]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_poly.c
updated to build 102
[xonotic/darkplaces.git] / gl_poly.c
index 08af798dc1bee321910c9be667e8b65b70c9d673..37c8c722fed12075ba5e052486c7dca3be4c55ca 100644 (file)
--- a/gl_poly.c
+++ b/gl_poly.c
@@ -4,38 +4,84 @@ transvert_t *transvert;
 transpoly_t *transpoly;
 unsigned short *transpolyindex;
 wallvert_t *wallvert;
+wallvertcolor_t *wallvertcolor;
 wallpoly_t *wallpoly;
 skyvert_t *skyvert;
 skypoly_t *skypoly;
 
-unsigned short currenttranspoly;
-unsigned short currenttransvert;
-unsigned short currentwallpoly;
-unsigned short currentwallvert;
-unsigned short currentskypoly;
-unsigned short currentskyvert;
+int currenttranspoly;
+int currenttransvert;
+int currentwallpoly;
+int currentwallvert;
+int currentskypoly;
+int currentskyvert;
 
 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(void)
+{
+       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));
+       wallvertcolor = qmalloc(MAX_WALLVERTS * sizeof(wallvertcolor_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(void)
+{
+       qfree(transvert);
+       qfree(transpoly);
+       qfree(transpolyindex);
+       qfree(wallvert);
+       qfree(wallvertcolor);
+       qfree(wallpoly);
+       qfree(skyvert);
+       qfree(skypoly);
+}
+
+void gl_poly_newmap(void)
+{
+}
+
+void GL_Poly_Init(void)
 {
        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, gl_poly_newmap);
 }
 
-void transpolyclear()
+void transpolyclear(void)
 {
        currenttranspoly = currenttransvert = 0;
+       currenttranslist = translist;
+       memset(translisthash, 0, sizeof(translisthash));
+       transviewdist = DotProduct(r_origin, vpn);
 }
 
+// turned into a #define
+/*
 void transpolybegin(int texnum, int glowtexnum, int fogtexnum, int transpolytype)
 {
        if (currenttranspoly >= MAX_TRANSPOLYS || currenttransvert >= MAX_TRANSVERTS)
@@ -48,6 +94,7 @@ void transpolybegin(int texnum, int glowtexnum, int fogtexnum, int transpolytype
        transpoly[currenttranspoly].verts = 0;
 //     transpoly[currenttranspoly].ndist = 0; // clear the normal
 }
+*/
 
 // turned into a #define
 /*
@@ -70,206 +117,56 @@ void transpolyvert(float x, float y, float z, float s, float t, int r, int g, in
 }
 */
 
