]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
fixed glOrtho call
[xonotic/darkplaces.git] / gl_backend.c
index 562c447ad4044ba5f94553cd6fa0a5d885b024fb..d9521d4b09bf27ccfc810ae7944c2881da12d6f5 100644 (file)
@@ -1,16 +1,17 @@
 
 #include "quakedef.h"
 
-//cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"};
-cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "8192"};
-//cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "1024"};
-cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "0"};
-cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "0"};
+cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "1024"};
+cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
+cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
 
 cvar_t r_render = {0, "r_render", "1"};
 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
 
+int gl_maxdrawrangeelementsvertices;
+int gl_maxdrawrangeelementsindices;
+
 #ifdef DEBUGGL
 int errornumber = 0;
 
@@ -60,198 +61,125 @@ void GL_PrintError(int errornumber, char *filename, int linenumber)
 }
 #endif
 
-float r_farclip, r_newfarclip;
-
-int polyindexarray[768];
-
-static float viewdist;
-
-int c_meshs, c_meshtris, c_transmeshs, c_transtris;
+#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
 
-int                    lightscalebit;
-float          lightscale;
-float          overbrightscale;
+int c_meshs, c_meshelements;
 
 void SCR_ScreenShot_f (void);
 
-static int max_meshs;
-static int max_batch;
-static int max_verts; // always max_meshs * 3
-#define TRANSDEPTHRES 4096
-
-typedef struct buf_mesh_s
-{
-       int depthmask;
-       int depthtest;
-       int blendfunc1, blendfunc2;
-       int textures[MAX_TEXTUREUNITS];
-       float texturergbscale[MAX_TEXTUREUNITS];
-       int firsttriangle;
-       int triangles;
-       int firstvert;
-       int verts;
-       struct buf_mesh_s *chain;
-       struct buf_transtri_s *transchain;
-}
-buf_mesh_t;
+// these are externally accessible
+int r_lightmapscalebit;
+float r_colorscale;
+float *varray_vertex;
+float *varray_color;
+float *varray_texcoord[MAX_TEXTUREUNITS];
+int mesh_maxverts;
+
+static matrix4x4_t backend_viewmatrix;
+static matrix4x4_t backend_modelmatrix;
+static matrix4x4_t backend_modelviewmatrix;
+static matrix4x4_t backend_glmodelviewmatrix;
+
+static int backendunits, backendactive;
+static qbyte *varray_bcolor;
+static mempool_t *gl_backend_mempool;
 
-typedef struct buf_transtri_s
-{
-       struct buf_transtri_s *next;
-       struct buf_transtri_s *meshsortchain;
-       buf_mesh_t *mesh;
-       int index[3];
-}
-buf_transtri_t;
+int polygonelements[768];
 
-typedef struct buf_tri_s
+void GL_Backend_AllocArrays(void)
 {
-       int index[3];
-}
-buf_tri_t;
+       int i;
 
-typedef struct
-{
-       float v[4];
-}
-buf_vertex_t;
+       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;
+       }
 
-typedef struct
-{
-       float c[4];
-}
-buf_fcolor_t;
+       if (!gl_backend_mempool)
+               gl_backend_mempool = Mem_AllocPool("GL_Backend");
 
-typedef struct
-{
-       qbyte c[4];
+       varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
+       varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4]));
+       varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4]));
+       for (i = 0;i < backendunits;i++)
+               varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[2]));
+       for (;i < MAX_TEXTUREUNITS;i++)
+               varray_texcoord[i] = NULL;
 }
-buf_bcolor_t;
 
-typedef struct
+void GL_Backend_FreeArrays(int resizingbuffers)
 {
-       float t[2];
+       int i;
+       if (resizingbuffers)
+               Mem_EmptyPool(gl_backend_mempool);
+       else
+               Mem_FreePool(&gl_backend_mempool);
+       varray_vertex = NULL;
+       varray_color = NULL;
+       varray_bcolor = NULL;
+       for (i = 0;i < MAX_TEXTUREUNITS;i++)
+               varray_texcoord[i] = NULL;
 }
-buf_texcoord_t;
-
-static float meshfarclip;
-static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, transranout;
-static buf_mesh_t *buf_mesh;
-static buf_tri_t *buf_tri;
-static buf_vertex_t *buf_vertex;
-static buf_fcolor_t *buf_fcolor;
-static buf_bcolor_t *buf_bcolor;
-static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS];
-
-static int currenttransmesh, currenttransvertex, currenttranstriangle;
-static buf_mesh_t *buf_transmesh;
-static buf_transtri_t *buf_sorttranstri;
-static buf_transtri_t **buf_sorttranstri_list;
-static buf_tri_t *buf_transtri;
-static buf_vertex_t *buf_transvertex;
-static buf_fcolor_t *buf_transfcolor;
-static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS];
-
-static mempool_t *gl_backend_mempool;
-static int resizingbuffers = false;
 
 static void gl_backend_start(void)
 {
-       int i;
-
-       max_verts = max_meshs * 3;
-
-       if (!gl_backend_mempool)
-               gl_backend_mempool = Mem_AllocPool("GL_Backend");
-
-#define BACKENDALLOC(var, count, sizeofstruct)\
-       {\
-               var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\
-               if (var == NULL)\
-                       Sys_Error("gl_backend_start: unable to allocate memory\n");\
-               memset(var, 0, count * sizeof(sizeofstruct));\
+       Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer);
+       if (qglDrawRangeElements != NULL)
+       {
+               qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices);
+               qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
+               CHECKGLERROR
+               Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
        }
-
-       BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t)
-       BACKENDALLOC(buf_tri, max_meshs, buf_tri_t)
-       BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t)
-       BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t)
-       BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t)
-
-       BACKENDALLOC(buf_transmesh, max_meshs, buf_mesh_t)
-       BACKENDALLOC(buf_sorttranstri, max_meshs, buf_transtri_t)
-       BACKENDALLOC(buf_sorttranstri_list, TRANSDEPTHRES, buf_transtri_t *)
-       BACKENDALLOC(buf_transtri, max_meshs, buf_tri_t)
-       BACKENDALLOC(buf_transvertex, max_verts, buf_vertex_t)
-       BACKENDALLOC(buf_transfcolor, max_verts, buf_fcolor_t)
-
-       for (i = 0;i < MAX_TEXTUREUNITS;i++)
+       if (strstr(gl_renderer, "3Dfx"))
        {
-               // only allocate as many texcoord arrays as we need
-               if (i < gl_textureunits)
-               {
-                       BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t)
-                       BACKENDALLOC(buf_transtexcoord[i], max_verts, buf_texcoord_t)
-               }
-               else
-               {
-                       buf_texcoord[i] = NULL;
-                       buf_transtexcoord[i] = NULL;
-               }
+               Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n");
+               Cvar_SetValueQuick(&gl_mesh_floatcolors, 0);
        }
+
        backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
+
+       GL_Backend_AllocArrays();
+
        backendactive = true;
 }
 
 static void gl_backend_shutdown(void)
 {
-       if (resizingbuffers)
-               Mem_EmptyPool(gl_backend_mempool);
-       else
-               Mem_FreePool(&gl_backend_mempool);
-
        backendunits = 0;
        backendactive = false;
+
+       Con_Printf("OpenGL Backend shutting down\n");
+
+       GL_Backend_FreeArrays(false);
 }
 
