]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_poly.c
added back r_speeds2, with masses of information (6 lines high), and made it print...
[xonotic/darkplaces.git] / gl_poly.c
index 0905f0c003506ee102d56ea6c7397813fde93915..2631e3520ce319611708a14f5ebf91bb0605b24e 100644 (file)
--- a/gl_poly.c
+++ b/gl_poly.c
@@ -18,24 +18,64 @@ unsigned short currentskyvert;
 cvar_t gl_multitexture = {"gl_multitexture", "1"};
 cvar_t gl_vertexarrays = {"gl_vertexarrays", "1"};
 
 cvar_t gl_multitexture = {"gl_multitexture", "1"};
 cvar_t gl_vertexarrays = {"gl_vertexarrays", "1"};
 
-void glpoly_init()
+typedef struct translistitem_s
+{
+       transpoly_t *poly;
+       struct translistitem_s *next;
+}
+translistitem;
+
+translistitem translist[MAX_TRANSPOLYS];
+translistitem *currenttranslist;
+
+translistitem *translisthash[4096];
+
+float transviewdist; // distance of view origin along the view normal
+
+float transreciptable[256];
+
+void gl_poly_start()
+{
+       int i;
+       transvert = qmalloc(MAX_TRANSVERTS * sizeof(transvert_t));
+       transpoly = qmalloc(MAX_TRANSPOLYS * sizeof(transpoly_t));
+       transpolyindex = qmalloc(MAX_TRANSPOLYS * sizeof(unsigned short));
+       wallvert = qmalloc(MAX_WALLVERTS * sizeof(wallvert_t));
+       wallpoly = qmalloc(MAX_WALLPOLYS * sizeof(wallpoly_t));
+       skyvert = qmalloc(MAX_SKYVERTS * sizeof(skyvert_t));
+       skypoly = qmalloc(MAX_SKYPOLYS * sizeof(skypoly_t));
+       transreciptable[0] = 0.0f;
+       for (i = 1;i < 256;i++)
+               transreciptable[i] = 1.0f / i;
+}
+void gl_poly_shutdown()
+{
+       qfree(transvert);
+       qfree(transpoly);
+       qfree(transpolyindex);
+       qfree(wallvert);
+       qfree(wallpoly);
+       qfree(skyvert);
+       qfree(skypoly);
+}
+
+void GL_Poly_Init()
 {
        Cvar_RegisterVariable (&gl_multitexture);
        Cvar_RegisterVariable (&gl_vertexarrays);
 {
        Cvar_RegisterVariable (&gl_multitexture);
        Cvar_RegisterVariable (&gl_vertexarrays);
-       transvert = malloc(MAX_TRANSVERTS * sizeof(transvert_t));
-       transpoly = malloc(MAX_TRANSPOLYS * sizeof(transpoly_t));
-       transpolyindex = malloc(MAX_TRANSPOLYS * sizeof(unsigned short));
-       wallvert = malloc(MAX_WALLVERTS * sizeof(wallvert_t));
-       wallpoly = malloc(MAX_WALLPOLYS * sizeof(wallpoly_t));
-       skyvert = malloc(MAX_SKYVERTS * sizeof(skyvert_t));
-       skypoly = malloc(MAX_SKYPOLYS * sizeof(skypoly_t));
+       R_RegisterModule("GL_Poly", gl_poly_start, gl_poly_shutdown);
 }
 
 void transpolyclear()
 {
        currenttranspoly = currenttransvert = 0;
 }
 
 void transpolyclear()
 {
        currenttranspoly = currenttransvert = 0;
+       currenttranslist = translist;
+       memset(translisthash, 0, sizeof(translisthash));
+       transviewdist = DotProduct(r_refdef.vieworg, vpn);
 }
 
