+ case DRAWQUEUE_MESH:
+ if (batch)
+ {
+ batch = false;
+ qglEnd();
+ }
+ mesh = (void *)(dq + 1);
+ qglBindTexture(GL_TEXTURE_2D, R_GetTexture(mesh->texture));
+
+ if (gl_mesh_drawmode.integer < 0)
+ Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
+ if (gl_mesh_drawmode.integer > 3)
+ Cvar_SetValueQuick(&gl_mesh_drawmode, 3);
+ if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL)
+ Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
+
+ if (gl_mesh_drawmode.integer > 0)
+ {
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), mesh->vertices);CHECKGLERROR
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), mesh->texcoords);CHECKGLERROR
+ qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), mesh->colors);CHECKGLERROR
+ qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+ qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ }
+
+ if (gl_mesh_drawmode.integer >= 3/* && (mesh->numvertices) <= gl_maxdrawrangeelementsvertices && (mesh->numindices) <= gl_maxdrawrangeelementsindices*/)
+ {
+ // GL 1.2 or GL 1.1 with extension
+ GL_LockArray(0, mesh->numvertices);
+ qglDrawRangeElements(GL_TRIANGLES, 0, mesh->numvertices, mesh->numindices, GL_UNSIGNED_INT, mesh->indices);
+ CHECKGLERROR
+ GL_UnlockArray();
+ }
+ else if (gl_mesh_drawmode.integer >= 2)
+ {
+ // GL 1.1
+ GL_LockArray(0, mesh->numvertices);
+ qglDrawElements(GL_TRIANGLES, mesh->numindices, GL_UNSIGNED_INT, mesh->indices);
+ CHECKGLERROR
+ GL_UnlockArray();
+ }
+ else if (gl_mesh_drawmode.integer >= 1)
+ {
+ int i;
+ // GL 1.1
+ // feed it manually using glArrayElement
+ GL_LockArray(0, mesh->numvertices);
+ qglBegin(GL_TRIANGLES);
+ for (i = 0;i < mesh->numindices;i++)
+ qglArrayElement(mesh->indices[i]);
+ qglEnd();
+ CHECKGLERROR
+ GL_UnlockArray();
+ }
+ else
+ {
+ int i, in;
+ // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
+ // feed it manually
+ qglBegin(GL_TRIANGLES);
+ for (i = 0;i < mesh->numindices;i++)
+ {
+ in = mesh->indices[i];
+ qglColor4ub(mesh->colors[in * 4], mesh->colors[in * 4 + 1], mesh->colors[in * 4 + 2], mesh->colors[in * 4 + 3]);
+ qglTexCoord2f(mesh->texcoords[in * 2], mesh->texcoords[in * 2 + 1]);
+ qglVertex3f(mesh->vertices[in * 3], mesh->vertices[in * 3 + 1], mesh->vertices[in * 3 + 2]);
+ }
+ qglEnd();
+ CHECKGLERROR
+ }
+ if (gl_mesh_drawmode.integer > 0)
+ {
+ qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ }
+ // restore color, since it got trashed by using color array
+ qglColor4ub((qbyte)(((color >> 24) & 0xFF) >> overbright), (qbyte)(((color >> 16) & 0xFF) >> overbright), (qbyte)(((color >> 8) & 0xFF) >> overbright), (qbyte)(color & 0xFF));
+ CHECKGLERROR
+ currentpic = "\0";
+ break;