-static void gl_backend_bufferchanges(int init)
+void GL_Backend_CheckCvars(void)
 {
        // 21760 is (65536 / 3) rounded off to a multiple of 128
-       if (gl_mesh_maxtriangles.integer < 256)
-               Cvar_SetValue("gl_mesh_maxtriangles", 256);
-       if (gl_mesh_maxtriangles.integer > 21760)
-               Cvar_SetValue("gl_mesh_maxtriangles", 21760);
-
-       if (gl_mesh_batchtriangles.integer < 0)
-               Cvar_SetValue("gl_mesh_batchtriangles", 0);
-       if (gl_mesh_batchtriangles.integer > gl_mesh_maxtriangles.integer)
-               Cvar_SetValue("gl_mesh_batchtriangles", gl_mesh_maxtriangles.integer);
-
-       max_batch = gl_mesh_batchtriangles.integer;
-
-       if (max_meshs != gl_mesh_maxtriangles.integer)
-       {
-               max_meshs = gl_mesh_maxtriangles.integer;
+       if (gl_mesh_maxverts.integer < 1024)
+               Cvar_SetValueQuick(&gl_mesh_maxverts, 1024);
+       if (gl_mesh_maxverts.integer > 21760)
+               Cvar_SetValueQuick(&gl_mesh_maxverts, 21760);
+}
 
-               if (!init)
-               {
-                       resizingbuffers = true;
-                       gl_backend_shutdown();
-                       gl_backend_start();
-                       resizingbuffers = false;
-               }
-       }
+void GL_Backend_ResizeArrays(int numtriangles)
+{
+       Cvar_SetValueQuick(&gl_mesh_maxverts, numtriangles);
+       GL_Backend_CheckCvars();
+       mesh_maxverts = gl_mesh_maxverts.integer;
+       GL_Backend_FreeArrays(true);
+       GL_Backend_AllocArrays();
 }
 
 static void gl_backend_newmap(void)
 {
-       r_farclip = r_newfarclip = 2048.0f;
 }
 
 void gl_backend_init(void)
 {
-       int i;
-
        Cvar_RegisterVariable(&r_render);
        Cvar_RegisterVariable(&gl_dither);
        Cvar_RegisterVariable(&gl_lockarrays);
@@ -259,1118 +187,557 @@ void gl_backend_init(void)
        Cvar_SetValue("r_render", 0);
 #endif
 
-       Cvar_RegisterVariable(&gl_mesh_maxtriangles);
-       Cvar_RegisterVariable(&gl_mesh_batchtriangles);
+       Cvar_RegisterVariable(&gl_mesh_maxverts);
        Cvar_RegisterVariable(&gl_mesh_floatcolors);
+       Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
+       GL_Backend_CheckCvars();
        R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
-       gl_backend_bufferchanges(true);
-       for (i = 0;i < 256;i++)
-       {
-               polyindexarray[i*3+0] = 0;
-               polyindexarray[i*3+1] = i + 1;
-               polyindexarray[i*3+2] = i + 2;
-       }
 }
 
-int arraylocked = false;
-
-void GL_LockArray(int first, int count)
+void GL_SetupView_ViewPort (int x, int y, int width, int height)
 {
-       if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer)
-       {
-               qglLockArraysEXT(first, count);
-               CHECKGLERROR
-               arraylocked = true;
-       }
+       if (!r_render.integer)
+               return;
+
+       // y is weird beause OpenGL is bottom to top, we use top to bottom
+       qglViewport(x, vid.realheight - (y + height), width, height);
+       CHECKGLERROR
 }
 
-void GL_UnlockArray(void)
+void GL_SetupView_Orientation_Identity (void)
 {
-       if (arraylocked)
-       {
-               qglUnlockArraysEXT();
-               CHECKGLERROR
-               arraylocked = false;
-       }
+       Matrix4x4_CreateIdentity(&backend_viewmatrix);
+       memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
 }
 
-//static float gldepthmin, gldepthmax;
+void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
+{
+       Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
+       Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
+       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]);
+       memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
+}
 
-/*
-=============
-GL_SetupFrame
-=============
-*/
-static void GL_SetupFrame (void)
+void GL_SetupView_Mode_Perspective (double aspect, double fovx, double fovy, double zNear, double zFar)
 {
        double xmax, ymax;
-       double fovx, fovy, zNear, zFar, aspect;
-
-       // update farclip based on previous frame
-       r_farclip = r_newfarclip;
 
        if (!r_render.integer)
                return;
 
-//     glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
-//     gldepthmin = 0;
-//     gldepthmax = 1;
-       glDepthFunc (GL_LEQUAL);CHECKGLERROR
-
-//     glDepthRange (gldepthmin, gldepthmax);CHECKGLERROR
-
        // set up viewpoint
-       glMatrixMode(GL_PROJECTION);CHECKGLERROR
-       glLoadIdentity ();CHECKGLERROR
-
-       // y is weird beause OpenGL is bottom to top, we use top to bottom
-       glViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
-
-       // depth range
-       zNear = 1.0;
-       zFar = r_farclip;
-
-       // fov angles
-       fovx = r_refdef.fov_x;
-       fovy = r_refdef.fov_y;
-       aspect = r_refdef.width / r_refdef.height;
-
+       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+       qglLoadIdentity ();CHECKGLERROR
        // pyramid slopes
-       xmax = zNear * tan(fovx * M_PI / 360.0) * aspect;
+       xmax = zNear * tan(fovx * M_PI / 360.0);
        ymax = zNear * tan(fovy * M_PI / 360.0);
-
        // set view pyramid
-       glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
-
-//     glCullFace(GL_FRONT);CHECKGLERROR
-
-       glMatrixMode(GL_MODELVIEW);CHECKGLERROR
-       glLoadIdentity ();CHECKGLERROR
-
-       // put Z going up
-       glRotatef (-90,  1, 0, 0);CHECKGLERROR
-       glRotatef (90,  0, 0, 1);CHECKGLERROR
-       // camera rotation
-       glRotatef (-r_refdef.viewangles[2],  1, 0, 0);CHECKGLERROR
-       glRotatef (-r_refdef.viewangles[0],  0, 1, 0);CHECKGLERROR
-       glRotatef (-r_refdef.viewangles[1],  0, 0, 1);CHECKGLERROR
-       // camera location
-       glTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);CHECKGLERROR
-
-//     glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
-
-       //
-       // set drawing parms
-       //
-//     if (gl_cull.integer)
-//     {
-//             glEnable(GL_CULL_FACE);CHECKGLERROR
-//     }
-//     else
-//     {
-//             glDisable(GL_CULL_FACE);CHECKGLERROR
-//     }
-
-//     glEnable(GL_BLEND);CHECKGLERROR
-//     glEnable(GL_DEPTH_TEST);CHECKGLERROR
-//     glDepthMask(1);CHECKGLERROR
+       qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
+       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+       GL_SetupView_Orientation_Identity();
 }
 