 }
 
+// turned into a #define
+/*
 void transpolybegin(int texnum, int glowtexnum, int fogtexnum, int transpolytype)
 {
        if (currenttranspoly >= MAX_TRANSPOLYS || currenttransvert >= MAX_TRANSVERTS)
 void transpolybegin(int texnum, int glowtexnum, int fogtexnum, int transpolytype)
 {
        if (currenttranspoly >= MAX_TRANSPOLYS || currenttransvert >= MAX_TRANSVERTS)
@@ -48,6 +88,7 @@ void transpolybegin(int texnum, int glowtexnum, int fogtexnum, int transpolytype
        transpoly[currenttranspoly].verts = 0;
 //     transpoly[currenttranspoly].ndist = 0; // clear the normal
 }
        transpoly[currenttranspoly].verts = 0;
 //     transpoly[currenttranspoly].ndist = 0; // clear the normal
 }
+*/
 
 // turned into a #define
 /*
 
 // turned into a #define
 /*
@@ -72,20 +113,42 @@ void transpolyvert(float x, float y, float z, float s, float t, int r, int g, in
 
 void transpolyend()
 {
 
 void transpolyend()
 {
-       if (currenttranspoly >= MAX_TRANSPOLYS)
+       float center, d, maxdist;
+       int i;
+       transvert_t *v;
+       if (currenttranspoly >= MAX_TRANSPOLYS || currenttransvert >= MAX_TRANSVERTS)
                return;
        if (transpoly[currenttranspoly].verts < 3) // skip invalid polygons
        {
                currenttransvert = transpoly[currenttranspoly].firstvert; // reset vert pointer
                return;
        }
                return;
        if (transpoly[currenttranspoly].verts < 3) // skip invalid polygons
        {
                currenttransvert = transpoly[currenttranspoly].firstvert; // reset vert pointer
                return;
        }
-       if (currenttransvert >= MAX_TRANSVERTS)
+       center = 0;
+       maxdist = -1000000000000000.0f; // eh, it's definitely behind it, so...
+       for (i = 0,v = &transvert[transpoly[currenttranspoly].firstvert];i < transpoly[currenttranspoly].verts;i++, v++)
+       {
+               d = DotProduct(v->v, vpn);
+               center += d;
+               if (d > maxdist)
+                       maxdist = d;
+       }
+       maxdist -= transviewdist;
+       if (maxdist < 4.0f) // behind view
+       {
+               currenttransvert = transpoly[currenttranspoly].firstvert; // reset vert pointer
                return;
                return;
+       }
+       center *= transreciptable[transpoly[currenttranspoly].verts];
+       center -= transviewdist;
+       i = bound(0, (int) center, 4095);
+       currenttranslist->next = translisthash[i];
+       currenttranslist->poly = transpoly + currenttranspoly;
+       translisthash[i] = currenttranslist;
+       currenttranslist++;
        currenttranspoly++;
 }
 
 int transpolyindices;
        currenttranspoly++;
 }
 
 int transpolyindices;
-extern qboolean isG200;
 
 /*
 void transpolyrenderminmax()
 
 /*
 void transpolyrenderminmax()
@@ -217,11 +280,14 @@ int transpolyqsort(const void *ia, const void *ib)
 }
 */
 
 }
 */
 
+/*
 int transpolyqsort(const void *ia, const void *ib)
 {
        return (transpoly[*((unsigned short *)ib)].distance - transpoly[*((unsigned short *)ia)].distance);
 }
 int transpolyqsort(const void *ia, const void *ib)
 {
        return (transpoly[*((unsigned short *)ib)].distance - transpoly[*((unsigned short *)ia)].distance);
 }
+*/
 