-void transpolyend()
+void transpolyend(void)
 {
-       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;
        }
-       if (currenttransvert >= MAX_TRANSVERTS)
-               return;
-       currenttranspoly++;
-}
-
-int transpolyindices;
-void transpolyrenderminmax()
-{
-       int i, j, k, lastvert;
-       vec_t d, min, max, viewdist, s, average;
-       //vec_t ndist;
-       //vec3_t v1, v2, n;
-       transpolyindices = 0;
-       viewdist = DotProduct(r_refdef.vieworg, vpn);
-       for (i = 0;i < currenttranspoly;i++)
+       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++)
        {
-               if (transpoly[i].verts < 3) // only process valid polygons
-                       continue;
-               min = 1000000;max = -1000000;
-               s = 1.0f / transpoly[i].verts;
-               lastvert = transpoly[i].firstvert + transpoly[i].verts;
-               average = 0;
-               for (j = transpoly[i].firstvert;j < lastvert;j++)
-               {
-                       d = DotProduct(transvert[j].v, vpn)-viewdist;
-                       if (d < min) min = d;
-                       if (d > max) max = d;
-                       average += d * s;
-               }
-               if (max < 4) // free to check here, so skip polys behind the view
-                       continue;
-               transpoly[i].distance = average;
-               /*
-               transpoly[i].mindistance = min;
-               transpoly[i].maxdistance = max;
-               // calculate normal (eek)
-               VectorSubtract(transvert[transpoly[i].firstvert  ].v, transvert[transpoly[i].firstvert+1].v, v1);
-               VectorSubtract(transvert[transpoly[i].firstvert+2].v, transvert[transpoly[i].firstvert+1].v, v2);
-               VectorNormalize(v1);
-               VectorNormalize(v2);
-               if (transpoly[i].verts > 3 && fabs(DotProduct(v1, v2)) >= (1.0f - (1.0f / 256.0f))) // colinear edges, find a better triple
-               {
-                       VectorSubtract(transvert[transpoly[i].firstvert + transpoly[i].verts - 1].v, transvert[transpoly[i].firstvert].v, v1);
-                       VectorSubtract(transvert[transpoly[i].firstvert + 1].v, transvert[transpoly[i].firstvert].v, v2);
-                       VectorNormalize(v1);
-                       VectorNormalize(v2);
-                       if (fabs(DotProduct(v1, v2)) < (1.0f - (1.0f / 256.0f))) // found a good triple
-                               goto foundtriple;
-                       for (k = transpoly[i].firstvert + 2;k < (transpoly[i].firstvert + transpoly[i].verts - 1);k++)
-                       {
-                               VectorSubtract(transvert[k-1].v, transvert[k].v, v1);
-                               VectorSubtract(transvert[k+1].v, transvert[k].v, v2);
-                               VectorNormalize(v1);
-                               VectorNormalize(v2);
-                               if (fabs(DotProduct(v1, v2)) < (1.0f - (1.0f / 256.0f))) // found a good triple
-                                       goto foundtriple;
-                       }
-                       VectorSubtract(transvert[k-1].v, transvert[k].v, v1);
-                       VectorSubtract(transvert[transpoly[i].firstvert].v, transvert[k].v, v2);
-                       VectorNormalize(v1);
-                       VectorNormalize(v2);
-                       if (fabs(DotProduct(v1, v2)) >= (1.0f - (1.0f / 256.0f))) // no good triples; the polygon is a line, skip it
-                               continue;
-               }
-foundtriple:
-               CrossProduct(v1, v2, n);
-               VectorNormalize(n);
-               ndist = DotProduct(transvert[transpoly[i].firstvert+1].v, n);
-               // sorted insert
-               for (j = 0;j < transpolyindices;j++)
-               {
-                       // easy cases
-                       if (transpoly[transpolyindex[j]].mindistance > max)
-                               continue;
-                       if (transpoly[transpolyindex[j]].maxdistance < min)
-                               break;
-                       // hard case, check side
-                       for (k = transpoly[transpolyindex[j]].firstvert;k < (transpoly[transpolyindex[j]].firstvert + transpoly[transpolyindex[j]].verts);k++)
-                               if (DotProduct(transvert[k].v, n) < ndist)
-                                       goto skip;
-                       break;
-skip:
-                       ;
-               }
-               */
-               // sorted insert
-               for (j = 0;j < transpolyindices;j++)
-                       if (transpoly[transpolyindex[j]].distance < average)
-                               break;
-               for (k = transpolyindices;k > j;k--)
-                       transpolyindex[k] = transpolyindex[k-1];
-               transpolyindices++;
-               transpolyindex[j] = i;
+               d = DotProduct(v->v, vpn);
+               center += d;
+               if (d > maxdist)
+                       maxdist = d;
        }
-}
-
-// LordHavoc: qsort compare function
-/*
-int transpolyqsort(const void *ia, const void *ib)
-{
-       transpoly_t *a, *b;
-       int i, j;
-       a = &transpoly[*((unsigned short *)ia)];
-       b = &transpoly[*((unsigned short *)ib)];
-       // easy cases
-       if (a->mindistance > b->mindistance && a->maxdistance > b->maxdistance)
-               return -1; // behind
-       if (a->mindistance < b->mindistance && a->maxdistance < b->maxdistance)
-               return 1; // infront
-       // hard case
-       if (!a->ndist)
+       maxdist -= transviewdist;
+       if (maxdist < 4.0f) // behind view
        {
-               // calculate normal (eek)
-               vec3_t v1, v2;
-               VectorSubtract(transvert[a->firstvert  ].v, transvert[a->firstvert+1].v, v1);
-               VectorSubtract(transvert[a->firstvert+2].v, transvert[a->firstvert+1].v, v2);
-               CrossProduct(v1, v2, a->n);
-               VectorNormalize(a->n);
-               a->ndist = DotProduct(transvert[a->firstvert  ].v, a->n);
+               currenttransvert = transpoly[currenttranspoly].firstvert; // reset vert pointer
+               return;
        }
-       // check side
-       for (i = b->firstvert, j = 0;i < (b->firstvert + b->verts);i++)
-               j += DotProduct(transvert[i].v, a->n) < a->ndist; // (1) b is infront of a
-       if (j == 0)
-               return -1; // (-1) a is behind b
-       return j == b->verts; // (1) a is infront of b    (0) a and b intersect
-//     return (transpoly[*((unsigned short *)ib)].mindistance + transpoly[*((unsigned short *)ib)].maxdistance) - (transpoly[*((unsigned short *)ia)].mindistance + transpoly[*((unsigned short *)ia)].maxdistance);
+       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++;
 }
-*/
-
-extern qboolean isG200;
 
