]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
remove support for GL_EXT_compiled_vertex_array extension
[xonotic/darkplaces.git] / gl_rmain.c
index b540088fdedae98c93afc90a1232f22a7aae727c..7eee0963fda1b6b8daa80f89643509d933214aef 100644 (file)
@@ -29,7 +29,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 mempool_t *r_main_mempool;
 rtexturepool_t *r_main_texturepool;
 
-static int r_frame = 0; ///< used only by R_GetCurrentTexture
+static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
 
 static qboolean r_loadnormalmap;
 static qboolean r_loadgloss;
@@ -2588,8 +2588,8 @@ const char *builtincgshaderstring =
 "\n"
 "# ifdef USECUBEFILTER\n"
 "      float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
-"      gl_FragData0 *= cubecolor;\n"
-"      gl_FragData1 *= cubecolor;\n"
+"      gl_FragData0.rgb *= cubecolor;\n"
+"      gl_FragData1.rgb *= cubecolor;\n"
 "# endif\n"
 "}\n"
 "#endif // FRAGMENT_SHADER\n"
@@ -4648,7 +4648,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
                        if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
                        if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
-                       if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, specularscale, specularscale, specularscale);
+                       if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
        
                        // additive passes are only darkened by fog, not tinted
                        if (r_glsl_permutation->loc_FogColor >= 0)
@@ -4666,8 +4666,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        else if (mode == SHADERMODE_LIGHTDIRECTION)
                        {
                                if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
-                               if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity, r_refdef.lightmapintensity, r_refdef.lightmapintensity);
-                               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);
+                               if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
+                               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
                                if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
                                if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
                                if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
@@ -4677,7 +4677,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        {
                                if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
                                if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
-                               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);
+                               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
                                if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
                                if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
                        }
@@ -4785,7 +4785,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
                        if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
                        if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
-                       if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, specularscale, specularscale, specularscale);CHECKCGERROR
+                       if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
 
                        // additive passes are only darkened by fog, not tinted
                        if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
@@ -4802,8 +4802,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        else if (mode == SHADERMODE_LIGHTDIRECTION)
                        {
                                if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
-                               if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity, r_refdef.lightmapintensity, r_refdef.lightmapintensity);CHECKCGERROR
-                               if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);CHECKCGERROR
+                               if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
+                               if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
                                if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
                                if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
                                if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR
@@ -4813,7 +4813,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        {
                                if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
                                if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR
-                               if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);CHECKCGERROR
+                               if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
                                if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
                                if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
                        }
@@ -7362,7 +7362,6 @@ void R_HDR_RenderBloomTexture(void)
        r_refdef.view.width = oldwidth;
        r_refdef.view.height = oldheight;
        r_refdef.view.colorscale = oldcolorscale;
-       r_frame++; // used only by R_GetCurrentTexture
 
        R_ResetViewRendering3D();
 
@@ -7740,7 +7739,6 @@ void R_RenderView(void)
 {
        if (r_timereport_active)
                R_TimeReport("start");
-       r_frame++; // used only by R_GetCurrentTexture
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 
        if (!r_drawentities.integer)
@@ -7861,6 +7859,7 @@ extern qboolean r_shadow_usingdeferredprepass;
 void R_RenderScene(void)
 {
        r_refdef.stats.renders++;
+       r_textureframe++; // used only by R_GetCurrentTexture
 
        R_UpdateFogColor();
 
@@ -8569,9 +8568,9 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        dp_model_t *model = ent->model;
        q3shaderinfo_layer_tcmod_t *tcmod;
 
-       if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
+       if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
                return t->currentframe;
-       t->update_lastrenderframe = r_frame;
+       t->update_lastrenderframe = r_textureframe;
        t->update_lastrenderentity = (void *)ent;
 
        // switch to an alternate material if this is a q1bsp animated material
@@ -9666,10 +9665,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesu
        int numtriangles;
        // TODO: lock all array ranges before render, rather than on each surface
        if (texturenumsurfaces == 1)
-       {
-               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
-       }
        else if (r_batchmode.integer == 2)
        {
                #define MAXBATCHTRIANGLES 4096
@@ -9714,7 +9710,6 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesu
                        surface2 = texturesurfacelist[j-1];
                        numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
                        numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
-                       GL_LockArrays(surface->num_firstvertex, numvertices);
                        R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
                }
        }
@@ -9723,7 +9718,6 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesu
                for (i = 0;i < texturenumsurfaces;i++)
                {
                        surface = texturesurfacelist[i];
-                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
                }
        }
@@ -9803,7 +9797,6 @@ static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int
                surface = texturesurfacelist[i];
                RSurf_BindLightmapForSurface(surface);
                RSurf_BindReflectionForSurface(surface);
-               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
        }
 }
@@ -9821,7 +9814,6 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const
        if (texturenumsurfaces == 1)
        {
                RSurf_BindLightmapForSurface(surface);
-               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
        }
        else if (r_batchmode.integer == 2)
@@ -9886,7 +9878,6 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const
                        surface2 = texturesurfacelist[j-1];
                        numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
                        numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
-                       GL_LockArrays(surface->num_firstvertex, numvertices);
                        R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
                }
 #if 0
@@ -9899,7 +9890,6 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const
                {
                        surface = texturesurfacelist[i];
                        RSurf_BindLightmapForSurface(surface);
-                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
                }
        }
@@ -9929,7 +9919,6 @@ static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_
                        const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                        int k = (int)(((size_t)surface) / sizeof(msurface_t));
                        GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
-                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
                }
        }
@@ -10304,7 +10293,6 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
                GL_DepthMask(true);
                R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
                RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
-               GL_LockArrays(0, 0);
        }
        else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
        {
@@ -10312,11 +10300,9 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
                GL_DepthMask(true);
                R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
                RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
-               GL_LockArrays(0, 0);
                GL_DepthMask(false);
                R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
                RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
-               GL_LockArrays(0, 0);
        }
        else
        {
@@ -10329,7 +10315,6 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
                        RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
                else
                        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
-               GL_LockArrays(0, 0);
        }
 }
 
@@ -10446,7 +10431,6 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface
                default:
                        Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
                }
-               GL_LockArrays(0, 0);
        }
        CHECKGLERROR
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
@@ -10498,7 +10482,6 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                                        RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
                                else
                                        RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
-                               GL_LockArrays(0, 0);
                                // then apply the texture to it
                                GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
                                R_Mesh_TexBind(0, layer->texture);
@@ -10565,7 +10548,6 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                default:
                        Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
                }
-               GL_LockArrays(0, 0);
        }
        CHECKGLERROR
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
@@ -11698,9 +11680,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
                GL_CullFace(GL_NONE);
                GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
                R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
-               GL_LockArrays(0, numtris * 3);
                R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
-               GL_LockArrays(0, 0);
        }
 }