]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_poly.c
forgot to remove these
[xonotic/darkplaces.git] / gl_poly.c
index 37c8c722fed12075ba5e052486c7dca3be4c55ca..8750595a38f6ea1fd26264d75e31ef1a92c3e8b9 100644 (file)
--- a/gl_poly.c
+++ b/gl_poly.c
@@ -1,8 +1,18 @@
 #include "quakedef.h"
 
+typedef struct
+{
+       unsigned short tex;
+       unsigned short type;
+       int indices;
+}
+rendertranspoly_t;
+
 transvert_t *transvert;
 transpoly_t *transpoly;
-unsigned short *transpolyindex;
+rendertranspoly_t *rendertranspoly;
+int *transpolyindex;
+int *transvertindex;
 wallvert_t *wallvert;
 wallvertcolor_t *wallvertcolor;
 wallpoly_t *wallpoly;
@@ -16,7 +26,22 @@ int currentwallvert;
 int currentskypoly;
 int currentskyvert;
 
-cvar_t gl_multitexture = {"gl_multitexture", "1"};
+
+void LoadSky_f(void);
+
+cvar_t r_multitexture = {0, "r_multitexture", "1"};
+cvar_t r_skyquality = {CVAR_SAVE, "r_skyquality", "2"};
+cvar_t r_mergesky = {CVAR_SAVE, "r_mergesky", "0"};
+cvar_t gl_transpolytris = {0, "gl_transpolytris", "0"};
+
+static char skyworldname[1024];
+static rtexture_t *mergeskytexture;
+static rtexture_t *solidskytexture, *solidskytexture_half;
+static rtexture_t *alphaskytexture, *alphaskytexture_half;
+static qboolean skyavailable_quake;
+static qboolean skyavailable_box;
+
+static void R_BuildSky (int scrollupper, int scrolllower);
 
 typedef struct translistitem_s
 {
@@ -34,12 +59,14 @@ float transviewdist; // distance of view origin along the view normal
 
 float transreciptable[256];
 
-void gl_poly_start(void)
+static 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));
+       rendertranspoly = qmalloc(MAX_TRANSPOLYS * sizeof(rendertranspoly_t));
+       transpolyindex = qmalloc(MAX_TRANSPOLYS * sizeof(int));
+       transvertindex = qmalloc(MAX_TRANSVERTS * sizeof(int));
        wallvert = qmalloc(MAX_WALLVERTS * sizeof(wallvert_t));
        wallvertcolor = qmalloc(MAX_WALLVERTS * sizeof(wallvertcolor_t));
        wallpoly = qmalloc(MAX_WALLPOLYS * sizeof(wallpoly_t));
@@ -50,11 +77,13 @@ void gl_poly_start(void)
                transreciptable[i] = 1.0f / i;
 }
 
-void gl_poly_shutdown(void)
+static void gl_poly_shutdown(void)
 {
        qfree(transvert);
        qfree(transpoly);
+       qfree(rendertranspoly);
        qfree(transpolyindex);
+       qfree(transvertindex);
        qfree(wallvert);
        qfree(wallvertcolor);
        qfree(wallpoly);
@@ -62,13 +91,21 @@ void gl_poly_shutdown(void)
        qfree(skypoly);
 }
 
-void gl_poly_newmap(void)
+static void gl_poly_newmap(void)
 {
+       skyavailable_box = false;
+       skyavailable_quake = false;
+       if (!strcmp(skyworldname, cl.worldmodel->name))
+               skyavailable_quake = true;
 }
 
 void GL_Poly_Init(void)
 {
-       Cvar_RegisterVariable (&gl_multitexture);
+       Cmd_AddCommand ("loadsky", &LoadSky_f);
+       Cvar_RegisterVariable (&r_multitexture);
+       Cvar_RegisterVariable (&r_skyquality);
+       Cvar_RegisterVariable (&r_mergesky);
+       Cvar_RegisterVariable (&gl_transpolytris);
        R_RegisterModule("GL_Poly", gl_poly_start, gl_poly_shutdown, gl_poly_newmap);
 }
 
@@ -80,42 +117,7 @@ void transpolyclear(void)
        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)
-               return;
-       transpoly[currenttranspoly].texnum = (unsigned short) texnum;
-       transpoly[currenttranspoly].glowtexnum = (unsigned short) glowtexnum;
-       transpoly[currenttranspoly].fogtexnum = (unsigned short) fogtexnum;
-       transpoly[currenttranspoly].transpolytype = (unsigned short) transpolytype;
-       transpoly[currenttranspoly].firstvert = currenttransvert;
-       transpoly[currenttranspoly].verts = 0;
-//     transpoly[currenttranspoly].ndist = 0; // clear the normal
-}
-*/
-
-// turned into a #define
-/*
-void transpolyvert(float x, float y, float z, float s, float t, int r, int g, int b, int a)
-{
-       int i;
-       if (currenttranspoly >= MAX_TRANSPOLYS || currenttransvert >= MAX_TRANSVERTS)
-               return;
-       transvert[currenttransvert].s = s;
-       transvert[currenttransvert].t = t;
-       transvert[currenttransvert].r = bound(0, r, 255);
-       transvert[currenttransvert].g = bound(0, g, 255);
-       transvert[currenttransvert].b = bound(0, b, 255);
-       transvert[currenttransvert].a = bound(0, a, 255);
-       transvert[currenttransvert].v[0] = x;
-       transvert[currenttransvert].v[1] = y;
-       transvert[currenttransvert].v[2] = z;
-       currenttransvert++;
-       transpoly[currenttranspoly].verts++;
-}
-*/
+// transpolybegin and transpolyvert are #define macros
 
 void transpolyend(void)
 {
@@ -154,207 +156,367 @@ void transpolyend(void)
        currenttranspoly++;
 }
 
