]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
renamed varray_ arrays to rsurface_array_, and they are no longer used outside the...
[xonotic/darkplaces.git] / gl_backend.c
index 56518855485b052fbd0b88d64e2ae7911ae77624..ddfe5bbc39fff9998c848b85ae28d47afdaabf31 100644 (file)
@@ -1,18 +1,18 @@
 
 #include "quakedef.h"
-#include "image.h"
-#include "jpeg.h"
+#include "cl_collision.h"
 
-cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
-cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"};
-cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"};
-cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"};
-cvar_t gl_paranoid = {0, "gl_paranoid", "0"};
-cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"};
+cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
+cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
+cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
+cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
+cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
 
-cvar_t r_render = {0, "r_render", "1"};
-cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
-cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
+cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"};
+cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
+cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
+cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
+cvar_t gl_lockarrays = {0, "gl_lockarrays", "1", "enables use of glLockArraysEXT, may cause glitches with some broken drivers"};
 
 int gl_maxdrawrangeelementsvertices;
 int gl_maxdrawrangeelementsindices;
@@ -66,9 +66,7 @@ void GL_PrintError(int errornumber, char *filename, int linenumber)
 }
 #endif
 
-#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
-
-int c_meshs, c_meshelements;
+#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
 
 void SCR_ScreenShot_f (void);
 
@@ -78,8 +76,7 @@ static matrix4x4_t backend_modelviewmatrix;
 static matrix4x4_t backend_glmodelviewmatrix;
 static matrix4x4_t backend_projectmatrix;
 
-static int backendunits, backendactive;
-static mempool_t *gl_backend_mempool;
+static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive;
 
 /*
 note: here's strip order for a terrain row:
@@ -135,26 +132,22 @@ for (y = 0;y < rows - 1;y++)
 }
 */
 
-int polygonelements[768];
+int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3];
+int quadelements[QUADELEMENTS_MAXQUADS*6];
 
-static void R_Mesh_CacheArray_Startup(void);
-static void R_Mesh_CacheArray_Shutdown(void);
 void GL_Backend_AllocArrays(void)
 {
-       if (!gl_backend_mempool)
-               gl_backend_mempool = Mem_AllocPool("GL_Backend");
-       R_Mesh_CacheArray_Startup();
 }
 
 void GL_Backend_FreeArrays(void)
 {
-       R_Mesh_CacheArray_Shutdown();
-       Mem_FreePool(&gl_backend_mempool);
 }
 
 static void gl_backend_start(void)
 {
-       Con_DPrintf("OpenGL Backend started\n");
+       Con_Print("OpenGL Backend starting...\n");
+       CHECKGLERROR
+
        if (qglDrawRangeElements != NULL)
        {
                CHECKGLERROR
@@ -162,22 +155,43 @@ static void gl_backend_start(void)
                CHECKGLERROR
                qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices);
                CHECKGLERROR
-               Con_DPrintf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
+               Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices);
        }
 
        backendunits = min(MAX_TEXTUREUNITS, gl_textureunits);
+       backendimageunits = backendunits;
+       backendarrayunits = backendunits;
+       if (gl_support_fragment_shader)
+       {
+               CHECKGLERROR
+               qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
+               CHECKGLERROR
+               qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
+               CHECKGLERROR
+               Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
+       }
+       else if (backendunits > 1)
+               Con_Printf("multitexture detected: texture units = %i\n", backendunits);
+       else
+               Con_Printf("singletexture\n");
 
        GL_Backend_AllocArrays();
 
+       Con_Printf("OpenGL backend started.\n");
+
+       CHECKGLERROR
+
        backendactive = true;
 }
 
 static void gl_backend_shutdown(void)
 {
        backendunits = 0;
+       backendimageunits = 0;
+       backendarrayunits = 0;
        backendactive = false;
 
-       Con_DPrintf("OpenGL Backend shutting down\n");
+       Con_Print("OpenGL Backend shutting down\n");
 
        GL_Backend_FreeArrays();
 }
@@ -196,11 +210,22 @@ void gl_backend_init(void)
                polygonelements[i * 3 + 1] = i + 1;
                polygonelements[i * 3 + 2] = i + 2;
        }
+       // elements for rendering a series of quads as triangles
+       for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
+       {
+               quadelements[i * 6 + 0] = i * 4;
+               quadelements[i * 6 + 1] = i * 4 + 1;
+               quadelements[i * 6 + 2] = i * 4 + 2;
+               quadelements[i * 6 + 3] = i * 4;
+               quadelements[i * 6 + 4] = i * 4 + 2;
+               quadelements[i * 6 + 5] = i * 4 + 3;
+       }
 
        Cvar_RegisterVariable(&r_render);
+       Cvar_RegisterVariable(&r_waterwarp);
+       Cvar_RegisterVariable(&gl_polyblend);
        Cvar_RegisterVariable(&gl_dither);
        Cvar_RegisterVariable(&gl_lockarrays);
-       Cvar_RegisterVariable(&gl_delayfinish);
        Cvar_RegisterVariable(&gl_paranoid);
        Cvar_RegisterVariable(&gl_printcheckerror);
 #ifdef NORENDER
@@ -210,39 +235,33 @@ void gl_backend_init(void)
        Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
        Cvar_RegisterVariable(&gl_mesh_testarrayelement);
        Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
-       R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
-}
 
-void GL_SetupView_ViewPort (int x, int y, int width, int height)
-{
-       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
+       R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
 }
 
 void GL_SetupView_Orientation_Identity (void)
 {
-       Matrix4x4_CreateIdentity(&backend_viewmatrix);
+       backend_viewmatrix = identitymatrix;
        memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
 }
 
-void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
+void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
 {
-       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]);
+       matrix4x4_t tempmatrix, basematrix;
+       Matrix4x4_Invert_Simple(&tempmatrix, matrix);
+       Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
+       Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
+       Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
+       //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));
 }
 
-void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
+void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar)
 {
-       double xmax, ymax;
+       double m[16];
 
        if (!r_render.integer)
                return;
@@ -250,18 +269,32 @@ void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, doub
        // set up viewpoint
        qglMatrixMode(GL_PROJECTION);CHECKGLERROR
        qglLoadIdentity();CHECKGLERROR
-       // pyramid slopes
-       xmax = zNear * tan(fovx * M_PI / 360.0);
-       ymax = zNear * tan(fovy * M_PI / 360.0);
        // set view pyramid
-       qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
+       qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
+       qglGetDoublev(GL_PROJECTION_MATRIX, m);
+       backend_projectmatrix.m[0][0] = m[0];
+       backend_projectmatrix.m[1][0] = m[1];
+       backend_projectmatrix.m[2][0] = m[2];
+       backend_projectmatrix.m[3][0] = m[3];
+       backend_projectmatrix.m[0][1] = m[4];
+       backend_projectmatrix.m[1][1] = m[5];
+       backend_projectmatrix.m[2][1] = m[6];
+       backend_projectmatrix.m[3][1] = m[7];
+       backend_projectmatrix.m[0][2] = m[8];
+       backend_projectmatrix.m[1][2] = m[9];
+       backend_projectmatrix.m[2][2] = m[10];
+       backend_projectmatrix.m[3][2] = m[11];
+       backend_projectmatrix.m[0][3] = m[12];
+       backend_projectmatrix.m[1][3] = m[13];
+       backend_projectmatrix.m[2][3] = m[14];
+       backend_projectmatrix.m[3][3] = m[15];
        qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
        GL_SetupView_Orientation_Identity();
 }
 