-static int mesh_blendfunc1;
-static int mesh_blendfunc2;
-static int mesh_blend;
-static GLboolean mesh_depthmask;
-static int mesh_depthtest;
-static int mesh_unit;
-static int mesh_clientunit;
-static int mesh_texture[MAX_TEXTUREUNITS];
-static float mesh_texturergbscale[MAX_TEXTUREUNITS];
-
-// called at beginning of frame
-void R_Mesh_Start(void)
+void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
 {
-       int i;
-       if (!backendactive)
-               Sys_Error("R_Mesh_Clear: called when backend is not active\n");
-
-       CHECKGLERROR
-
-       gl_backend_bufferchanges(false);
-
-       currentmesh = 0;
-       currenttriangle = 0;
-       currentvertex = 0;
-       currenttransmesh = 0;
-       currenttranstriangle = 0;
-       currenttransvertex = 0;
-       meshfarclip = 0;
-       transranout = false;
-       viewdist = DotProduct(r_origin, vpn);
-
-       c_meshs = 0;
-       c_meshtris = 0;
-       c_transmeshs = 0;
-       c_transtris = 0;
-
-       GL_SetupFrame();
-
-       mesh_unit = 0;
-       mesh_clientunit = 0;
-
-       for (i = 0;i < backendunits;i++)
-       {
-               mesh_texture[i] = 0;
-               mesh_texturergbscale[i] = 1;
-       }
-
-       glEnable(GL_CULL_FACE);CHECKGLERROR
-       glCullFace(GL_FRONT);CHECKGLERROR
-
-       mesh_depthtest = true;
-       glEnable(GL_DEPTH_TEST);CHECKGLERROR
-
-       mesh_blendfunc1 = GL_ONE;
-       mesh_blendfunc2 = GL_ZERO;
-       glBlendFunc(mesh_blendfunc1, mesh_blendfunc2);CHECKGLERROR
-
-       mesh_blend = 0;
-       glDisable(GL_BLEND);CHECKGLERROR
+       if (!r_render.integer)
+               return;
 
-       mesh_depthmask = GL_TRUE;
-       glDepthMask(mesh_depthmask);CHECKGLERROR
+       // set up viewpoint
+       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+       qglLoadIdentity ();CHECKGLERROR
+       qglOrtho(x1, x2, y2, y1, zNear, zFar);
+       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+       GL_SetupView_Orientation_Identity();
+}
 
-       glVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR
-       glEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
-       if (gl_mesh_floatcolors.integer)
-       {
-               glColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR
-       }
-       else
-       {
-               glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR
-       }
-       glEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+static struct
+{
+       int blendfunc1;
+       int blendfunc2;
+       int blend;
+       GLboolean depthmask;
+       int depthdisable;
+       int unit;
+       int clientunit;
+       int texture[MAX_TEXTUREUNITS];
+       float texturergbscale[MAX_TEXTUREUNITS];
+}
+gl_state;
 
+void GL_SetupTextureState(void)
+{
+       int i;
        if (backendunits > 1)
        {
                for (i = 0;i < backendunits;i++)
                {
-                       qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
-                       glBindTexture(GL_TEXTURE_2D, mesh_texture[i]);CHECKGLERROR
-                       glDisable(GL_TEXTURE_2D);CHECKGLERROR
+                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+                       qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR
                        if (gl_combine.integer)
                        {
-                               glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
-                               glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, mesh_texturergbscale[i]);CHECKGLERROR
-                               glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0f);CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR
                        }
                        else
                        {
-                               glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+                       }
+                       if (gl_state.texture[i])
+                       {
+                               qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+                       }
+                       else
+                       {
+                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                       }
+                       qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+                       qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[i]);CHECKGLERROR
+                       if (gl_state.texture[i])
+                       {
+                               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       }
+                       else
+                       {
+                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                        }
-
-                       qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
-                       glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
-                       glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                }
        }
        else
        {
-               glBindTexture(GL_TEXTURE_2D, (mesh_texture[0] = 0));CHECKGLERROR
-               glDisable(GL_TEXTURE_2D);CHECKGLERROR
-               glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
-
-               glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
-               glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR
+               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+               if (gl_state.texture[0])
+               {
+                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+               }
+               else
+               {
+                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+               }
+               qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[0]);CHECKGLERROR
+               if (gl_state.texture[0])
+               {
+                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               }
+               else
+               {
+                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               }
        }
 }
 
-// renders mesh buffers, called to flush buffers when full
-void R_Mesh_Render(void)
+int usedarrays;
+void GL_Backend_ResetState(void)
 {
        int i;
-       int k;
-       int firsttriangle;
-       int endtriangle;
-       int indexcount;
-       int firstvert;
-       int endvert;
-       float farclip;
-       buf_mesh_t *mesh;
-       unsigned int *index;
-       // float to byte color conversion
-       int *icolor;
-       float *fcolor;
-       qbyte *bcolor;
+       gl_state.unit = 0;
+       gl_state.clientunit = 0;
 
-       if (!backendactive)
-               Sys_Error("R_Mesh_Render: called when backend is not active\n");
+       for (i = 0;i < backendunits;i++)
+       {
+               gl_state.texture[i] = 0;
+               gl_state.texturergbscale[i] = 1;
+       }
 
-       if (!currentmesh)
-               return;
+       qglEnable(GL_CULL_FACE);CHECKGLERROR
+       qglCullFace(GL_FRONT);CHECKGLERROR
 
-       CHECKGLERROR
+       gl_state.depthdisable = false;
+       qglEnable(GL_DEPTH_TEST);CHECKGLERROR
 
-       // push out farclip based on vertices
-       // FIXME: wouldn't this be a little slow when using matrix transforms?
-       for (i = 0;i < currentvertex;i++)
-       {
-               farclip = DotProduct(buf_vertex[i].v, vpn);
-               if (meshfarclip < farclip)
-                       meshfarclip = farclip;
-       }
+       gl_state.blendfunc1 = GL_ONE;
+       gl_state.blendfunc2 = GL_ZERO;
+       qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
 
-       farclip = meshfarclip + 256.0f - viewdist; // + 256 just to be safe
+       gl_state.blend = 0;
+       qglDisable(GL_BLEND);CHECKGLERROR
 
-       // push out farclip for next frame
-       if (farclip > r_newfarclip)
-               r_newfarclip = ceil((farclip + 255) / 256) * 256 + 256;
+       gl_state.depthmask = GL_TRUE;
+       qglDepthMask(gl_state.depthmask);CHECKGLERROR
 
-       if (!gl_mesh_floatcolors.integer)
+       usedarrays = false;
+       usedarrays = true;
+       qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR
+       qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+       if (gl_mesh_floatcolors.integer)
        {
-               // shift float to have 8bit fraction at base of number
-               for (i = 0, fcolor = &buf_fcolor->c[0];i < currentvertex;i++)
-               {
-                       *fcolor++ += 32768.0f;
-                       *fcolor++ += 32768.0f;
-                       *fcolor++ += 32768.0f;
-                       *fcolor++ += 32768.0f;
-               }
-               // then read as integer and kill float bits...
-               for (i = 0, icolor = (int *)&buf_fcolor->c[0], bcolor = &buf_bcolor->c[0];i < currentvertex;i++)
-               {
-                       k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
-                       k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
-                       k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
-                       k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
-               }
+               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR
+       }
+       else
+       {
+               qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR
        }
+       qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
 
-       // lock the arrays now that they will have no further modifications
-       //GL_LockArray(0, currentvertex);CHECKGLERROR
+       GL_SetupTextureState();
+}
 
