]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_poly.c
updated to build 102
[xonotic/darkplaces.git] / gl_poly.c
index 1f18658e143c1ca2ac5ffb939a1409acec6e6e58..37c8c722fed12075ba5e052486c7dca3be4c55ca 100644 (file)
--- a/gl_poly.c
+++ b/gl_poly.c
@@ -4,19 +4,19 @@ 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"};
 
 typedef struct translistitem_s
 {
@@ -34,44 +34,50 @@ float transviewdist; // distance of view origin along the view normal
 
 float transreciptable[256];
 
-void gl_poly_start()
+void gl_poly_start(void)
 {
        int i;
-       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));
+       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 gl_poly_shutdown(void)
 {
-       free(transvert);
-       free(transpoly);
-       free(transpolyindex);
-       free(wallvert);
-       free(wallpoly);
-       free(skyvert);
-       free(skypoly);
+       qfree(transvert);
+       qfree(transpoly);
+       qfree(transpolyindex);
+       qfree(wallvert);
+       qfree(wallvertcolor);
+       qfree(wallpoly);
+       qfree(skyvert);
+       qfree(skypoly);
 }
 
-void GL_Poly_Init()
+void gl_poly_newmap(void)
+{
+}
+
+void GL_Poly_Init(void)
 {
        Cvar_RegisterVariable (&gl_multitexture);
-       Cvar_RegisterVariable (&gl_vertexarrays);
-       R_RegisterModule("GL_Poly", gl_poly_start, gl_poly_shutdown);
+       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_refdef.vieworg, vpn);
+       transviewdist = DotProduct(r_origin, vpn);
 }
 
 // turned into a #define
@@ -111,7 +117,7 @@ void transpolyvert(float x, float y, float z, float s, float t, int r, int g, in
 }
 */
 
-void transpolyend()
+void transpolyend(void)
 {
        float center, d, maxdist;
        int i;
@@ -150,220 +156,7 @@ void transpolyend()
 
 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++)
-       {
-               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;
-       }
-}
-*/
-/*
-// 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)
-       {
-               // 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);
-       }
-       // 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);
-       */
-/*
-       return ((transpoly_t*)ia)->distance - ((transpoly_t*)ib)->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;
-       vec_t d, max, viewdist, average;
-       transpolyindices = 0;
-       viewdist = DotProduct(r_refdef.vieworg, vpn);
-       for (i = 0;i < currenttranspoly;i++)
-       {
-               if (transpoly[i].verts < 3) // only process valid polygons
-                       continue;
-               max = -1000000;
-               lastvert = transpoly[i].firstvert + transpoly[i].verts;
-               average = 0;
-               for (j = transpoly[i].firstvert;j < lastvert;j++)
-               {
-                       d = DotProduct(transvert[j].v, vpn)-viewdist;
-                       average += d;
-                       if (d > max)
-                               max = d;
-               }
-               if (max < 4) // free to check here, so skip polys behind the view
-                       continue;
-               transpoly[i].distance = average / transpoly[i].verts;
-               transpolyindex[transpolyindices++] = i;
-       }
-       qsort(&transpolyindex[0], transpolyindices, sizeof(unsigned short), transpolyqsort);
-}
-*/
-/*
-       int i, j, a;
-       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:
-                       ;
-               }
-       }
-}
-*/
-
-void transpolyrender()
+void transpolyrender(void)
 {
        int i, j, tpolytype, texnum;
        transpoly_t *p;
@@ -382,10 +175,7 @@ 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);
+       glDisable(GL_ALPHA_TEST);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        tpolytype = TPOLYTYPE_ALPHA;
        texnum = -1;
@@ -393,7 +183,7 @@ void transpolyrender()
        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]];
@@ -413,14 +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);
@@ -445,7 +235,8 @@ void transpolyrender()
                                        glEnd();
                                        if (isG200)
                                        {
-                                               if (p->fogtexnum) // alpha
+                                               // LordHavoc: Matrox G200 cards can't handle per pixel alpha
+                                               if (p->fogtexnum)
                                                        glEnable(GL_ALPHA_TEST);
                                                else
                                                        glDisable(GL_ALPHA_TEST);
@@ -473,7 +264,7 @@ void transpolyrender()
                                                glBegin(GL_QUADS);
                                                break;
                                        default:
-                                               glBegin(GL_TRIANGLE_FAN);
+                                               glBegin(GL_POLYGON);
                                                points = -1; // to force a reinit on the next poly
                                                break;
                                        }
@@ -497,7 +288,7 @@ void transpolyrender()
                                                glBlendFunc(GL_SRC_ALPHA, GL_ONE);
                                        }
                                        points = -1;
-                                       glBegin(GL_TRIANGLE_FAN);
+                                       glBegin(GL_POLYGON);
                                        for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
                                        {
                                                glColor4ub(255,255,255,vert->a);
@@ -524,10 +315,10 @@ void transpolyrender()
                                                        texnum = p->fogtexnum;
                                                        glBindTexture(GL_TEXTURE_2D, texnum);
                                                }
-                                               glBegin(GL_TRIANGLE_FAN);
+                                               glBegin(GL_POLYGON);
                                                for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
                                                {
-                                                       VectorSubtract(vert->v, r_refdef.vieworg,diff);
+                                                       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);
@@ -537,10 +328,10 @@ void transpolyrender()
                                        else
                                        {
                                                glDisable(GL_TEXTURE_2D);
-                                               glBegin(GL_TRIANGLE_FAN);
+                                               glBegin(GL_POLYGON);
                                                for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
                                                {
-                                                       VectorSubtract(vert->v, r_refdef.vieworg,diff);
+                                                       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);
                                                }
@@ -558,16 +349,17 @@ void transpolyrender()
        glDisable(GL_ALPHA_TEST);
 }
 