-int transpolyindices;
+void transpolyparticle(vec3_t org, vec3_t right, vec3_t up, vec_t scale, unsigned short texnum, unsigned short transpolytype, int ir, int ig, int ib, float alphaf, float s1, float t1, float s2, float t2)
+{
+       float center, scale2;
+       int i;
+       vec3_t corner;
+       byte br, bg, bb, ba;
+       transpoly_t *p;
+       transvert_t *v;
+       center = DotProduct(org, vpn) - transviewdist;
+       if (center < 4.0f || currenttranspoly >= MAX_TRANSPOLYS || (currenttransvert + 4) > MAX_TRANSVERTS)
+               return;
+
+       p = transpoly + (currenttranspoly++);
+       v = transvert + currenttransvert;
+
+       if (lighthalf)
+       {
+               ir >>= 1;
+               ig >>= 1;
+               ib >>= 1;
+       }
+       ir = bound(0, ir, 255);
+       ig = bound(0, ig, 255);
+       ib = bound(0, ib, 255);
+       br = (byte) ir;
+       bg = (byte) ig;
+       bb = (byte) ib;
+
+#if SLOWMATH
+       i = (int) alphaf;
+       if (i > 255)
+               i = 255;
+       ba = (byte) i;
+
+       i = (int) center;
+#else
+       alphaf += 8388608.0f;
+       i = *((long *)&alphaf) & 0x007FFFFF;
+       if (i > 255)
+               i = 255;
+       ba = (byte) i;
+
+       center += 8388608.0f;
+       i = *((long *)&center) & 0x007FFFFF;
+#endif
+       i = bound(0, i, 4095);
+       currenttranslist->next = translisthash[i];
+       currenttranslist->poly = p;
+       translisthash[i] = currenttranslist++;
+
+       p->texnum = p->fogtexnum = texnum;
+       p->glowtexnum = 0;
+       p->transpolytype = transpolytype;
+       p->firstvert = currenttransvert;
+       p->verts = 4;
+       currenttransvert += 4;
+
+       scale2 = scale * -0.5f;
+       corner[0] = org[0] + (up[0] + right[0]) * scale2;
+       corner[1] = org[1] + (up[1] + right[1]) * scale2;
+       corner[2] = org[2] + (up[2] + right[2]) * scale2;
+       v->s = s1;
+       v->t = t1;
+       v->r = br;
+       v->g = bg;
+       v->b = bb;
+       v->a = ba;
+       v->v[0] = corner[0];
+       v->v[1] = corner[1];
+       v->v[2] = corner[2];
+       v++;
+       v->s = s1;
+       v->t = t2;
+       v->r = br;
+       v->g = bg;
+       v->b = bb;
+       v->a = ba;
+       v->v[0] = corner[0] + up[0] * scale;
+       v->v[1] = corner[1] + up[1] * scale;
+       v->v[2] = corner[2] + up[2] * scale;
+       v++;
+       v->s = s2;
+       v->t = t2;
+       v->r = br;
+       v->g = bg;
+       v->b = bb;
+       v->a = ba;
+       v->v[0] = corner[0] + (up[0] + right[0]) * scale;
+       v->v[1] = corner[1] + (up[1] + right[1]) * scale;
+       v->v[2] = corner[2] + (up[2] + right[2]) * scale;
+       v++;
+       v->s = s2;
+       v->t = t1;
+       v->r = br;
+       v->g = bg;
+       v->b = bb;
+       v->a = ba;
+       v->v[0] = corner[0] + right[0] * scale;
+       v->v[1] = corner[1] + right[1] * scale;
+       v->v[2] = corner[2] + right[2] * scale;
+       v++;
+}
 