-/*
-void transpolysort()
-{
-       int i, j, a;
-//     qsort(&transpolyindex[0], transpolyindices, sizeof(unsigned short), transpolyqsort);
-       a = true;
-       while(a)
-       {
-               a = false;
-               for (i = 1;i < transpolyindices;i++)
-               {
-                       // easy cases
-                       if (transpoly[transpolyindex[i - 1]].mindistance > transpoly[transpolyindex[i]].mindistance && transpoly[transpolyindex[i - 1]].maxdistance > transpoly[transpolyindex[i]].maxdistance)
-                               continue; // previous is behind (no swap)
-                       if (transpoly[transpolyindex[i - 1]].mindistance < transpoly[transpolyindex[i]].mindistance && transpoly[transpolyindex[i - 1]].maxdistance < transpoly[transpolyindex[i]].maxdistance)
-                               goto swap; // previous is infront (swap)
-                       // hard case
-*/
-                       /*
-                       if (!transpoly[transpolyindex[i - 1]].ndist)
-                       {
-                               // calculate normal (eek)
-                               vec3_t v1, v2;
-                               VectorSubtract(transvert[transpoly[transpolyindex[i - 1]].firstvert  ].v, transvert[transpoly[transpolyindex[i - 1]].firstvert+1].v, v1);
-                               VectorSubtract(transvert[transpoly[transpolyindex[i - 1]].firstvert+2].v, transvert[transpoly[transpolyindex[i - 1]].firstvert+1].v, v2);
-                               CrossProduct(v1, v2, transpoly[transpolyindex[i - 1]].n);
-                               VectorNormalize(transpoly[transpolyindex[i - 1]].n);
-                               transpoly[transpolyindex[i - 1]].ndist = DotProduct(transvert[transpoly[transpolyindex[i - 1]].firstvert  ].v, transpoly[transpolyindex[i - 1]].n);
-                       }
-                       if (DotProduct(transpoly[transpolyindex[i - 1]].n, vpn) >= 0.0f) // backface
-                               continue;
-                       */
-/*
-                       // check side
-                       for (i = transpoly[transpolyindex[i]].firstvert;i < (transpoly[transpolyindex[i]].firstvert + transpoly[transpolyindex[i]].verts);i++)
-                               if (DotProduct(transvert[i].v, transpoly[transpolyindex[i - 1]].n) >= transpoly[transpolyindex[i - 1]].ndist)
-                                       goto noswap; // previous is behind or they intersect
-swap:
-                       // previous is infront (swap)
-                       j = transpolyindex[i];
-                       transpolyindex[i] = transpolyindex[i - 1];
-                       transpolyindex[i - 1] = j;
-                       a = true;
-noswap:
-                       ;
-               }
-       }
-}
-*/
+int transpolyindices;
 