-void wallpolyclear()
+void wallpolyclear(void)
 {
        currentwallpoly = currentwallvert = 0;
 }
 
-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)
@@ -582,7 +374,7 @@ 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...
@@ -600,7 +392,7 @@ void wallpolyrender()
                        glBegin(GL_POLYGON);
                        for (j=0 ; j<p->numverts ; j++, vert++)
                        {
-                               glTexCoord2f (vert->s, vert->t);
+                               glTexCoord2f (vert->vert[3], vert->vert[4]);
                                glVertex3fv (vert->vert);
                        }
                        glEnd ();
@@ -631,8 +423,8 @@ void wallpolyrender()
                        glBegin(GL_POLYGON);
                        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 ();
@@ -660,7 +452,7 @@ void wallpolyrender()
                        glBegin(GL_POLYGON);
                        for (j=0 ; j<p->numverts ; j++, vert++)
                        {
-                               glTexCoord2f (vert->s, vert->t);
+                               glTexCoord2f (vert->vert[3], vert->vert[4]);
                                glVertex3fv (vert->vert);
                        }
                        glEnd ();
@@ -681,7 +473,7 @@ void wallpolyrender()
                        glBegin(GL_POLYGON);
                        for (j=0 ; j<p->numverts ; j++, vert++)
                        {
-                               glTexCoord2f (vert->u, vert->v);
+                               glTexCoord2f (vert->vert[5], vert->vert[6]);
                                glVertex3fv (vert->vert);
                        }
                        glEnd ();
@@ -692,7 +484,7 @@ void wallpolyrender()
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE);
        glEnable(GL_BLEND);
-       glDisable(GL_ALPHA_TEST);
+//     glDisable(GL_ALPHA_TEST);
        glShadeModel(GL_SMOOTH);
        // render vertex lit overlays ontop
        texnum = -1;
@@ -700,8 +492,8 @@ void wallpolyrender()
        {
                if (!p->lit)
                        continue;
-               for (j = 0,vert = &wallvert[p->firstvert];j < p->numverts;j++, vert++)
-                       if (vert->r || vert->g || vert->b)
+               for (j = 0,vertcolor = &wallvertcolor[p->firstvert];j < p->numverts;j++, vertcolor++)
+                       if (vertcolor->r || vertcolor->g || vertcolor->b)
                                goto lit;
                continue;
 lit:
@@ -712,12 +504,12 @@ lit:
                        glBindTexture(GL_TEXTURE_2D, texnum);
                }
                glBegin(GL_POLYGON);
-               for (j = 0,vert = &wallvert[p->firstvert];j < p->numverts;j++, vert++)
+               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->s, vert->t);
+                       glTexCoord2f(vert->vert[3], vert->vert[4]);
                        // again, vector version isn't supported I think
-                       glColor3ub(vert->r, vert->g, vert->b);
+                       glColor3ub(vertcolor->r, vertcolor->g, vertcolor->b);
                        glVertex3fv(vert->vert);
                }
                glEnd();
@@ -743,7 +535,7 @@ lit:
                glBegin(GL_POLYGON);
                for (j=0 ; j<p->numverts ; j++, vert++)
                {
-                       glTexCoord2f (vert->s, vert->t);
+                       glTexCoord2f (vert->vert[3], vert->vert[4]);
                        glVertex3fv (vert->vert);
                }
                glEnd();
@@ -761,7 +553,7 @@ lit:
                        glBegin(GL_POLYGON);
                        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);
                        }
@@ -771,20 +563,18 @@ lit:
        }
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glDisable(GL_ALPHA_TEST);
+//     glDisable(GL_ALPHA_TEST);
        glShadeModel(GL_SMOOTH);
        glDisable(GL_BLEND);
        glDepthMask(1);
 }
 