 void transpolyrender(void)
 {
-       int i, j, tpolytype, texnum;
-       transpoly_t *p;
+       int                             i, j, k, l, tpolytype, texnum, transvertindices, alpha, currentrendertranspoly;
+       byte                    fogr, fogg, fogb;
+       vec3_t                  diff;
+       transpoly_t             *p;
+       rendertranspoly_t *r, *rend;
+       translistitem   *item;
+
        if (!r_render.value)
                return;
        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)
-//             transpolysort();
+
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
        glEnable(GL_BLEND);
-       glShadeModel(GL_SMOOTH);
+//     glShadeModel(GL_SMOOTH);
        glDepthMask(0); // disable zbuffer updates
-       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
+       glInterleavedArrays(GL_T2F_C4UB_V3F, sizeof(transvert[0]), transvert);
+
+       currentrendertranspoly = 0;
+       transvertindices = 0;
+       fogr = (byte) bound(0, (int) (fogcolor[0] * 255.0f), 255);
+       fogg = (byte) bound(0, (int) (fogcolor[1] * 255.0f), 255);
+       fogb = (byte) bound(0, (int) (fogcolor[2] * 255.0f), 255);
+       if (gl_transpolytris.value)
        {
-               // set up the vertex array
-               glInterleavedArrays(GL_T2F_C4UB_V3F, 0, transvert);
-               for (i = 0;i < transpolyindices;i++)
+               int glowtexnum, fogtexnum;
+               for (i = 4095;i >= 0;i--)
                {
-                       p = &transpoly[transpolyindex[i]];
-                       if (p->texnum != texnum || p->transpolytype != tpolytype)
+                       item = translisthash[i];
+                       while(item)
                        {
-                               if (p->texnum != texnum)
+                               p = item->poly;
+                               item = item->next;
+                               glowtexnum = p->glowtexnum;
+                               fogtexnum = p->fogtexnum;
+
+#define POLYTOTRI(pfirstvert, ptexnum, ptranspolytype) \
+                               l = pfirstvert;\
+                               r = &rendertranspoly[currentrendertranspoly++];\
+                               r->tex = ptexnum;\
+                               r->type = ptranspolytype;\
+                               if (p->verts == 4)\
+                               {\
+                                       transvertindex[transvertindices] = l;\
+                                       transvertindex[transvertindices + 1] = l + 1;\
+                                       transvertindex[transvertindices + 2] = l + 2;\
+                                       transvertindex[transvertindices + 3] = l;\
+                                       transvertindex[transvertindices + 4] = l + 2;\
+                                       transvertindex[transvertindices + 5] = l + 3;\
+                                       transvertindices += 6;\
+                                       r->indices = 6;\
+                               }\
+                               else if (p->verts == 3)\
+                               {\
+                                       transvertindex[transvertindices] = l;\
+                                       transvertindex[transvertindices + 1] = l + 1;\
+                                       transvertindex[transvertindices + 2] = l + 2;\
+                                       transvertindices += 3;\
+                                       r->indices = 3;\
+                               }\
+                               else\
+                               {\
+                                       for (j = l + p->verts, k = l + 2;k < j;k++)\
+                                       {\
+                                               transvertindex[transvertindices] = l;\
+                                               transvertindex[transvertindices + 1] = k - 1;\
+                                               transvertindex[transvertindices + 2] = k;\
+                                               transvertindices += 3;\
+                                       }\
+                                       r->indices = (p->verts - 2) * 3;\
+                               }
+
+                               POLYTOTRI(p->firstvert, p->texnum, p->transpolytype)
+
+                               if (p->glowtexnum)
                                {
-                                       texnum = p->texnum;
-                                       glBindTexture(GL_TEXTURE_2D, texnum);
+                                       // make another poly for glow effect
+                                       if (currenttranspoly < MAX_TRANSPOLYS && currenttransvert + p->verts <= MAX_TRANSVERTS)
+                                       {
+                                               memcpy(&transvert[currenttransvert], &transvert[p->firstvert], sizeof(transvert_t) * p->verts);
+                                               POLYTOTRI(currenttransvert, p->glowtexnum, TPOLYTYPE_ADD)
+                                               for (j = 0;j < p->verts;j++)
+                                               {
+                                                       transvert[currenttransvert].r = transvert[currenttransvert].g = transvert[currenttransvert].b = 255;
+                                                       currenttransvert++;
+                                               }
+                                       }
                                }
-                               if (p->transpolytype != tpolytype)
+
+                               if (fogenabled)
                                {
-                                       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);
+                                       // make another poly for fog
+                                       if (currenttranspoly < MAX_TRANSPOLYS && currenttransvert + p->verts <= MAX_TRANSVERTS)
+                                       {
+                                               memcpy(&transvert[currenttransvert], &transvert[p->firstvert], sizeof(transvert_t) * p->verts);
+                                               POLYTOTRI(currenttransvert, p->fogtexnum, TPOLYTYPE_ALPHA)
+                                               for (j = 0, k = p->firstvert;j < p->verts;j++, k++)
+                                               {
+                                                       transvert[currenttransvert].r = fogr;
+                                                       transvert[currenttransvert].g = fogg;
+                                                       transvert[currenttransvert].b = fogb;
+                                                       VectorSubtract(transvert[currenttransvert].v, r_origin, diff);
+                                                       alpha = transvert[currenttransvert].a * exp(fogdensity / DotProduct(diff, diff));
+                                                       transvert[currenttransvert].a = (byte) bound(0, alpha, 255);
+                                                       currenttransvert++;
+                                               }
+                                       }
                                }
                        }
-                       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);
-                               glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
-                       }
                }
-               glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-               glDisableClientState(GL_COLOR_ARRAY);
-               glDisableClientState(GL_VERTEX_ARRAY);
        }
        else
-       */
        {
-               int points = -1;
-               translistitem *item;
-               transvert_t *vert;
                for (i = 4095;i >= 0;i--)
                {
                        item = translisthash[i];
-                       while (item)
+                       while(item)
                        {
                                p = item->poly;
                                item = item->next;
-                               if (p->texnum != texnum || p->verts != points || p->transpolytype != tpolytype)
-                               {
-                                       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;
-                                       }
-                               }
-                               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);
-                               }
+
+                               l = p->firstvert;
+                               r = &rendertranspoly[currentrendertranspoly++];
+                               r->tex = p->texnum;
+                               r->type = p->transpolytype;
+                               r->indices = p->verts;
+
+                               for (j = l + p->verts, k = l;k < j;k++)
+                                       transvertindex[transvertindices++] = k;
+
                                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);
-                                       }
-                                       points = -1;
-                                       glBegin(GL_POLYGON);
-                                       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);
-                                               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)
+                                       // make another poly for glow effect
+                                       if (currentrendertranspoly < MAX_TRANSPOLYS && currenttransvert + p->verts <= MAX_TRANSVERTS)
                                        {
-                                               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++)
+                                               l = currenttransvert;
+                                               r = &rendertranspoly[currentrendertranspoly++];
+                                               r->tex = p->glowtexnum;
+                                               r->type = TPOLYTYPE_ADD;
+                                               r->indices = p->verts;
+
+                                               memcpy(&transvert[currenttransvert], &transvert[p->firstvert], sizeof(transvert_t) * p->verts);
+                                               for (j = 0;j < p->verts;j++)
                                                {
-                                                       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);
+                                                       transvert[currenttransvert].r = transvert[currenttransvert].g = transvert[currenttransvert].b = 255;
+                                                       transvertindex[transvertindices++] = currenttransvert++;
                                                }
-                                               glEnd ();
                                        }
-                                       else
+                               }
+                               if (fogenabled)
+                               {
+                                       // make another poly for fog
+                                       if (currentrendertranspoly < MAX_TRANSPOLYS && currenttransvert + p->verts <= MAX_TRANSVERTS)
                                        {
-                                               glDisable(GL_TEXTURE_2D);
-                                               glBegin(GL_POLYGON);
-                                               for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
+                                               l = currenttransvert;
+                                               r = &rendertranspoly[currentrendertranspoly++];
+                                               r->tex = p->fogtexnum;
+                                               r->type = TPOLYTYPE_ALPHA;
+                                               r->indices = p->verts;
+
+                                               memcpy(&transvert[currenttransvert], &transvert[p->firstvert], sizeof(transvert_t) * p->verts);
+                                               for (j = 0;j < p->verts;j++)
                                                {
-                                                       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);
+                                                       transvert[currenttransvert].r = fogr;
+                                                       transvert[currenttransvert].g = fogg;
+                                                       transvert[currenttransvert].b = fogb;
+                                                       VectorSubtract(transvert[currenttransvert].v, r_origin, diff);
+                                                       alpha = transvert[currenttransvert].a * exp(fogdensity / DotProduct(diff, diff));
+                                                       transvert[currenttransvert].a = (byte) bound(0, alpha, 255);
+                                                       transvertindex[transvertindices++] = currenttransvert++;
                                                }
-                                               glEnd ();
-                                               glEnable(GL_TEXTURE_2D);
                                        }
                                }
                        }
                }
-               glEnd();
        }
 
+       GL_LockArray(0, currenttransvert);
+
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       tpolytype = TPOLYTYPE_ALPHA;
+       texnum = -1;
+       transvertindices = 0;
+       r = rendertranspoly;
+       rend = r + currentrendertranspoly;
+       while(r < rend)
+       {
+               if (texnum != r->tex)
+               {
+                       texnum = r->tex;
+                       glBindTexture(GL_TEXTURE_2D, texnum);
+               }
+               if (tpolytype != r->type)
+               {
+                       tpolytype = r->type;
+                       if (tpolytype == TPOLYTYPE_ADD) // additive
+                               glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       else // alpha
+                               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               }
+               k = transvertindices;
+               if (gl_transpolytris.value)
+               {
+                       do
+                               transvertindices += r->indices, r++;
+                       while (r < rend && r->tex == texnum && r->type == tpolytype);
+                       glDrawElements(GL_TRIANGLES, transvertindices - k, GL_UNSIGNED_INT, &transvertindex[k]);
+               }
+               else
+               {
+                       if (r->indices == 4)
+                       {
+                               do
+                                       transvertindices += 4, r++;
+                               while (r < rend && r->indices == 4 && r->tex == texnum && r->type == tpolytype);
+                               glDrawElements(GL_QUADS, transvertindices - k, GL_UNSIGNED_INT, &transvertindex[k]);
+                       }
+                       else if (r->indices == 3)
+                       {
+                               do
+                                       transvertindices += 3, r++;
+                               while (r < rend && r->indices == 3 && r->tex == texnum && r->type == tpolytype);
+                               glDrawElements(GL_TRIANGLES, transvertindices - k, GL_UNSIGNED_INT, &transvertindex[k]);
+                       }
+                       else
+                       {
+                               transvertindices += r->indices, r++;
+                               glDrawElements(GL_POLYGON, transvertindices - k, GL_UNSIGNED_INT, &transvertindex[k]);
+                       }
+               }
+       }
+
+       GL_UnlockArray();
+
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glDepthMask(1); // enable zbuffer updates
-       glDisable(GL_ALPHA_TEST);
+       glDisable(GL_BLEND);
+       glColor3f(1,1,1);
+
+       glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+       glDisableClientState(GL_COLOR_ARRAY);
+       glDisableClientState(GL_VERTEX_ARRAY);
+
 }
 
 void wallpolyclear(void)
 {
+       if (!gl_mtexable)
+               r_multitexture.value = 0;
        currentwallpoly = currentwallvert = 0;
 }
 
