+ if (!dolightmap && dobase)
+ {
+ dolightmap = false;
+ dobase = false;
+ GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ if (waterscrolling)
+ m.texmatrix[0] = r_surf_waterscrollmatrix;
+ R_Mesh_State(&m);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (r_lightmapintensity <= 0 && dolightmap && dobase)
+ {
+ dolightmap = false;
+ dobase = false;
+ GL_Color(0, 0, 0, 1);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase)
+ {
+ // dualtexture combine
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ dolightmap = false;
+ dobase = false;
+ memset(&m, 0, sizeof(m));
+ m.tex[1] = R_GetTexture(texture->skin.base);
+ if (waterscrolling)
+ m.texmatrix[1] = r_surf_waterscrollmatrix;
+ m.texrgbscale[1] = 2;
+ R_Mesh_State(&m);
+ r = ent->colormod[0] * r_lightmapintensity;
+ g = ent->colormod[1] * r_lightmapintensity;
+ b = ent->colormod[2] * r_lightmapintensity;
+ GL_Color(r, g, b, 1);
+ if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ {
+ R_Mesh_VertexPointer(varray_vertex3f);
+ if (r == 1 && g == 1 && b == 1)
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_DeformVertices(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+ if (surface->lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ R_Mesh_ColorPointer(NULL);
+ }
+ else //if (r == 1 && g == 1 && b == 1)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
+ }
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ }
+ else
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_DeformVertices(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+ if (surface->lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ R_Mesh_ColorPointer(NULL);
+ }
+ else
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_Mesh_ColorPointer(varray_color4f);
+ for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4)
+ {
+ c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r;
+ c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g;
+ c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b;
+ c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3];
+ }
+ }
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ }
+ }
+ else
+ {
+ if (r == 1 && g == 1 && b == 1)
+ {
+#if 0
+ // experimental direct state calls for measuring
+ // R_Mesh_ call overhead, do not use!
+ R_Mesh_VertexPointer(varray_vertex3f);
+ R_Mesh_TexCoordPointer(0, 2, varray_texcoord2f[0]);
+ R_Mesh_TexCoordPointer(1, 2, varray_texcoord2f[1]);
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_Mesh_ColorPointer(varray_color4f);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), surface->groupmesh->data_vertex3f);
+ qglClientActiveTexture(GL_TEXTURE0_ARB);
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), surface->groupmesh->data_texcoordlightmap2f);
+ qglClientActiveTexture(GL_TEXTURE1_ARB);
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), surface->groupmesh->data_texcoordtexture2f);
+ if (surface->lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ qglDisableClientState(GL_COLOR_ARRAY);
+ qglColor4f(r, g, b, 1);
+ }
+ else //if (r == 1 && g == 1 && b == 1)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ qglEnableClientState(GL_COLOR_ARRAY);
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), surface->groupmesh->data_lightmapcolor4f);
+ }
+ qglLockArraysEXT(0, surface->num_vertices);
+ qglDrawRangeElements(GL_TRIANGLES, surface->num_firstvertex, surface->num_firstvertex + surface->num_vertices, surface->num_triangles * 3, GL_UNSIGNED_INT, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ qglUnlockArraysEXT();
+ }
+#else
+ groupmesh = NULL;
+ lightmaptexture = NULL;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ if (groupmesh != surface->groupmesh)
+ {
+ groupmesh = surface->groupmesh;
+ R_Mesh_VertexPointer(groupmesh->data_vertex3f);
+ R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(1, 2, groupmesh->data_texcoordtexture2f);
+ if (!lightmaptexture)
+ R_Mesh_ColorPointer(groupmesh->data_lightmapcolor4f);
+ }
+ if (lightmaptexture != surface->lightmaptexture)
+ {
+ lightmaptexture = surface->lightmaptexture;
+ if (lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(lightmaptexture));
+ R_Mesh_ColorPointer(NULL);
+ }
+ else //if (r == 1 && g == 1 && b == 1)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
+ }
+ }
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+#endif
+ }
+ else
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+ if (surface->lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ R_Mesh_ColorPointer(NULL);
+ }
+ else
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_Mesh_ColorPointer(varray_color4f);
+ for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4)
+ {
+ c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r;
+ c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g;
+ c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b;
+ c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3];
+ }
+ }
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ }
+ }
+ }
+ // single texture
+ if (dolightmap)