-void skypolyclear()
+void skypolyclear(void)
 {
        currentskypoly = currentskyvert = 0;
 }
 
-extern char skyname[];
-extern int solidskytexture, alphaskytexture;
-void skypolyrender()
+void skypolyrender(void)
 {
        int i, j;
        skypoly_t *p;
@@ -797,13 +587,18 @@ void skypolyrender()
                return;
        // testing
 //     Con_DPrintf("skypolyrender: %i polys %i vertices\n", currentskypoly, currentskyvert);
-       glDisable(GL_ALPHA_TEST);
+//     glDisable(GL_ALPHA_TEST);
        glDisable(GL_BLEND);
        // make sure zbuffer is enabled
        glEnable(GL_DEPTH_TEST);
        glDepthMask(1);
        if (!fogenabled && !skyname[0]) // normal quake sky
        {
+               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
@@ -812,14 +607,13 @@ void skypolyrender()
                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;
+               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++)
+               for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
                {
-                       vert = &skyvert[p->firstvert];
-                       glBegin(GL_POLYGON);
-                       for (j=0 ; j<p->verts ; j++, vert++)
+                       vert = skyvert + p->firstvert;
+                       for (j = 0;j < p->verts;j++, vert++)
                        {
                                VectorSubtract (vert->v, r_origin, dir);
                                dir[2] *= 3;    // flatten the sphere
@@ -828,21 +622,23 @@ void skypolyrender()
                                length = sqrt (length);
                                length = 6*63/length;
 
-                               glTexCoord2f ((speedscale + dir[0] * length) * (1.0/128), (speedscale + dir[1] * length) * (1.0/128));
-                               glVertex3fv (vert->v);
+                               vert->tex[0] = (speedscale + dir[0] * length) * (1.0/128);
+                               vert->tex[1] = (speedscale + dir[1] * length) * (1.0/128);
                        }
-                       glEnd ();
                }
+               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, alphaskytexture); // lower clouds
-               speedscale = realtime*16;
+               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++)
+               for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
                {
-                       vert = &skyvert[p->firstvert];
-                       glBegin(GL_POLYGON);
-                       for (j=0 ; j<p->verts ; j++, vert++)
+                       vert = skyvert + p->firstvert;
+                       for (j = 0;j < p->verts;j++, vert++)
                        {
                                VectorSubtract (vert->v, r_origin, dir);
                                dir[2] *= 3;    // flatten the sphere
@@ -851,29 +647,33 @@ void skypolyrender()
                                length = sqrt (length);
                                length = 6*63/length;
 
-                               glTexCoord2f ((speedscale + dir[0] * length) * (1.0/128), (speedscale + dir[1] * length) * (1.0/128));
-                               glVertex3fv (vert->v);
+                               vert->tex[0] = (speedscale + dir[0] * length) * (1.0/128);
+                               vert->tex[1] = (speedscale + dir[1] * length) * (1.0/128);
                        }
-                       glEnd ();
                }
+               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
-               for (i = 0,p = &skypoly[0];i < currentskypoly;i++, p++)
-               {
-                       vert = &skyvert[p->firstvert];
-                       glBegin(GL_POLYGON);
-                       for (j=0 ; j<p->verts ; j++, vert++)
-                               glVertex3fv (vert->v);
-                       glEnd ();
-               }
+               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);
        }
 }