-void wallpolyrender(void)
+// render walls and fullbrights, but not fog
+void wallpolyrender1(void)
 {
        int i, j, texnum, lighttexnum;
        wallpoly_t *p;
@@ -367,11 +529,9 @@ void wallpolyrender(void)
        c_brush_polys += currentwallpoly;
        // testing
        //Con_DPrintf("wallpolyrender: %i polys %i vertices\n", currentwallpoly, currentwallvert);
-       if (!gl_mtexable)
-               gl_multitexture.value = 0;
        glDisable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glShadeModel(GL_FLAT);
+//     glShadeModel(GL_FLAT);
        // make sure zbuffer is enabled
        glEnable(GL_DEPTH_TEST);
 //     glDisable(GL_ALPHA_TEST);
@@ -381,7 +541,7 @@ void wallpolyrender(void)
        {
                glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
                texnum = -1;
-               for (i = 0,p = wallpoly;i < currentwallpoly;i++, p++)
+               for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
                {
                        if (p->texnum != texnum)
                        {
@@ -398,42 +558,89 @@ void wallpolyrender(void)
                        glEnd ();
                }
        }
-       else if (gl_multitexture.value)
+       else if (r_multitexture.value)
        {
-               qglSelectTexture(gl_mtex_enum+0);
-               glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
-               glEnable(GL_TEXTURE_2D);
-               qglSelectTexture(gl_mtex_enum+1);
-               glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-               glEnable(GL_TEXTURE_2D);
+               if (gl_combine.value)
+               {
+                       qglActiveTexture(GL_TEXTURE0_ARB);
+                       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);
+                       glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0);
+                       glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0);
+                       glEnable(GL_TEXTURE_2D);
+                       qglActiveTexture(GL_TEXTURE1_ARB);
+                       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);
+                       glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 4.0);
+                       glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0);
+                       glEnable(GL_TEXTURE_2D);
+               }
+               else
+               {
+                       qglActiveTexture(GL_TEXTURE0_ARB);
+                       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+                       glEnable(GL_TEXTURE_2D);
+                       qglActiveTexture(GL_TEXTURE1_ARB);
+                       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+                       glEnable(GL_TEXTURE_2D);
+               }
                texnum = -1;
                lighttexnum = -1;
-               for (i = 0,p = wallpoly;i < currentwallpoly;i++, p++)
+               for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
                {
-                       if (p->texnum != texnum || p->lighttexnum != lighttexnum)
+                       if (p->texnum != texnum)
                        {
                                texnum = p->texnum;
-                               lighttexnum = p->lighttexnum;
-                               qglSelectTexture(gl_mtex_enum+0);
+                               qglActiveTexture(GL_TEXTURE0_ARB);
                                glBindTexture(GL_TEXTURE_2D, texnum);
-                               qglSelectTexture(gl_mtex_enum+1);
+                               qglActiveTexture(GL_TEXTURE1_ARB);
+                       }
+                       if (p->lighttexnum != lighttexnum)
+                       {
+                               lighttexnum = p->lighttexnum;
                                glBindTexture(GL_TEXTURE_2D, lighttexnum);
                        }
                        vert = &wallvert[p->firstvert];
                        glBegin(GL_POLYGON);
                        for (j=0 ; j<p->numverts ; j++, vert++)
                        {
-                               qglMTexCoord2f(gl_mtex_enum, vert->vert[3], vert->vert[4]); // texture
-                               qglMTexCoord2f((gl_mtex_enum+1), vert->vert[5], vert->vert[6]); // lightmap
+                               qglMultiTexCoord2f(GL_TEXTURE0_ARB, vert->vert[3], vert->vert[4]); // texture
+                               qglMultiTexCoord2f(GL_TEXTURE1_ARB, vert->vert[5], vert->vert[6]); // lightmap
                                glVertex3fv (vert->vert);
                        }
                        glEnd ();
                }
 
-               qglSelectTexture(gl_mtex_enum+1);
+               qglActiveTexture(GL_TEXTURE1_ARB);
                glDisable(GL_TEXTURE_2D);
                glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-               qglSelectTexture(gl_mtex_enum+0);
+               qglActiveTexture(GL_TEXTURE0_ARB);
                glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
        }
        else
@@ -441,7 +648,7 @@ void wallpolyrender(void)
                // first do the textures
                glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
                texnum = -1;
-               for (i = 0,p = wallpoly;i < currentwallpoly;i++, p++)
+               for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
                {
                        if (p->texnum != texnum)
                        {
@@ -482,10 +689,10 @@ void wallpolyrender(void)
        // switch to additive mode settings
        glDepthMask(0);
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+       glBlendFunc(GL_ONE, GL_ONE);
        glEnable(GL_BLEND);
 //     glDisable(GL_ALPHA_TEST);
-       glShadeModel(GL_SMOOTH);
+//     glShadeModel(GL_SMOOTH);
        // render vertex lit overlays ontop
        texnum = -1;
        for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
@@ -515,14 +722,13 @@ lit:
                glEnd();
        }
        // render glow textures
-       glShadeModel(GL_FLAT);
-       glBlendFunc(GL_ONE, GL_ONE);
+//     glShadeModel(GL_FLAT);
        if (lighthalf)
                glColor3f(0.5,0.5,0.5);
        else
                glColor3f(1,1,1);
        texnum = -1;
-       for (i = 0,p = wallpoly;i < currentwallpoly;i++, p++)
+       for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
        {
                if (!p->glowtexnum)
                        continue;
@@ -542,38 +748,113 @@ lit:
        }
        glColor3f(1,1,1);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glShadeModel(GL_SMOOTH);
+//     glDisable(GL_ALPHA_TEST);
+//     glShadeModel(GL_SMOOTH);
+       glDisable(GL_BLEND);
+       glDepthMask(1);
+}
+
+// render fog
+void wallpolyrender2(void)
+{
+       if (!r_render.value)
+               return;
+       if (currentwallpoly < 1)
+               return;
        if (fogenabled)
        {
+               int i, j, alpha, fogr, fogg, fogb;
+               wallpoly_t *p;
+               wallvert_t *vert;
                vec3_t diff;
+               glEnable(GL_DEPTH_TEST);
+               glDepthMask(0);
+               glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               glEnable(GL_BLEND);
+//             glShadeModel(GL_SMOOTH);
                glDisable(GL_TEXTURE_2D);
-               for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
+               fogr = (byte) bound(0, (int) (fogcolor[0] * 255.0f), 255);
+               fogg = (byte) bound(0, (int) (fogcolor[1] * 255.0f), 255);
+               fogb = (byte) bound(0, (int) (fogcolor[2] * 255.0f), 255);
+               for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
                {
                        vert = &wallvert[p->firstvert];
                        glBegin(GL_POLYGON);
                        for (j=0 ; j<p->numverts ; j++, vert++)
                        {
                                VectorSubtract(vert->vert, r_origin, diff);
-                               glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
+                               alpha = 255.0f * exp(fogdensity/DotProduct(diff,diff));
+                               alpha = bound(0, alpha, 255);
+                               glColor4ub(fogr, fogg, fogb, (byte) alpha);
                                glVertex3fv (vert->vert);
                        }
                        glEnd ();
                }
                glEnable(GL_TEXTURE_2D);
+               glColor3f(1,1,1);
+               glDisable(GL_BLEND);
+               glDepthMask(1);
        }
-       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);
 }
 