 
+/*
 void transpolyrenderminmax()
 {
        int i, j, lastvert;
 void transpolyrenderminmax()
 {
        int i, j, lastvert;
@@ -249,6 +315,7 @@ void transpolyrenderminmax()
        }
        qsort(&transpolyindex[0], transpolyindices, sizeof(unsigned short), transpolyqsort);
 }
        }
        qsort(&transpolyindex[0], transpolyindices, sizeof(unsigned short), transpolyqsort);
 }
+*/
 /*
        int i, j, a;
        a = true;
 /*
        int i, j, a;
        a = true;
@@ -300,11 +367,13 @@ void transpolyrender()
 {
        int i, j, tpolytype, texnum;
        transpoly_t *p;
 {
        int i, j, tpolytype, texnum;
        transpoly_t *p;
-       if (currenttranspoly < 1)
+       if (!r_render.value)
                return;
                return;
-       transpolyrenderminmax();
-       if (transpolyindices < 1)
+       if (currenttranspoly < 1)
                return;
                return;
+//     transpolyrenderminmax();
+//     if (transpolyindices < 1)
+//             return;
        // testing
 //     Con_DPrintf("transpolyrender: %i polys %i infront %i vertices\n", currenttranspoly, transpolyindices, currenttransvert);
 //     if (transpolyindices >= 2)
        // testing
 //     Con_DPrintf("transpolyrender: %i polys %i infront %i vertices\n", currenttranspoly, transpolyindices, currenttransvert);
 //     if (transpolyindices >= 2)
@@ -317,10 +386,6 @@ void transpolyrender()
                glEnable(GL_ALPHA_TEST);
        else
                glDisable(GL_ALPHA_TEST);
                glEnable(GL_ALPHA_TEST);
        else
                glDisable(GL_ALPHA_TEST);
-       // later note: wasn't working on my TNT drivers...  strangely...  used a cheaper hack in transpolyvert
-       //// offset by 16 depth units so decal sprites appear infront of walls
-       //glPolygonOffset(1, -16);
-       //glEnable(GL_POLYGON_OFFSET_FILL);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        tpolytype = TPOLYTYPE_ALPHA;
        texnum = -1;
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        tpolytype = TPOLYTYPE_ALPHA;
        texnum = -1;
@@ -366,123 +431,128 @@ void transpolyrender()
        */
        {
                int points = -1;
        */
        {
                int points = -1;
+               translistitem *item;
                transvert_t *vert;
                transvert_t *vert;
-               for (i = 0;i < transpolyindices;i++)
+               for (i = 4095;i >= 0;i--)
                {
                {
-                       p = &transpoly[transpolyindex[i]];
-                       if (p->texnum != texnum || p->verts != points || p->transpolytype != tpolytype)
+                       item = translisthash[i];
+                       while (item)
                        {
                        {
-                               glEnd();
-                               if (isG200)
+                               p = item->poly;
+                               item = item->next;
+                               if (p->texnum != texnum || p->verts != points || p->transpolytype != tpolytype)
                                {
                                {
-                                       if (p->fogtexnum) // alpha
-                                               glEnable(GL_ALPHA_TEST);
-                                       else
-                                               glDisable(GL_ALPHA_TEST);
-                               }
-                               if (p->texnum != texnum)
-                               {
-                                       texnum = p->texnum;
-                                       glBindTexture(GL_TEXTURE_2D, texnum);
-                               }
-                               if (p->transpolytype != tpolytype)
-                               {
-                                       tpolytype = p->transpolytype;
-                                       if (tpolytype == TPOLYTYPE_ADD) // additive
-                                               glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-                                       else // alpha
-                                               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                               }
-                               points = p->verts;
-                               switch (points)
-                               {
-                               case 3:
-                                       glBegin(GL_TRIANGLES);
-                                       break;
-                               case 4:
-                                       glBegin(GL_QUADS);
-                                       break;
-                               default:
-                                       glBegin(GL_TRIANGLE_FAN);
-                                       points = -1; // to force a reinit on the next poly
-                                       break;
-                               }
-                       }
-                       for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
-                       {
-                               // would be 2fv, but windoze Matrox G200 and probably G400 drivers don't support that (dumb...)
-                               glTexCoord2f(vert->s, vert->t);
-                               // again, vector version isn't supported I think
-                               glColor4ub(vert->r, vert->g, vert->b, vert->a);
-                               glVertex3fv(vert->v);
-                       }
-                       if (p->glowtexnum)
-                       {