-void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
+void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear)
 {
-       float nudge, m[16];
+       double nudge, m[16];
 
        if (!r_render.integer)
                return;
@@ -271,23 +304,23 @@ void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, dou
        qglLoadIdentity();CHECKGLERROR
        // set view pyramid
        nudge = 1.0 - 1.0 / (1<<23);
-       m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
+       m[ 0] = 1.0 / frustumx;
        m[ 1] = 0;
        m[ 2] = 0;
        m[ 3] = 0;
        m[ 4] = 0;
-       m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
+       m[ 5] = 1.0 / frustumy;
        m[ 6] = 0;
        m[ 7] = 0;
        m[ 8] = 0;
        m[ 9] = 0;
-       m[10] = -1 * nudge;
-       m[11] = -1 * nudge;
+       m[10] = -nudge;
+       m[11] = -1;
        m[12] = 0;
        m[13] = 0;
        m[14] = -2 * zNear * nudge;
        m[15] = 0;
-       qglLoadMatrixf(m);
+       qglLoadMatrixd(m);
        qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
        GL_SetupView_Orientation_Identity();
        backend_projectmatrix.m[0][0] = m[0];
@@ -310,6 +343,8 @@ void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, dou
 
 void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
 {
+       double m[16];
+
        if (!r_render.integer)
                return;
 
@@ -317,6 +352,23 @@ void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double
        qglMatrixMode(GL_PROJECTION);CHECKGLERROR
        qglLoadIdentity();CHECKGLERROR
        qglOrtho(x1, x2, y2, y1, zNear, zFar);
+       qglGetDoublev(GL_PROJECTION_MATRIX, m);
+       backend_projectmatrix.m[0][0] = m[0];
+       backend_projectmatrix.m[1][0] = m[1];
+       backend_projectmatrix.m[2][0] = m[2];
+       backend_projectmatrix.m[3][0] = m[3];
+       backend_projectmatrix.m[0][1] = m[4];
+       backend_projectmatrix.m[1][1] = m[5];
+       backend_projectmatrix.m[2][1] = m[6];
+       backend_projectmatrix.m[3][1] = m[7];
+       backend_projectmatrix.m[0][2] = m[8];
+       backend_projectmatrix.m[1][2] = m[9];
+       backend_projectmatrix.m[2][2] = m[10];
+       backend_projectmatrix.m[3][2] = m[11];
+       backend_projectmatrix.m[0][3] = m[12];
+       backend_projectmatrix.m[1][3] = m[13];
+       backend_projectmatrix.m[2][3] = m[14];
+       backend_projectmatrix.m[3][3] = m[15];
        qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
        GL_SetupView_Orientation_Identity();
 }
@@ -325,25 +377,28 @@ typedef struct gltextureunit_s
 {
        int t1d, t2d, t3d, tcubemap;
        int arrayenabled;
-       int arrayis3d;
+       unsigned int arraycomponents;
        const void *pointer_texcoord;
        float rgbscale, alphascale;
        int combinergb, combinealpha;
        // FIXME: add more combine stuff
+       // texmatrixenabled exists only to avoid unnecessary texmatrix compares
+       int texmatrixenabled;
        matrix4x4_t matrix;
 }
 gltextureunit_t;
 
-static struct
+static struct gl_state_s
 {
        int blendfunc1;
        int blendfunc2;
        int blend;
        GLboolean depthmask;
+       int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
        int depthtest;
        int scissortest;
-       int unit;
-       int clientunit;
+       unsigned int unit;
+       unsigned int clientunit;
        gltextureunit_t units[MAX_TEXTUREUNITS];
        float color4f[4];
        int lockrange_first;
@@ -355,28 +410,54 @@ gl_state;
 
 void GL_SetupTextureState(void)
 {
-       int i;
+       unsigned int i;
        gltextureunit_t *unit;
-       gl_state.unit = -1;
-       gl_state.clientunit = -1;
-       for (i = 0;i < backendunits;i++)
+       CHECKGLERROR
+       gl_state.unit = MAX_TEXTUREUNITS;
+       gl_state.clientunit = MAX_TEXTUREUNITS;
+       for (i = 0;i < MAX_TEXTUREUNITS;i++)
        {
-               GL_ActiveTexture(i);
-               GL_ClientActiveTexture(i);
                unit = gl_state.units + i;
                unit->t1d = 0;
                unit->t2d = 0;
                unit->t3d = 0;
                unit->tcubemap = 0;
+               unit->arrayenabled = false;
+               unit->arraycomponents = 0;
                unit->pointer_texcoord = NULL;
                unit->rgbscale = 1;
                unit->alphascale = 1;
                unit->combinergb = GL_MODULATE;
                unit->combinealpha = GL_MODULATE;
+               unit->texmatrixenabled = false;
+               unit->matrix = identitymatrix;
+       }
+
+       for (i = 0;i < backendimageunits;i++)
+       {
+               GL_ActiveTexture(i);
+               qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
+               if (gl_texture3d)
+               {
+                       qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
+               }
+               if (gl_texturecubemap)
+               {
+                       qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
+               }
+       }
 
+       for (i = 0;i < backendarrayunits;i++)
+       {
+               GL_ClientActiveTexture(i);
                qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
                qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+       }
 
+       for (i = 0;i < backendunits;i++)
+       {
+               GL_ActiveTexture(i);
                qglDisable(GL_TEXTURE_1D);CHECKGLERROR
                qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                if (gl_texture3d)
@@ -387,6 +468,9 @@ void GL_SetupTextureState(void)
                {
                        qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
                }
+               qglMatrixMode(GL_TEXTURE);
+               qglLoadIdentity();
+               qglMatrixMode(GL_MODELVIEW);
                if (gl_combine.integer)
                {
                        qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
@@ -412,6 +496,7 @@ void GL_SetupTextureState(void)
                        qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
                }
        }
+       CHECKGLERROR
 }
 
 void GL_Backend_ResetState(void)
@@ -422,6 +507,7 @@ void GL_Backend_ResetState(void)
        gl_state.blendfunc2 = GL_ZERO;
        gl_state.blend = false;
        gl_state.depthmask = GL_TRUE;
+       gl_state.colormask = 15;
        gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
        gl_state.lockrange_first = 0;
        gl_state.lockrange_count = 0;
@@ -430,6 +516,7 @@ void GL_Backend_ResetState(void)
 
        CHECKGLERROR
 
+       qglColorMask(1, 1, 1, 1);
        qglEnable(GL_CULL_FACE);CHECKGLERROR
        qglCullFace(GL_FRONT);CHECKGLERROR
        qglEnable(GL_DEPTH_TEST);CHECKGLERROR
@@ -449,7 +536,7 @@ void GL_Backend_ResetState(void)
        GL_SetupTextureState();
 }
 
