projections
+    { // +X
+         0, 0,-1, 0,
+         0,-1, 0, 0,
+        -1, 0, 0, 0,
+         0, 0, 0, 1,
+    },
+    { // -X
+         0, 0, 1, 0,
+         0,-1, 0, 0,
+         1, 0, 0, 0,
+         0, 0, 0, 1,
+    },
+    { // +Y
+         1, 0, 0, 0,
+         0, 0,-1, 0,
+         0, 1, 0, 0,
+         0, 0, 0, 1,
+    },
+    { // -Y
+         1, 0, 0, 0,
+         0, 0, 1, 0,
+         0,-1, 0, 0,
+         0, 0, 0, 1,
+    },
+    { // +Z
+         1, 0, 0, 0,
+         0,-1, 0, 0,
+         0, 0,-1, 0,
+         0, 0, 0, 1,
+    },
+    { // -Z
+        -1, 0, 0, 0,
+         0,-1, 0, 0,
+         0, 0, 1, 0,
+         0, 0, 0, 1,
+    },
+};
+float rectviewmatrix[6][16] =
+{
+    // sign-preserving cubemap projections
+    { // +X
+         0, 0,-1, 0,
+         0, 1, 0, 0,
+         1, 0, 0, 0,
+         0, 0, 0, 1,
+    },
+    { // -X
+         0, 0, 1, 0,
+         0, 1, 0, 0,
+         1, 0, 0, 0,
+         0, 0, 0, 1,
+    },
+    { // +Y
+         1, 0, 0, 0,
+         0, 0,-1, 0,
+         0, 1, 0, 0,
+         0, 0, 0, 1,
+    },
+    { // -Y
+         1, 0, 0, 0,
+         0, 0, 1, 0,
+         0, 1, 0, 0,
+         0, 0, 0, 1,
+    },
+    { // +Z
+         1, 0, 0, 0,
+         0, 1, 0, 0,
+         0, 0,-1, 0,
+         0, 0, 0, 1,
+    },
+    { // -Z
+         1, 0, 0, 0,
+         0, 1, 0, 0,
+         0, 0, 1, 0,
+         0, 0, 0, 1,
+    },
+};
+
+void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
 {
-       m[0]  = 2/(right - left);
-       m[1]  = 0;
-       m[2]  = 0;
-       m[3]  = 0;
-
-       m[4]  = 0;
-       m[5]  = 2/(top - bottom);
-       m[6]  = 0;
-       m[7]  = 0;
-
-       m[8]  = 0;
-       m[9]  = 0;
-       m[10] = -2/(zFar - zNear);
-       m[11] = 0;
+       matrix4x4_t tempmatrix, basematrix;
+       float m[16];
+       memset(v, 0, sizeof(*v));
+       v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
+       v->cameramatrix = *cameramatrix;
+       v->width = size;
+       v->height = size;
+       v->depth = 1;
+       memset(m, 0, sizeof(m));
+       m[0] = m[5] = 1.0f;
+       m[10] = -(farclip + nearclip) / (farclip - nearclip);
+       m[11] = -1;
+       m[14] = -2 * nearclip * farclip / (farclip - nearclip);
 
-       m[12] = - (right + left)/(right - left);
-       m[13] = - (top + bottom)/(top - bottom);
-       m[14] = - (zFar + zNear)/(zFar - zNear);
-       m[15] = 1;
-}
+       Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
+       Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
+       Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
 
-void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
-{
-       double m[16];
+       if (nearplane)
+               R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
 
-       // set up viewpoint
-       CHECKGLERROR
-       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
-#if 1
-       // avoid glGetDoublev whenever possible, it may stall the render pipeline
-       // in the tested cases (nvidia) no measurable fps difference, but it sure
-       // makes a difference over a network line with GLX
-       GL_BuildOrtho(m, x1, x2, y2, y1, zNear, zFar);
-       qglLoadMatrixd(m);CHECKGLERROR
-#else
-       qglLoadIdentity();CHECKGLERROR
-       qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR
-       qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR
-#endif
-       Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m);
-       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-       GL_SetupView_Orientation_Identity();
-       CHECKGLERROR
+       Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
 }
 
-void GL_SetupView_ApplyCustomNearClipPlane(double normalx, double normaly, double normalz, double dist)
+void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane)
 {
-       double matrix[16];
-       double q[4];
-       double d;
-       float clipPlane[4], v3[3], v4[3];
-       float normal[3];
+       matrix4x4_t tempmatrix, basematrix;
+       float m[16];
+       memset(v, 0, sizeof(*v));
+       v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
+       v->cameramatrix = *cameramatrix;
+       v->x = (side & 1) * size;
+       v->y = (side >> 1) * size;
+       v->width = size;
+       v->height = size;
+       v->depth = 1;
+       memset(m, 0, sizeof(m));
+       m[0] = m[5] = 1.0f * ((float)size - border) / size;
+       m[10] = -(farclip + nearclip) / (farclip - nearclip);
+       m[11] = -1;
+       m[14] = -2 * nearclip * farclip / (farclip - nearclip);
 
-       // This is Olique Depth Projection from http://www.terathon.com/code/oblique.php
-       // modified to fit in this codebase.
+       Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
+       Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
+       Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
 
-       VectorSet(normal, normalx, normaly, normalz);
-       Matrix4x4_Transform3x3(&backend_viewmatrix, normal, clipPlane);
-       VectorScale(normal, dist, v3);
-       Matrix4x4_Transform(&backend_viewmatrix, v3, v4);
-       // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
-       clipPlane[3] = -DotProduct(v4, clipPlane);
+       if (nearplane)
+               R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
 
-#if 0
-{
-       // testing code for comparing results
-       float clipPlane2[4];
-       VectorCopy4(clipPlane, clipPlane2);
-       R_Mesh_Matrix(&identitymatrix);
-       VectorSet(q, normal[0], normal[1], normal[2], -dist);
-       qglClipPlane(GL_CLIP_PLANE0, q);
-       qglGetClipPlane(GL_CLIP_PLANE0, q);
-       VectorCopy4(q, clipPlane);
+       Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
 }
-#endif
-
-       // Calculate the clip-space corner point opposite the clipping plane
-       // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
-       // transform it into camera space by multiplying it
-       // by the inverse of the projection matrix
-       Matrix4x4_ToArrayDoubleGL(&backend_projectmatrix, matrix);
-
-       q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + matrix[8]) / matrix[0];
-       q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + matrix[9]) / matrix[5];
-       q[2] = -1.0f;
-       q[3] = (1.0f + matrix[10]) / matrix[14];
 
-       // Calculate the scaled plane vector
-       d = 2.0f / DotProduct4(clipPlane, q);
+void R_SetViewport(const r_viewport_t *v)
+{
+       float m[16];
+       gl_viewport = *v;
 
-       // Replace the third row of the projection matrix
-       matrix[2] = clipPlane[0] * d;
-       matrix[6] = clipPlane[1] * d;
-       matrix[10] = clipPlane[2] * d + 1.0f;
-       matrix[14] = clipPlane[3] * d;
-
-       // Load it back into OpenGL
-       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
-       qglLoadMatrixd(matrix);CHECKGLERROR
-       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
        CHECKGLERROR
-       Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, matrix);
-}
+       qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
+
+       // FIXME: v_flipped_state is evil, this probably breaks somewhere
+       GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
+
+       // copy over the matrices to our state
+       gl_viewmatrix = v->viewmatrix;
+       gl_projectionmatrix = v->projectmatrix;
+
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+//             break;
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL11:
+               // Load the projection matrix into OpenGL
+               qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+               Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
+               qglLoadMatrixf(m);CHECKGLERROR
+               qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+               break;
+       }
 
-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;
-       int rgbscale, alphascale;
-       int combinergb, combinealpha;
-       // FIXME: add more combine stuff
-       // texmatrixenabled exists only to avoid unnecessary texmatrix compares
-       int texmatrixenabled;
-       matrix4x4_t matrix;
+       // force an update of the derived matrices
+       gl_modelmatrixchanged = true;
+       R_EntityMatrix(&gl_modelmatrix);
 }
-gltextureunit_t;
 