-                               glEnd();
-                               texnum = p->glowtexnum; // highly unlikely to match next poly, but...
-                               glBindTexture(GL_TEXTURE_2D, texnum);
-                               if (tpolytype != TPOLYTYPE_ADD)
-                               {
-                                       tpolytype = TPOLYTYPE_ADD; // might match next poly
-                                       glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+                                       glEnd();
+                                       if (isG200)
+                                       {
+                                               if (p->fogtexnum) // alpha
+                                                       glEnable(GL_ALPHA_TEST);
+                                               else
+                                                       glDisable(GL_ALPHA_TEST);
+                                       }
+                                       if (p->texnum != texnum)
+                                       {
+                                               texnum = p->texnum;
+                                               glBindTexture(GL_TEXTURE_2D, texnum);
+                                       }
+                                       if (p->transpolytype != tpolytype)
+                                       {
+                                               tpolytype = p->transpolytype;
+                                               if (tpolytype == TPOLYTYPE_ADD) // additive
+                                                       glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+                                               else // alpha
+                                                       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                                       }
+                                       points = p->verts;
+                                       switch (points)
+                                       {
+                                       case 3:
+                                               glBegin(GL_TRIANGLES);
+                                               break;
+                                       case 4:
+                                               glBegin(GL_QUADS);
+                                               break;
+                                       default:
+                                               glBegin(GL_TRIANGLE_FAN);
+                                               points = -1; // to force a reinit on the next poly
+                                               break;
+                                       }
                                }
                                }
-                               points = -1;
-                               glBegin(GL_TRIANGLE_FAN);
                                for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
                                {
                                for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
                                {
-                                       glColor4ub(255,255,255,vert->a);
                                        // would be 2fv, but windoze Matrox G200 and probably G400 drivers don't support that (dumb...)
                                        glTexCoord2f(vert->s, vert->t);
                                        // would be 2fv, but windoze Matrox G200 and probably G400 drivers don't support that (dumb...)
                                        glTexCoord2f(vert->s, vert->t);
+                                       // again, vector version isn't supported I think
+                                       glColor4ub(vert->r, vert->g, vert->b, vert->a);
                                        glVertex3fv(vert->v);
                                }
                                        glVertex3fv(vert->v);
                                }
-                               glEnd();
-                       }
-                       if (fogenabled && p->transpolytype == TPOLYTYPE_ALPHA)
-                       {
-                               vec3_t diff;
-                               glEnd();
-                               points = -1; // to force a reinit on the next poly
-                               if (tpolytype != TPOLYTYPE_ALPHA)
+                               if (p->glowtexnum)
                                {
                                {
-                                       tpolytype = TPOLYTYPE_ALPHA; // probably matchs next poly
-                                       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                               }
-                               if (p->fogtexnum)
-                               {
-                                       if (texnum != p->fogtexnum) // highly unlikely to match next poly, but...
+                                       glEnd();
+                                       texnum = p->glowtexnum; // highly unlikely to match next poly, but...
+                                       glBindTexture(GL_TEXTURE_2D, texnum);
+                                       if (tpolytype != TPOLYTYPE_ADD)
                                        {
                                        {
-                                               texnum = p->fogtexnum;
-                                               glBindTexture(GL_TEXTURE_2D, texnum);
+                                               tpolytype = TPOLYTYPE_ADD; // might match next poly