-void GL_ActiveTexture(int num)
+void GL_ActiveTexture(unsigned int num)
 {
        if (gl_state.unit != num)
        {
@@ -462,7 +549,7 @@ void GL_ActiveTexture(int num)
        }
 }
 
-void GL_ClientActiveTexture(int num)
+void GL_ClientActiveTexture(unsigned int num)
 {
        if (gl_state.clientunit != num)
        {
@@ -479,6 +566,8 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2)
 {
        if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
        {
+               if (r_showtrispass)
+                       return;
                qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
                if (gl_state.blendfunc2 == GL_ZERO)
                {
@@ -514,6 +603,8 @@ void GL_DepthMask(int state)
 {
        if (gl_state.depthmask != state)
        {
+               if (r_showtrispass)
+                       return;
                qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
        }
 }
@@ -522,6 +613,8 @@ void GL_DepthTest(int state)
 {
        if (gl_state.depthtest != state)
        {
+               if (r_showtrispass && r_showdisabledepthtest.integer)
+                       return;
                gl_state.depthtest = state;
                if (gl_state.depthtest)
                {
@@ -534,35 +627,13 @@ void GL_DepthTest(int state)
        }
 }
 
-void GL_VertexPointer(const float *p)
+void GL_ColorMask(int r, int g, int b, int a)
 {
-       if (gl_state.pointer_vertex != p)
+       int state = r*8 + g*4 + b*2 + a*1;
+       if (gl_state.colormask != state)
        {
-               gl_state.pointer_vertex = p;
-               CHECKGLERROR
-               qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
-               CHECKGLERROR
-       }
-}
-
-void GL_ColorPointer(const float *p)
-{
-       if (gl_state.pointer_color != p)
-       {
-               CHECKGLERROR
-               if (!gl_state.pointer_color)
-               {
-                       qglEnableClientState(GL_COLOR_ARRAY);
-                       CHECKGLERROR
-               }
-               else if (!p)
-               {
-                       qglDisableClientState(GL_COLOR_ARRAY);
-                       CHECKGLERROR
-               }
-               gl_state.pointer_color = p;
-               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
-               CHECKGLERROR
+               gl_state.colormask = state;
+               qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
        }
 }
 
@@ -570,17 +641,28 @@ void GL_Color(float cr, float cg, float cb, float ca)
 {
        if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
        {
-               GL_ColorPointer(NULL);
+               if (r_showtrispass)
+                       return;
                gl_state.color4f[0] = cr;
                gl_state.color4f[1] = cg;
                gl_state.color4f[2] = cb;
                gl_state.color4f[3] = ca;
                CHECKGLERROR
-               qglColor4f(cr, cg, cb, ca);
+               qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
                CHECKGLERROR
        }
 }
 
+void GL_ShowTrisColor(float cr, float cg, float cb, float ca)
+{
+       if (!r_showtrispass)
+               return;
+       r_showtrispass = 0;
+       GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca);
+       r_showtrispass = 1;
+}
+
+
 void GL_LockArrays(int first, int count)
 {
        if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
@@ -592,7 +674,7 @@ void GL_LockArrays(int first, int count)
                        qglUnlockArraysEXT();
                        CHECKGLERROR
                }
-               if (count && gl_supportslockarrays && gl_lockarrays.integer)
+               if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
                {
                        gl_state.lockrange_first = first;
                        gl_state.lockrange_count = count;
@@ -606,7 +688,7 @@ void GL_LockArrays(int first, int count)
 void GL_Scissor (int x, int y, int width, int height)
 {
        CHECKGLERROR
-       qglScissor(x, vid.realheight - (y + height),width,height);
+       qglScissor(x, vid.height - (y + height),width,height);
        CHECKGLERROR
 }
 
@@ -623,6 +705,15 @@ void GL_ScissorTest(int state)
        CHECKGLERROR
 }
 
+void GL_Clear(int mask)
+{
+       // in showtris rendering, don't clear the color buffer as that would hide
+       // the accumulated lines
+       if (r_showtrispass)
+               mask &= ~GL_COLOR_BUFFER_BIT;
+       qglClear(mask);CHECKGLERROR
+}
+
 void GL_TransformToScreen(const vec4_t in, vec4_t out)
 {
        vec4_t temp;
@@ -630,9 +721,9 @@ void GL_TransformToScreen(const vec4_t in, vec4_t out)
        Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
        Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
        iw = 1.0f / out[3];
-       out[0] = r_refdef.x + (out[0] * iw + 1.0f) * r_refdef.width * 0.5f;
-       out[1] = r_refdef.y + (out[1] * iw + 1.0f) * r_refdef.height * 0.5f;
-       out[2] = out[2] * iw;
+       out[0] = r_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f;
+       out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f;
+       out[2] = r_view_z + (out[2] * iw + 1.0f) * r_view_depth * 0.5f;
 }
 
 // called at beginning of frame
@@ -643,6 +734,109 @@ void R_Mesh_Start(void)
        GL_Backend_ResetState();
 }
 
+unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
+{
+       GLint vertexshadercompiled, fragmentshadercompiled, programlinked;
+       GLuint vertexshaderobject, fragmentshaderobject, programobject = 0;
+       char compilelog[MAX_INPUTLINE];
+       CHECKGLERROR
+
+       programobject = qglCreateProgramObjectARB();
+       CHECKGLERROR
+       if (!programobject)
+               return 0;
+
+       if (vertexstrings_count)
+       {
+               CHECKGLERROR
+               vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
+               if (!vertexshaderobject)
+               {
+                       qglDeleteObjectARB(programobject);
+                       CHECKGLERROR
+                       return 0;
+               }
+               qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL);
+               qglCompileShaderARB(vertexshaderobject);
+               CHECKGLERROR
+               qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);
+               qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);
+               if (compilelog[0])
+                       Con_DPrintf("vertex shader compile log:\n%s\n", compilelog);
+               if (!vertexshadercompiled)
+               {
+                       qglDeleteObjectARB(programobject);
+                       qglDeleteObjectARB(vertexshaderobject);
+                       CHECKGLERROR
+                       return 0;
+               }
+               qglAttachObjectARB(programobject, vertexshaderobject);
+               qglDeleteObjectARB(vertexshaderobject);
+               CHECKGLERROR
+       }
+
+       if (fragmentstrings_count)
+       {
+               CHECKGLERROR
+               fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
+               if (!fragmentshaderobject)
+               {
+                       qglDeleteObjectARB(programobject);
+                       CHECKGLERROR
+                       return 0;
+               }
+               qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL);
+               qglCompileShaderARB(fragmentshaderobject);
+               CHECKGLERROR
+               qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);
+               qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);
+               if (compilelog[0])
+                       Con_DPrintf("fragment shader compile log:\n%s\n", compilelog);
+               if (!fragmentshadercompiled)
+               {
+                       qglDeleteObjectARB(programobject);
+                       qglDeleteObjectARB(fragmentshaderobject);
+                       CHECKGLERROR
+                       return 0;
+               }
+               qglAttachObjectARB(programobject, fragmentshaderobject);
+               qglDeleteObjectARB(fragmentshaderobject);
+               CHECKGLERROR
+       }
+
+       qglLinkProgramARB(programobject);
+       CHECKGLERROR
+       qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);
+       qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);
+       if (compilelog[0])
+       {
+               Con_DPrintf("program link log:\n%s\n", compilelog);
+               // software vertex shader is ok but software fragment shader is WAY
+               // too slow, fail program if so.
+               // NOTE: this string might be ATI specific, but that's ok because the
+               // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
+               // software fragment shader due to low instruction and dependent
+               // texture limits.
+               if (strstr(compilelog, "fragment shader will run in software"))
+                       programlinked = false;
+       }
+       CHECKGLERROR
+       if (!programlinked)
+       {
+               qglDeleteObjectARB(programobject);
+               return 0;
+       }
+       CHECKGLERROR
+       return programobject;
+}
+
+void GL_Backend_FreeProgram(unsigned int prog)
+{
+       CHECKGLERROR
+       qglDeleteObjectARB(prog);
+       CHECKGLERROR
+}
+
 int gl_backend_rebindtextures;
 
