]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
disabled memory clumping, which surprisingly improves memory use, rather than hinders...
[xonotic/darkplaces.git] / gl_backend.c
index 3e0c3ac373b90b3f2b8d0e62fcb8e6d6d7800d01..dad2ad1f2921b1a73922f5dd66a40ce1e43f3da8 100644 (file)
@@ -1,16 +1,19 @@
 
 #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_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
 cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "0"};
+cvar_t gl_mesh_transtriangles = {0, "gl_mesh_transtriangles", "16384"};
 cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "0"};
+cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
 
 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;
 
@@ -75,8 +78,10 @@ float                overbrightscale;
 void SCR_ScreenShot_f (void);
 
 static int max_meshs;
+static int max_transmeshs;
 static int max_batch;
 static int max_verts; // always max_meshs * 3
+static int max_transverts; // always max_transmeshs * 3
 #define TRANSDEPTHRES 4096
 
 typedef struct buf_mesh_s
@@ -160,38 +165,39 @@ static void gl_backend_start(void)
        int i;
 
        max_verts = max_meshs * 3;
+       max_transverts = max_transmeshs * 3;
 
        if (!gl_backend_mempool)
                gl_backend_mempool = Mem_AllocPool("GL_Backend");
 
-#define BACKENDALLOC(var, count, sizeofstruct)\
+#define BACKENDALLOC(var, count, sizeofstruct, varname)\
        {\
                var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\
                if (var == NULL)\
-                       Sys_Error("gl_backend_start: unable to allocate memory\n");\
+                       Sys_Error("gl_backend_start: unable to allocate memory for %s (%d bytes)\n", (varname), count * sizeof(sizeofstruct));\
                memset(var, 0, count * sizeof(sizeofstruct));\
        }
 
-       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_mesh, max_meshs, buf_mesh_t, "buf_mesh")
+       BACKENDALLOC(buf_tri, max_meshs, buf_tri_t, "buf_tri")
+       BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t, "buf_vertex")
+       BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t, "buf_fcolor")
+       BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t, "buf_bcolor")
 
-       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)
+       BACKENDALLOC(buf_transmesh, max_transmeshs, buf_mesh_t, "buf_transmesh")
+       BACKENDALLOC(buf_sorttranstri, max_transmeshs, buf_transtri_t, "buf_sorttranstri")
+       BACKENDALLOC(buf_sorttranstri_list, TRANSDEPTHRES, buf_transtri_t *, "buf_sorttranstri_list")
+       BACKENDALLOC(buf_transtri, max_transmeshs, buf_tri_t, "buf_transtri")
+       BACKENDALLOC(buf_transvertex, max_transverts, buf_vertex_t, "buf_vertex")
+       BACKENDALLOC(buf_transfcolor, max_transverts, buf_fcolor_t, "buf_fcolor")
 
        for (i = 0;i < MAX_TEXTUREUNITS;i++)
        {
                // 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)
+                       BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t, va("buf_texcoord[%d]", i))
+                       BACKENDALLOC(buf_transtexcoord[i], max_transverts, buf_texcoord_t, va("buf_transtexcoord[%d]", i))
                }
                else
                {
@@ -216,22 +222,36 @@ static void gl_backend_shutdown(void)
 
 static void gl_backend_bufferchanges(int init)
 {
+       if (gl_mesh_drawmode.integer == 3 && qglDrawRangeElements != NULL)
+       {
+               if (gl_mesh_maxtriangles.integer * 3 > gl_maxdrawrangeelementsindices)
+                       Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) (gl_maxdrawrangeelementsindices / 3));
+               if (gl_mesh_maxtriangles.integer * 3 > gl_maxdrawrangeelementsvertices)
+                       Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) (gl_maxdrawrangeelementsvertices / 3));
+       }
+
        // 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 < 1024)
+               Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024);
        if (gl_mesh_maxtriangles.integer > 21760)
-               Cvar_SetValue("gl_mesh_maxtriangles", 21760);
+               Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760);
+
+       if (gl_mesh_transtriangles.integer < 1024)
+               Cvar_SetValueQuick(&gl_mesh_transtriangles, 1024);
+       if (gl_mesh_transtriangles.integer > 65536)
+               Cvar_SetValueQuick(&gl_mesh_transtriangles, 65536);
 
        if (gl_mesh_batchtriangles.integer < 0)
-               Cvar_SetValue("gl_mesh_batchtriangles", 0);
+               Cvar_SetValueQuick(&gl_mesh_batchtriangles, 0);
        if (gl_mesh_batchtriangles.integer > gl_mesh_maxtriangles.integer)
-               Cvar_SetValue("gl_mesh_batchtriangles", gl_mesh_maxtriangles.integer);
+               Cvar_SetValueQuick(&gl_mesh_batchtriangles, gl_mesh_maxtriangles.integer);
 
        max_batch = gl_mesh_batchtriangles.integer;
 