+                                               glBlendFunc(GL_SRC_ALPHA, GL_ONE);
                                        }
                                        }
+                                       points = -1;
                                        glBegin(GL_TRIANGLE_FAN);
                                        for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
                                        {
                                        glBegin(GL_TRIANGLE_FAN);
                                        for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
                                        {
-                                               VectorSubtract(vert->v, r_refdef.vieworg,diff);
+                                               glColor4ub(255,255,255,vert->a);
+                                               // would be 2fv, but windoze Matrox G200 and probably G400 drivers don't support that (dumb...)
                                                glTexCoord2f(vert->s, vert->t);
                                                glTexCoord2f(vert->s, vert->t);
-                                               glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], vert->a*(1.0f/255.0f)*exp(fogdensity/DotProduct(diff,diff)));
                                                glVertex3fv(vert->v);
                                        }
                                                glVertex3fv(vert->v);
                                        }
-                                       glEnd ();
+                                       glEnd();
                                }
                                }
-                               else
+                               if (fogenabled && p->transpolytype == TPOLYTYPE_ALPHA)
                                {
                                {
-                                       glDisable(GL_TEXTURE_2D);
-                                       glBegin(GL_TRIANGLE_FAN);
-                                       for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
+                                       vec3_t diff;
+                                       glEnd();
+                                       points = -1; // to force a reinit on the next poly
+                                       if (tpolytype != TPOLYTYPE_ALPHA)
                                        {
                                        {
-                                               VectorSubtract(vert->v, r_refdef.vieworg,diff);
-                                               glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], vert->a*(1.0f/255.0f)*exp(fogdensity/DotProduct(diff,diff)));
-                                               glVertex3fv(vert->v);
+                                               tpolytype = TPOLYTYPE_ALPHA; // probably matchs next poly
+                                               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                                       }
+                                       if (p->fogtexnum)
+                                       {
+                                               if (texnum != p->fogtexnum) // highly unlikely to match next poly, but...
+                                               {
+                                                       texnum = p->fogtexnum;
+                                                       glBindTexture(GL_TEXTURE_2D, texnum);
+                                               }
+                                               glBegin(GL_TRIANGLE_FAN);
+                                               for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
+                                               {
+                                                       VectorSubtract(vert->v, r_refdef.vieworg,diff);
+                                                       glTexCoord2f(vert->s, vert->t);
+                                                       glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], vert->a*(1.0f/255.0f)*exp(fogdensity/DotProduct(diff,diff)));
+                                                       glVertex3fv(vert->v);
+                                               }
+                                               glEnd ();
+                                       }
+                                       else
+                                       {
+                                               glDisable(GL_TEXTURE_2D);
+                                               glBegin(GL_TRIANGLE_FAN);
+                                               for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
+                                               {
+                                                       VectorSubtract(vert->v, r_refdef.vieworg,diff);
+                                                       glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], vert->a*(1.0f/255.0f)*exp(fogdensity/DotProduct(diff,diff)));
+                                                       glVertex3fv(vert->v);
+                                               }
+                                               glEnd ();
+                                               glEnable(GL_TEXTURE_2D);
                                        }
                                        }
-                                       glEnd ();
-                                       glEnable(GL_TEXTURE_2D);
                                }
                        }
                }
                glEnd();
        }
 
