R_Mesh_State_Texture and GL_VertexPointer merge once again to become the reborn R_Mes...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 10 Mar 2004 08:35:53 +0000 (08:35 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 10 Mar 2004 08:35:53 +0000 (08:35 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@4002 d7cf8633-e32d-0410-b094-e92efae38249

cl_particles.c
gl_backend.c
gl_backend.h
gl_draw.c
gl_models.c
gl_rmain.c
gl_rsurf.c
r_explosion.c
r_lightning.c
r_shadow.c
r_sky.c

index aa458a2..358d96e 100644 (file)
@@ -1885,7 +1885,8 @@ void R_DrawParticleCallback(const void *calldata1, int calldata2)
        memset(&m, 0, sizeof(m));
        m.tex[0] = R_GetTexture(tex->texture);
        m.pointer_texcoord[0] = particle_texcoord2f;
-       R_Mesh_State_Texture(&m);
+       m.pointer_vertex = particle_vertex3f;
+       R_Mesh_State(&m);
 
        if (p->blendmode == 0)
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -1895,7 +1896,6 @@ void R_DrawParticleCallback(const void *calldata1, int calldata2)
                GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       GL_VertexPointer(particle_vertex3f);
 #endif
        if (p->orientation == PARTICLE_BILLBOARD || p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
        {
index d562789..aae2f1d 100644 (file)
@@ -561,17 +561,6 @@ void GL_ColorMask(int r, int g, int b, int a)
        }
 }
 
-void GL_VertexPointer(const float *p)
-{
-       if (gl_state.pointer_vertex != p)
-       {
-               gl_state.pointer_vertex = p;
-               CHECKGLERROR
-               qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
-               CHECKGLERROR
-       }
-}
-
 void GL_ColorPointer(const float *p)
 {
        if (gl_state.pointer_color != p)
@@ -909,13 +898,21 @@ void R_Mesh_TextureMatrix(int unitnumber, const matrix4x4_t *matrix)
        }
 }
 
-void R_Mesh_State_Texture(const rmeshstate_t *m)
+void R_Mesh_State(const rmeshstate_t *m)
 {
        int i, combinergb, combinealpha, scale, arrayis3d;
        gltextureunit_t *unit;
 
        BACKENDACTIVECHECK
 
+       if (gl_state.pointer_vertex != m->pointer_vertex)
+       {
+               gl_state.pointer_vertex = m->pointer_vertex;
+               CHECKGLERROR
+               qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
+               CHECKGLERROR
+       }
+
        if (gl_backend_rebindtextures)
        {
                gl_backend_rebindtextures = false;
@@ -1259,7 +1256,7 @@ showtris:
                GL_DepthTest(GL_FALSE);
                GL_DepthMask(GL_FALSE);
                memset(&m, 0, sizeof(m));
-               R_Mesh_State_Texture(&m);
+               R_Mesh_State(&m);
                r_showtrispass = true;
                GL_ShowTrisColor(0.2,0.2,0.2,1);
                goto showtris;
index 6b50d07..705d292 100644 (file)
@@ -16,7 +16,6 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2);
 void GL_DepthMask(int state);
 void GL_DepthTest(int state);
 void GL_ColorMask(int r, int g, int b, int a);
-void GL_VertexPointer(const float *p);
 void GL_ColorPointer(const float *p);
 void GL_Color(float cr, float cg, float cb, float ca);
 void GL_ShowTrisColor(float cr, float cg, float cb, float ca);
@@ -50,6 +49,9 @@ typedef struct
        int texcombinealpha[MAX_TEXTUREUNITS]; // does nothing without combine
        // pointers
        const float *pointer_texcoord[MAX_TEXTUREUNITS];
+
+       // other state set by this
+       const float *pointer_vertex;
 }
 rmeshstate_t;
 
@@ -70,7 +72,7 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix);
 void R_Mesh_TextureMatrix(int unitnumber, const matrix4x4_t *matrix);
 
 // set up the requested state
-void R_Mesh_State_Texture(const rmeshstate_t *m);
+void R_Mesh_State(const rmeshstate_t *m);
 