+static int skyrendersphere;
+static int skyrenderbox;
+static int skyrenderglquakepolys;
+static int skyrendertwolayers;
+static int skyrendercombine;
+
 void skypolyclear(void)
 {
        currentskypoly = currentskyvert = 0;
+       skyrendersphere = false;
+       skyrenderbox = false;
+       skyrenderglquakepolys = false;
+       skyrendertwolayers = false;
+       skyrendercombine = false;
+       if (r_skyquality.value >= 1 && !fogenabled)
+       {
+               if (skyavailable_box)
+                       skyrenderbox = true;
+               else if (skyavailable_quake)
+               {
+                       switch((int) r_skyquality.value)
+                       {
+                       case 1:
+                               skyrenderglquakepolys = true;
+                               break;
+                       case 2:
+                               skyrenderglquakepolys = true;
+                               skyrendertwolayers = true;
+                               if (gl_combine.value)
+                                       skyrendercombine = true;
+                               break;
+                       case 3:
+                               skyrendersphere = true;
+                               break;
+                       default:
+                       case 4:
+                               skyrendersphere = true;
+                               skyrendertwolayers = true;
+                               if (gl_combine.value)
+                                       skyrendercombine = true;
+                               break;
+                       }
+               }
+       }
+       if (r_mergesky.value && (skyrenderglquakepolys || skyrendersphere))
+       {
+               skyrendertwolayers = false;
+               skyrendercombine = false;
+//             R_BuildSky((int) (cl.time * 8.0), (int) (cl.time * 16.0));
+//             R_BuildSky((int) (cl.time * -8.0), 0);
+               R_BuildSky(0, (int) (cl.time * 8.0));
+       }
+
 }
 
+static void R_Sky(void);
+
 void skypolyrender(void)
 {
        int i, j;
@@ -581,99 +862,664 @@ void skypolyrender(void)
        skyvert_t *vert;
        float length, speedscale;
        vec3_t dir;
+       float y, number;
        if (!r_render.value)
                return;
        if (currentskypoly < 1)
                return;
-       // testing
-//     Con_DPrintf("skypolyrender: %i polys %i vertices\n", currentskypoly, currentskyvert);
 //     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);
+       glVertexPointer(3, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].v[0]);
+       glEnableClientState(GL_VERTEX_ARRAY);
+       GL_LockArray(0, currentskyvert);
+       speedscale = cl.time * (8.0/128.0);
+       speedscale -= (int)speedscale;
+       for (vert = skyvert, j = 0;j < currentskyvert;j++, vert++)
+       {
+               VectorSubtract (vert->v, r_origin, dir);
+               // flatten the sphere
+               dir[2] *= 3;
+
+               // LordHavoc: fast version
+               number = DotProduct(dir, dir);
+               *((long *)&y) = 0x5f3759df - ((* (long *) &number) >> 1);
+               length = 3.0f * (y * (1.5f - (number * 0.5f * y * y)));
+               // LordHavoc: slow version
+               //length = 3.0f / sqrt(DotProduct(dir, dir));
+
+               vert->tex2[0] = speedscale + (vert->tex[0] = speedscale + dir[0] * length);
+               vert->tex2[1] = speedscale + (vert->tex[1] = speedscale + dir[1] * length);
+       }
+
+       glDisable(GL_BLEND);
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+       if (skyrenderglquakepolys)
+       {
+               glTexCoordPointer(2, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].tex[0]);
+               glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+               if (skyrendercombine)
+               {
+                       // upper clouds
+                       glBindTexture(GL_TEXTURE_2D, R_GetTexture(lighthalf ? solidskytexture_half : solidskytexture));
+
+                       // set up the second texcoord array
+                       // switch texcoord array selector to TMU 1
+                       qglClientActiveTexture(GL_TEXTURE1_ARB);
+                       glTexCoordPointer(2, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].tex2[0]);
+                       glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+                       // render both layers as one pass using GL_ARB_texture_env_combine
+                       // TMU 0 is already selected, the TMU 0 texcoord array is already
+                       // set up, the texture is bound, and texturing is already enabled,
+                       // so just set up COMBINE
+
+                       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
+
+                       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR);
+
+                       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);
+
+                       glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0);
+                       glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0);
+
+                       // set up TMU 1
+                       qglActiveTexture(GL_TEXTURE1_ARB);
+                       // lower clouds
+                       glBindTexture(GL_TEXTURE_2D, R_GetTexture(lighthalf ? alphaskytexture_half : alphaskytexture));
+
+                       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
+
+                       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);
+
+                       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);
+
+                       glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0);
+                       glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0);
+                       glEnable(GL_TEXTURE_2D);
+
+                       // draw it
+                       for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
+                               glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
+
+                       glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+                       glDisable(GL_TEXTURE_2D);
+                       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+                       qglActiveTexture(GL_TEXTURE0_ARB);
+                       // switch texcoord array selector back to TMU 0
+                       qglClientActiveTexture(GL_TEXTURE0_ARB);
+                       // the TMU 0 texcoord array is disabled by the code below
+               }
                else
-                       glColor3f(1.0f,1.0f,1.0f);
+               {
+                       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+                       if (r_mergesky.value)
+                               glBindTexture(GL_TEXTURE_2D, R_GetTexture(mergeskytexture)); // both layers in one texture
+                       else
+                               glBindTexture(GL_TEXTURE_2D, R_GetTexture(solidskytexture)); // upper clouds
+                       if(lighthalf)
+                               glColor3f(0.5f, 0.5f, 0.5f);
+                       else
+                               glColor3f(1.0f,1.0f,1.0f);
+                       glEnable(GL_TEXTURE_2D);
+                       GL_LockArray(0, currentskyvert);
+                       for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
+                               glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
+                       GL_UnlockArray();
+                       if (skyrendertwolayers)
+                       {
+                               glEnable(GL_BLEND);
+                               glDepthMask(0);
+                               glBindTexture(GL_TEXTURE_2D, R_GetTexture(alphaskytexture)); // lower clouds
+                               // switch to lower clouds texcoord array
+                               glTexCoordPointer(2, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].tex2[0]);
+                               for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
+                                       glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
+                               glDepthMask(1);
+                               glDisable(GL_BLEND);
+                       }
+                       glColor3f(1,1,1);
+               }
+               glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+       }
+       else
+       {
                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 ;
+               glDisable(GL_TEXTURE_2D);
+               // note: this color is not seen if skyrendersphere or skyrenderbox is on
+               glColor3fv(fogcolor);
                for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
+                       glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
+               glColor3f(1,1,1);
+               glEnable(GL_TEXTURE_2D);
+       }
+       GL_UnlockArray();
+       glDisableClientState(GL_VERTEX_ARRAY);
+
+       R_Sky();
+}
+
+static char skyname[256];
+
+/*
+==================
+R_SetSkyBox
+==================
+*/
+static char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
+static rtexture_t *skyboxside[6];
+int R_SetSkyBox(char *sky)
+{
+       int             i;
+       char    name[1024];
+       byte*   image_rgba;
+
+       if (strcmp(sky, skyname) == 0) // no change
+               return true;
+
+       if (strlen(sky) > 1000)
+       {
+               Con_Printf ("sky name too long (%i, max is 1000)\n", strlen(sky));
+               return false;
+       }
+
+       skyboxside[0] = skyboxside[1] = skyboxside[2] = skyboxside[3] = skyboxside[4] = skyboxside[5] = NULL;
+       skyavailable_box = false;
+       skyname[0] = 0;
+
+       if (!sky[0])
+               return true;
+
+       for (i = 0;i < 6;i++)
+       {
+               sprintf (name, "env/%s%s", sky, suf[i]);
+               if (!(image_rgba = loadimagepixels(name, false, 0, 0)))
                {
-                       vert = skyvert + p->firstvert;
-                       for (j = 0;j < p->verts;j++, vert++)
+                       sprintf (name, "gfx/env/%s%s", sky, suf[i]);
+                       if (!(image_rgba = loadimagepixels(name, false, 0, 0)))
                        {
-                               VectorSubtract (vert->v, r_origin, dir);
-                               dir[2] *= 3;    // flatten the sphere
+                               Con_Printf ("Couldn't load env/%s%s or gfx/env/%s%s\n", sky, suf[i], sky, suf[i]);
+                               continue;
+                       }
+               }
+               skyboxside[i] = R_LoadTexture(va("skyboxside%d", i), image_width, image_height, image_rgba, TEXF_RGBA | TEXF_PRECACHE);
+               qfree(image_rgba);
+       }
 