                                }
                        }
                }
                glEnd();
        }
 
-       //glDisable(GL_POLYGON_OFFSET_FILL);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glDepthMask(1); // enable zbuffer updates
        glDisable(GL_ALPHA_TEST);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glDepthMask(1); // enable zbuffer updates
        glDisable(GL_ALPHA_TEST);
@@ -493,12 +563,13 @@ void wallpolyclear()
        currentwallpoly = currentwallvert = 0;
 }
 
        currentwallpoly = currentwallvert = 0;
 }
 
-extern qboolean lighthalf;
 void wallpolyrender()
 {
        int i, j, texnum, lighttexnum;
        wallpoly_t *p;
        wallvert_t *vert;
 void wallpolyrender()
 {
        int i, j, texnum, lighttexnum;
        wallpoly_t *p;
        wallvert_t *vert;
+       if (!r_render.value)
+               return;
        if (currentwallpoly < 1)
                return;
        c_brush_polys += currentwallpoly;
        if (currentwallpoly < 1)
                return;
        c_brush_polys += currentwallpoly;
@@ -518,7 +589,7 @@ void wallpolyrender()
        {
                glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
                texnum = -1;
        {
                glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
                texnum = -1;
-               for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
+               for (i = 0,p = wallpoly;i < currentwallpoly;i++, p++)
                {
                        if (p->texnum != texnum)
                        {
                {
                        if (p->texnum != texnum)
                        {
@@ -527,7 +598,7 @@ void wallpolyrender()
                        }
                        vert = &wallvert[p->firstvert];
                        glBegin(GL_POLYGON);
                        }
                        vert = &wallvert[p->firstvert];
                        glBegin(GL_POLYGON);
-                       for (j=0 ; j<p->verts ; j++, vert++)
+                       for (j=0 ; j<p->numverts ; j++, vert++)
                        {
                                glTexCoord2f (vert->s, vert->t);
                                glVertex3fv (vert->vert);
                        {
                                glTexCoord2f (vert->s, vert->t);
                                glVertex3fv (vert->vert);
@@ -545,20 +616,20 @@ void wallpolyrender()
                glEnable(GL_TEXTURE_2D);
                texnum = -1;
                lighttexnum = -1;
                glEnable(GL_TEXTURE_2D);
                texnum = -1;
                lighttexnum = -1;
-               for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
+               for (i = 0,p = wallpoly;i < currentwallpoly;i++, p++)
                {
                {
-//                     if (p->texnum != texnum || p->lighttexnum != lighttexnum)
-//                     {
+                       if (p->texnum != texnum || p->lighttexnum != lighttexnum)
+                       {
                                texnum = p->texnum;
                                lighttexnum = p->lighttexnum;
                                qglSelectTexture(gl_mtex_enum+0);
                                glBindTexture(GL_TEXTURE_2D, texnum);
                                qglSelectTexture(gl_mtex_enum+1);
                                glBindTexture(GL_TEXTURE_2D, lighttexnum);
                                texnum = p->texnum;
                                lighttexnum = p->lighttexnum;
                                qglSelectTexture(gl_mtex_enum+0);
                                glBindTexture(GL_TEXTURE_2D, texnum);
                                qglSelectTexture(gl_mtex_enum+1);
                                glBindTexture(GL_TEXTURE_2D, lighttexnum);
-//                     }
+                       }
                        vert = &wallvert[p->firstvert];
                        glBegin(GL_POLYGON);
                        vert = &wallvert[p->firstvert];
                        glBegin(GL_POLYGON);
-                       for (j=0 ; j<p->verts ; j++, vert++)
+                       for (j=0 ; j<p->numverts ; j++, vert++)
                        {
                                qglMTexCoord2f(gl_mtex_enum, vert->s, vert->t); // texture
                                qglMTexCoord2f((gl_mtex_enum+1), vert->u, vert->v); // lightmap
                        {
                                qglMTexCoord2f(gl_mtex_enum, vert->s, vert->t); // texture
                                qglMTexCoord2f((gl_mtex_enum+1), vert->u, vert->v); // lightmap
@@ -578,7 +649,7 @@ void wallpolyrender()
                // first do the textures
                glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
                texnum = -1;
                // first do the textures
                glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
                texnum = -1;
-               for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
+               for (i = 0,p = wallpoly;i < currentwallpoly;i++, p++)
                {
                        if (p->texnum != texnum)
                        {
                {
                        if (p->texnum != texnum)
                        {
@@ -587,7 +658,7 @@ void wallpolyrender()
                        }
                        vert = &wallvert[p->firstvert];
                        glBegin(GL_POLYGON);
                        }
                        vert = &wallvert[p->firstvert];
                        glBegin(GL_POLYGON);
-                       for (j=0 ; j<p->verts ; j++, vert++)
+                       for (j=0 ; j<p->numverts ; j++, vert++)
                        {
                                glTexCoord2f (vert->s, vert->t);
                                glVertex3fv (vert->vert);
                        {
                                glTexCoord2f (vert->s, vert->t);
                                glVertex3fv (vert->vert);