-       if (max_meshs != gl_mesh_maxtriangles.integer)
+       if (max_meshs != gl_mesh_maxtriangles.integer || max_transmeshs != gl_mesh_transtriangles.integer)
        {
                max_meshs = gl_mesh_maxtriangles.integer;
+               max_transmeshs = gl_mesh_transtriangles.integer;
 
                if (!init)
                {
@@ -260,8 +280,10 @@ void gl_backend_init(void)
 #endif
 
        Cvar_RegisterVariable(&gl_mesh_maxtriangles);
+       Cvar_RegisterVariable(&gl_mesh_transtriangles);
        Cvar_RegisterVariable(&gl_mesh_batchtriangles);
        Cvar_RegisterVariable(&gl_mesh_floatcolors);
+       Cvar_RegisterVariable(&gl_mesh_drawmode);
        R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
        gl_backend_bufferchanges(true);
        for (i = 0;i < 256;i++)
@@ -276,7 +298,7 @@ int arraylocked = false;
 
 void GL_LockArray(int first, int count)
 {
-       if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer)
+       if (!arraylocked && gl_supportslockarrays && gl_lockarrays.integer && gl_mesh_drawmode.integer != 0)
        {
                qglLockArraysEXT(first, count);
                CHECKGLERROR
@@ -294,8 +316,6 @@ void GL_UnlockArray(void)
        }
 }
 
-//static float gldepthmin, gldepthmax;
-
 /*
 =============
 GL_SetupFrame
@@ -312,19 +332,14 @@ static void GL_SetupFrame (void)
        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
+       qglDepthFunc (GL_LEQUAL);CHECKGLERROR
 
        // set up viewpoint
-       glMatrixMode(GL_PROJECTION);CHECKGLERROR
-       glLoadIdentity ();CHECKGLERROR
+       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+       qglLoadIdentity ();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
+       qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);CHECKGLERROR
 
        // depth range
        zNear = 1.0;
@@ -340,40 +355,20 @@ static void GL_SetupFrame (void)
        ymax = zNear * tan(fovy * M_PI / 360.0);
 
        // set view pyramid
-       glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
+       qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
 
-//     glCullFace(GL_FRONT);CHECKGLERROR
-
-       glMatrixMode(GL_MODELVIEW);CHECKGLERROR
-       glLoadIdentity ();CHECKGLERROR
+       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+       qglLoadIdentity ();CHECKGLERROR
 
        // put Z going up
-       glRotatef (-90,  1, 0, 0);CHECKGLERROR
-       glRotatef (90,  0, 0, 1);CHECKGLERROR
+       qglRotatef (-90,  1, 0, 0);CHECKGLERROR
+       qglRotatef (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
+       qglRotatef (-r_refdef.viewangles[2],  1, 0, 0);CHECKGLERROR
+       qglRotatef (-r_refdef.viewangles[0],  0, 1, 0);CHECKGLERROR
+       qglRotatef (-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
+       qglTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);CHECKGLERROR
 }
 
 static int mesh_blendfunc1;
@@ -384,7 +379,7 @@ static int mesh_depthtest;
 static int mesh_unit;
 static int mesh_clientunit;
 static int mesh_texture[MAX_TEXTUREUNITS];
-static int mesh_texturergbscale[MAX_TEXTUREUNITS];
+static float mesh_texturergbscale[MAX_TEXTUREUNITS];
 