-static struct gl_state_s
+void R_GetViewport(r_viewport_t *v)
 {
-       int cullface;
-       int cullfaceenable;
-       int blendfunc1;
-       int blendfunc2;
-       int blend;
-       GLboolean depthmask;
-       int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
-       int depthtest;
-       float depthrange[2];
-       float polygonoffset[2];
-       int alphatest;
-       int scissortest;
-       unsigned int unit;
-       unsigned int clientunit;
-       gltextureunit_t units[MAX_TEXTUREUNITS];
-       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;
+       *v = gl_viewport;
 }
-gl_state;
 
 static void GL_BindVBO(int bufferobject)
 {
@@ -563,120 +700,26 @@ static void GL_BindEBO(int bufferobject)
        }
 }
 
-void GL_SetupTextureState(void)
+static void GL_Backend_ResetState(void)
 {
        unsigned int i;
-       gltextureunit_t *unit;
-       CHECKGLERROR
-       gl_state.unit = MAX_TEXTUREUNITS;
-       gl_state.clientunit = MAX_TEXTUREUNITS;
-       for (i = 0;i < MAX_TEXTUREUNITS;i++)
-       {
-               unit = gl_state.units + i;
-               unit->t1d = 0;
-               unit->t2d = 0;
-               unit->t3d = 0;
-               unit->tcubemap = 0;
-               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;
-               unit->combinealpha = GL_MODULATE;
-               unit->texmatrixenabled = false;
-               unit->matrix = identitymatrix;
-       }
-
-       for (i = 0;i < backendimageunits;i++)
-       {
-               GL_ActiveTexture(i);
-               qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
-               qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
-               if (gl_texture3d)
-               {
-                       qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
-               }
-               if (gl_texturecubemap)
-               {
-                       qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
-               }
-       }
+       gl_state.active = true;
+       gl_state.depthtest = true;
+       gl_state.alphatest = false;
+       gl_state.blendfunc1 = GL_ONE;
+       gl_state.blendfunc2 = GL_ZERO;
+       gl_state.blend = false;
+       gl_state.depthmask = GL_TRUE;
+       gl_state.colormask = 15;
+       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.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
+       gl_state.cullfaceenable = true;
+       gl_state.polygonoffset[0] = 0;
+       gl_state.polygonoffset[1] = 0;
 
-       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
-       }
-
-       for (i = 0;i < backendunits;i++)
-       {
-               GL_ActiveTexture(i);
-               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
-               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
-               if (gl_texture3d)
-               {
-                       qglDisable(GL_TEXTURE_3D);CHECKGLERROR
-               }
-               if (gl_texturecubemap)
-               {
-                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
-               }
-               qglMatrixMode(GL_TEXTURE);CHECKGLERROR
-               qglLoadIdentity();CHECKGLERROR
-               qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-               if (gl_combine.integer)
-               {
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
-               }
-               else
-               {
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
-               }
-               CHECKGLERROR
-       }
-       CHECKGLERROR
-}
-
-void GL_Backend_ResetState(void)
-{
-       memset(&gl_state, 0, sizeof(gl_state));
-       gl_state.depthtest = true;
-       gl_state.alphatest = false;
-       gl_state.blendfunc1 = GL_ONE;
-       gl_state.blendfunc2 = GL_ZERO;
-       gl_state.blend = false;
-       gl_state.depthmask = GL_TRUE;
-       gl_state.colormask = 15;
-       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.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
-       gl_state.cullfaceenable = true;
-       gl_state.polygonoffset[0] = 0;
-       gl_state.polygonoffset[1] = 0;
-
-       CHECKGLERROR
+       CHECKGLERROR
 
        qglColorMask(1, 1, 1, 1);
        qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
@@ -690,12 +733,18 @@ void GL_Backend_ResetState(void)
        qglDepthMask(gl_state.depthmask);CHECKGLERROR
        qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
 
-       if (gl_support_arb_vertex_buffer_object)
+       if (vid.support.arb_vertex_buffer_object)
        {
                qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
                qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
        }
 
+       if (vid.support.ext_framebuffer_object)
+       {
+               qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+       }
+
        qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
        qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
 
@@ -705,7 +754,73 @@ void GL_Backend_ResetState(void)
        GL_Color(0, 0, 0, 0);
        GL_Color(1, 1, 1, 1);
 
-       GL_SetupTextureState();
+       gl_state.unit = MAX_TEXTUREUNITS;
+       gl_state.clientunit = MAX_TEXTUREUNITS;
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               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
+                       }
+                       if (vid.support.arb_texture_rectangle)
+                       {
+                               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
+                       }
+               }
+
+               for (i = 0;i < vid.texarrayunits;i++)
+               {
+                       GL_ClientActiveTexture(i);
+                       GL_BindVBO(0);
+                       qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
+                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               }
+               CHECKGLERROR
+               break;
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL11:
+               for (i = 0;i < vid.texunits;i++)
+               {
+                       GL_ActiveTexture(i);
+                       GL_ClientActiveTexture(i);
+                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                       qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
+                       if (vid.support.ext_texture_3d)
+                       {
+                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+                               qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
+                       }
+                       if (vid.support.arb_texture_cube_map)
+                       {
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
+                       }
+                       if (vid.support.arb_texture_rectangle)
+                       {
+                               qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+                               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
+                       }
+                       GL_BindVBO(0);
+                       qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
+                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+                       qglLoadIdentity();CHECKGLERROR
+                       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+               }
+               CHECKGLERROR
+               break;
+       }
 }
 
 void GL_ActiveTexture(unsigned int num)
@@ -908,37 +1023,10 @@ 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)
-               {
-                       gl_state.lockrange_count = 0;
-                       CHECKGLERROR
-                       qglUnlockArraysEXT();
-                       CHECKGLERROR
-               }
-               if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
-               {
-                       gl_state.lockrange_first = first;
-                       gl_state.lockrange_count = count;
-                       CHECKGLERROR
-                       qglLockArraysEXT(first, count);
-                       CHECKGLERROR
-               }
-       }
-}
-
 void GL_Scissor (int x, int y, int width, int height)
 {
        CHECKGLERROR
-       qglScissor(x, vid.height - (y + height),width,height);
+       qglScissor(x, y,width,height);
        CHECKGLERROR
 }
 
@@ -961,29 +1049,20 @@ void GL_Clear(int mask)
        qglClear(mask);CHECKGLERROR
 }
 
-void GL_TransformToScreen(const vec4_t in, vec4_t out)
-{
-       vec4_t temp;
-       float iw;
-       Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
-       Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
-       iw = 1.0f / out[3];
-       out[0] = r_refdef.view.x + (out[0] * iw + 1.0f) * r_refdef.view.width * 0.5f;
-       out[1] = r_refdef.view.y + r_refdef.view.height - (out[1] * iw + 1.0f) * r_refdef.view.height * 0.5f;
-       out[2] = r_refdef.view.z + (out[2] * iw + 1.0f) * r_refdef.view.depth * 0.5f;
-}
-
 // called at beginning of frame
 void R_Mesh_Start(void)
 {
        BACKENDACTIVECHECK
        CHECKGLERROR
+       gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
+       gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
+       gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
+       gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
        if (gl_printcheckerror.integer && !gl_paranoid.integer)
        {
                Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
                Cvar_SetValueQuick(&gl_paranoid, 1);
        }
-       GL_Backend_ResetState();
 }
 
 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
@@ -998,14 +1077,14 @@ qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, cons
        qglCompileShaderARB(shaderobject);CHECKGLERROR
        qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
        qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
-       if (compilelog[0] && developer.integer > 0)
+       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;
                for (i = 0;i < numstrings - 1;i++)
                        for (j = 0;strings[i][j];j++)
                                if (strings[i][j] == '\n')
                                        pretextlines++;
-               Con_DPrintf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
+               Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
        }
        if (!shadercompiled)
        {
@@ -1044,7 +1123,8 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
        qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
        if (linklog[0])
        {
-               Con_DPrintf("program link log:\n%s\n", linklog);
+               if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning"))
+                       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
@@ -1069,8 +1149,6 @@ void GL_Backend_FreeProgram(unsigned int prog)
        CHECKGLERROR
 }
 