 // renders a mesh
 void R_Mesh_Draw(int numverts, int numtriangles, const int *elements);
index b488ba1..358c725 100644 (file)
--- a/gl_draw.c
+++ b/gl_draw.c
@@ -426,8 +426,6 @@ void R_DrawQueue(void)
        chartexnum = R_GetTexture(char_texture);
 
        memset(&m, 0, sizeof(m));
-       m.tex[0] = 0;
-       R_Mesh_State_Texture(&m);
 
        currentpic = "";
        pic = NULL;
@@ -475,9 +473,9 @@ void R_DrawQueue(void)
                                m.tex[0] = chartexnum;
                        }
                        batchcount = 0;
-                       GL_VertexPointer(varray_vertex3f);
+                       m.pointer_vertex = varray_vertex3f;
                        m.pointer_texcoord[0] = varray_texcoord2f[0];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        at = varray_texcoord2f[0];
                        av = varray_vertex3f;
                        while ((num = *str++) && x < vid.conwidth)
@@ -514,11 +512,11 @@ void R_DrawQueue(void)
                        break;
                case DRAWQUEUE_MESH:
                        mesh = (void *)(dq + 1);
-                       GL_VertexPointer(mesh->data_vertex3f);
+                       m.pointer_vertex = mesh->data_vertex3f;
                        GL_ColorPointer(mesh->data_color4f);
                        m.tex[0] = R_GetTexture(mesh->texture);
                        m.pointer_texcoord[0] = mesh->data_texcoord2f;
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
                        GL_ColorPointer(NULL);
                        currentpic = "\0";
@@ -548,7 +546,8 @@ void R_DrawQueue(void)
        {
                // all the blends ignore depth
                memset(&m, 0, sizeof(m));
-               R_Mesh_State_Texture(&m);
+               m.pointer_vertex = blendvertex3f;
+               R_Mesh_State(&m);
                GL_DepthMask(true);
                GL_DepthTest(false);
                if (v_color_enable.integer)
@@ -562,7 +561,6 @@ void R_DrawQueue(void)
                if (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
                {
                        GL_BlendFunc(GL_DST_COLOR, GL_ONE);
-                       GL_VertexPointer(blendvertex3f);
                        while (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
                        {
                                GL_Color(bound(0, c[0] - 1, 1), bound(0, c[1] - 1, 1), bound(0, c[2] - 1, 1), 1);
@@ -581,7 +579,6 @@ void R_DrawQueue(void)
                if (c[0] >= 0.01f || c[1] >= 0.01f || c[2] >= 0.01f)
                {
                        GL_BlendFunc(GL_ONE, GL_ONE);
-                       GL_VertexPointer(blendvertex3f);
                        GL_Color(c[0], c[1], c[2], 1);
                        R_Mesh_Draw(3, 1, polygonelements);
                }
index 17e1f2b..1205ff2 100644 (file)
@@ -234,10 +234,10 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
                                m.texrgbscale[0] = 4;
                        }
                }
-               R_Mesh_State_Texture(&m);
+               m.pointer_vertex = varray_vertex3f;
+               R_Mesh_State(&m);
 
                c_alias_polys += mesh->num_triangles;
-               GL_VertexPointer(varray_vertex3f);
                R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
                if (layer->flags & ALIASLAYER_FOG)
                {
@@ -739,7 +739,6 @@ void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
                GL_DepthMask(true);
        }
        GL_DepthTest(true);
-       GL_VertexPointer(varray_vertex3f);
 
        memset(&mstate, 0, sizeof(mstate));
        colorscale = 1.0f;
@@ -750,7 +749,8 @@ void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
        }
        mstate.tex[0] = R_GetTexture(texture);
        mstate.pointer_texcoord[0] = ent->model->alias.zymdata_texcoords;
-       R_Mesh_State_Texture(&mstate);
+       mstate.pointer_vertex = varray_vertex3f;
+       R_Mesh_State(&mstate);
 
        ZymoticLerpBones(ent->model->alias.zymnum_bones, (zymbonematrix *) ent->model->alias.zymdata_poses, ent->frameblend, ent->model->alias.zymdata_bones);
 