 void GL_SetupTextureState(void)
 {
@@ -394,64 +389,83 @@ void GL_SetupTextureState(void)
                for (i = 0;i < backendunits;i++)
                {
                        qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
-                       glBindTexture(GL_TEXTURE_2D, mesh_texture[i]);CHECKGLERROR
+                       qglBindTexture(GL_TEXTURE_2D, mesh_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
-                               glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, mesh_texturergbscale[i]);CHECKGLERROR
-                               glTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);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, mesh_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
                        }
-                       qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
-                       glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
                        if (mesh_texture[i])
                        {
-                               glEnable(GL_TEXTURE_2D);CHECKGLERROR
-                               glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               qglEnable(GL_TEXTURE_2D);CHECKGLERROR
                        }
                        else
                        {
-                               glDisable(GL_TEXTURE_2D);CHECKGLERROR
-                               glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                       }
+                       if (gl_mesh_drawmode.integer != 0)
+                       {
+                               qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
+                               qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR
+                               if (mesh_texture[i])
+                               {
+                                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               }
+                               else
+                               {
+                                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               }
                        }
                }
        }
        else
        {
-               glBindTexture(GL_TEXTURE_2D, mesh_texture[0]);CHECKGLERROR
-               glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
-               glTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_2D, mesh_texture[0]);CHECKGLERROR
+               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
                if (mesh_texture[0])
                {
-                       glEnable(GL_TEXTURE_2D);CHECKGLERROR
-                       glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
                }
                else
                {
-                       glDisable(GL_TEXTURE_2D);CHECKGLERROR
-                       glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+               }
+               if (gl_mesh_drawmode.integer != 0)
+               {
+                       qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR
+                       if (mesh_texture[0])
+                       {
+                               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       }
+                       else
+                       {
+                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                       }
                }
        }
 }
 
 // called at beginning of frame
+int usedarrays;
 void R_Mesh_Start(void)
 {
        int i;
@@ -488,33 +502,38 @@ void R_Mesh_Start(void)
                mesh_texturergbscale[i] = 1;
        }
 
-       glEnable(GL_CULL_FACE);CHECKGLERROR
-       glCullFace(GL_FRONT);CHECKGLERROR
+       qglEnable(GL_CULL_FACE);CHECKGLERROR
+       qglCullFace(GL_FRONT);CHECKGLERROR
 
        mesh_depthtest = true;
-       glEnable(GL_DEPTH_TEST);CHECKGLERROR
+       qglEnable(GL_DEPTH_TEST);CHECKGLERROR
 
        mesh_blendfunc1 = GL_ONE;
        mesh_blendfunc2 = GL_ZERO;
-       glBlendFunc(mesh_blendfunc1, mesh_blendfunc2);CHECKGLERROR
+       qglBlendFunc(mesh_blendfunc1, mesh_blendfunc2);CHECKGLERROR
 
        mesh_blend = 0;
-       glDisable(GL_BLEND);CHECKGLERROR
+       qglDisable(GL_BLEND);CHECKGLERROR
 
        mesh_depthmask = GL_TRUE;
-       glDepthMask(mesh_depthmask);CHECKGLERROR
+       qglDepthMask(mesh_depthmask);CHECKGLERROR
 
-       glVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR
-       glEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
-       if (gl_mesh_floatcolors.integer)
+       usedarrays = false;
+       if (gl_mesh_drawmode.integer != 0)
        {
-               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
+               usedarrays = true;
+               qglVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR
+               qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+               if (gl_mesh_floatcolors.integer)
+               {
+                       qglColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR
+               }
+               else
+               {
+                       qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR
+               }
+               qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
        }
-       glEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
 
        GL_SetupTextureState();
 }
@@ -544,25 +563,37 @@ void GL_UpdateFarclip(void)
 
 void GL_ConvertColorsFloatToByte(void)
 {
-       int i, k, *icolor;
-       float *fcolor;
+       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;
 
+       total = currentvertex * 4;
+
        // shift float to have 8bit fraction at base of number
-       for (i = 0, fcolor = &buf_fcolor->c[0];i < currentvertex;i++)
+       fcolor = &buf_fcolor->c[0];
+       for (i = 0;i < total;)
        {
-               *fcolor++ += 32768.0f;
-               *fcolor++ += 32768.0f;
-               *fcolor++ += 32768.0f;
-               *fcolor++ += 32768.0f;
+               fcolor[i    ] += 32768.0f;
+               fcolor[i + 1] += 32768.0f;
+               fcolor[i + 2] += 32768.0f;
+               fcolor[i + 3] += 32768.0f;
+               i += 4;
        }
+
        // 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++)
+       icolor = (int *)&buf_fcolor->c[0];
+       bcolor = &buf_bcolor->c[0];
+       for (i = 0;i < total;)
        {
-               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;
+               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;
        }
 }
 