-                               length = dir[0]*dir[0] + dir[1]*dir[1] + dir[2]*dir[2];
-                               length = sqrt (length);
-                               length = 6*63/length;
+       if (skyboxside[0] || skyboxside[1] || skyboxside[2] || skyboxside[3] || skyboxside[4] || skyboxside[5])
+       {
+               skyavailable_box = true;
+               strcpy(skyname, sky);
+               return true;
+       }
+       return false;
+}
 
-                               vert->tex[0] = (speedscale + dir[0] * length) * (1.0/128);
-                               vert->tex[1] = (speedscale + dir[1] * length) * (1.0/128);
+// LordHavoc: added LoadSky console command
+void LoadSky_f (void)
+{
+       switch (Cmd_Argc())
+       {
+       case 1:
+               if (skyname[0])
+                       Con_Printf("current sky: %s\n", skyname);
+               else
+                       Con_Printf("no skybox has been set\n");
+               break;
+       case 2:
+               if (R_SetSkyBox(Cmd_Argv(1)))
+               {
+                       if (skyname[0])
+                               Con_Printf("skybox set to %s\n", skyname);
+                       else
+                               Con_Printf("skybox disabled\n");
+               }
+               else
+                       Con_Printf("failed to load skybox %s\n", Cmd_Argv(1));
+               break;
+       default:
+               Con_Printf("usage: loadsky skyname\n");
+               break;
+       }
+}
+
+#define R_SkyBoxPolyVec(s,t,x,y,z) \
+       glTexCoord2f((s) * (254.0f/256.0f) + (1.0f/256.0f), (t) * (254.0f/256.0f) + (1.0f/256.0f));\
+       glVertex3f((x) * 1024.0 + r_origin[0], (y) * 1024.0 + r_origin[1], (z) * 1024.0 + r_origin[2]);
+
+static void R_SkyBox(void)
+{
+       glDisable(GL_DEPTH_TEST);
+       glDepthMask(0);
+       glDisable (GL_BLEND);
+       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+       if (lighthalf)
+               glColor3f(0.5,0.5,0.5);
+       else
+               glColor3f(1,1,1);
+       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[3])); // front
+       glBegin(GL_QUADS);
+       R_SkyBoxPolyVec(1, 0,  1, -1,  1);
+       R_SkyBoxPolyVec(1, 1,  1, -1, -1);
+       R_SkyBoxPolyVec(0, 1,  1,  1, -1);
+       R_SkyBoxPolyVec(0, 0,  1,  1,  1);
+       glEnd();
+       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[1])); // back
+       glBegin(GL_QUADS);
+       R_SkyBoxPolyVec(1, 0, -1,  1,  1);
+       R_SkyBoxPolyVec(1, 1, -1,  1, -1);
+       R_SkyBoxPolyVec(0, 1, -1, -1, -1);
+       R_SkyBoxPolyVec(0, 0, -1, -1,  1);
+       glEnd();
+       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[0])); // right
+       glBegin(GL_QUADS);
+       R_SkyBoxPolyVec(1, 0,  1,  1,  1);
+       R_SkyBoxPolyVec(1, 1,  1,  1, -1);
+       R_SkyBoxPolyVec(0, 1, -1,  1, -1);
+       R_SkyBoxPolyVec(0, 0, -1,  1,  1);
+       glEnd();
+       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[2])); // left
+       glBegin(GL_QUADS);
+       R_SkyBoxPolyVec(1, 0, -1, -1,  1);
+       R_SkyBoxPolyVec(1, 1, -1, -1, -1);
+       R_SkyBoxPolyVec(0, 1,  1, -1, -1);
+       R_SkyBoxPolyVec(0, 0,  1, -1,  1);
+       glEnd();
+       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[4])); // up
+       glBegin(GL_QUADS);
+       R_SkyBoxPolyVec(1, 0,  1, -1,  1);
+       R_SkyBoxPolyVec(1, 1,  1,  1,  1);
+       R_SkyBoxPolyVec(0, 1, -1,  1,  1);
+       R_SkyBoxPolyVec(0, 0, -1, -1,  1);
+       glEnd();
+       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skyboxside[5])); // down
+       glBegin(GL_QUADS);
+       R_SkyBoxPolyVec(1, 0,  1,  1, -1);
+       R_SkyBoxPolyVec(1, 1,  1, -1, -1);
+       R_SkyBoxPolyVec(0, 1, -1, -1, -1);
+       R_SkyBoxPolyVec(0, 0, -1,  1, -1);
+       glEnd();
+       glDepthMask(1);
+       glEnable (GL_DEPTH_TEST);
+       glColor3f (1,1,1);
+}
+
+static float skysphere[33*33*5];
+static int skysphereindices[32*32*6];
+static void skyspherecalc(float *sphere, float dx, float dy, float dz)
+{
+       float a, b, x, ax, ay, v[3], length;
+       int i, j, *index;
+       for (a = 0;a <= 1;a += (1.0 / 32.0))
+       {
+               ax = cos(a * M_PI * 2);
+               ay = -sin(a * M_PI * 2);
+               for (b = 0;b <= 1;b += (1.0 / 32.0))
+               {
+                       x = cos(b * M_PI * 2);
+                       v[0] = ax*x * dx;
+                       v[1] = ay*x * dy;
+                       v[2] = -sin(b * M_PI * 2) * dz;
+                       length = 3.0f / sqrt(v[0]*v[0]+v[1]*v[1]+(v[2]*v[2]*9));
+                       *sphere++ = v[0] * length;
+                       *sphere++ = v[1] * length;
+                       *sphere++ = v[0];
+                       *sphere++ = v[1];
+                       *sphere++ = v[2];
+               }
+       }
+       index = skysphereindices;
+       for (j = 0;j < 32;j++)
+       {
+               for (i = 0;i < 32;i++)
+               {
+                       *index++ =  j      * 33 + i;
+                       *index++ =  j      * 33 + i + 1;
+                       *index++ = (j + 1) * 33 + i;
+
+                       *index++ =  j      * 33 + i + 1;
+                       *index++ = (j + 1) * 33 + i + 1;
+                       *index++ = (j + 1) * 33 + i;
+               }
+               i++;
+       }
+}
+
+static void skyspherearrays(float *vert, float *tex, float *tex2, float *source, float s, float s2)
+{
+       float *v, *t, *t2;
+       int i;
+       v = vert;
+       t = tex;
+       t2 = tex2;
+       for (i = 0;i < (33*33);i++)
+       {
+               *t++ = source[0] + s;
+               *t++ = source[1] + s;
+               *t2++ = source[0] + s2;
+               *t2++ = source[1] + s2;
+               *v++ = source[2] + r_origin[0];
+               *v++ = source[3] + r_origin[1];
+               *v++ = source[4] + r_origin[2];
+               *v++ = 0;
+               source += 5;
+       }
+}
+
+static void R_SkySphere(void)
+{
+       float speedscale, speedscale2;
+       float vert[33*33*4], tex[33*33*2], tex2[33*33*2];
+       static qboolean skysphereinitialized = false;
+       if (!skysphereinitialized)
+       {
+               skysphereinitialized = true;
+               skyspherecalc(skysphere, 1024, 1024, 1024 / 3);
+       }
+       glDisable(GL_DEPTH_TEST);
+       glDepthMask(0);
+       glDisable (GL_BLEND);
+       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       if (lighthalf)
+               glColor3f(0.5,0.5,0.5);
+       else
+               glColor3f(1,1,1);
+       speedscale = cl.time*8.0/128.0;
+       speedscale -= (int)speedscale;
+       speedscale2 = cl.time*16.0/128.0;
+       speedscale2 -= (int)speedscale2;
+       skyspherearrays(vert, tex, tex2, skysphere, speedscale, speedscale2);
+       glVertexPointer(3, GL_FLOAT, sizeof(float) * 4, vert);
+       glEnableClientState(GL_VERTEX_ARRAY);
+       // do not lock the texcoord array, because it will be switched
+       GL_LockArray(0, 32*32*6);
+       glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 2, tex);
+       glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+       if (r_mergesky.value)
+       {