-       for (k = 0, mesh = buf_mesh;k < currentmesh;k++, mesh++)
-       {
-               if (backendunits > 1)
-               {
-                       for (i = 0;i < backendunits;i++)
-                       {
-                               if (mesh_texture[i] != mesh->textures[i])
-                               {
-                                       if (mesh_unit != i)
-                                       {
-                                               qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
-                                       }
-                                       if (mesh_texture[i] == 0)
-                                       {
-                                               glEnable(GL_TEXTURE_2D);CHECKGLERROR
-                                               // have to disable texcoord array on disabled texture
-                                               // units due to NVIDIA driver bug with
-                                               // compiled_vertex_array
-                                               if (mesh_clientunit != i)
-                                               {
-                                                       qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
-                                               }
-                                               glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                                       }
-                                       glBindTexture(GL_TEXTURE_2D, (mesh_texture[i] = mesh->textures[i]));CHECKGLERROR
-                                       if (mesh_texture[i] == 0)
-                                       {
-                                               glDisable(GL_TEXTURE_2D);CHECKGLERROR
-                                               // have to disable texcoord array on disabled texture
-                                               // units due to NVIDIA driver bug with
-                                               // compiled_vertex_array
-                                               if (mesh_clientunit != i)
-                                               {
-                                                       qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
-                                               }
-                                               glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                                       }
-                               }
-                               if (mesh_texturergbscale[i] != mesh->texturergbscale[i])
-                               {
-                                       if (mesh_unit != i)
-                                       {
-                                               qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
-                                       }
-                                       glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
-                               }
-                       }
-               }
-               else
-               {
-                       if (mesh_texture[0] != mesh->textures[0])
-                       {
-                               if (mesh_texture[0] == 0)
-                               {
-                                       glEnable(GL_TEXTURE_2D);CHECKGLERROR
-                                       glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                               }
-                               glBindTexture(GL_TEXTURE_2D, (mesh_texture[0] = mesh->textures[0]));CHECKGLERROR
-                               if (mesh_texture[0] == 0)
-                               {
-                                       glDisable(GL_TEXTURE_2D);CHECKGLERROR
-                                       glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                               }
-                       }
-               }
-               if (mesh_blendfunc1 != mesh->blendfunc1 || mesh_blendfunc2 != mesh->blendfunc2)
-               {
-                       glBlendFunc(mesh_blendfunc1 = mesh->blendfunc1, mesh_blendfunc2 = mesh->blendfunc2);CHECKGLERROR
-                       if (mesh_blendfunc2 == GL_ZERO)
-                       {
-                               if (mesh_blendfunc1 == GL_ONE)
-                               {
-                                       if (mesh_blend)
-                                       {
-                                               mesh_blend = 0;
-                                               glDisable(GL_BLEND);CHECKGLERROR
-                                       }
-                               }
-                               else
-                               {
-                                       if (!mesh_blend)
-                                       {
-                                               mesh_blend = 1;
-                                               glEnable(GL_BLEND);CHECKGLERROR
-                                       }
-                               }
-                       }
-                       else
-                       {
-                               if (!mesh_blend)
-                               {
-                                       mesh_blend = 1;
-                                       glEnable(GL_BLEND);CHECKGLERROR
-                               }
-                       }
-               }
-               if (mesh_depthtest != mesh->depthtest)
-               {
-                       mesh_depthtest = mesh->depthtest;
-                       if (mesh_depthtest)
-                               glEnable(GL_DEPTH_TEST);
-                       else
-                               glDisable(GL_DEPTH_TEST);
-               }
-               if (mesh_depthmask != mesh->depthmask)
-               {
-                       glDepthMask(mesh_depthmask = mesh->depthmask);CHECKGLERROR
-               }
+// called at beginning of frame
+void R_Mesh_Start(void)
+{
+       BACKENDACTIVECHECK
+
+       CHECKGLERROR
+
+       GL_Backend_CheckCvars();
+       if (mesh_maxverts != gl_mesh_maxverts.integer)
+               GL_Backend_ResizeArrays(gl_mesh_maxverts.integer);
+
+       GL_Backend_ResetState();
+}
 
-               firsttriangle = mesh->firsttriangle;
-               firstvert = mesh->firstvert;
-               endtriangle = firsttriangle + mesh->triangles;
-               endvert = firstvert + mesh->verts;
+int gl_backend_rebindtextures;
 
-               indexcount = (endtriangle - firsttriangle) * 3;
-               index = (unsigned int *)&buf_tri[firsttriangle].index[0];
+void GL_ConvertColorsFloatToByte(int numverts)
+{
+       int i, k, total;
+       // LordHavoc: to avoid problems with aliasing (treating memory as two
+       // different types - exactly what this is doing), these must be volatile
+       // (or a union)
+       volatile int *icolor;
+       volatile float *fcolor;
+       qbyte *bcolor;
 
-               // if not using batching, skip the index adjustment
-               if (firstvert != 0)
-                       for (i = 0;i < indexcount;i++)
-                               index[i] += firstvert;
+       total = numverts * 4;
+
+       // shift float to have 8bit fraction at base of number
+       fcolor = varray_color;
+       for (i = 0;i < total;)
+       {
+               fcolor[i    ] += 32768.0f;
+               fcolor[i + 1] += 32768.0f;
+               fcolor[i + 2] += 32768.0f;
+               fcolor[i + 3] += 32768.0f;
+               i += 4;
+       }
 
-               // lock arrays (this is ignored if already locked)
+       // then read as integer and kill float bits...
+       icolor = (int *)varray_color;
+       bcolor = varray_bcolor;
+       for (i = 0;i < total;)
+       {
+               k = icolor[i    ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i    ] = (qbyte) k;
+               k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k;
+               k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k;
+               k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k;
+               i += 4;
+       }
+}
+
+/*
+void GL_TransformVertices(int numverts)
+{
+       int i;
+       float m[12], tempv[4], *v;
+       m[0] = backendmatrix.m[0][0];
+       m[1] = backendmatrix.m[0][1];
+       m[2] = backendmatrix.m[0][2];
+       m[3] = backendmatrix.m[0][3];
+       m[4] = backendmatrix.m[1][0];
+       m[5] = backendmatrix.m[1][1];
+       m[6] = backendmatrix.m[1][2];
+       m[7] = backendmatrix.m[1][3];
+       m[8] = backendmatrix.m[2][0];
+       m[9] = backendmatrix.m[2][1];
+       m[10] = backendmatrix.m[2][2];
+       m[11] = backendmatrix.m[2][3];
+       for (i = 0, v = varray_vertex;i < numverts;i++, v += 4)
+       {
+               VectorCopy(v, tempv);
+               v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3];
+               v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7];
+               v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11];
+       }
+}
+*/
+
+void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, int *index)
+{
+       int arraylocked = false;
+       c_meshs++;
+       c_meshelements += indexcount;
+       if (gl_supportslockarrays && gl_lockarrays.integer)
+       {
+               qglLockArraysEXT(firstvert, endvert - firstvert);
                CHECKGLERROR
-               GL_LockArray(0, currentvertex);
-#ifdef WIN32
-               // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32
-               glDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
-#else
-               glDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
-#endif
+               arraylocked = true;
+       }
+       if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+               qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
+       else
+               qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, (GLuint *) index);
+       CHECKGLERROR
+       if (arraylocked)
+       {
+               qglUnlockArraysEXT();
+               CHECKGLERROR
+               arraylocked = false;
+       }
+}
+
+// enlarges geometry buffers if they are too small
+void _R_Mesh_ResizeCheck(int numverts)
+{
+       if (numverts > mesh_maxverts)
+       {
+               BACKENDACTIVECHECK
+               GL_Backend_ResizeArrays(numverts + 100);
+               GL_Backend_ResetState();
        }
+}
+
+// renders the mesh
+void R_Mesh_Draw(int numverts, int numtriangles, int *elements)
+{
+       BACKENDACTIVECHECK
 
-       currentmesh = 0;
-       currenttriangle = 0;
-       currentvertex = 0;
+       CHECKGLERROR
 