@@ -581,7 +612,7 @@ void GL_MeshState(buf_mesh_t *mesh)
                                }
                                if (mesh_texture[i] == 0)
                                {
-                                       glEnable(GL_TEXTURE_2D);CHECKGLERROR
+                                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
                                        // have to disable texcoord array on disabled texture
                                        // units due to NVIDIA driver bug with
                                        // compiled_vertex_array
@@ -589,12 +620,12 @@ void GL_MeshState(buf_mesh_t *mesh)
                                        {
                                                qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
                                        }
-                                       glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                                }
-                               glBindTexture(GL_TEXTURE_2D, (mesh_texture[i] = mesh->textures[i]));CHECKGLERROR
+                               qglBindTexture(GL_TEXTURE_2D, (mesh_texture[i] = mesh->textures[i]));CHECKGLERROR
                                if (mesh_texture[i] == 0)
                                {
-                                       glDisable(GL_TEXTURE_2D);CHECKGLERROR
+                                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                                        // have to disable texcoord array on disabled texture
                                        // units due to NVIDIA driver bug with
                                        // compiled_vertex_array
@@ -602,7 +633,7 @@ void GL_MeshState(buf_mesh_t *mesh)
                                        {
                                                qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR
                                        }
-                                       glDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                                }
                        }
                        if (mesh_texturergbscale[i] != mesh->texturergbscale[i])
@@ -611,7 +642,7 @@ void GL_MeshState(buf_mesh_t *mesh)
                                {
                                        qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR
                                }
-                               glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
+                               qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR
                        }
                }
        }
@@ -621,20 +652,20 @@ void GL_MeshState(buf_mesh_t *mesh)
                {
                        if (mesh_texture[0] == 0)
                        {
-                               glEnable(GL_TEXTURE_2D);CHECKGLERROR
-                               glEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+                               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                        }
-                       glBindTexture(GL_TEXTURE_2D, (mesh_texture[0] = mesh->textures[0]));CHECKGLERROR
+                       qglBindTexture(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
+                               qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                        }
                }
        }
        if (mesh_blendfunc1 != mesh->blendfunc1 || mesh_blendfunc2 != mesh->blendfunc2)
        {
-               glBlendFunc(mesh_blendfunc1 = mesh->blendfunc1, mesh_blendfunc2 = mesh->blendfunc2);CHECKGLERROR
+               qglBlendFunc(mesh_blendfunc1 = mesh->blendfunc1, mesh_blendfunc2 = mesh->blendfunc2);CHECKGLERROR
                if (mesh_blendfunc2 == GL_ZERO)
                {
                        if (mesh_blendfunc1 == GL_ONE)
@@ -642,7 +673,7 @@ void GL_MeshState(buf_mesh_t *mesh)
                                if (mesh_blend)
                                {
                                        mesh_blend = 0;
-                                       glDisable(GL_BLEND);CHECKGLERROR
+                                       qglDisable(GL_BLEND);CHECKGLERROR
                                }
                        }
                        else
@@ -650,7 +681,7 @@ void GL_MeshState(buf_mesh_t *mesh)
                                if (!mesh_blend)
                                {
                                        mesh_blend = 1;
-                                       glEnable(GL_BLEND);CHECKGLERROR
+                                       qglEnable(GL_BLEND);CHECKGLERROR
                                }
                        }
                }
@@ -659,7 +690,7 @@ void GL_MeshState(buf_mesh_t *mesh)
                        if (!mesh_blend)
                        {
                                mesh_blend = 1;
-                               glEnable(GL_BLEND);CHECKGLERROR
+                               qglEnable(GL_BLEND);CHECKGLERROR
                        }
                }
        }
@@ -667,13 +698,73 @@ void GL_MeshState(buf_mesh_t *mesh)
        {
                mesh_depthtest = mesh->depthtest;
                if (mesh_depthtest)
-                       glEnable(GL_DEPTH_TEST);
+                       qglEnable(GL_DEPTH_TEST);
                else
-                       glDisable(GL_DEPTH_TEST);
+                       qglDisable(GL_DEPTH_TEST);
        }
        if (mesh_depthmask != mesh->depthmask)
        {
-               glDepthMask(mesh_depthmask = mesh->depthmask);CHECKGLERROR
+               qglDepthMask(mesh_depthmask = mesh->depthmask);CHECKGLERROR
+       }
+}
+
+void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index)
+{
+       unsigned int i, j, in;
+       if (gl_mesh_drawmode.integer == 3 && qglDrawRangeElements == NULL)
+               Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
+
+       if (gl_mesh_drawmode.integer == 3)
+       {
+               // GL 1.2 or GL 1.1 with extension
+               qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index);
+       }
+       else if (gl_mesh_drawmode.integer == 2)
+       {
+               // GL 1.1
+               qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);
+       }
+       else if (gl_mesh_drawmode.integer == 1)
+       {
+               // GL 1.1
+               // feed it manually using glArrayElement
+               qglBegin(GL_TRIANGLES);
+               for (i = 0;i < indexcount;i++)
+                       qglArrayElement(index[i]);
+               qglEnd();
+       }
+       else
+       {
+               // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
+               // feed it manually
+               if (gl_mesh_drawmode.integer != 0)
+                       Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
+               qglBegin(GL_TRIANGLES);
+               if (r_multitexture.integer)
+               {
+                       // the minigl doesn't have this (because it does not have ARB_multitexture)
+                       for (i = 0;i < indexcount;i++)
+                       {
+                               in = index[i];
+                               qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
+                               for (j = 0;j < backendunits;j++)
+                                       if (mesh_texture[j])
+                                               qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, buf_texcoord[j][in].t[0], buf_texcoord[j][in].t[1]);
+                               qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
+                       }
+               }
+               else
+               {
+                       for (i = 0;i < indexcount;i++)
+                       {
+                               in = index[i];
+                               qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]);
+                               if (mesh_texture[0])
+                                       qglTexCoord2f(buf_texcoord[0][in].t[0], buf_texcoord[0][in].t[1]);
+                               qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]);
+                       }
+               }
+               qglEnd();
        }
 }
 