 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
@@ -659,95 +853,117 @@ void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
 
 // renders triangles using vertices from the active arrays
 int paranoidblah = 0;
-void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
+void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements)
 {
-       int numelements = numtriangles * 3;
-       if (numverts == 0 || numtriangles == 0)
+       unsigned int numelements = numtriangles * 3;
+       if (numvertices < 3 || numtriangles < 1)
        {
-               Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
+               Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements);
                return;
        }
-       c_meshs++;
-       c_meshelements += numelements;
-       CHECKGLERROR
-       if (r_render.integer)
+       //CHECKGLERROR
+       if (r_showtrispass)
        {
-               if (gl_paranoid.integer)
+               R_Mesh_Draw_ShowTris(firstvertex, numvertices, numtriangles, elements);
+               return;
+       }
+       renderstats.meshes++;
+       renderstats.meshes_elements += numelements;
+       if (gl_paranoid.integer)
+       {
+               unsigned int i, j, size;
+               const int *p;
+               if (!qglIsEnabled(GL_VERTEX_ARRAY))
+                       Con_Print("R_Mesh_Draw: vertex array not enabled\n");
+               for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
+                       paranoidblah += *p;
+               if (gl_state.pointer_color)
                {
-                       int i, j, size;
-                       const int *p;
-                       if (!qglIsEnabled(GL_VERTEX_ARRAY))
-                               Con_Printf("R_Mesh_Draw: vertex array not enabled\n");
-                       for (j = 0, size = numverts * (int)sizeof(float[3]), p = gl_state.pointer_vertex;j < size;j += sizeof(int), p++)
+                       if (!qglIsEnabled(GL_COLOR_ARRAY))
+                               Con_Print("R_Mesh_Draw: color array set but not enabled\n");
+                       for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
                                paranoidblah += *p;
-                       if (gl_state.pointer_color)
+               }
+               for (i = 0;i < backendarrayunits;i++)
+               {
+                       if (gl_state.units[i].arrayenabled)
                        {
-                               if (!qglIsEnabled(GL_COLOR_ARRAY))
-                                       Con_Printf("R_Mesh_Draw: color array set but not enabled\n");
-                               for (j = 0, size = numverts * (int)sizeof(float[4]), p = gl_state.pointer_color;j < size;j += sizeof(int), p++)
+                               GL_ClientActiveTexture(i);
+                               if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
+                                       Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
+                               for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
                                        paranoidblah += *p;
                        }
-                       for (i = 0;i < backendunits;i++)
-                       {
-                               if (gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap || gl_state.units[i].arrayenabled)
-                               {
-                                       if (gl_state.units[i].arrayenabled && !(gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap))
-                                               Con_Printf("R_Mesh_Draw: array enabled but no texture bound\n");
-                                       GL_ActiveTexture(i);
-                                       if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
-                                               Con_Printf("R_Mesh_Draw: texcoord array set but not enabled\n");
-                                       for (j = 0, size = numverts * ((gl_state.units[i].t3d || gl_state.units[i].tcubemap) ? (int)sizeof(float[3]) : (int)sizeof(float[2])), p = gl_state.units[i].pointer_texcoord;j < size;j += sizeof(int), p++)
-                                               paranoidblah += *p;
-                               }
-                       }
-                       for (i = 0;i < numtriangles * 3;i++)
+               }
+               for (i = 0;i < (unsigned int) numtriangles * 3;i++)
+               {
+                       if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices)
                        {
-                               if (elements[i] < 0 || elements[i] >= numverts)
-                               {
-                                       Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
-                                       return;
-                               }
+                               Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices);
+                               return;
                        }
                }
                CHECKGLERROR
-               GL_LockArrays(0, numverts);
+       }
+       if (r_render.integer)
+       {
                CHECKGLERROR
                if (gl_mesh_testmanualfeeding.integer)
                {
-                       int i, j;
+                       unsigned int i, j;
                        const GLfloat *p;
                        qglBegin(GL_TRIANGLES);
-                       for (i = 0;i < numtriangles * 3;i++)
+                       for (i = 0;i < (unsigned int) numtriangles * 3;i++)
                        {
-                               for (j = 0;j < backendunits;j++)
+                               for (j = 0;j < backendarrayunits;j++)
                                {
                                        if (gl_state.units[j].pointer_texcoord)
                                        {
-                                               if (backendunits > 1)
+                                               if (backendarrayunits > 1)
                                                {
-                                                       if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
+                                                       if (gl_state.units[j].arraycomponents == 4)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
+                                                               qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
+                                                       }
+                                                       else if (gl_state.units[j].arraycomponents == 3)
                                                        {
                                                                p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
                                                                qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
                                                        }
-                                                       else
+                                                       else if (gl_state.units[j].arraycomponents == 2)
                                                        {
                                                                p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
                                                                qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
                                                        }
+                                                       else
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
+                                                               qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
+                                                       }
                                                }
                                                else
                                                {
-                                                       if (gl_state.units[j].t3d || gl_state.units[j].tcubemap)
+                                                       if (gl_state.units[j].arraycomponents == 4)
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4;
+                                                               qglTexCoord4f(p[0], p[1], p[2], p[3]);
+                                                       }
+                                                       else if (gl_state.units[j].arraycomponents == 3)
                                                        {
                                                                p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3;
                                                                qglTexCoord3f(p[0], p[1], p[2]);
                                                        }
-                                                       else
+                                                       else if (gl_state.units[j].arraycomponents == 2)
                                                        {
                                                                p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2;
                                                                qglTexCoord2f(p[0], p[1]);
                                                        }
+                                                       else
+                                                       {
+                                                               p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1;
+                                                               qglTexCoord1f(p[0]);
+                                                       }
                                                }
                                        }
                                }
@@ -775,34 +991,48 @@ void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
                }
                else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
                {
-                       qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
+                       qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements);
+                       CHECKGLERROR
                }
                else
                {
-                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
+                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);
+                       CHECKGLERROR
                }
-               CHECKGLERROR
-               GL_LockArrays(0, 0);
-               CHECKGLERROR
        }
 }
 