-void transpolyrender()
+void transpolyrender(void)
 {
        int i, j, tpolytype, texnum;
        transpoly_t *p;
-       if (currenttranspoly < 1)
+       if (!r_render.value)
                return;
-       transpolyrenderminmax();
-       if (transpolyindices < 1)
+       if (currenttranspoly < 1)
                return;
+//     transpolyrenderminmax();
+//     if (transpolyindices < 1)
+//             return;
        // testing
 //     Con_DPrintf("transpolyrender: %i polys %i infront %i vertices\n", currenttranspoly, transpolyindices, currenttransvert);
 //     if (transpolyindices >= 2)
@@ -278,21 +175,15 @@ void transpolyrender()
        glEnable(GL_BLEND);
        glShadeModel(GL_SMOOTH);
        glDepthMask(0); // disable zbuffer updates
-       if (isG200) // Matrox G200 cards can't handle per pixel alpha
-               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);
-       tpolytype = -1;
+       glDisable(GL_ALPHA_TEST);
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       tpolytype = TPOLYTYPE_ALPHA;
        texnum = -1;
        /*
        if (gl_vertexarrays.value)
        {
                // set up the vertex array
-               qglInterleavedArrays(GL_T2F_C4UB_V3F, 0, transvert);
+               glInterleavedArrays(GL_T2F_C4UB_V3F, 0, transvert);
                for (i = 0;i < transpolyindices;i++)
                {
                        p = &transpoly[transpolyindex[i]];
@@ -312,14 +203,14 @@ void transpolyrender()
                                                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                                }
                        }
-                       qglDrawArrays(GL_TRIANGLE_FAN, p->firstvert, p->verts);
+                       glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
                        if (p->glowtexnum)
                        {
                                texnum = p->glowtexnum; // highly unlikely to match next poly, but...
                                glBindTexture(GL_TEXTURE_2D, texnum);
                                tpolytype = TPOLYTYPE_ADD; // might match next poly
                                glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-                               qglDrawArrays(GL_TRIANGLE_FAN, p->firstvert, p->verts);
+                               glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
                        }
                }
                glDisableClientState(GL_TEXTURE_COORD_ARRAY);
@@ -330,141 +221,150 @@ void transpolyrender()
        */
        {
                int points = -1;
+               translistitem *item;
                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)
+                                       {
+                                               // LordHavoc: Matrox G200 cards can't handle per pixel alpha
+                                               if (p->fogtexnum)
+                                                       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_POLYGON);
+                                               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++)
                                {
-                                       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);
+                                       // again, vector version isn't supported I think
+                                       glColor4ub(vert->r, vert->g, vert->b, vert->a);
                                        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)
-                               {
-                                       tpolytype = TPOLYTYPE_ALPHA; // probably matchs next poly
-                                       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                               }
-                               if (p->fogtexnum)
+                               if (p->glowtexnum)
                                {
-                                       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);
                                        }
-                                       glBegin(GL_TRIANGLE_FAN);
+                                       points = -1;
+                                       glBegin(GL_POLYGON);
                                        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);
-                                               glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], vert->a*(1.0f/255.0f)*exp(fogdensity/DotProduct(diff,diff)));
                                                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_POLYGON);
+                                               for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
+                                               {
+                                                       VectorSubtract(vert->v, r_origin, 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_POLYGON);
+                                               for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
+                                               {
+                                                       VectorSubtract(vert->v, r_origin, 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();
        }
 
-       //glDisable(GL_POLYGON_OFFSET_FILL);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glDepthMask(1); // enable zbuffer updates
        glDisable(GL_ALPHA_TEST);
 }
 
-void wallpolyclear()
+void wallpolyclear(void)
 {
        currentwallpoly = currentwallvert = 0;
 }
 