-       GL_UnlockArray();CHECKGLERROR
+       if (!gl_mesh_floatcolors.integer)
+               GL_ConvertColorsFloatToByte(numverts);
+       //GL_TransformVertices(numverts);
+       if (!r_render.integer)
+               return;
+       GL_DrawRangeElements(0, numverts, numtriangles * 3, elements);
 }
 
 // restores backend state, used when done with 3D rendering
 void R_Mesh_Finish(void)
 {
        int i;
-       // flush any queued meshs
-       R_Mesh_Render();
+       BACKENDACTIVECHECK
 
        if (backendunits > 1)
        {
                for (i = backendunits - 1;i >= 0;i--)
                {
                        qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
-                       glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
                        if (gl_combine.integer)
                        {
-                               glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f);CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR
                        }
                        if (i > 0)
                        {
-                               glDisable(GL_TEXTURE_2D);CHECKGLERROR
+                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                        }
                        else
                        {
-                               glEnable(GL_TEXTURE_2D);CHECKGLERROR
+                               qglEnable(GL_TEXTURE_2D);CHECKGLERROR
                        }
-                       glBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
+                       qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
 
-                       qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
-                       glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       if (usedarrays)
+                       {
+                               qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       }
                }
        }
        else
        {
-               glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
-               glEnable(GL_TEXTURE_2D);CHECKGLERROR
-               glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+               qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+               if (usedarrays)
+               {
+                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               }
+       }
+       if (usedarrays)
+       {
+               qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+               qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
        }
-       glDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
-       glDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
 
-       glDisable(GL_BLEND);CHECKGLERROR
-       glEnable(GL_DEPTH_TEST);CHECKGLERROR
-       glDepthMask(true);CHECKGLERROR
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
+       qglDisable(GL_BLEND);CHECKGLERROR
+       qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+       qglDepthMask(GL_TRUE);CHECKGLERROR
+       qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR
 }
 
-void R_Mesh_ClearDepth(void)
+void GL_DepthFunc(int value)
 {
-       R_Mesh_AddTransparent();
-       R_Mesh_Finish();
-       glClear(GL_DEPTH_BUFFER_BIT);
-       R_Mesh_Start();
+       if (!r_render.integer)
+               return;
+
+       qglDepthFunc (value);
+       CHECKGLERROR
 }
 
-void R_Mesh_AddTransparent(void)
+void GL_ClearDepth(void)
 {
-       int i, j, k, *index;
-       float viewdistcompare, centerscaler, dist1, dist2, dist3, center, maxdist;
-       buf_vertex_t *vert1, *vert2, *vert3;
-       buf_transtri_t *tri;
-       buf_mesh_t *mesh, *transmesh;
+       BACKENDACTIVECHECK
 
-       if (!currenttransmesh)
+       if (!r_render.integer)
                return;
 
-       // convert index data to transtris for sorting
-       for (j = 0;j < currenttransmesh;j++)
-       {
-               mesh = buf_transmesh + j;
-               k = mesh->firsttriangle;
-               index = &buf_transtri[k].index[0];
-               for (i = 0;i < mesh->triangles;i++)
-               {
-                       tri = &buf_sorttranstri[k++];
-                       tri->mesh = mesh;
-                       tri->index[0] = *index++;
-                       tri->index[1] = *index++;
-                       tri->index[2] = *index++;
-               }
-       }
-
-       // map farclip to 0-4095 list range
-       centerscaler = (TRANSDEPTHRES / r_farclip) * (1.0f / 3.0f);
-       viewdistcompare = viewdist + 4.0f;
-
-       memset(buf_sorttranstri_list, 0, TRANSDEPTHRES * sizeof(buf_transtri_t *));
+       qglClear(GL_DEPTH_BUFFER_BIT);
+       CHECKGLERROR
+}
 
-       k = 0;
-       for (j = 0;j < currenttranstriangle;j++)
+void R_Mesh_Matrix(const matrix4x4_t *matrix)
+{
+       if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t)))
        {
-               tri = &buf_sorttranstri[j];
-               i = tri->mesh->firstvert;
-
-               vert1 = &buf_transvertex[tri->index[0] + i];
-               vert2 = &buf_transvertex[tri->index[1] + i];
-               vert3 = &buf_transvertex[tri->index[2] + i];
-
-               dist1 = DotProduct(vert1->v, vpn);
-               dist2 = DotProduct(vert2->v, vpn);
-               dist3 = DotProduct(vert3->v, vpn);
-
-               maxdist = max(dist1, max(dist2, dist3));
-               if (maxdist < viewdistcompare)
-                       continue;
-
-               center = (dist1 + dist2 + dist3) * centerscaler - viewdist;
-#if SLOWMATH
-               i = (int) center;
-               i = bound(0, i, (TRANSDEPTHRES - 1));
-#else
-               if (center < 0.0f)
-                       center = 0.0f;
-               center += 8388608.0f;
-               i = *((long *)&center) & 0x7FFFFF;
-               i = min(i, (TRANSDEPTHRES - 1));
-#endif
-               tri->next = buf_sorttranstri_list[i];
-               buf_sorttranstri_list[i] = tri;
-               k++;
+               backend_modelmatrix = *matrix;
+               Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix);
+               Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix);
+               qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);
        }
+}
 