 // restores backend state, used when done with 3D rendering
 void R_Mesh_Finish(void)
 {
-       int i;
+       unsigned int i;
        BACKENDACTIVECHECK
-               CHECKGLERROR
+       CHECKGLERROR
        GL_LockArrays(0, 0);
-               CHECKGLERROR
+       CHECKGLERROR
 
-       for (i = backendunits - 1;i >= 0;i--)
+       for (i = 0;i < backendimageunits;i++)
        {
-               if (qglActiveTexture)
-                       qglActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
-               if (qglClientActiveTexture)
-                       qglClientActiveTexture(GL_TEXTURE0_ARB + i);CHECKGLERROR
+               GL_ActiveTexture(i);
+               qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR
+               qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
+               if (gl_texture3d)
+               {
+                       qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
+               }
+               if (gl_texturecubemap)
+               {
+                       qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
+               }
+       }
+       for (i = 0;i < backendarrayunits;i++)
+       {
+               GL_ActiveTexture(backendarrayunits - 1 - i);
                qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+       }
+       for (i = 0;i < backendunits;i++)
+       {
+               GL_ActiveTexture(backendunits - 1 - i);
                qglDisable(GL_TEXTURE_1D);CHECKGLERROR
                qglDisable(GL_TEXTURE_2D);CHECKGLERROR
                if (gl_texture3d)
@@ -840,546 +1070,576 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix)
        }
 }
 
-void R_Mesh_TextureMatrix(int unitnumber, const matrix4x4_t *matrix)
+void R_Mesh_VertexPointer(const float *vertex3f)
 {
-       if (memcmp(&gl_state.units[unitnumber].matrix, matrix, sizeof(matrix4x4_t)))
+       if (gl_state.pointer_vertex != vertex3f)
        {
-               matrix4x4_t tempmatrix;
-               gl_state.units[unitnumber].matrix = *matrix;
-               Matrix4x4_Transpose(&tempmatrix, &gl_state.units[unitnumber].matrix);
-               qglMatrixMode(GL_TEXTURE);
-               GL_ActiveTexture(unitnumber);
-               qglLoadMatrixf(&tempmatrix.m[0][0]);
-               qglMatrixMode(GL_MODELVIEW);
+               gl_state.pointer_vertex = vertex3f;
+               CHECKGLERROR
+               qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
+               CHECKGLERROR
        }
 }
 
-void R_Mesh_State_Texture(const rmeshstate_t *m)
+void R_Mesh_ColorPointer(const float *color4f)
 {
-       int i, combinergb, combinealpha, scale, arrayis3d;
-       gltextureunit_t *unit;
-
-       BACKENDACTIVECHECK
+       if (r_showtrispass)
+               return;
+       if (gl_state.pointer_color != color4f)
+       {
+               CHECKGLERROR
+               if (!gl_state.pointer_color)
+               {
+                       qglEnableClientState(GL_COLOR_ARRAY);
+                       CHECKGLERROR
+               }
+               else if (!color4f)
+               {
+                       qglDisableClientState(GL_COLOR_ARRAY);
+                       CHECKGLERROR
+                       // when color array is on the glColor gets trashed, set it again
+                       qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
+                       CHECKGLERROR
+               }
+               gl_state.pointer_color = color4f;
+               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
+               CHECKGLERROR
+       }
+}
 
-       if (gl_backend_rebindtextures)
+void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (r_showtrispass)
+               return;
+       // update array settings
+       if (texcoord)
        {
-               gl_backend_rebindtextures = false;
-               GL_SetupTextureState();
+               // texcoord array
+               if (unit->pointer_texcoord != texcoord || unit->arraycomponents != numcomponents)
+               {
+                       unit->pointer_texcoord = texcoord;
+                       unit->arraycomponents = numcomponents;
+                       GL_ClientActiveTexture(unitnum);
+                       qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord);
+                       CHECKGLERROR
+               }
+               // texture array unit is enabled, enable the array
+               if (!unit->arrayenabled)
+               {
+                       unit->arrayenabled = true;
+                       GL_ClientActiveTexture(unitnum);
+                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               }
        }
+       else
+       {
+               // texture array unit is disabled, disable the array
+               if (unit->arrayenabled)
+               {
+                       unit->arrayenabled = false;
+                       GL_ClientActiveTexture(unitnum);
+                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+               }
+       }
+}
 