-int gl_backend_rebindtextures;
-
 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
 {
        int i;
@@ -1085,46 +1163,84 @@ 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 firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s)
+void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, size_t element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, size_t element3s_bufferoffset)
 {
        unsigned int numelements = numtriangles * 3;
+       int bufferobject3i;
+       size_t bufferoffset3i;
+       int bufferobject3s;
+       size_t bufferoffset3s;
        if (numvertices < 3 || numtriangles < 1)
        {
-               if (numvertices < 0 || numtriangles < 0 || developer.integer >= 100)
-                       Con_Printf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, bufferobject3i, bufferobject3s);
+               if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
+                       Con_DPrintf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %8x, %8p, %8p, %8x);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3i_indexbuffer, (int)element3i_bufferoffset, (void *)element3s, (void *)element3s_indexbuffer, (int)element3s_bufferoffset);
+               return;
+       }
+       if (gl_state.pointer_vertex_pointer == NULL)
+       {
+               Con_DPrintf("R_Mesh_Draw with no vertex pointer!\n");
                return;
        }
        if (!gl_mesh_prefer_short_elements.integer)
        {
                if (element3i)
                        element3s = NULL;
-               if (bufferobject3i)
-                       bufferobject3s = 0;
+               if (element3i_indexbuffer)
+                       element3i_indexbuffer = NULL;
        }
+       // adjust the pointers for firsttriangle
        if (element3i)
                element3i += firsttriangle * 3;
+       if (element3i_indexbuffer)
+               element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
        if (element3s)
                element3s += firsttriangle * 3;
-       switch (gl_vbo.integer)
+       if (element3s_indexbuffer)
+               element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
+       // 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)))
        {
-       default:
-       case 0:
-       case 2:
-               bufferobject3i = bufferobject3s = 0;
-               break;
-       case 1:
-               break;
-       case 3:
-               if (firsttriangle)
-                       bufferobject3i = bufferobject3s = 0;
-               break;
+               element3i_indexbuffer = NULL;
+               element3s_indexbuffer = NULL;
+       }
+       // upload a dynamic index buffer if needed
+       if (element3s)
+       {
+               if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
+               {
+                       if (gl_state.draw_dynamicindexbuffer)
+                               R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s));
+                       else
+                               gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true);
+                       element3s_indexbuffer = gl_state.draw_dynamicindexbuffer;
+                       element3s_bufferoffset = 0;
+               }
+       }
+       else if (element3i)
+       {
+               if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
+               {
+                       if (gl_state.draw_dynamicindexbuffer)
+                               R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i));
+                       else
+                               gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true);
+                       element3i_indexbuffer = gl_state.draw_dynamicindexbuffer;
+                       element3i_bufferoffset = 0;
+               }
        }
+       bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
+       bufferoffset3i = element3i_bufferoffset;
+       bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
+       bufferoffset3s = element3s_bufferoffset;
        CHECKGLERROR
        r_refdef.stats.meshes++;
        r_refdef.stats.meshes_elements += numelements;
        if (gl_paranoid.integer)
        {
-               unsigned int i, j, size;
+               unsigned int i;
+               // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
+#if 0
+               unsigned int 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
@@ -1134,7 +1250,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                if (!qglIsEnabled(GL_VERTEX_ARRAY))
                        Con_Print("R_Mesh_Draw: vertex array not enabled\n");
                CHECKGLERROR
-               if (gl_state.pointer_vertex)
+               if (gl_state.pointer_vertex_pointer)
                        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)
@@ -1146,7 +1262,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                                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++)
+               for (i = 0;i < vid.texarrayunits;i++)
                {
                        if (gl_state.units[i].arrayenabled)
                        {
@@ -1159,6 +1275,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                                                paranoidblah += *p;
                        }
                }
+#endif
                if (element3i)
                {
                        for (i = 0;i < (unsigned int) numtriangles * 3;i++)
@@ -1183,7 +1300,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                }
                CHECKGLERROR
        }
-       if (r_render.integer)
+       if (r_render.integer || r_refdef.draw2dstage)
        {
                CHECKGLERROR
                if (gl_mesh_testmanualfeeding.integer)
@@ -1193,83 +1310,119 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                        qglBegin(GL_TRIANGLES);
                        for (i = 0;i < (unsigned int) numtriangles * 3;i++)
                        {
-                               element = element3i ? element3i[i] : element3s[i];
-                               for (j = 0;j < backendarrayunits;j++)
+                               if (element3i)
+                                       element = element3i[i];
+                               else if (element3s)
+                                       element = element3s[i];
+                               else
+                                       element = firstvertex + i;
+                               for (j = 0;j < vid.texarrayunits;j++)
                                {
-                                       if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
+                                       if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
                                        {
-                                               if (backendarrayunits > 1)
+                                               if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
                                                {
-                                                       if (gl_state.units[j].arraycomponents == 4)
-                                                       {
-                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 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)) + element * 3;
-                                                               qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
-                                                       }
-                                                       else if (gl_state.units[j].arraycomponents == 2)
+                                                       p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
+                                                       if (vid.texarrayunits > 1)
                                                        {
-                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
-                                                               qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
+                                                               if (gl_state.units[j].pointer_texcoord_components == 4)
+                                                                       qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
+                                                               else if (gl_state.units[j].pointer_texcoord_components == 3)
+                                                                       qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
+                                                               else if (gl_state.units[j].pointer_texcoord_components == 2)
+                                                                       qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
+                                                               else
+                                                                       qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
                                                        }
                                                        else
                                                        {
-                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
-                                                               qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
+                                                               if (gl_state.units[j].pointer_texcoord_components == 4)
+                                                                       qglTexCoord4f(p[0], p[1], p[2], p[3]);
+                                                               else if (gl_state.units[j].pointer_texcoord_components == 3)
+                                                                       qglTexCoord3f(p[0], p[1], p[2]);
+                                                               else if (gl_state.units[j].pointer_texcoord_components == 2)
+                                                                       qglTexCoord2f(p[0], p[1]);
+                                                               else
+                                                                       qglTexCoord1f(p[0]);
                                                        }
                                                }
-                                               else
+                                               else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
                                                {
-                                                       if (gl_state.units[j].arraycomponents == 4)
+                                                       const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
+                                                       if (vid.texarrayunits > 1)
                                                        {
-                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
-                                                               qglTexCoord4f(p[0], p[1], p[2], p[3]);
+                                                               if (gl_state.units[j].pointer_texcoord_components == 4)
+                                                                       qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2], s[3]);
+                                                               else if (gl_state.units[j].pointer_texcoord_components == 3)
+                                                                       qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2]);
+                                                               else if (gl_state.units[j].pointer_texcoord_components == 2)
+                                                                       qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, s[0], s[1]);
+                                                               else if (gl_state.units[j].pointer_texcoord_components == 1)
+                                                                       qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, s[0]);
                                                        }
-                                                       else if (gl_state.units[j].arraycomponents == 3)
+                                                       else
                                                        {
-                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
-                                                               qglTexCoord3f(p[0], p[1], p[2]);
+                                                               if (gl_state.units[j].pointer_texcoord_components == 4)
+                                                                       qglTexCoord4f(s[0], s[1], s[2], s[3]);
+                                                               else if (gl_state.units[j].pointer_texcoord_components == 3)
+                                                                       qglTexCoord3f(s[0], s[1], s[2]);
+                                                               else if (gl_state.units[j].pointer_texcoord_components == 2)
+                                                                       qglTexCoord2f(s[0], s[1]);
+                                                               else if (gl_state.units[j].pointer_texcoord_components == 1)
+                                                                       qglTexCoord1f(s[0]);
                                                        }
-                                                       else if (gl_state.units[j].arraycomponents == 2)
+                                               }
+                                               else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
+                                               {
+                                                       const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
+                                                       if (vid.texarrayunits > 1)
                                                        {
-                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
-                                                               qglTexCoord2f(p[0], p[1]);
+                                                               if (gl_state.units[j].pointer_texcoord_components == 4)
+                                                                       qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2], sb[3]);
+                                                               else if (gl_state.units[j].pointer_texcoord_components == 3)
+                                                                       qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]);
+                                                               else if (gl_state.units[j].pointer_texcoord_components == 2)
+                                                                       qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]);
+                                                               else if (gl_state.units[j].pointer_texcoord_components == 1)
+                                                                       qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, sb[0]);
                                                        }
                                                        else
                                                        {
-                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
-                                                               qglTexCoord1f(p[0]);
+                                                               if (gl_state.units[j].pointer_texcoord_components == 4)
+                                                                       qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
+                                                               else if (gl_state.units[j].pointer_texcoord_components == 3)
+                                                                       qglTexCoord3f(sb[0], sb[1], sb[2]);
+                                                               else if (gl_state.units[j].pointer_texcoord_components == 2)
+                                                                       qglTexCoord2f(sb[0], sb[1]);
+                                                               else if (gl_state.units[j].pointer_texcoord_components == 1)
+                                                                       qglTexCoord1f(sb[0]);
                                                        }
                                                }
                                        }
                                }
-                               if (gl_state.pointer_color && gl_state.pointer_color_enabled)
+                               if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
                                {
-                                       p = ((const GLfloat *)(gl_state.pointer_color)) + element * 4;
-                                       qglColor4f(p[0], p[1], p[2], p[3]);
+                                       if (gl_state.pointer_color_gltype == GL_FLOAT)
+                                       {
+                                               p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
+                                               qglColor4f(p[0], p[1], p[2], p[3]);
+                                       }
+                                       else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
+                                       {
+                                               const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
+                                               qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
+                                       }
+                               }
+                               if (gl_state.pointer_vertex_gltype == GL_FLOAT)
+                               {
+                                       p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
+                                       if (gl_state.pointer_vertex_components == 4)
+                                               qglVertex4f(p[0], p[1], p[2], p[3]);
+                                       else if (gl_state.pointer_vertex_components == 3)
+                                               qglVertex3f(p[0], p[1], p[2]);
+                                       else
+                                               qglVertex2f(p[0], p[1]);
                                }
-                               p = ((const GLfloat *)(gl_state.pointer_vertex)) + element * 3;
-                               qglVertex3f(p[0], p[1], p[2]);
-                       }
-                       qglEnd();
-                       CHECKGLERROR
-               }
-               else if (gl_mesh_testarrayelement.integer)
-               {
-                       int i;
-                       qglBegin(GL_TRIANGLES);
-                       if (element3i)
-                       {
-                               for (i = 0;i < numtriangles * 3;i++)
-                                       qglArrayElement(element3i[i]);
-                       }
-                       else if (element3s)
-                       {
-                               for (i = 0;i < numtriangles * 3;i++)
-                                       qglArrayElement(element3s[i]);
                        }
                        qglEnd();
                        CHECKGLERROR
@@ -1279,7 +1432,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                        GL_BindEBO(bufferobject3s);
                        if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
                        {
-                               qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
+                               qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
                                CHECKGLERROR
                        }
                        else
@@ -1293,7 +1446,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                        GL_BindEBO(bufferobject3i);
                        if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
                        {
-                               qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
+                               qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
                                CHECKGLERROR
                        }
                        else
@@ -1307,7 +1460,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                        GL_BindEBO(0);
                        if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
                        {
-                               qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_SHORT, element3s);
+                               qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
                                CHECKGLERROR
                        }
                        else
@@ -1321,7 +1474,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                        GL_BindEBO(0);
                        if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
                        {
-                               qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, element3i);
+                               qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
                                CHECKGLERROR
                        }
                        else
@@ -1330,112 +1483,104 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                                CHECKGLERROR
                        }
                }
+               else
+               {
+                       qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
+                       CHECKGLERROR
+               }
        }
 }
 