@@ -599,7 +670,7 @@ void wallpolyrender()
                glBlendFunc(GL_ZERO, GL_SRC_COLOR);
                glEnable(GL_BLEND);
                texnum = -1;
                glBlendFunc(GL_ZERO, GL_SRC_COLOR);
                glEnable(GL_BLEND);
                texnum = -1;
-               for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
+               for (i = 0,p = wallpoly;i < currentwallpoly;i++, p++)
                {
                        if (p->lighttexnum != texnum)
                        {
                {
                        if (p->lighttexnum != texnum)
                        {
@@ -608,7 +679,7 @@ void wallpolyrender()
                        }
                        vert = &wallvert[p->firstvert];
                        glBegin(GL_POLYGON);
                        }
                        vert = &wallvert[p->firstvert];
                        glBegin(GL_POLYGON);
-                       for (j=0 ; j<p->verts ; j++, vert++)
+                       for (j=0 ; j<p->numverts ; j++, vert++)
                        {
                                glTexCoord2f (vert->u, vert->v);
                                glVertex3fv (vert->vert);
                        {
                                glTexCoord2f (vert->u, vert->v);
                                glVertex3fv (vert->vert);
@@ -616,17 +687,50 @@ void wallpolyrender()
                        glEnd ();
                }
        }
                        glEnd ();
                }
        }
-       // render glow textures
+       // switch to additive mode settings
        glDepthMask(0);
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
        glDepthMask(0);
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       glBlendFunc(GL_ONE, GL_ONE);
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE);
        glEnable(GL_BLEND);
        glEnable(GL_BLEND);
+       glDisable(GL_ALPHA_TEST);
+       glShadeModel(GL_SMOOTH);
+       // render vertex lit overlays ontop
+       texnum = -1;
+       for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
+       {
+               if (!p->lit)
+                       continue;
+               for (j = 0,vert = &wallvert[p->firstvert];j < p->numverts;j++, vert++)
+                       if (vert->r || vert->g || vert->b)
+                               goto lit;
+               continue;
+lit:
+               c_light_polys++;
+               if (p->texnum != texnum)
+               {
+                       texnum = p->texnum;
+                       glBindTexture(GL_TEXTURE_2D, texnum);
+               }
+               glBegin(GL_POLYGON);
+               for (j = 0,vert = &wallvert[p->firstvert];j < p->numverts;j++, vert++)
+               {
+                       // would be 2fv, but windoze Matrox G200 and probably G400 drivers don't support that (dumb...)
+                       glTexCoord2f(vert->s, vert->t);
+                       // again, vector version isn't supported I think
+                       glColor3ub(vert->r, vert->g, vert->b);
+                       glVertex3fv(vert->vert);
+               }
+               glEnd();
+       }
+       // render glow textures
+       glShadeModel(GL_FLAT);
+       glBlendFunc(GL_ONE, GL_ONE);
        if (lighthalf)
                glColor3f(0.5,0.5,0.5);
        else
                glColor3f(1,1,1);
        texnum = -1;
        if (lighthalf)
                glColor3f(0.5,0.5,0.5);
        else
                glColor3f(1,1,1);
        texnum = -1;
-       for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
+       for (i = 0,p = wallpoly;i < currentwallpoly;i++, p++)
        {
                if (!p->glowtexnum)
                        continue;
        {
                if (!p->glowtexnum)
                        continue;
@@ -637,12 +741,12 @@ void wallpolyrender()
                }
                vert = &wallvert[p->firstvert];
                glBegin(GL_POLYGON);
                }
                vert = &wallvert[p->firstvert];
                glBegin(GL_POLYGON);
-               for (j=0 ; j<p->verts ; j++, vert++)
+               for (j=0 ; j<p->numverts ; j++, vert++)
                {
                        glTexCoord2f (vert->s, vert->t);
                        glVertex3fv (vert->vert);
                }
                {
                        glTexCoord2f (vert->s, vert->t);
                        glVertex3fv (vert->vert);
                }
-               glEnd ();
+               glEnd();
        }
        glColor3f(1,1,1);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        }
        glColor3f(1,1,1);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -655,7 +759,7 @@ void wallpolyrender()
                {
                        vert = &wallvert[p->firstvert];
                        glBegin(GL_POLYGON);
                {
                        vert = &wallvert[p->firstvert];
                        glBegin(GL_POLYGON);
-                       for (j=0 ; j<p->verts ; j++, vert++)
+                       for (j=0 ; j<p->numverts ; j++, vert++)
                        {
                                VectorSubtract(vert->vert, r_refdef.vieworg,diff);
                                glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
                        {
                                VectorSubtract(vert->vert, r_refdef.vieworg,diff);
                                glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
@@ -665,6 +769,10 @@ void wallpolyrender()
                }
                glEnable(GL_TEXTURE_2D);
        }
                }
                glEnable(GL_TEXTURE_2D);
        }
+       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       glDisable(GL_ALPHA_TEST);
+       glShadeModel(GL_SMOOTH);
        glDisable(GL_BLEND);
        glDepthMask(1);
 }
        glDisable(GL_BLEND);
        glDepthMask(1);
 }
@@ -674,8 +782,6 @@ void skypolyclear()
        currentskypoly = currentskyvert = 0;
 }
 