-       for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++)
+void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendimageunits)
+               return;
+       if (r_showtrispass)
+               return;
+       // update 1d texture binding
+       if (unit->t1d != tex1d)
        {
-               if (unit->t1d != m->tex1d[i])
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       GL_ActiveTexture(i);
-                       if (m->tex1d[i])
+                       if (tex1d)
                        {
                                if (unit->t1d == 0)
-                                       qglEnable(GL_TEXTURE_1D);CHECKGLERROR
+                                       qglEnable(GL_TEXTURE_1D);
                        }
                        else
                        {
                                if (unit->t1d)
-                                       qglDisable(GL_TEXTURE_1D);CHECKGLERROR
+                                       qglDisable(GL_TEXTURE_1D);
                        }
-                       qglBindTexture(GL_TEXTURE_1D, (unit->t1d = m->tex1d[i]));CHECKGLERROR
                }
-               if (unit->t2d != m->tex[i])
+               unit->t1d = tex1d;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+               CHECKGLERROR
+       }
+       // update 2d texture binding
+       if (unit->t2d != tex2d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       GL_ActiveTexture(i);
-                       if (m->tex[i])
+                       if (tex2d)
                        {
                                if (unit->t2d == 0)
-                                       qglEnable(GL_TEXTURE_2D);CHECKGLERROR
+                                       qglEnable(GL_TEXTURE_2D);
                        }
                        else
                        {
                                if (unit->t2d)
-                                       qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+                                       qglDisable(GL_TEXTURE_2D);
                        }
-                       qglBindTexture(GL_TEXTURE_2D, (unit->t2d = m->tex[i]));CHECKGLERROR
                }
-               if (unit->t3d != m->tex3d[i])
+               unit->t2d = tex2d;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+               CHECKGLERROR
+       }
+       // update 3d texture binding
+       if (unit->t3d != tex3d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       GL_ActiveTexture(i);
-                       if (m->tex3d[i])
+                       if (tex3d)
                        {
                                if (unit->t3d == 0)
-                                       qglEnable(GL_TEXTURE_3D);CHECKGLERROR
+                                       qglEnable(GL_TEXTURE_3D);
                        }
                        else
                        {
                                if (unit->t3d)
-                                       qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+                                       qglDisable(GL_TEXTURE_3D);
                        }
-                       qglBindTexture(GL_TEXTURE_3D, (unit->t3d = m->tex3d[i]));CHECKGLERROR
                }
-               if (unit->tcubemap != m->texcubemap[i])
+               unit->t3d = tex3d;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+               CHECKGLERROR
+       }
+       // update cubemap texture binding
+       if (unit->tcubemap != texcubemap)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       GL_ActiveTexture(i);
-                       if (m->texcubemap[i])
+                       if (texcubemap)
                        {
                                if (unit->tcubemap == 0)
-                                       qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                                       qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
                        }
                        else
                        {
                                if (unit->tcubemap)
-                                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+                                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
                        }
-                       qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR
                }
-               combinergb = m->texcombinergb[i];
-               if (!combinergb)
-                       combinergb = GL_MODULATE;
-               if (unit->combinergb != combinergb)
+               unit->tcubemap = texcubemap;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
+               CHECKGLERROR
+       }
+}
+
+void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendimageunits)
+               return;
+       if (r_showtrispass)
+               return;
+       // update 1d texture binding
+       if (unit->t1d != texnum)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       GL_ActiveTexture(i);
-                       unit->combinergb = combinergb;
-                       if (gl_combine.integer)
+                       if (texnum)
                        {
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
+                               if (unit->t1d == 0)
+                                       qglEnable(GL_TEXTURE_1D);
                        }
                        else
                        {
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
+                               if (unit->t1d)
+                                       qglDisable(GL_TEXTURE_1D);
                        }
                }
-               combinealpha = m->texcombinealpha[i];
-               if (!combinealpha)
-                       combinealpha = GL_MODULATE;
-               if (unit->combinealpha != combinealpha)
+               unit->t1d = texnum;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+               CHECKGLERROR
+       }
+       // update 2d texture binding
+       if (unit->t2d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       GL_ActiveTexture(i);
-                       unit->combinealpha = combinealpha;
-                       if (gl_combine.integer)
-                       {
-                               qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
-                       }
+                       if (unit->t2d)
+                               qglDisable(GL_TEXTURE_2D);
                }
-               scale = max(m->texrgbscale[i], 1);
-               if (unit->rgbscale != scale)
+               unit->t2d = 0;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+               CHECKGLERROR
+       }
+       // update 3d texture binding
+       if (unit->t3d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       GL_ActiveTexture(i);
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = scale));CHECKGLERROR
+                       if (unit->t3d)
+                               qglDisable(GL_TEXTURE_3D);
                }
-               scale = max(m->texalphascale[i], 1);
-               if (unit->alphascale != scale)
+               unit->t3d = 0;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+               CHECKGLERROR
+       }
+       // update cubemap texture binding
+       if (unit->tcubemap)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       GL_ActiveTexture(i);
-                       qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR
+                       if (unit->tcubemap)
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
                }
-               arrayis3d = unit->t3d || unit->tcubemap;
-               if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d != arrayis3d)
+               unit->tcubemap = 0;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
+               CHECKGLERROR
+       }
+}
+
+void R_Mesh_TexBind(unsigned int unitnum, int texnum)
+{
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendimageunits)
+               return;
+       if (r_showtrispass)
+               return;
+       // update 1d texture binding
+       if (unit->t1d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t1d)
+                               qglDisable(GL_TEXTURE_1D);
+               }
+               unit->t1d = 0;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+               CHECKGLERROR
+       }
+       // update 2d texture binding
+       if (unit->t2d != texnum)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       GL_ClientActiveTexture(i);
-                       if (m->pointer_texcoord[i])
+                       if (texnum)
                        {
-                               if (!unit->arrayenabled)
-                               {
-                                       unit->arrayenabled = true;
-                                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                               }
+                               if (unit->t2d == 0)
+                                       qglEnable(GL_TEXTURE_2D);
                        }
                        else
                        {
-                               if (unit->arrayenabled)
-                               {
-                                       unit->arrayenabled = false;
-                                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-                               }
+                               if (unit->t2d)
+                                       qglDisable(GL_TEXTURE_2D);
                        }
-                       unit->pointer_texcoord = m->pointer_texcoord[i];
-                       unit->arrayis3d = arrayis3d;
-                       if (unit->arrayis3d)
-                               qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), unit->pointer_texcoord);
-                       else
-                               qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), unit->pointer_texcoord);
-                       CHECKGLERROR
                }
+               unit->t2d = texnum;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+               CHECKGLERROR
        }
-}
-
-void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, int *elements)
-{
-       qglBegin(GL_LINES);
-       for (;numtriangles;numtriangles--, elements += 3)
+       // update 3d texture binding
+       if (unit->t3d)
        {
-               qglArrayElement(elements[0]);qglArrayElement(elements[1]);
-               qglArrayElement(elements[1]);qglArrayElement(elements[2]);
-               qglArrayElement(elements[2]);qglArrayElement(elements[0]);
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t3d)
+                               qglDisable(GL_TEXTURE_3D);
+               }
+               unit->t3d = 0;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+               CHECKGLERROR
+       }
+       // update cubemap texture binding
+       if (unit->tcubemap != 0)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->tcubemap)
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+               }
+               unit->tcubemap = 0;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
+               CHECKGLERROR
        }
-       qglEnd();
-       CHECKGLERROR
-}
-
-/*
-==============================================================================
-
-                                               SCREEN SHOTS
-
-==============================================================================
-*/
-
-qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg)
-{
-       qboolean ret;
-       qbyte *buffer;
-
-       if (!r_render.integer)
-               return false;
-
-       buffer = Mem_Alloc(tempmempool, width*height*3);
-       qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
-       CHECKGLERROR
-
-       if (jpeg)
-               ret = JPEG_SaveImage_preflipped (filename, width, height, buffer);
-       else
-               ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer);
-
-       Mem_Free(buffer);
-       return ret;
 }
 
-//=============================================================================
-
-void R_ClearScreen(void)
+void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
 {
-       if (r_render.integer)
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendimageunits)
+               return;
+       if (r_showtrispass)
+               return;
+       // update 1d texture binding
+       if (unit->t1d)
        {
-               // clear to black
-               qglClearColor(0,0,0,0);CHECKGLERROR
-               qglClearDepth(1);CHECKGLERROR
-               if (gl_stencil)
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       // LordHavoc: we use a stencil centered around 128 instead of 0,
-                       // to avoid clamping interfering with strange shadow volume
-                       // drawing orders
-                       qglClearStencil(128);CHECKGLERROR
+                       if (unit->t1d)
+                               qglDisable(GL_TEXTURE_1D);
                }
-               // clear the screen
-               qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR
-               // set dithering mode
-               if (gl_dither.integer)
+               unit->t1d = 0;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+               CHECKGLERROR
+       }
+       // update 2d texture binding
+       if (unit->t2d)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       qglEnable(GL_DITHER);CHECKGLERROR
+                       if (unit->t2d)
+                               qglDisable(GL_TEXTURE_2D);
                }
-               else
+               unit->t2d = 0;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+               CHECKGLERROR
+       }
+       // update 3d texture binding
+       if (unit->t3d != texnum)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
                {
-                       qglDisable(GL_DITHER);CHECKGLERROR
+                       if (texnum)
+                       {
+                               if (unit->t3d == 0)
+                                       qglEnable(GL_TEXTURE_3D);
+                       }
+                       else
+                       {
+                               if (unit->t3d)
+                                       qglDisable(GL_TEXTURE_3D);
+                       }
                }
+               unit->t3d = texnum;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+               CHECKGLERROR
+       }
+       // update cubemap texture binding
+       if (unit->tcubemap != 0)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->tcubemap)
+                               qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+               }
+               unit->tcubemap = 0;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
+               CHECKGLERROR
        }
 }
 