 // restores backend state, used when done with 3D rendering
 void R_Mesh_Finish(void)
 {
-       unsigned int i;
-       BACKENDACTIVECHECK
-       CHECKGLERROR
-       GL_LockArrays(0, 0);
-       CHECKGLERROR
+}
 
-       for (i = 0;i < backendimageunits;i++)
+r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic)
+{
+       int bufferobject = 0;
+       void *devicebuffer = NULL;
+       r_meshbuffer_t *buffer;
+       if (!(isdynamic ? (isindexbuffer ? gl_state.usevbo_dynamicindex : gl_state.usevbo_dynamicvertex) : (isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex)))
+               return NULL;
+       if (isindexbuffer)
        {
-               GL_ActiveTexture(i);
-               qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
-               qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
-               if (gl_texture3d)
-               {
-                       qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
-               }
-               if (gl_texturecubemap)
-               {
-                       qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
-               }
+               r_refdef.stats.indexbufferuploadcount++;
+               r_refdef.stats.indexbufferuploadsize += size;
        }
-       for (i = 0;i < backendarrayunits;i++)
+       else
        {
-               GL_ActiveTexture(backendarrayunits - 1 - i);
-               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               r_refdef.stats.vertexbufferuploadcount++;
+               r_refdef.stats.vertexbufferuploadsize += size;
        }
-       for (i = 0;i < backendunits;i++)
+       switch(vid.renderpath)
        {
-               GL_ActiveTexture(backendunits - 1 - i);
-               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
-               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
-               if (gl_texture3d)
-               {
-                       qglDisable(GL_TEXTURE_3D);CHECKGLERROR
-               }
-               if (gl_texturecubemap)
-               {
-                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
-               }
-               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
-               if (gl_combine.integer)
-               {
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
-               }
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               qglGenBuffersARB(1, (GLuint *)&bufferobject);
+               if (isindexbuffer)
+                       GL_BindEBO(bufferobject);
+               else
+                       GL_BindVBO(bufferobject);
+               qglBufferDataARB(isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER_ARB : GL_ARRAY_BUFFER_ARB, size, data, isdynamic ? GL_STREAM_DRAW_ARB : GL_STATIC_DRAW_ARB);
+               break;
        }
-       qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
-       qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
-
-       qglDisable(GL_BLEND);CHECKGLERROR
-       qglEnable(GL_DEPTH_TEST);CHECKGLERROR
-       qglDepthMask(GL_TRUE);CHECKGLERROR
-       qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
+       buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
+       memset(buffer, 0, sizeof(*buffer));
+       buffer->bufferobject = bufferobject;
+       buffer->devicebuffer = devicebuffer;
+       buffer->size = size;
+       buffer->isindexbuffer = isindexbuffer;
+       buffer->isdynamic = isdynamic;
+       strlcpy(buffer->name, name, sizeof(buffer->name));
+       return buffer;
 }
 
-int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name)
+void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size)
 {
-       gl_bufferobjectinfo_t *info;
-       GLuint bufferobject;
-
-       if (!gl_vbo.integer)
-               return 0;
-
-       qglGenBuffersARB(1, &bufferobject);
-       switch(target)
+       if (!buffer || (!buffer->bufferobject && !buffer->devicebuffer))
+               return;
+       if (buffer->isindexbuffer)
        {
-       case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break;
-       case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break;
-       default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0;
+               r_refdef.stats.indexbufferuploadcount++;
+               r_refdef.stats.indexbufferuploadsize += size;
+       }
+       else
+       {
+               r_refdef.stats.vertexbufferuploadcount++;
+               r_refdef.stats.vertexbufferuploadsize += size;
+       }
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               if (buffer->isindexbuffer)
+                       GL_BindEBO(buffer->bufferobject);
+               else
+                       GL_BindVBO(buffer->bufferobject);
+               qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER_ARB : GL_ARRAY_BUFFER_ARB, size, data, buffer->isdynamic ? GL_STREAM_DRAW_ARB : GL_STATIC_DRAW_ARB);
+               break;
        }
-       qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
-
-       info = Mem_ExpandableArray_AllocRecord(&gl_bufferobjectinfoarray);
-       memset(info, 0, sizeof(*info));
-       info->target = target;
-       info->object = bufferobject;
-       info->size = size;
-       strlcpy(info->name, name, sizeof(info->name));
-
-       return (int)bufferobject;
 }
 