-       for (i = 0;i < currenttransmesh;i++)
-               buf_transmesh[i].transchain = NULL;
-       transmesh = NULL;
-       for (j = 0;j < TRANSDEPTHRES;j++)
+// sets up the requested state
+void R_Mesh_MainState(const rmeshstate_t *m)
+{
+       BACKENDACTIVECHECK
+
+       if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
        {
-               if ((tri = buf_sorttranstri_list[j]))
+               qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR
+               if (gl_state.blendfunc2 == GL_ZERO)
                {
-                       for (;tri;tri = tri->next)
+                       if (gl_state.blendfunc1 == GL_ONE)
                        {
-                               if (!tri->mesh->transchain)
+                               if (gl_state.blend)
                                {
-                                       tri->mesh->chain = transmesh;
-                                       transmesh = tri->mesh;
+                                       gl_state.blend = 0;
+                                       qglDisable(GL_BLEND);CHECKGLERROR
                                }
-                               tri->meshsortchain = tri->mesh->transchain;
-                               tri->mesh->transchain = tri;
                        }
-               }
-       }
-
-       for (;transmesh;transmesh = transmesh->chain)
-       {
-               if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currentvertex + transmesh->verts > max_verts)
-                       R_Mesh_Render();
-
-               mesh = &buf_mesh[currentmesh++];
-               *mesh = *transmesh; // copy mesh properties
-
-               mesh->firstvert = currentvertex;
-               memcpy(&buf_vertex[currentvertex], &buf_transvertex[transmesh->firstvert], transmesh->verts * sizeof(buf_vertex_t));
-               memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[transmesh->firstvert], transmesh->verts * sizeof(buf_fcolor_t));
-               for (i = 0;i < backendunits && transmesh->textures[i];i++)
-                       memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][transmesh->firstvert], transmesh->verts * sizeof(buf_texcoord_t));
-               currentvertex += mesh->verts;
-
-               mesh->firsttriangle = currenttriangle;
-               for (tri = transmesh->transchain;tri;tri = tri->meshsortchain)
-               {
-                       buf_tri[currenttriangle].index[0] = tri->index[0];
-                       buf_tri[currenttriangle].index[1] = tri->index[1];
-                       buf_tri[currenttriangle].index[2] = tri->index[2];
-                       currenttriangle++;
-               }
-               mesh->triangles = currenttriangle - mesh->firsttriangle;
-       }
-
-       currenttransmesh = 0;
-       currenttranstriangle = 0;
-       currenttransvertex = 0;
-}
-
-void R_Mesh_Draw(const rmeshinfo_t *m)
-{
-       // these are static because gcc runs out of virtual registers otherwise
-       static int i, j, overbright, *index;
-       static float *in, scaler;
-       static float cr, cg, cb, ca;
-       static buf_mesh_t *mesh;
-       static buf_vertex_t *vert;
-       static buf_fcolor_t *fcolor;
-       static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS];
-
-       if (!backendactive)
-               Sys_Error("R_Mesh_Draw: called when backend is not active\n");
-
-       if (m->index == NULL
-        || !m->numtriangles
-        || m->vertex == NULL
-        || !m->numverts)
-               Host_Error("R_Mesh_Draw: no triangles or verts\n");
-
-       // ignore meaningless alpha meshs
-       if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA))
-       {
-               if (m->color)
-               {
-                       for (i = 0, in = m->color + 3;i < m->numverts;i++, (int)in += m->colorstep)
-                               if (*in >= 0.01f)
-                                       break;
-                       if (i == m->numverts)
-                               return;
-               }
-               else if (m->ca < 0.01f)
-                       return;
-       }
-
-       if (!backendactive)
-               Sys_Error("R_Mesh_Draw: called when backend is not active\n");
-
-#ifdef DEBUGGL
-       for (i = 0;i < m->numtriangles * 3;i++)
-               if ((unsigned int) m->index[i] >= (unsigned int) m->numverts)
-                       Host_Error("R_Mesh_Draw: invalid index (%i of %i verts)\n", m->index, m->numverts);
-#endif
-
-       if (m->transparent)
-       {
-               if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
-               {
-                       if (!transranout)
+                       else
                        {
-                               Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
-                               transranout = true;
+                               if (!gl_state.blend)
+                               {
+                                       gl_state.blend = 1;
+                                       qglEnable(GL_BLEND);CHECKGLERROR
+                               }
                        }
-                       return;
                }
-
-               c_transmeshs++;
-               c_transtris += m->numtriangles;
-               vert = &buf_transvertex[currenttransvertex];
-               fcolor = &buf_transfcolor[currenttransvertex];
-               for (i = 0;i < backendunits;i++)
-                       texcoord[i] = &buf_transtexcoord[i][currenttransvertex];
-
-               // transmesh is only for storage of transparent meshs until they
-               // are inserted into the main mesh array
-               mesh = &buf_transmesh[currenttransmesh++];
-               mesh->firsttriangle = currenttranstriangle;
-               mesh->firstvert = currenttransvertex;
-               index = &buf_transtri[currenttranstriangle].index[0];
-
-               currenttranstriangle += m->numtriangles;
-               currenttransvertex += m->numverts;
-       }
-       else
-       {
-               if (m->numtriangles > max_meshs || m->numverts > max_verts)
+               else
                {
-                       Con_Printf("R_Mesh_Draw: mesh too big for buffers\n");
-                       return;
+                       if (!gl_state.blend)
+                       {
+                               gl_state.blend = 1;
+                               qglEnable(GL_BLEND);CHECKGLERROR
+                       }
                }
-
-               if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
-                       R_Mesh_Render();
-
-               c_meshs++;
-               c_meshtris += m->numtriangles;
-               vert = &buf_vertex[currentvertex];
-               fcolor = &buf_fcolor[currentvertex];
-               for (i = 0;i < backendunits;i++)
-                       texcoord[i] = &buf_texcoord[i][currentvertex];
-
-               // opaque meshs are rendered directly
-               mesh = &buf_mesh[currentmesh++];
-               mesh->firsttriangle = currenttriangle;
-               mesh->firstvert = currentvertex;
-               index = &buf_tri[currenttriangle].index[0];
-
-               currenttriangle += m->numtriangles;
-               currentvertex += m->numverts;
        }
-
-       // code shared for transparent and opaque meshs
-       memcpy(index, m->index, sizeof(int[3]) * m->numtriangles);
-       mesh->blendfunc1 = m->blendfunc1;
-       mesh->blendfunc2 = m->blendfunc2;
-       mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
-       mesh->depthtest = !m->depthdisable;
-       mesh->triangles = m->numtriangles;
-       mesh->verts = m->numverts;
-
-       overbright = false;
-       scaler = 1;
-       if (m->blendfunc2 == GL_SRC_COLOR)
+       if (gl_state.depthdisable != m->depthdisable)
        {
-               if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
-                       scaler *= 0.5f;
+               gl_state.depthdisable = m->depthdisable;
+               if (gl_state.depthdisable)
+                       qglDisable(GL_DEPTH_TEST);
+               else
+                       qglEnable(GL_DEPTH_TEST);
        }
-       else
+       if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite))
        {
-               if (m->tex[0])
-               {
-                       overbright = gl_combine.integer;
-                       if (overbright)
-                               scaler *= 0.25f;
-               }
-               scaler *= overbrightscale;
+               qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR
        }
+}
 
+void R_Mesh_TextureState(const rmeshstate_t *m)
+{
+       int i;
+       int texturergbscale[MAX_TEXTUREUNITS];
 
-       j = -1;
-       for (i = 0;i < backendunits;i++)
-       {
-               if ((mesh->textures[i] = m->tex[i]))
-                       j = i;
-               mesh->texturergbscale[i] = m->texrgbscale[i];
-               if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
-                       mesh->texturergbscale[i] = 1;
-       }
-       if (overbright && j >= 0)
-               mesh->texturergbscale[j] = 4;
+       BACKENDACTIVECHECK
 
-       if (m->vertexstep != sizeof(buf_vertex_t))
+       if (gl_backend_rebindtextures)
        {
-               for (i = 0, in = m->vertex;i < m->numverts;i++, (int)in += m->vertexstep)
-               {
-                       vert[i].v[0] = in[0];
-                       vert[i].v[1] = in[1];
-                       vert[i].v[2] = in[2];
-               }
+               gl_backend_rebindtextures = false;
+               GL_SetupTextureState();
        }
-       else
-               memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
 
-       if (m->color)
-       {
-               for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
-               {
-                       fcolor[i].c[0] = in[0] * scaler;
-                       fcolor[i].c[1] = in[1] * scaler;
-                       fcolor[i].c[2] = in[2] * scaler;
-                       fcolor[i].c[3] = in[3];
-               }
-       }
-       else
+       for (i = 0;i < backendunits;i++)
        {
-               cr = m->cr * scaler;
-               cg = m->cg * scaler;
-               cb = m->cb * scaler;
-               ca = m->ca;
-               for (i = 0;i < m->numverts;i++)
-               {
-                       fcolor[i].c[0] = cr;
-                       fcolor[i].c[1] = cg;
-                       fcolor[i].c[2] = cb;
-                       fcolor[i].c[3] = ca;
-               }
+               if (m->texrgbscale[i])
+                       texturergbscale[i] = m->texrgbscale[i];
+               else
+                       texturergbscale[i] = 1;
        }
 