        currentskypoly = currentskyvert = 0;
 }
 
-extern qboolean isATI;
-
 extern char skyname[];
 extern int solidskytexture, alphaskytexture;
 void skypolyrender()
 extern char skyname[];
 extern int solidskytexture, alphaskytexture;
 void skypolyrender()
@@ -685,6 +791,8 @@ void skypolyrender()
        skyvert_t *vert;
        float length, speedscale;
        vec3_t dir;
        skyvert_t *vert;
        float length, speedscale;
        vec3_t dir;
+       if (!r_render.value)
+               return;
        if (currentskypoly < 1)
                return;
        // testing
        if (currentskypoly < 1)
                return;
        // testing
@@ -696,13 +804,16 @@ void skypolyrender()
        glDepthMask(1);
        if (!fogenabled && !skyname[0]) // normal quake sky
        {
        glDepthMask(1);
        if (!fogenabled && !skyname[0]) // normal quake sky
        {
-               glColor3f(0.5f, 0.5f, 0.5f);
+               if(lighthalf)
+                       glColor3f(0.5f, 0.5f, 0.5f);
+               else
+                       glColor3f(1.0f,1.0f,1.0f);
                glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
                glEnable(GL_TEXTURE_2D);
                glDisable(GL_BLEND);
                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                glBindTexture(GL_TEXTURE_2D, solidskytexture); // upper clouds
                glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
                glEnable(GL_TEXTURE_2D);
                glDisable(GL_BLEND);
                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                glBindTexture(GL_TEXTURE_2D, solidskytexture); // upper clouds
-               speedscale = realtime*8;
+               speedscale = cl.time*8;
                speedscale -= (int)speedscale & ~127 ;
                for (i = 0,p = &skypoly[0];i < currentskypoly;i++, p++)
                {
                speedscale -= (int)speedscale & ~127 ;
                for (i = 0,p = &skypoly[0];i < currentskypoly;i++, p++)
                {
@@ -725,7 +836,7 @@ void skypolyrender()
                glEnable(GL_BLEND);
                glDepthMask(0);
                glBindTexture(GL_TEXTURE_2D, alphaskytexture); // lower clouds
                glEnable(GL_BLEND);
                glDepthMask(0);
                glBindTexture(GL_TEXTURE_2D, alphaskytexture); // lower clouds
-               speedscale = realtime*16;
+               speedscale = cl.time*16;
                speedscale -= (int)speedscale & ~127 ;
                for (i = 0,p = &skypoly[0];i < currentskypoly;i++, p++)
                {
                speedscale -= (int)speedscale & ~127 ;
                for (i = 0,p = &skypoly[0];i < currentskypoly;i++, p++)
                {