-void R_Mesh_DestroyBufferObject(int bufferobject)
+void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
 {
-       int i, endindex;
-       gl_bufferobjectinfo_t *info;
-
-       qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
-
-       endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
-       for (i = 0;i < endindex;i++)
+       if (!buffer)
+               return;
+       switch(vid.renderpath)
        {
-               info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
-               if (!info)
-                       continue;
-               if (info->object == bufferobject)
-               {
-                       Mem_ExpandableArray_FreeRecord(&gl_bufferobjectinfoarray, (void *)info);
-                       break;
-               }
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
+               break;
        }
+       Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
 }
 
 void GL_Mesh_ListVBOs(qboolean printeach)
@@ -1443,60 +1588,45 @@ void GL_Mesh_ListVBOs(qboolean printeach)
        int i, endindex;
        size_t ebocount = 0, ebomemory = 0;
        size_t vbocount = 0, vbomemory = 0;
-       gl_bufferobjectinfo_t *info;
-       endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray);
+       r_meshbuffer_t *buffer;
+       endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
        for (i = 0;i < endindex;i++)
        {
-               info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i);
-               if (!info)
+               buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
+               if (!buffer)
                        continue;
-               switch(info->target)
-               {
-               case GL_ELEMENT_ARRAY_BUFFER_ARB: ebocount++;ebomemory += info->size;if (printeach) Con_Printf("EBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
-               case GL_ARRAY_BUFFER_ARB: vbocount++;vbomemory += info->size;if (printeach) Con_Printf("VBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
-               default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break;
-               }
+               if (buffer->isindexbuffer) {ebocount++;ebomemory += buffer->size;if (printeach) Con_Printf("indexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
+               else                       {vbocount++;vbomemory += buffer->size;if (printeach) Con_Printf("vertexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
        }
-       Con_Printf("vertex buffers: %i element buffers totalling %i bytes (%.3f MB), %i vertex buffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
+       Con_Printf("vertex buffers: %i indexbuffers totalling %i bytes (%.3f MB), %i vertexbuffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
 }
 
-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_ToArrayDoubleGL(&backend_modelviewmatrix, glmatrix);
-               CHECKGLERROR
-               qglLoadMatrixd(glmatrix);CHECKGLERROR
-       }
-}
 
-void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
+
+void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
 {
-       if (!gl_vbo.integer)
-               bufferobject = 0;
-       if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != 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)
        {
-               gl_state.pointer_vertex = vertex3f;
-               gl_state.pointer_vertex_buffer = bufferobject;
+               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(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
+               qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
        }
 }
 
-void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
+void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
 {
-       // note: this can not rely on bufferobject to decide whether a color array
-       // is supplied, because surfmesh_t shares one vbo for all arrays, which
-       // means that a valid vbo may be supplied even if there is no color array.
-       if (color4f)
+       // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
+       // the pointer only.
+       if (pointer)
        {
-               if (!gl_vbo.integer)
-                       bufferobject = 0;
+               int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
                // caller wants color array enabled
                if (!gl_state.pointer_color_enabled)
                {
@@ -1504,14 +1634,17 @@ void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferof
                        CHECKGLERROR
                        qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
                }
-               if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
+               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 = color4f;
-                       gl_state.pointer_color_buffer = bufferobject;
+                       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(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
+                       qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
                }
        }
        else
@@ -1528,17 +1661,16 @@ void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferof
        }
 }
 
-void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
+void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
 {
        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 (texcoord)
+       if (pointer)
        {
-               if (!gl_vbo.integer)
-                       bufferobject = 0;
+               int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
                // texture array unit is enabled, enable the array
                if (!unit->arrayenabled)
                {
@@ -1547,15 +1679,17 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, co
                        qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                }
                // texcoord array
-               if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
+               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 = texcoord;
-                       unit->pointer_texcoord_buffer = bufferobject;
+                       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->arraycomponents = numcomponents;
                        GL_ClientActiveTexture(unitnum);
                        GL_BindVBO(bufferobject);
-                       qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
+                       qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
                }
        }
        else
@@ -1570,41 +1704,75 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, co
        }
 }
 
-void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
+int R_Mesh_TexBound(unsigned int unitnum, int id)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= vid.teximageunits)
+               return 0;
+       if (id == GL_TEXTURE_2D)
+               return unit->t2d;
+       if (id == GL_TEXTURE_3D)
+               return unit->t3d;
+       if (id == GL_TEXTURE_CUBE_MAP_ARB)
+               return unit->tcubemap;
+       if (id == GL_TEXTURE_RECTANGLE_ARB)
+               return unit->trectangle;
+       return 0;
+}
+
+void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
+{
+       R_Mesh_TexBind(0, tex);
+       GL_ActiveTexture(0);CHECKGLERROR
+       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
+}
+
+void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
-       if (unitnum >= backendimageunits)
+       int tex2d, tex3d, texcubemap, texnum;
+       if (unitnum >= vid.teximageunits)
                return;
-       // update 1d texture binding
-       if (unit->t1d != tex1d)
+       switch(vid.renderpath)
        {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < backendunits)
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               if (!tex)
+                       tex = r_texture_white;
+               texnum = R_GetTexture(tex);
+               switch(tex->gltexturetypeenum)
                {
-                       if (tex1d)
-                       {
-                               if (unit->t1d == 0)
-                               {
-                                       qglEnable(GL_TEXTURE_1D);CHECKGLERROR
-                               }
-                       }
-                       else
+               case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
+               case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
+               case GL_TEXTURE_CUBE_MAP_ARB: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR}break;
+               case GL_TEXTURE_RECTANGLE_ARB: if (unit->trectangle != texnum) {GL_ActiveTexture(unitnum);unit->trectangle = texnum;qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR}break;
+               }
+               break;
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL11:
+               tex2d = 0;
+               tex3d = 0;
+               texcubemap = 0;
+               if (tex)
+               {
+                       texnum = R_GetTexture(tex);
+                       switch(tex->gltexturetypeenum)
                        {
-                               if (unit->t1d)
-                               {
-                                       qglDisable(GL_TEXTURE_1D);CHECKGLERROR
-                               }
+                       case GL_TEXTURE_2D:
+                               tex2d = texnum;
+                               break;
+                       case GL_TEXTURE_3D:
+                               tex3d = texnum;
+                               break;
+                       case GL_TEXTURE_CUBE_MAP_ARB:
+                               texcubemap = texnum;
+                               break;
                        }
                }
-               unit->t1d = tex1d;
-               qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
-       }
-       // update 2d texture binding
-       if (unit->t2d != tex2d)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < backendunits)
+               // update 2d texture binding
+               if (unit->t2d != tex2d)
                {
+                       GL_ActiveTexture(unitnum);
                        if (tex2d)
                        {
                                if (unit->t2d == 0)
@@ -1619,16 +1787,13 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, in
                                        qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                                }
                        }
+                       unit->t2d = tex2d;
+                       qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
                }
-               unit->t2d = tex2d;
-               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
-       }
-       // update 3d texture binding
-       if (unit->t3d != tex3d)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < backendunits)
+               // update 3d texture binding
+               if (unit->t3d != tex3d)
                {
+                       GL_ActiveTexture(unitnum);
                        if (tex3d)
                        {
                                if (unit->t3d == 0)
@@ -1643,16 +1808,13 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, in
                                        qglDisable(GL_TEXTURE_3D);CHECKGLERROR
                                }
                        }
+                       unit->t3d = tex3d;
+                       qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
                }
-               unit->t3d = tex3d;
-               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
-       }
-       // update cubemap texture binding
-       if (unit->tcubemap != texcubemap)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < backendunits)
+               // update cubemap texture binding
+               if (unit->tcubemap != texcubemap)
                {
+                       GL_ActiveTexture(unitnum);
                        if (texcubemap)
                        {
                                if (unit->tcubemap == 0)
@@ -1667,546 +1829,652 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, in
                                        qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
                                }
                        }
+                       unit->tcubemap = texcubemap;
+                       qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
                }
-               unit->tcubemap = texcubemap;
-               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+               break;
        }
 }
 