-/*
-==================
-SCR_UpdateScreen
-
-This is called every frame, and can also be called explicitly to flush
-text to the screen.
-==================
-*/
-void SCR_UpdateScreen (void)
+void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
 {
-       if (gl_delayfinish.integer)
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (unitnum >= backendimageunits)
+               return;
+       if (r_showtrispass)
+               return;
+       // update 1d texture binding
+       if (unit->t1d)
        {
-               VID_Finish ();
-
-               R_TimeReport("finish");
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t1d)
+                               qglDisable(GL_TEXTURE_1D);
+               }
+               unit->t1d = 0;
+               qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+               CHECKGLERROR
        }
-
-       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);
-
-       R_TimeReport("setup");
-
-       R_ClearScreen();
-
-       R_TimeReport("clear");
-
-       if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
-               R_RenderView();
-
-       // draw 2D stuff
-       R_DrawQueue();
-
-       if (gl_delayfinish.integer)
+       // update 2d texture binding
+       if (unit->t2d)
        {
-               // tell driver to commit it's partially full geometry queue to the rendering queue
-               // (this doesn't wait for the commands themselves to complete)
-               qglFlush();
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t2d)
+                               qglDisable(GL_TEXTURE_2D);
+               }
+               unit->t2d = 0;
+               qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+               CHECKGLERROR
        }
-       else
+       // update 3d texture binding
+       if (unit->t3d)
        {
-               VID_Finish ();
-
-               R_TimeReport("finish");
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (unit->t3d)
+                               qglDisable(GL_TEXTURE_3D);
+               }
+               unit->t3d = 0;
+               qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+               CHECKGLERROR
+       }
+       // update cubemap texture binding
+       if (unit->tcubemap != texnum)
+       {
+               GL_ActiveTexture(unitnum);
+               if (unitnum < backendunits)
+               {
+                       if (texnum)
+                       {
+                               if (unit->tcubemap == 0)
+                                       qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
+                       }
+                       else
+                       {
+                               if (unit->tcubemap)
+                                       qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+                       }
+               }
+               unit->tcubemap = texnum;
+               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
+               CHECKGLERROR
        }
 }
 
-
-//===========================================================================
-// dynamic vertex array buffer subsystem
-//===========================================================================
-
-float varray_vertex3f[65536*3];
-float varray_color4f[65536*4];
-float varray_texcoord2f[4][65536*2];
-float varray_texcoord3f[4][65536*3];
-float varray_normal3f[65536*3];
-int earray_element3i[65536];
-
-//===========================================================================
-// vertex array caching subsystem
-//===========================================================================
-
-typedef struct rcachearraylink_s
-{
-       struct rcachearraylink_s *next, *prev;
-       struct rcachearrayitem_s *data;
-}
-rcachearraylink_t;
-
-typedef struct rcachearrayitem_s
-{
-       // the original request structure
-       rcachearrayrequest_t request;
-       // active
-       int active;
-       // offset into r_mesh_rcachedata
-       int offset;
-       // for linking this into the sequential list
-       rcachearraylink_t sequentiallink;
-       // for linking this into the lookup list
-       rcachearraylink_t hashlink;
-}
-rcachearrayitem_t;
-
-#define RCACHEARRAY_HASHSIZE 65536
-#define RCACHEARRAY_ITEMS 4096
-#define RCACHEARRAY_DEFAULTSIZE (4 << 20)
-
-// all active items are linked into this chain in sorted order
-static rcachearraylink_t r_mesh_rcachesequentialchain;
-// all inactive items are linked into this chain in unknown order
-static rcachearraylink_t r_mesh_rcachefreechain;
-// all active items are also linked into these chains (using their hashlink)
-static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE];
-
-// all items are stored here, whether active or inactive
-static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS];
-
-// size of data buffer
-static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE;
-// data buffer
-static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE];
-
-// current state
-static int r_mesh_rcachedata_offset;
-static rcachearraylink_t *r_mesh_rcachesequentialchain_current;
-
-static void R_Mesh_CacheArray_Startup(void)
-{
-       int i;
-       rcachearraylink_t *l;
-       // prepare all the linked lists
-       l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL;
-       l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL;
-       memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain));
-       for (i = 0;i < RCACHEARRAY_HASHSIZE;i++)
-       {
-               l = &r_mesh_rcachechain[i];
-               l->next = l->prev = l;
-               l->data = NULL;
-       }
-       memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems));
-       for (i = 0;i < RCACHEARRAY_ITEMS;i++)
-       {
-               r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i];
-               l = &r_mesh_rcacheitems[i].sequentiallink;
-               l->next = &r_mesh_rcachefreechain;
-               l->prev = l->next->prev;
-               l->next->prev = l->prev->next = l;
-       }
-       // clear other state
-       r_mesh_rcachedata_offset = 0;
-       r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
-}
-
-static void R_Mesh_CacheArray_Shutdown(void)
+void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
 {
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (r_showtrispass)
+               return;
+       if (matrix->m[3][3])
+       {
+               // texmatrix specified, check if it is different
+               if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
+               {
+                       matrix4x4_t tempmatrix;
+                       unit->texmatrixenabled = true;
+                       unit->matrix = *matrix;
+                       Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
+                       qglMatrixMode(GL_TEXTURE);
+                       GL_ActiveTexture(unitnum);
+                       qglLoadMatrixf(&tempmatrix.m[0][0]);
+                       qglMatrixMode(GL_MODELVIEW);
+               }
+       }
+       else
+       {
+               // no texmatrix specified, revert to identity
+               if (unit->texmatrixenabled)
+               {
+                       unit->texmatrixenabled = false;
+                       qglMatrixMode(GL_TEXTURE);
+                       GL_ActiveTexture(unitnum);
+                       qglLoadIdentity();
+                       qglMatrixMode(GL_MODELVIEW);
+               }
+       }
 }
 