-       for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
+       if (backendunits > 1)
        {
-               if (j >= backendunits)
-                       Sys_Error("R_Mesh_Draw: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
-               if (m->texcoordstep[j] != sizeof(buf_texcoord_t))
+               for (i = 0;i < backendunits;i++)
                {
-                       for (i = 0, in = m->texcoords[j];i < m->numverts;i++, (int)in += m->texcoordstep[j])
+                       if (gl_state.texture[i] != m->tex[i])
                        {
-                               texcoord[j][i].t[0] = in[0];
-                               texcoord[j][i].t[1] = in[1];
+                               if (gl_state.unit != i)
+                               {
+                                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+                               }
+                               if (gl_state.texture[i] == 0)
+                               {
+                                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+                                       if (gl_state.clientunit != i)
+                                       {
+                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+                                       }
+                                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               }
+                               qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = m->tex[i]));CHECKGLERROR
+                               if (gl_state.texture[i] == 0)
+                               {
+                                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                                       if (gl_state.clientunit != i)
+                                       {
+                                               qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR
+                                       }
+                                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               }
                        }
-               }
-               else
-                       memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
-       }
-       #if 0
-       for (;j < backendunits;j++)
-               memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t));
-       #endif
-}
-
-void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m)
-{
-       // these are static because gcc runs out of virtual registers otherwise
-       static int i, j, overbright, *index;
-       static float *in, scaler;
-       static buf_mesh_t *mesh;
-       static buf_vertex_t *vert;
-       static buf_fcolor_t *fcolor;
-       static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS];
-
-       if (!backendactive)
-               Sys_Error("R_Mesh_Draw: called when backend is not active\n");
-
-       if (m->index == NULL
-        || !m->numtriangles
-        || m->vertex == NULL
-        || !m->numverts)
-               Host_Error("R_Mesh_Draw: no triangles or verts\n");
-
-       // ignore meaningless alpha meshs
-       if (!m->depthwrite && m->blendfunc1 == GL_SRC_ALPHA && (m->blendfunc2 == GL_ONE || m->blendfunc2 == GL_ONE_MINUS_SRC_ALPHA))
-       {
-               if (m->color)
-               {
-                       for (i = 0, in = m->color + 3;i < m->numverts;i++, (int)in += m->colorstep)
-                               if (*in >= 0.01f)
-                                       break;
-                       if (i == m->numverts)
-                               return;
-               }
-               else if (m->ca < 0.01f)
-                       return;
-       }
-
-       if (m->transparent)
-       {
-               if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
-               {
-                       if (!transranout)
+                       if (gl_state.texturergbscale[i] != texturergbscale[i])
                        {
-                               Con_Printf("R_Mesh_Draw_NativeOnly: ran out of room for transparent meshs\n");
-                               transranout = true;
+                               if (gl_state.unit != i)
+                               {
+                                       qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR
+                               }
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = texturergbscale[i]));CHECKGLERROR
                        }
-                       return;
                }
-
-               c_transmeshs++;
-               c_transtris += m->numtriangles;
-               vert = &buf_transvertex[currenttransvertex];
-               fcolor = &buf_transfcolor[currenttransvertex];
-               for (i = 0;i < backendunits;i++)
-                       texcoord[i] = &buf_transtexcoord[i][currenttransvertex];
-
-               // transmesh is only for storage of transparent meshs until they
-               // are inserted into the main mesh array
-               mesh = &buf_transmesh[currenttransmesh++];
-               mesh->firsttriangle = currenttranstriangle;
-               mesh->firstvert = currenttransvertex;
-               index = &buf_transtri[currenttranstriangle].index[0];
-               currenttranstriangle += m->numtriangles;
-               currenttransvertex += m->numverts;
        }
        else
        {
-               if (m->numtriangles > max_meshs || m->numverts > max_verts)
+               if (gl_state.texture[0] != m->tex[0])
                {
-                       Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for buffers\n");
-                       return;
-               }
-
-               if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
-                       R_Mesh_Render();
-
-               c_meshs++;
-               c_meshtris += m->numtriangles;
-               vert = &buf_vertex[currentvertex];
-               fcolor = &buf_fcolor[currentvertex];
-               for (i = 0;i < backendunits;i++)
-                       texcoord[i] = &buf_texcoord[i][currentvertex];
-
-               // opaque meshs are rendered directly
-               mesh = &buf_mesh[currentmesh++];
-               mesh->firsttriangle = currenttriangle;
-               mesh->firstvert = currentvertex;
-               index = &buf_tri[currenttriangle].index[0];
-               currenttriangle += m->numtriangles;
-               currentvertex += m->numverts;
-       }
-
-       // code shared for transparent and opaque meshs
-       memcpy(index, m->index, sizeof(int[3]) * m->numtriangles);
-       mesh->blendfunc1 = m->blendfunc1;
-       mesh->blendfunc2 = m->blendfunc2;
-       mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
-       mesh->depthtest = !m->depthdisable;
-       mesh->triangles = m->numtriangles;
-       mesh->verts = m->numverts;
-
-       overbright = false;
-       scaler = 1;
-       if (m->blendfunc2 == GL_SRC_COLOR)
-       {
-               if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
-                       scaler *= 0.5f;
-       }
-       else
-       {
-               if (m->tex[0])
-               {
-                       overbright = gl_combine.integer;
-                       if (overbright)
-                               scaler *= 0.25f;
-               }
-               scaler *= overbrightscale;
-       }
-
-       j = -1;
-       for (i = 0;i < backendunits;i++)
-       {
-               if ((mesh->textures[i] = m->tex[i]))
-                       j = i;
-               mesh->texturergbscale[i] = m->texrgbscale[i];
-               if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
-                       mesh->texturergbscale[i] = 1;
-       }
-       if (overbright && j >= 0)
-               mesh->texturergbscale[j] = 4;
-
-       if (m->vertexstep != sizeof(buf_vertex_t))
-               Host_Error("R_Mesh_Draw_NativeOnly: unsupported vertexstep\n");
-       if (m->colorstep != sizeof(buf_fcolor_t))
-               Host_Error("R_Mesh_Draw_NativeOnly: unsupported colorstep\n");
-       if (m->color == NULL)
-               Host_Error("R_Mesh_Draw_NativeOnly: must provide color array\n");
-       for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
-       {
-               if (j >= backendunits)
-                       Sys_Error("R_Mesh_Draw_NativeOnly: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
-               if (m->texcoordstep[j] != sizeof(buf_texcoord_t))
-                       Host_Error("R_Mesh_Draw_NativeOnly: unsupported texcoordstep\n");
-       }
-
-       memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
-       for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
-               memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
-       #if 0
-       for (;j < backendunits;j++)
-               memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t));
-       #endif
-
-       memcpy(fcolor, m->color, m->numverts * sizeof(buf_fcolor_t));
-
-       // do this as a second step because memcpy preloaded the cache, which we can't easily do
-       if (scaler != 1)
-       {
-               for (i = 0;i < m->numverts;i++)
-               {
-                       fcolor[i].c[0] *= scaler;
-                       fcolor[i].c[1] *= scaler;
-                       fcolor[i].c[2] *= scaler;
-               }
-       }
-}
-
-// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
-// (this is used for very high speed rendering, no copying)
-int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m)
-{
-       // these are static because gcc runs out of virtual registers otherwise
-       int i, j, overbright;
-       float scaler;
-       buf_mesh_t *mesh;
-
-       if (!backendactive)
-               Sys_Error("R_Mesh_Draw: called when backend is not active\n");
-
-       if (!m->numtriangles
-        || !m->numverts)
-               Host_Error("R_Mesh_Draw: no triangles or verts\n");
-
-       if (m->transparent)
-       {
-               if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
-               {
-                       if (!transranout)
+                       if (gl_state.texture[0] == 0)
                        {
-                               Con_Printf("R_Mesh_Draw: ran out of room for transparent meshs\n");
-                               transranout = true;
+                               qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+                               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       }
+                       qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = m->tex[0]));CHECKGLERROR
+                       if (gl_state.texture[0] == 0)
+                       {
+                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                        }
-                       return false;
-               }
-
-               c_transmeshs++;
-               c_transtris += m->numtriangles;
-               m->index = &buf_transtri[currenttranstriangle].index[0];
-               m->vertex = &buf_transvertex[currenttransvertex].v[0];
-               m->color = &buf_transfcolor[currenttransvertex].c[0];
-               for (i = 0;i < backendunits;i++)
-                       m->texcoords[i] = &buf_transtexcoord[i][currenttransvertex].t[0];
-
-               // transmesh is only for storage of transparent meshs until they
-               // are inserted into the main mesh array
-               mesh = &buf_transmesh[currenttransmesh++];
-               mesh->firsttriangle = currenttranstriangle;
-               mesh->firstvert = currenttransvertex;
-               currenttranstriangle += m->numtriangles;
-               currenttransvertex += m->numverts;
-       }
-       else
-       {
-               if (m->numtriangles > max_meshs || m->numverts > max_verts)
-               {
-                       Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for buffers\n");
-                       return false;
-               }
-
-               if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
-                       R_Mesh_Render();
-
-               c_meshs++;
-               c_meshtris += m->numtriangles;
-               m->index = &buf_tri[currenttriangle].index[0];
-               m->vertex = &buf_vertex[currentvertex].v[0];
-               m->color = &buf_fcolor[currentvertex].c[0];
-               for (i = 0;i < backendunits;i++)
-                       m->texcoords[i] = &buf_texcoord[i][currentvertex].t[0];
-
-               // opaque meshs are rendered directly
-               mesh = &buf_mesh[currentmesh++];
-               mesh->firsttriangle = currenttriangle;
-               mesh->firstvert = currentvertex;
-               currenttriangle += m->numtriangles;
-               currentvertex += m->numverts;
-       }
-
-       // code shared for transparent and opaque meshs
-       mesh->blendfunc1 = m->blendfunc1;
-       mesh->blendfunc2 = m->blendfunc2;
-       mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite);
-       mesh->depthtest = !m->depthdisable;
-       mesh->triangles = m->numtriangles;
-       mesh->verts = m->numverts;
-
-       overbright = false;
-       scaler = 1;
-       if (m->blendfunc2 == GL_SRC_COLOR)
-       {
-               if (m->blendfunc1 == GL_DST_COLOR) // 2x modulate with framebuffer
-                       scaler *= 0.5f;
-       }
-       else
-       {
-               if (m->tex[0])
-               {
-                       overbright = gl_combine.integer;
-                       if (overbright)
-                               scaler *= 0.25f;
-               }
-               scaler *= overbrightscale;
-       }
-       m->colorscale = scaler;
-
-       j = -1;
-       for (i = 0;i < MAX_TEXTUREUNITS;i++)
-       {
-               if ((mesh->textures[i] = m->tex[i]))
-               {
-                       j = i;
-                       if (i >= backendunits)
-                               Sys_Error("R_Mesh_Draw_GetBuffer: texture %i supplied when there are only %i texture units\n", j + 1, backendunits);
                }
-               mesh->texturergbscale[i] = m->texrgbscale[i];
-               if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4)
-                       mesh->texturergbscale[i] = 1;
        }
-       if (overbright && j >= 0)
-               mesh->texturergbscale[j] = 4;
-
-       return true;
 }
 