-void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
+void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
-       if (unitnum >= backendimageunits)
-               return;
-       // update 1d texture binding
-       if (unit->t1d != texnum)
+       if (matrix && matrix->m[3][3])
        {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < backendunits)
+               // texmatrix specified, check if it is different
+               if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
                {
-                       if (texnum)
-                       {
-                               if (unit->t1d == 0)
-                               {
-                                       qglEnable(GL_TEXTURE_1D);CHECKGLERROR
-                               }
-                       }
-                       else
-                       {
-                               if (unit->t1d)
-                               {
-                                       qglDisable(GL_TEXTURE_1D);CHECKGLERROR
-                               }
-                       }
+                       float glmatrix[16];
+                       unit->texmatrixenabled = true;
+                       unit->matrix = *matrix;
+                       CHECKGLERROR
+                       Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
+                       GL_ActiveTexture(unitnum);
+                       qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+                       qglLoadMatrixf(glmatrix);CHECKGLERROR
+                       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
                }
-               unit->t1d = texnum;
-               qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
        }
-       // update 2d texture binding
-       if (unit->t2d)
+       else
        {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < backendunits)
+               // no texmatrix specified, revert to identity
+               if (unit->texmatrixenabled)
                {
-                       if (unit->t2d)
-                       {
-                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
-                       }
-               }
-               unit->t2d = 0;
-               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
-       }
-       // update 3d texture binding
-       if (unit->t3d)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < backendunits)
-               {
-                       if (unit->t3d)
-                       {
-                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
-                       }
-               }
-               unit->t3d = 0;
-               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
-       }
-       // update cubemap texture binding
-       if (unit->tcubemap)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < backendunits)
-               {
-                       if (unit->tcubemap)
-                       {
-                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
-                       }
+                       unit->texmatrixenabled = false;
+                       unit->matrix = identitymatrix;
+                       CHECKGLERROR
+                       GL_ActiveTexture(unitnum);
+                       qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+                       qglLoadIdentity();CHECKGLERROR
+                       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
                }
-               unit->tcubemap = 0;
-               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
        }
 }
 
-void R_Mesh_TexBind(unsigned int unitnum, int texnum)
+void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
 {
        gltextureunit_t *unit = gl_state.units + unitnum;
-       if (unitnum >= backendimageunits)
-               return;
-       // update 1d texture binding
-       if (unit->t1d)
+       CHECKGLERROR
+       switch(vid.renderpath)
        {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < backendunits)
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               // do nothing
+               break;
+       case RENDERPATH_GL13:
+               // GL_ARB_texture_env_combine
+               if (!combinergb)
+                       combinergb = GL_MODULATE;
+               if (!combinealpha)
+                       combinealpha = GL_MODULATE;
+               if (!rgbscale)
+                       rgbscale = 1;
+               if (!alphascale)
+                       alphascale = 1;
+               if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
                {
-                       if (unit->t1d)
+                       if (combinergb == GL_DECAL)
+                               combinergb = GL_INTERPOLATE_ARB;
+                       if (unit->combine != GL_COMBINE_ARB)
                        {
-                               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+                               unit->combine = GL_COMBINE_ARB;
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
                        }
-               }
-               unit->t1d = 0;
-               qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
-       }
-       // update 2d texture binding
-       if (unit->t2d != texnum)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < backendunits)
-               {
-                       if (texnum)
+                       if (unit->combinergb != combinergb)
                        {
-                               if (unit->t2d == 0)
-                               {
-                                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
-                               }
+                               unit->combinergb = combinergb;
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
                        }
-                       else
+                       if (unit->combinealpha != combinealpha)
                        {
-                               if (unit->t2d)
-                               {
-                                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
-                               }
+                               unit->combinealpha = combinealpha;
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
                        }
-               }
-               unit->t2d = texnum;
-               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
-       }
-       // update 3d texture binding
-       if (unit->t3d)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < backendunits)
-               {
-                       if (unit->t3d)
+                       if (unit->rgbscale != rgbscale)
                        {
-                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+                               unit->rgbscale = rgbscale;
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, unit->rgbscale);CHECKGLERROR
+                       }
+                       if (unit->alphascale != alphascale)
+                       {
+                               unit->alphascale = alphascale;
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
                        }
                }
-               unit->t3d = 0;
-               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
-       }
-       // update cubemap texture binding
-       if (unit->tcubemap != 0)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < backendunits)
+               else
                {
-                       if (unit->tcubemap)
+                       if (unit->combine != combinergb)
                        {
-                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                               unit->combine = combinergb;
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
                        }
                }
-               unit->tcubemap = 0;
-               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+               break;
+       case RENDERPATH_GL11:
+               // normal GL texenv
+               if (!combinergb)
+                       combinergb = GL_MODULATE;
+               if (unit->combine != combinergb)
+               {
+                       unit->combine = combinergb;
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
+               }
+               break;
        }
 }
 