@@ -693,15 +784,21 @@ void R_Mesh_Render(void)
        if (!currentmesh)
                return;
 
+       if (!r_render.integer)
+       {
+               currentmesh = 0;
+               currenttriangle = 0;
+               currentvertex = 0;
+               return;
+       }
+
        CHECKGLERROR
 
        GL_UpdateFarclip();
 
-       if (!gl_mesh_floatcolors.integer)
+       if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer == 0)
                GL_ConvertColorsFloatToByte();
 
-       // lock the arrays now that they will have no further modifications
-       //GL_LockArray(0, currentvertex);CHECKGLERROR
        if (gl_backend_rebindtextures)
        {
                gl_backend_rebindtextures = false;
@@ -710,12 +807,7 @@ void R_Mesh_Render(void)
 
        GL_MeshState(buf_mesh);
        GL_LockArray(0, currentvertex);
-       #ifdef WIN32
-       // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32
-       glDrawElements(GL_TRIANGLES, buf_mesh->triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR
-       #else
-       glDrawRangeElements(GL_TRIANGLES, buf_mesh->firstvert, buf_mesh->firstvert + buf_mesh->verts, buf_mesh->triangles * 3, GL_UNSIGNED_INT, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR
-       #endif
+       GL_DrawRangeElements(buf_mesh->firstvert, buf_mesh->firstvert + buf_mesh->verts, buf_mesh->triangles * 3, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR
 
        if (currentmesh >= 2)
        {
@@ -732,12 +824,7 @@ void R_Mesh_Render(void)
                                for (i = 0;i < indexcount;i++)
                                        index[i] += firstvert;
 
-                       #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, firstvert + mesh->verts, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
-                       #endif
+                       GL_DrawRangeElements(firstvert, firstvert + mesh->verts, indexcount, index);CHECKGLERROR
                }
        }
 