-extern qboolean lighthalf;
-void wallpolyrender()
+void wallpolyrender(void)
 {
        int i, j, texnum, lighttexnum;
        wallpoly_t *p;
        wallvert_t *vert;
+       wallvertcolor_t *vertcolor;
+       if (!r_render.value)
+               return;
        if (currentwallpoly < 1)
                return;
+       c_brush_polys += currentwallpoly;
        // testing
        //Con_DPrintf("wallpolyrender: %i polys %i vertices\n", currentwallpoly, currentwallvert);
        if (!gl_mtexable)
@@ -474,14 +374,14 @@ void wallpolyrender()
        glShadeModel(GL_FLAT);
        // make sure zbuffer is enabled
        glEnable(GL_DEPTH_TEST);
-       glDisable(GL_ALPHA_TEST);
+//     glDisable(GL_ALPHA_TEST);
        glDepthMask(1);
        glColor3f(1,1,1);
        if (r_fullbright.value) // LordHavoc: easy to do fullbright...
        {
                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)
                        {
@@ -490,9 +390,9 @@ void wallpolyrender()
                        }
                        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);
+                               glTexCoord2f (vert->vert[3], vert->vert[4]);
                                glVertex3fv (vert->vert);
                        }
                        glEnd ();
@@ -508,23 +408,23 @@ void wallpolyrender()
                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);
-//                     }
+                       }
                        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->vert[3], vert->vert[4]); // texture
+                               qglMTexCoord2f((gl_mtex_enum+1), vert->vert[5], vert->vert[6]); // lightmap
                                glVertex3fv (vert->vert);
                        }
                        glEnd ();
@@ -541,7 +441,7 @@ void wallpolyrender()
                // 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)
                        {
@@ -550,9 +450,9 @@ void wallpolyrender()
                        }
                        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);
+                               glTexCoord2f (vert->vert[3], vert->vert[4]);
                                glVertex3fv (vert->vert);
                        }
                        glEnd ();
@@ -562,7 +462,7 @@ void wallpolyrender()
                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)
                        {
@@ -571,25 +471,58 @@ void wallpolyrender()
                        }
                        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);
+                               glTexCoord2f (vert->vert[5], vert->vert[6]);
                                glVertex3fv (vert->vert);
                        }
                        glEnd ();
                }
        }
-       // render glow textures
+       // switch to additive mode settings
        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);
+//     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,vertcolor = &wallvertcolor[p->firstvert];j < p->numverts;j++, vertcolor++)
+                       if (vertcolor->r || vertcolor->g || vertcolor->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], vertcolor = &wallvertcolor[p->firstvert];j < p->numverts;j++, vert++, vertcolor++)
+               {
+                       // would be 2fv, but windoze Matrox G200 and probably G400 drivers don't support that (dumb...)
+                       glTexCoord2f(vert->vert[3], vert->vert[4]);
+                       // again, vector version isn't supported I think
+                       glColor3ub(vertcolor->r, vertcolor->g, vertcolor->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;
-       for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
+       for (i = 0,p = wallpoly;i < currentwallpoly;i++, p++)
        {
                if (!p->glowtexnum)
                        continue;
@@ -600,12 +533,12 @@ void wallpolyrender()
                }
                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);
+                       glTexCoord2f (vert->vert[3], vert->vert[4]);
                        glVertex3fv (vert->vert);
                }
-               glEnd ();
+               glEnd();
        }
        glColor3f(1,1,1);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -618,9 +551,9 @@ void wallpolyrender()
                {
                        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);
+                               VectorSubtract(vert->vert, r_origin, diff);
                                glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
                                glVertex3fv (vert->vert);
                        }
@@ -628,41 +561,119 @@ void wallpolyrender()
                }
                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);
 }
 
-void skypolyclear()
+void skypolyclear(void)
 {
        currentskypoly = currentskyvert = 0;
 }
 