-void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
+void R_Mesh_ResetTextureState(void)
 {
-       gltextureunit_t *unit = gl_state.units + unitnum;
-       if (unitnum >= backendimageunits)
-               return;
-       // update 1d texture binding
-       if (unit->t1d)
+       unsigned int unitnum;
+
+       BACKENDACTIVECHECK
+
+       CHECKGLERROR
+       switch(vid.renderpath)
        {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < backendunits)
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
                {
-                       if (unit->t1d)
+                       gltextureunit_t *unit = gl_state.units + unitnum;
+                       if (unit->t2d)
                        {
-                               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+                               unit->t2d = 0;
+                               GL_ActiveTexture(unitnum);
+                               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
                        }
-               }
-               unit->t1d = 0;
-               qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
-       }
-       // update 2d texture binding
-       if (unit->t2d)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < backendunits)
-               {
-                       if (unit->t2d)
+                       if (unit->t3d)
                        {
-                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                               unit->t3d = 0;
+                               GL_ActiveTexture(unitnum);
+                               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
                        }
-               }
-               unit->t2d = 0;
-               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
-       }
-       // update 3d texture binding
-       if (unit->t3d != texnum)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < backendunits)
-               {
-                       if (texnum)
+                       if (unit->tcubemap)
                        {
-                               if (unit->t3d == 0)
-                               {
-                                       qglEnable(GL_TEXTURE_3D);CHECKGLERROR
-                               }
+                               unit->tcubemap = 0;
+                               GL_ActiveTexture(unitnum);
+                               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
                        }
-                       else
+                       if (unit->trectangle)
                        {
-                               if (unit->t3d)
-                               {
-                                       qglDisable(GL_TEXTURE_3D);CHECKGLERROR
-                               }
+                               unit->trectangle = 0;
+                               GL_ActiveTexture(unitnum);
+                               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
                        }
                }
-               unit->t3d = texnum;
-               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
-       }
-       // update cubemap texture binding
-       if (unit->tcubemap != 0)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < backendunits)
+               for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
                {
-                       if (unit->tcubemap)
+                       gltextureunit_t *unit = gl_state.units + unitnum;
+                       if (unit->arrayenabled)
                        {
-                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                               unit->arrayenabled = false;
+                               GL_ClientActiveTexture(unitnum);
+                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                        }
                }
-               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 >= backendimageunits)
-               return;
-       // update 1d texture binding
-       if (unit->t1d)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < backendunits)
+               for (unitnum = 0;unitnum < vid.texunits;unitnum++)
                {
-                       if (unit->t1d)
+                       gltextureunit_t *unit = gl_state.units + unitnum;
+                       if (unit->texmatrixenabled)
                        {
-                               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+                               unit->texmatrixenabled = false;
+                               unit->matrix = identitymatrix;
+                               CHECKGLERROR
+                               GL_ActiveTexture(unitnum);
+                               qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+                               qglLoadIdentity();CHECKGLERROR
+                               qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
                        }
                }
-               unit->t1d = 0;
-               qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
-       }
-       // update 2d texture binding
-       if (unit->t2d)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < backendunits)
+               break;
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL11:
+               for (unitnum = 0;unitnum < vid.texunits;unitnum++)
                {
+                       gltextureunit_t *unit = gl_state.units + unitnum;
                        if (unit->t2d)
                        {
+                               unit->t2d = 0;
+                               GL_ActiveTexture(unitnum);
                                qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
                        }
-               }
-               unit->t2d = 0;
-               qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
-       }
-       // update 3d texture binding
-       if (unit->t3d)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < backendunits)
-               {
                        if (unit->t3d)
                        {
+                               unit->t3d = 0;
+                               GL_ActiveTexture(unitnum);
                                qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+                               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
                        }
-               }
-               unit->t3d = 0;
-               qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
-       }
-       // update cubemap texture binding
-       if (unit->tcubemap != texnum)
-       {
-               GL_ActiveTexture(unitnum);
-               if (unitnum < backendunits)
-               {
-                       if (texnum)
+                       if (unit->tcubemap)
                        {
-                               if (unit->tcubemap == 0)
-                               {
-                                       qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
-                               }
+                               unit->tcubemap = 0;
+                               GL_ActiveTexture(unitnum);
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
                        }
-                       else
+                       if (unit->trectangle)
                        {
-                               if (unit->tcubemap)
-                               {
-                                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
-                               }
+                               unit->trectangle = 0;
+                               GL_ActiveTexture(unitnum);
+                               qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+                               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+                       }
+                       if (unit->arrayenabled)
+                       {
+                               unit->arrayenabled = false;
+                               GL_ClientActiveTexture(unitnum);
+                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       }
+                       if (unit->texmatrixenabled)
+                       {
+                               unit->texmatrixenabled = false;
+                               unit->matrix = identitymatrix;
+                               CHECKGLERROR
+                               GL_ActiveTexture(unitnum);
+                               qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+                               qglLoadIdentity();CHECKGLERROR
+                               qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+                       }
+                       if (unit->combine != GL_MODULATE)
+                       {
+                               unit->combine = GL_MODULATE;
+                               GL_ActiveTexture(unitnum);
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
                        }
                }
-               unit->tcubemap = texnum;
-               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+               break;
        }
 }
 
-static const double gl_identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
 
-void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
+
+r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices)
 {
-       gltextureunit_t *unit = gl_state.units + unitnum;
-       if (matrix->m[3][3])
+       size_t size;
+       size = sizeof(r_vertexposition_t) * numvertices;
+       if (gl_state.preparevertices_tempdatamaxsize < size)
        {
-               // texmatrix specified, check if it is different
-               if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
-               {
-                       double glmatrix[16];
-                       unit->texmatrixenabled = true;
-                       unit->matrix = *matrix;
-                       CHECKGLERROR
-                       Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix);
-                       GL_ActiveTexture(unitnum);
-                       qglMatrixMode(GL_TEXTURE);CHECKGLERROR
-                       qglLoadMatrixd(glmatrix);CHECKGLERROR
-                       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-               }
+               gl_state.preparevertices_tempdatamaxsize = size;
+               gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
        }
-       else
-       {
-               // no texmatrix specified, revert to identity
-               if (unit->texmatrixenabled)
-               {
-                       unit->texmatrixenabled = false;
-                       unit->matrix = identitymatrix;
-                       CHECKGLERROR
-                       GL_ActiveTexture(unitnum);
-                       qglMatrixMode(GL_TEXTURE);CHECKGLERROR
-                       qglLoadIdentity();CHECKGLERROR
-                       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-               }
+       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);
+               break;
+       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);
+               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_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
+void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *vertex, const r_meshbuffer_t *vertexbuffer)
 {
-       gltextureunit_t *unit = gl_state.units + unitnum;
-       CHECKGLERROR
-       if (gl_combine.integer)
+       // upload temporary vertexbuffer for this rendering
+       if (!gl_state.usevbo_staticvertex)
+               vertexbuffer = NULL;
+       if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
        {
-               // 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
+               if (gl_state.preparevertices_dynamicvertexbuffer)
+                       R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
+               else
+                       gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true);
+               vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
+       }
+       if (vertexbuffer)
+       {
+               switch(vid.renderpath)
+               {
+               case RENDERPATH_GL20:
+               case RENDERPATH_CGGL:
+                       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);
+               case RENDERPATH_GL13:
+                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+               case RENDERPATH_GL11:
+                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
+                       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;
                }
+               return;
        }
-       else
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               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);
+       case RENDERPATH_GL13:
+               R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+       case RENDERPATH_GL11:
+               R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->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);
+               break;
+       }
+}
+
+
+
+r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
+{
+       size_t size;
+       size = sizeof(r_vertexgeneric_t) * numvertices;
+       if (gl_state.preparevertices_tempdatamaxsize < size)
        {
-               // 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
-               }
+               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_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
+       gl_state.preparevertices_numvertices = numvertices;
+       return gl_state.preparevertices_vertexgeneric;
 }
 
-void R_Mesh_TextureState(const rmeshstate_t *m)
+qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
 {
-       unsigned int i;
+       R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL);
+       gl_state.preparevertices_vertexgeneric = NULL;
+       gl_state.preparevertices_numvertices = 0;
+       return true;
+}
 
-       BACKENDACTIVECHECK
+void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
+{
+       int i;
+       r_vertexgeneric_t *vertex;
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               if (gl_mesh_separatearrays.integer)
+               {
+                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, 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;
+               }
+               break;
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL11:
+               if (gl_mesh_separatearrays.integer)
+               {
+                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, 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;
+               }
+               break;
+       }
 
-       CHECKGLERROR
-       if (gl_backend_rebindtextures)
+       // no quick path for this case, convert to vertex structs
+       vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
+       for (i = 0;i < numvertices;i++)
+               VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
+       if (color4f)
        {
-               gl_backend_rebindtextures = false;
-               GL_SetupTextureState();
-               CHECKGLERROR
+               for (i = 0;i < numvertices;i++)
+                       Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub);
+       }
+       else
+       {
+               float tempcolor4f[4];
+               unsigned char tempcolor4ub[4];
+               Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f);
+               tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f);
+               tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f);
+               tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f);
+               tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f);
+               for (i = 0;i < numvertices;i++)
+                       Vector4Copy(tempcolor4ub, vertex[i].color4ub);
        }
+       if (texcoord2f)
+               for (i = 0;i < numvertices;i++)
+                       Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
+       R_Mesh_PrepareVertices_Generic_Unlock();
+       R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL);
+}
 
-       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++)
+void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer)
+{
+       // upload temporary vertexbuffer for this rendering
+       if (!gl_state.usevbo_staticvertex)
+               vertexbuffer = NULL;
+       if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
        {
-               if (m->pointer_texcoord3f[i])
-                       R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
+               if (gl_state.preparevertices_dynamicvertexbuffer)
+                       R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
                else
-                       R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
+                       gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true);
+               vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
+       }
+       if (vertexbuffer)
+       {
+               switch(vid.renderpath)
+               {
+               case RENDERPATH_GL20:
+               case RENDERPATH_CGGL:
+                       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);
+               case RENDERPATH_GL13:
+                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+               case RENDERPATH_GL11:
+                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
+                       R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , vertexbuffer, (int)((unsigned char *)vertex->color4ub           - (unsigned char *)vertex));
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
+                       break;
+               }
+               return;
        }
-       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]);
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               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);
+       case RENDERPATH_GL13:
+               R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+       case RENDERPATH_GL11:
+               R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
+               R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , NULL, 0);
+               R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
+               break;
        }
-       CHECKGLERROR
 }
 