-void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts)
+void R_Mesh_State(const rmeshstate_t *m)
 {
-       m->index = polyindexarray;
-       m->numverts = numverts;
-       m->numtriangles = numverts - 2;
-       if (m->numtriangles < 1)
-       {
-               Con_Printf("R_Mesh_DrawPolygon: invalid vertex count\n");
-               return;
-       }
-       if (m->numtriangles >= 256)
-       {
-               Con_Printf("R_Mesh_DrawPolygon: only up to 256 triangles (258 verts) supported\n");
-               return;
-       }
-       R_Mesh_Draw(m);
+       R_Mesh_MainState(m);
+       R_Mesh_TextureState(m);
 }
 
 /*
@@ -1381,16 +748,17 @@ void R_Mesh_DrawPolygon(rmeshinfo_t *m, int numverts)
 ==============================================================================
 */
 
-void SCR_ScreenShot(char *filename, int x, int y, int width, int height)
+qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
 {
+       qboolean ret;
        int i;
        qbyte *buffer;
 
        if (!r_render.integer)
-               return;
+               return false;
 
        buffer = Mem_Alloc(tempmempool, width*height*3);
-       glReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
+       qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
        CHECKGLERROR
 
        // LordHavoc: compensate for v_overbrightbits when using hardware gamma
@@ -1398,9 +766,10 @@ void SCR_ScreenShot(char *filename, int x, int y, int width, int height)
                for (i = 0;i < width * height * 3;i++)
                        buffer[i] <<= v_overbrightbits.integer;
 
-       Image_WriteTGARGB_preflipped(filename, width, height, buffer);
+       ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer);
 
        Mem_Free(buffer);
+       return ret;
 }
 
 //=============================================================================
@@ -1410,17 +779,17 @@ void R_ClearScreen(void)
        if (r_render.integer)
        {
                // clear to black
-               glClearColor(0,0,0,0);CHECKGLERROR
+               qglClearColor(0,0,0,0);CHECKGLERROR
                // clear the screen
-               glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
+               qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);CHECKGLERROR
                // set dithering mode
                if (gl_dither.integer)
                {
-                       glEnable(GL_DITHER);CHECKGLERROR
+                       qglEnable(GL_DITHER);CHECKGLERROR
                }
                else
                {
-                       glDisable(GL_DITHER);CHECKGLERROR
+                       qglDisable(GL_DITHER);CHECKGLERROR
                }
        }
 }
@@ -1435,22 +804,25 @@ text to the screen.
 */
 void SCR_UpdateScreen (void)
 {
-       //Mem_CheckSentinelsGlobal();
-       //R_TimeReport("memtest");
-
        VID_Finish ();
 
        R_TimeReport("finish");
 
-       if (gl_combine.integer && !gl_combine_extension)
-               Cvar_SetValue("gl_combine", 0);
+       if (r_textureunits.integer > gl_textureunits)
+               Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
+       if (r_textureunits.integer < 1)
+               Cvar_SetValueQuick(&r_textureunits, 1);
+
+       if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
+               Cvar_SetValueQuick(&gl_combine, 0);
 
-       lightscalebit = v_overbrightbits.integer;
-       if (gl_combine.integer && r_multitexture.integer)
-               lightscalebit += 2;
+       // lighting scale
+       r_colorscale = 1.0f / (float) (1 << v_overbrightbits.integer);
 
-       lightscale = 1.0f / (float) (1 << lightscalebit);
-       overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
+       // lightmaps only
+       r_lightmapscalebit = v_overbrightbits.integer;
+       if (gl_combine.integer && r_textureunits.integer > 1)
+               r_lightmapscalebit += 2;
 
        R_TimeReport("setup");
 
@@ -1458,7 +830,7 @@ void SCR_UpdateScreen (void)
 
        R_TimeReport("clear");
 
-       if (scr_conlines < vid.conheight)
+       if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
                R_RenderView();
 
        // draw 2D stuff
@@ -1466,5 +838,6 @@ void SCR_UpdateScreen (void)
 
        // tell driver to commit it's partially full geometry queue to the rendering queue
        // (this doesn't wait for the commands themselves to complete)
-       glFlush();
+       qglFlush();
 }
+