-extern qboolean isATI;
-void skypolyrender()
+void skypolyrender(void)
 {
        int i, j;
        skypoly_t *p;
        skyvert_t *vert;
+       float length, speedscale;
+       vec3_t dir;
+       if (!r_render.value)
+               return;
        if (currentskypoly < 1)
                return;
        // testing
 //     Con_DPrintf("skypolyrender: %i polys %i vertices\n", currentskypoly, currentskyvert);
-       glDisable(GL_TEXTURE_2D);
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       glDisable(GL_ALPHA_TEST);
+//     glDisable(GL_ALPHA_TEST);
        glDisable(GL_BLEND);
        // make sure zbuffer is enabled
        glEnable(GL_DEPTH_TEST);
        glDepthMask(1);
-       glColor3fv(fogcolor); // note: gets rendered over by sky if fog is not enabled
-       for (i = 0,p = &skypoly[0];i < currentskypoly;i++, p++)
+       if (!fogenabled && !skyname[0]) // normal quake sky
        {
-               vert = &skyvert[p->firstvert];
-               glBegin(GL_POLYGON);
-               for (j=0 ; j<p->verts ; j++, vert++)
-                       glVertex3fv (vert->v);
-               glEnd ();
+               glInterleavedArrays(GL_T2F_V3F, 0, skyvert);
+//             glTexCoordPointer(2, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].tex[0]);
+//             glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+//             glVertexPointer(3, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].v[0]);
+//             glEnableClientState(GL_VERTEX_ARRAY);
+               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, R_GetTexture(solidskytexture)); // upper clouds
+               speedscale = cl.time*8;
+               speedscale -= (int)speedscale & ~127 ;
+               for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
+               {
+                       vert = skyvert + p->firstvert;
+                       for (j = 0;j < p->verts;j++, vert++)
+                       {
+                               VectorSubtract (vert->v, r_origin, dir);
+                               dir[2] *= 3;    // flatten the sphere
+
+                               length = dir[0]*dir[0] + dir[1]*dir[1] + dir[2]*dir[2];
+                               length = sqrt (length);
+                               length = 6*63/length;
+
+                               vert->tex[0] = (speedscale + dir[0] * length) * (1.0/128);
+                               vert->tex[1] = (speedscale + dir[1] * length) * (1.0/128);
+                       }
+               }
+               GL_LockArray(0, currentskyvert);
+               for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
+                       glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
+               GL_UnlockArray();
+               glEnable(GL_BLEND);
+               glDepthMask(0);
+               glBindTexture(GL_TEXTURE_2D, R_GetTexture(alphaskytexture)); // lower clouds
+               speedscale = cl.time*16;
+               speedscale -= (int)speedscale & ~127 ;
+               for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
+               {
+                       vert = skyvert + p->firstvert;
+                       for (j = 0;j < p->verts;j++, vert++)
+                       {
+                               VectorSubtract (vert->v, r_origin, dir);
+                               dir[2] *= 3;    // flatten the sphere
+
+                               length = dir[0]*dir[0] + dir[1]*dir[1] + dir[2]*dir[2];
+                               length = sqrt (length);
+                               length = 6*63/length;
+
+                               vert->tex[0] = (speedscale + dir[0] * length) * (1.0/128);
+                               vert->tex[1] = (speedscale + dir[1] * length) * (1.0/128);
+                       }
+               }
+               GL_LockArray(0, currentskyvert);
+               for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
+                       glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
+               GL_UnlockArray();
+               glDisable(GL_BLEND);
+               glColor3f(1,1,1);
+               glDepthMask(1);
+               glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+               glDisableClientState(GL_VERTEX_ARRAY);
+       }
+       else
+       {
+               glVertexPointer(3, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].v[0]);
+               glEnableClientState(GL_VERTEX_ARRAY);
+               glDisable(GL_TEXTURE_2D);
+               glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+               glColor3fv(fogcolor); // note: gets rendered over by skybox if fog is not enabled
+               GL_LockArray(0, currentskyvert);
+               for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
+                       glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
+               GL_UnlockArray();
+               glColor3f(1,1,1);
+               glEnable(GL_TEXTURE_2D);
+               glDisableClientState(GL_VERTEX_ARRAY);
        }
-       glColor3f(1,1,1);
-       glEnable(GL_TEXTURE_2D);
 }