-void R_Mesh_ResetTextureState(void)
-{
-       unsigned int unitnum;
 
-       BACKENDACTIVECHECK
 
-       CHECKGLERROR
-       if (gl_backend_rebindtextures)
+r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
+{
+       size_t size;
+       size = sizeof(r_vertexmesh_t) * numvertices;
+       if (gl_state.preparevertices_tempdatamaxsize < size)
        {
-               gl_backend_rebindtextures = false;
-               GL_SetupTextureState();
-               CHECKGLERROR
+               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_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
+       gl_state.preparevertices_numvertices = numvertices;
+       return gl_state.preparevertices_vertexmesh;
+}
 
-       for (unitnum = 0;unitnum < backendimageunits;unitnum++)
-       {
-               gltextureunit_t *unit = gl_state.units + unitnum;
-               // update 1d texture binding
-               if (unit->t1d)
-               {
-                       GL_ActiveTexture(unitnum);
-                       if (unitnum < backendunits)
-                       {
-                               qglDisable(GL_TEXTURE_1D);CHECKGLERROR
-                       }
-                       unit->t1d = 0;
-                       qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR
-               }
-               // update 2d texture binding
-               if (unit->t2d)
-               {
-                       GL_ActiveTexture(unitnum);
-                       if (unitnum < backendunits)
-                       {
-                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
-                       }
-                       unit->t2d = 0;
-                       qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
-               }
-               // update 3d texture binding
-               if (unit->t3d)
-               {
-                       GL_ActiveTexture(unitnum);
-                       if (unitnum < backendunits)
-                       {
-                               qglDisable(GL_TEXTURE_3D);CHECKGLERROR
-                       }
-                       unit->t3d = 0;
-                       qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
+{
+       R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL);
+       gl_state.preparevertices_vertexmesh = NULL;
+       gl_state.preparevertices_numvertices = 0;
+       return true;
+}
+
+void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *color4f, const float *texcoordtexture2f, const float *texcoordlightmap2f)
+{
+       int i;
+       r_vertexmesh_t *vertex;
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               if (gl_mesh_separatearrays.integer)
+               {
+                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
+                       R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
+                       R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
+                       R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
+                       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
+                       return;
                }
-               // update cubemap texture binding
-               if (unit->tcubemap)
-               {
-                       GL_ActiveTexture(unitnum);
-                       if (unitnum < backendunits)
-                       {
-                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
-                       }
-                       unit->tcubemap = 0;
-                       qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+               break;
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL11:
+               if (gl_mesh_separatearrays.integer)
+               {
+                       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
+                       if (vid.texunits >= 2)
+                               R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
+                       if (vid.texunits >= 3)
+                               R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+                       return;
                }
+               break;
        }
-       for (unitnum = 0;unitnum < backendarrayunits;unitnum++)
+
+       vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
+       for (i = 0;i < numvertices;i++)
+               VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
+       if (svector3f)
+               for (i = 0;i < numvertices;i++)
+                       VectorCopy(svector3f + 3*i, vertex[i].svector3f);
+       if (tvector3f)
+               for (i = 0;i < numvertices;i++)
+                       VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
+       if (normal3f)
+               for (i = 0;i < numvertices;i++)
+                       VectorCopy(normal3f + 3*i, vertex[i].normal3f);
+       if (color4f)
        {
-               gltextureunit_t *unit = gl_state.units + unitnum;
-               // 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;i < numvertices;i++)
+                       Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub);
        }
-       for (unitnum = 0;unitnum < backendunits;unitnum++)
+       else
        {
-               gltextureunit_t *unit = gl_state.units + unitnum;
-               // no texmatrix specified, revert to identity
-               if (unit->texmatrixenabled)
-               {
-                       unit->texmatrixenabled = false;
-                       unit->matrix = identitymatrix;
-                       CHECKGLERROR
-                       GL_ActiveTexture(unitnum);
-                       qglMatrixMode(GL_TEXTURE);CHECKGLERROR
-                       qglLoadIdentity();CHECKGLERROR
-                       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
-               }
-               if (gl_combine.integer)
-               {
-                       // GL_ARB_texture_env_combine
-                       if (unit->combinergb != GL_MODULATE)
-                       {
-                               unit->combinergb = GL_MODULATE;
-                               GL_ActiveTexture(unitnum);
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
-                       }
-                       if (unit->combinealpha != GL_MODULATE)
-                       {
-                               unit->combinealpha = GL_MODULATE;
-                               GL_ActiveTexture(unitnum);
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
-                       }
-                       if (unit->rgbscale != 1)
-                       {
-                               GL_ActiveTexture(unitnum);
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR
-                       }
-                       if (unit->alphascale != 1)
-                       {
-                               GL_ActiveTexture(unitnum);
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR
-                       }
-               }
+               float tempcolor4f[4];
+               unsigned char tempcolor4ub[4];
+               Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f);
+               tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f);
+               tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f);
+               tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f);
+               tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f);
+               for (i = 0;i < numvertices;i++)
+                       Vector4Copy(tempcolor4ub, vertex[i].color4ub);
+       }
+       if (texcoordtexture2f)
+               for (i = 0;i < numvertices;i++)
+                       Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
+       if (texcoordlightmap2f)
+               for (i = 0;i < numvertices;i++)
+                       Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
+       R_Mesh_PrepareVertices_Mesh_Unlock();
+       R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL);
+}
+
+void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer)
+{
+       // upload temporary vertexbuffer for this rendering
+       if (!gl_state.usevbo_staticvertex)
+               vertexbuffer = NULL;
+       if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
+       {
+               if (gl_state.preparevertices_dynamicvertexbuffer)
+                       R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
                else
-               {
-                       // normal GL texenv
-                       if (unit->combinergb != GL_MODULATE)
-                       {
-                               unit->combinergb = GL_MODULATE;
-                               GL_ActiveTexture(unitnum);
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
-                       }
+                       gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true);
+               vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
+       }
+       if (vertexbuffer)
+       {
+               switch(vid.renderpath)
+               {
+               case RENDERPATH_GL20:
+               case RENDERPATH_CGGL:
+                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
+                       R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , vertexbuffer, (int)((unsigned char *)vertex->color4ub           - (unsigned char *)vertex));
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
+                       R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(*vertex), vertex->svector3f         , vertexbuffer, (int)((unsigned char *)vertex->svector3f          - (unsigned char *)vertex));
+                       R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(*vertex), vertex->tvector3f         , vertexbuffer, (int)((unsigned char *)vertex->tvector3f          - (unsigned char *)vertex));
+                       R_Mesh_TexCoordPointer(3, 4, GL_FLOAT        , sizeof(*vertex), vertex->normal3f          , vertexbuffer, (int)((unsigned char *)vertex->normal3f           - (unsigned char *)vertex));
+                       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
+                       break;
+               case RENDERPATH_GL13:
+                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
+               case RENDERPATH_GL11:
+                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
+                       R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , vertexbuffer, (int)((unsigned char *)vertex->color4ub           - (unsigned char *)vertex));
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
+                       break;
                }
+               return;
+       }
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
+               R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , NULL, 0);
+               R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
+               R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(*vertex), vertex->svector3f         , NULL, 0);
+               R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(*vertex), vertex->tvector3f         , NULL, 0);
+               R_Mesh_TexCoordPointer(3, 4, GL_FLOAT        , sizeof(*vertex), vertex->normal3f          , NULL, 0);
+               R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
+               break;
+       case RENDERPATH_GL13:
+               R_Mesh_TexCoordPointer(1, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
+       case RENDERPATH_GL11:
+               R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
+               R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , NULL, 0);
+               R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
+               break;
        }
 }