-/*
-static void R_Mesh_CacheArray_ValidateState(int num)
+void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
 {
-       rcachearraylink_t *l, *lhead;
-       lhead = &r_mesh_rcachesequentialchain;
-       if (r_mesh_rcachesequentialchain_current == lhead)
+       gltextureunit_t *unit = gl_state.units + unitnum;
+       if (r_showtrispass)
                return;
-       for (l = lhead->next;l != lhead;l = l->next)
-               if (r_mesh_rcachesequentialchain_current == l)
-                       return;
-       Sys_Error("%i", num);
+       if (gl_combine.integer)
+       {
+               // GL_ARB_texture_env_combine
+               if (!combinergb)
+                       combinergb = GL_MODULATE;
+               if (!combinealpha)
+                       combinealpha = GL_MODULATE;
+               if (!rgbscale)
+                       rgbscale = 1;
+               if (!alphascale)
+                       alphascale = 1;
+               if (unit->combinergb != combinergb)
+               {
+                       unit->combinergb = combinergb;
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
+               }
+               if (unit->combinealpha != combinealpha)
+               {
+                       unit->combinealpha = combinealpha;
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
+               }
+               if (unit->rgbscale != rgbscale)
+               {
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR
+               }
+               if (unit->alphascale != alphascale)
+               {
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR
+               }
+       }
+       else
+       {
+               // normal GL texenv
+               if (!combinergb)
+                       combinergb = GL_MODULATE;
+               if (unit->combinergb != combinergb)
+               {
+                       unit->combinergb = combinergb;
+                       GL_ActiveTexture(unitnum);
+                       qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR
+               }
+       }
 }
-*/
 
-int R_Mesh_CacheArray(rcachearrayrequest_t *r)
+void R_Mesh_State(const rmeshstate_t *m)
 {
-       rcachearraylink_t *l, *lhead, *lnext;
-       rcachearrayitem_t *d;
-       int hashindex, offset, offsetend;
+       unsigned int i;
+
+       BACKENDACTIVECHECK
 
-       //R_Mesh_CacheArray_ValidateState(3);
-       // calculate a hashindex to choose a cache chain
-       r->data = NULL;
-       hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE;
+       R_Mesh_VertexPointer(m->pointer_vertex);
+       R_Mesh_ColorPointer(m->pointer_color);
 
-       // is it already cached?
-       for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next)
+       if (gl_backend_rebindtextures)
        {
-               if (!memcmp(&l->data->request, r, sizeof(l->data->request)))
-               {
-                       // we have it cached already
-                       r->data = r_mesh_rcachedata + l->data->offset;
-                       return false;
-               }
+               gl_backend_rebindtextures = false;
+               GL_SetupTextureState();
        }
 
-       // we need to add a new cache item, this means finding a place for the new
-       // data and making sure we have a free item available, lots of work...
-
-       // check if buffer needs to wrap
-       if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size)
+       for (i = 0;i < backendimageunits;i++)
+               R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]);
+       for (i = 0;i < backendarrayunits;i++)
        {
-               /*
-               if (r->data_size * 10 > r_mesh_rcachedata_size)
-               {
-                       // realloc whole cache
-               }
-               */
-               // reset back to start
-               r_mesh_rcachedata_offset = 0;
-               r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain;
-       }
-       offset = r_mesh_rcachedata_offset;
-       r_mesh_rcachedata_offset += r->data_size;
-       offsetend = r_mesh_rcachedata_offset;
-       //R_Mesh_CacheArray_ValidateState(4);
-
-       /*
-       {
-               int n;
-               for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++);
-               Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n);
-       }
-       */
-
-       // make room for the new data (remove old items)
-       lhead = &r_mesh_rcachesequentialchain;
-       l = r_mesh_rcachesequentialchain_current;
-       if (l == lhead)
-               l = l->next;
-       while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset)
-       {
-       //r_mesh_rcachesequentialchain_current = l;
-       //R_Mesh_CacheArray_ValidateState(8);
-               lnext = l->next;
-               // if at the end of the chain, wrap around
-               if (lnext == lhead)
-                       lnext = lnext->next;
-       //r_mesh_rcachesequentialchain_current = lnext;
-       //R_Mesh_CacheArray_ValidateState(10);
-
-               // unlink from sequential chain
-               l->next->prev = l->prev;
-               l->prev->next = l->next;
-       //R_Mesh_CacheArray_ValidateState(11);
-               // link into free chain
-               l->next = &r_mesh_rcachefreechain;
-               l->prev = l->next->prev;
-               l->next->prev = l->prev->next = l;
-       //R_Mesh_CacheArray_ValidateState(12);
-
-               l = &l->data->hashlink;
-               // unlink from hash chain
-               l->next->prev = l->prev;
-               l->prev->next = l->next;
-
-               l = lnext;
-       //r_mesh_rcachesequentialchain_current = l;
-       //R_Mesh_CacheArray_ValidateState(9);
-       }
-       //r_mesh_rcachesequentialchain_current = l;
-       //R_Mesh_CacheArray_ValidateState(5);
-       // gobble an extra item if we have no free items available
-       if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain)
-       {
-               lnext = l->next;
-
-               // unlink from sequential chain
-               l->next->prev = l->prev;
-               l->prev->next = l->next;
-               // link into free chain
-               l->next = &r_mesh_rcachefreechain;
-               l->prev = l->next->prev;
-               l->next->prev = l->prev->next = l;
-
-               l = &l->data->hashlink;
-               // unlink from hash chain
-               l->next->prev = l->prev;
-               l->prev->next = l->next;
-
-               l = lnext;
-       }
-       r_mesh_rcachesequentialchain_current = l;
-       //R_Mesh_CacheArray_ValidateState(6);
-
-       // now take an item from the free chain
-       l = r_mesh_rcachefreechain.next;
-       // set it up
-       d = l->data;
-       d->request = *r;
-       d->offset = offset;
-       // unlink
-       l->next->prev = l->prev;
-       l->prev->next = l->next;
-       // relink to sequential
-       l->next = r_mesh_rcachesequentialchain_current->prev;
-       l->prev = l->next->prev;
-       while (l->next->data && l->data && l->next->data->offset <= d->offset)
-       {
-               //Con_Printf(">\n");
-               l->next = l->next->next;
-               l->prev = l->prev->next;
-       }
-       while (l->prev->data && l->data && l->prev->data->offset >= d->offset)
-       {
-               //Con_Printf("<\n");
-               l->prev = l->prev->prev;
-               l->next = l->next->prev;
-       }
-       l->next->prev = l->prev->next = l;
-       // also link into hash chain
-       l = &l->data->hashlink;
-       l->next = &r_mesh_rcachechain[hashindex];
-       l->prev = l->next->prev;
-       l->prev->next = l;
-       l->next->prev = l->prev->next = l;
-
-
-       //r_mesh_rcachesequentialchain_current = d->sequentiallink.next;
-
-       //R_Mesh_CacheArray_ValidateState(7);
-       // and finally set the data pointer
-       r->data = r_mesh_rcachedata + d->offset;
-       // and tell the caller to fill the array
-       return true;
+               if (m->pointer_texcoord3f[i])
+                       R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i]);
+               else
+                       R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]);
+       }
+       for (i = 0;i < backendunits;i++)
+       {
+               R_Mesh_TexMatrix(i, &m->texmatrix[i]);
+               R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
+       }
 }
 
+void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements)
+{
+       qglBegin(GL_LINES);
+       for (;numtriangles;numtriangles--, elements += 3)
+       {
+               qglArrayElement(elements[0]);qglArrayElement(elements[1]);
+               qglArrayElement(elements[1]);qglArrayElement(elements[2]);
+               qglArrayElement(elements[2]);qglArrayElement(elements[0]);
+       }
+       qglEnd();
+       CHECKGLERROR
+}