+               glBindTexture(GL_TEXTURE_2D, R_GetTexture(mergeskytexture)); // both layers in one texture
+               glDrawElements(GL_TRIANGLES, 32*32*6, GL_UNSIGNED_INT, &skysphereindices[0]);
+       }
+       else
+       {
+               // LordHavoc: note that this combine operation does not use the color,
+               // so it has to use alternate textures in lighthalf mode
+               if (skyrendercombine)
+               {
+                       // upper clouds
+                       glBindTexture(GL_TEXTURE_2D, R_GetTexture(lighthalf ? solidskytexture_half : solidskytexture));
+
+                       // set up the second texcoord array
+                       // switch texcoord array selector to TMU 1
+                       qglClientActiveTexture(GL_TEXTURE1_ARB);
+                       glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 2, tex2);
+                       glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+
+                       // render both layers as one pass using GL_ARB_texture_env_combine
+                       // TMU 0 is already selected, the TMU 0 texcoord array is already
+                       // set up, the texture is bound, and texturing is already enabled,
+                       // so just set up COMBINE
+
+                       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
+
+                       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR);
+
+                       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);
+
+                       glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0);
+                       glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0);
+
+                       // set up TMU 1
+                       qglActiveTexture(GL_TEXTURE1_ARB);
+                       // lower clouds
+                       glBindTexture(GL_TEXTURE_2D, R_GetTexture(lighthalf ? alphaskytexture_half : alphaskytexture));
+
+                       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
+
+                       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);
+
+                       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_TEXTURE);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
+                       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);
+
+                       glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0);
+                       glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0);
+                       glEnable(GL_TEXTURE_2D);
+
+                       // draw it
+                       glDrawElements(GL_TRIANGLES, 32*32*6, GL_UNSIGNED_INT, &skysphereindices[0]);
+
+                       glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+                       glDisable(GL_TEXTURE_2D);
+                       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+                       qglActiveTexture(GL_TEXTURE0_ARB);
+                       // switch texcoord array selector back to TMU 0
+                       qglClientActiveTexture(GL_TEXTURE0_ARB);
+                       // the TMU 0 texcoord array is disabled by the code below
+               }
+               else
+               {
+                       glBindTexture(GL_TEXTURE_2D, R_GetTexture(solidskytexture)); // upper clouds
+                       glDrawElements(GL_TRIANGLES, 32*32*6, GL_UNSIGNED_INT, &skysphereindices[0]);
+
+                       if (skyrendertwolayers)
+                       {
+                               glEnable (GL_BLEND);
+                               glBindTexture(GL_TEXTURE_2D, R_GetTexture(alphaskytexture)); // lower clouds
+                               glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 2, tex2);
+                               glDrawElements(GL_TRIANGLES, 32*32*6, GL_UNSIGNED_INT, &skysphereindices[0]);
+                               glDisable (GL_BLEND);
                        }
                }
-               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++)
+       }
+       glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+       GL_UnlockArray();
+       glDisableClientState(GL_VERTEX_ARRAY);
+       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+       glDepthMask(1);
+       glEnable (GL_DEPTH_TEST);
+       glColor3f (1,1,1);
+}
+
+static void R_Sky(void)
+{
+       if (!r_render.value)
+               return;
+       if (skyrendersphere)
+               R_SkySphere();
+       else if (skyrenderbox)
+               R_SkyBox();
+}
+
+//===============================================================
+
+static byte skyupperlayerpixels[128*128*4];
+static byte skylowerlayerpixels[128*128*4];
+static byte skymergedpixels[128*128*4];
+
+static void R_BuildSky (int scrollupper, int scrolllower)
+{
+       int x, y, ux, uy, lx, ly;
+       byte *m, *u, *l;
+       m = skymergedpixels;
+       for (y = 0;y < 128;y++)
+       {
+               uy = (y + scrollupper) & 127;
+               ly = (y + scrolllower) & 127;
+               for (x = 0;x < 128;x++)
                {
-                       vert = skyvert + p->firstvert;
-                       for (j = 0;j < p->verts;j++, vert++)
+                       ux = (x + scrollupper) & 127;
+                       lx = (x + scrolllower) & 127;
+                       u = &skyupperlayerpixels[(uy * 128 + ux) * 4];
+                       l = &skylowerlayerpixels[(ly * 128 + lx) * 4];
+                       if (l[3])
                        {
-                               VectorSubtract (vert->v, r_origin, dir);
-                               dir[2] *= 3;    // flatten the sphere
+                               if (l[3] == 255)
+                                       *((int *)m) = *((int *)l);
+                               else
+                               {
+                                       m[0] = ((((int) l[0] - (int) u[0]) * (int) l[3]) >> 8) + (int) u[0];
+                                       m[1] = ((((int) l[1] - (int) u[1]) * (int) l[3]) >> 8) + (int) u[1];
+                                       m[2] = ((((int) l[2] - (int) u[2]) * (int) l[3]) >> 8) + (int) u[2];
+                                       m[3] = 255;
+                               }
+                       }
+                       else
+                               *((int *)m) = *((int *)u);
+                       m += 4;
+               }
+       }
+       // FIXME: implement generated texture callbacks to speed this up?  (skip identifier lookup, CRC, memcpy, etc)
+       if (mergeskytexture)
+       {
+               glBindTexture(GL_TEXTURE_2D, R_GetTexture(mergeskytexture));
+               glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, skymergedpixels);
+       }
+       else
+               mergeskytexture = R_LoadTexture("mergedskytexture", 128, 128, skymergedpixels, TEXF_RGBA | TEXF_ALWAYSPRECACHE);
+}
+
+/*
+=============
+R_InitSky
+
+A sky texture is 256*128, with the right side being a masked overlay
+==============
+*/
+void R_InitSky (byte *src, int bytesperpixel)
+{
+       int                     i, j, p;
+       unsigned        trans[128*128];
+       unsigned        transpix;
+       int                     r, g, b;
+       unsigned        *rgba;
 