@@ -760,45 +847,54 @@ void R_Mesh_Finish(void)
                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)
                        {
-                               glTexEnvi(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)
 {
        R_Mesh_AddTransparent();
        R_Mesh_Finish();
-       glClear(GL_DEPTH_BUFFER_BIT);
+       qglClear(GL_DEPTH_BUFFER_BIT);
        R_Mesh_Start();
 }
 
@@ -891,7 +987,7 @@ void R_Mesh_AddTransparent(void)
 
        for (;transmesh;transmesh = transmesh->chain)
        {
-               if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currentvertex + transmesh->verts > max_verts)
+               if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currenttriangle + transmesh->triangles > 1024 || currentvertex + transmesh->verts > max_verts)
                        R_Mesh_Render();
 
                mesh = &buf_mesh[currentmesh++];
@@ -964,9 +1060,23 @@ void R_Mesh_Draw(const rmeshinfo_t *m)
                        Host_Error("R_Mesh_Draw: invalid index (%i of %i verts)\n", m->index, m->numverts);
 #endif
 
+       // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
+       if (m->numtriangles > 1024 || m->numverts > 3072)
+       {
+               Con_Printf("R_Mesh_Draw: mesh too big for 3DFX drivers, rejected\n");
+               return;
+       }
+
+       if (m->numtriangles > max_meshs || m->numverts > max_verts)
+       {
+               Con_Printf("R_Mesh_Draw: mesh too big for current gl_mesh_maxtriangles setting, rejected\n");
+               return;
+       }
+
+
        if (m->transparent)
        {
-               if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
+               if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
                {
                        if (!transranout)
                        {
@@ -995,12 +1105,6 @@ void R_Mesh_Draw(const rmeshinfo_t *m)
        }
        else
        {
-               if (m->numtriangles > max_meshs || m->numverts > max_verts)
-               {
-                       Con_Printf("R_Mesh_Draw: mesh too big for buffers\n");
-                       return;
-               }
-
                if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
                        R_Mesh_Render();
 
@@ -1113,10 +1217,9 @@ void R_Mesh_Draw(const rmeshinfo_t *m)
                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
+
+       if (currenttriangle >= max_batch)
+               R_Mesh_Render();
 }
 
 void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m)
@@ -1153,9 +1256,23 @@ void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m)
                        return;
        }
 
+       // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
+       if (m->numtriangles > 1024 || m->numverts > 3072)
+       {
+               Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for 3DFX drivers, rejected\n");
+               return;
+       }
+
+       if (m->numtriangles > max_meshs || m->numverts > max_verts)
+       {
+               Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for current gl_mesh_maxtriangles setting, rejected\n");
+               return;
+       }
+
+
        if (m->transparent)
        {
-               if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
+               if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
                {
                        if (!transranout)
                        {
@@ -1183,12 +1300,6 @@ void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m)
        }
        else
        {
-               if (m->numtriangles > max_meshs || m->numverts > max_verts)
-               {
-                       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();
 
@@ -1264,10 +1375,6 @@ void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m)
        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));
 
@@ -1281,6 +1388,9 @@ void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m)
                        fcolor[i].c[2] *= scaler;
                }
        }
+
+       if (currenttriangle >= max_batch)
+               R_Mesh_Render();
 }
 
 // allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
@@ -1299,9 +1409,23 @@ int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m)
         || !m->numverts)
                Host_Error("R_Mesh_Draw: no triangles or verts\n");
 
+       // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
+       if (m->numtriangles > 1024 || m->numverts > 3072)
+       {
+               Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for 3DFX drivers, rejected\n");
+               return false;
+       }
+
+       if (m->numtriangles > max_meshs || m->numverts > max_verts)
+       {
+               Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, rejected\n");
+               return false;
+       }
+
+
        if (m->transparent)
        {
-               if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
+               if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
                {
                        if (!transranout)
                        {
@@ -1329,12 +1453,6 @@ int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m)
        }
        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();
 
@@ -1436,7 +1554,7 @@ qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height)
                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
@@ -1457,17 +1575,17 @@ 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
                }
        }
 }
@@ -1482,9 +1600,6 @@ text to the screen.
 */
 void SCR_UpdateScreen (void)
 {
-       //Mem_CheckSentinelsGlobal();
-       //R_TimeReport("memtest");
-
        VID_Finish ();
 
        R_TimeReport("finish");
@@ -1513,5 +1628,6 @@ 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();
 }
+