-                               length = dir[0]*dir[0] + dir[1]*dir[1] + dir[2]*dir[2];
-                               length = sqrt (length);
-                               length = 6*63/length;
+       if (!isworldmodel)
+               return;
 
-                               vert->tex[0] = (speedscale + dir[0] * length) * (1.0/128);
-                               vert->tex[1] = (speedscale + dir[1] * length) * (1.0/128);
+       strcpy(skyworldname, loadmodel->name);
+       if (bytesperpixel == 4)
+       {
+               for (i = 0;i < 128;i++)
+                       for (j = 0;j < 128;j++)
+                               trans[(i*128) + j] = src[i*256+j+128];
+       }
+       else
+       {
+               // make an average value for the back to avoid
+               // a fringe on the top level
+               r = g = b = 0;
+               for (i=0 ; i<128 ; i++)
+               {
+                       for (j=0 ; j<128 ; j++)
+                       {
+                               p = src[i*256 + j + 128];
+                               rgba = &d_8to24table[p];
+                               trans[(i*128) + j] = *rgba;
+                               r += ((byte *)rgba)[0];
+                               g += ((byte *)rgba)[1];
+                               b += ((byte *)rgba)[2];
                        }
                }
-               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);
+
+               ((byte *)&transpix)[0] = r/(128*128);
+               ((byte *)&transpix)[1] = g/(128*128);
+               ((byte *)&transpix)[2] = b/(128*128);
+               ((byte *)&transpix)[3] = 0;
+       }
+
+       memcpy(skyupperlayerpixels, trans, 128*128*4);
+
+       solidskytexture = R_LoadTexture ("sky_solidtexture", 128, 128, (byte *) trans, TEXF_RGBA | TEXF_PRECACHE);
+       for (i = 0;i < 128*128;i++)
+       {
+               ((byte *)&trans[i])[0] >>= 1;
+               ((byte *)&trans[i])[1] >>= 1;
+               ((byte *)&trans[i])[2] >>= 1;
+       }
+       solidskytexture_half = R_LoadTexture ("sky_solidtexture_half", 128, 128, (byte *) trans, TEXF_RGBA | TEXF_PRECACHE);
+
+       if (bytesperpixel == 4)
+       {
+               for (i = 0;i < 128;i++)
+                       for (j = 0;j < 128;j++)
+                               trans[(i*128) + j] = src[i*256+j];
        }
        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);
+               for (i=0 ; i<128 ; i++)
+               {
+                       for (j=0 ; j<128 ; j++)
+                       {
+                               p = src[i*256 + j];
+                               if (p == 0)
+                                       trans[(i*128) + j] = transpix;
+                               else
+                                       trans[(i*128) + j] = d_8to24table[p];
+                       }
+               }
+       }
+
+       memcpy(skylowerlayerpixels, trans, 128*128*4);
+
+       alphaskytexture = R_LoadTexture ("sky_alphatexture", 128, 128, (byte *) trans, TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
+       for (i = 0;i < 128*128;i++)
+       {
+               ((byte *)&trans[i])[0] >>= 1;
+               ((byte *)&trans[i])[1] >>= 1;
+               ((byte *)&trans[i])[2] >>= 1;
        }
+       alphaskytexture_half = R_LoadTexture ("sky_alphatexture_half", 128, 128, (byte *) trans, TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
 }