@@ -774,13 +774,13 @@ void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                GL_DepthMask(false);
                GL_DepthTest(true);
-               GL_VertexPointer(varray_vertex3f);
 
                memset(&mstate, 0, sizeof(mstate));
                // FIXME: need alpha mask for fogging...
                //mstate.tex[0] = R_GetTexture(texture);
                //mstate.pointer_texcoord = ent->model->alias.zymdata_texcoords;
-               R_Mesh_State_Texture(&mstate);
+               mstate.pointer_vertex = varray_vertex3f;
+               R_Mesh_State(&mstate);
 
                GL_ColorPointer(NULL);
                GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha * fog);
index 5216f4b..e0be503 100644 (file)
@@ -558,12 +558,12 @@ static void R_BlendView(void)
        R_Mesh_Matrix(&r_identitymatrix);
 
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       m.pointer_vertex = vertex3f;
+       R_Mesh_State(&m);
 
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL_DepthMask(true);
        GL_DepthTest(false); // magic
-       GL_VertexPointer(vertex3f);
        GL_ColorPointer(NULL);
        GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
        r = 64;
@@ -765,7 +765,7 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        R_Mesh_Matrix(&r_identitymatrix);
 
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
 
        R_Mesh_GetSpace(8);
        vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
@@ -836,7 +836,8 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2)
        R_Mesh_Matrix(&ent->matrix);
 
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       m.pointer_vertex = nomodelvertex3f;
+       R_Mesh_State(&m);
 
        if (ent->flags & EF_ADDITIVE)
        {
@@ -854,7 +855,6 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2)
                GL_DepthMask(true);
        }
        GL_DepthTest(true);
-       GL_VertexPointer(nomodelvertex3f);
        if (fogenabled)
        {
                memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
@@ -937,7 +937,6 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depth
        R_Mesh_Matrix(&r_identitymatrix);
        GL_ColorPointer(NULL);
        GL_Color(cr, cg, cb, ca);
-       GL_VertexPointer(varray_vertex3f);
        GL_BlendFunc(blendfunc1, blendfunc2);
        GL_DepthMask(false);
        GL_DepthTest(!depthdisable);
@@ -945,7 +944,8 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depth
        memset(&m, 0, sizeof(m));
        m.tex[0] = R_GetTexture(texture);
        m.pointer_texcoord[0] = spritetexcoord2f;
-       R_Mesh_State_Texture(&m);
+       m.pointer_vertex = varray_vertex3f;
+       R_Mesh_State(&m);
 
        varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
        varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
index cdf1ee5..8f9ef9f 100644 (file)
@@ -763,14 +763,14 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture
        GL_DepthMask(true);
        GL_DepthTest(true);
 
-       memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
 
        while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
-                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = surf->mesh.data_vertex3f;
+                       R_Mesh_State(&m);
                        R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
@@ -850,11 +850,11 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
                qglEnable (GL_TEXTURE_SHADER_NV);
        }
 
-       GL_VertexPointer(surf->mesh.data_vertex3f);
+       m.pointer_vertex = surf->mesh.data_vertex3f;
        m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
        m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
        m.texcombinergb[1] = GL_REPLACE;
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        if (fogenabled)
        {
                R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha);
@@ -871,14 +871,14 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
        if (fogenabled)
        {
                memset(&m, 0, sizeof(m));
+               m.pointer_vertex = surf->mesh.data_vertex3f;
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                GL_DepthMask(false);
                GL_DepthTest(true);
                m.tex[0] = R_GetTexture(texture->skin.fog);
-               GL_VertexPointer(surf->mesh.data_vertex3f);
                m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
                GL_ColorPointer(varray_color4f);
-               R_Mesh_State_Texture(&m);
+               R_Mesh_State(&m);
                RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg);
                R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
        }
@@ -946,9 +946,9 @@ static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const m
        GL_DepthTest(true);
        GL_ColorPointer(varray_color4f);
 
-       GL_VertexPointer(surf->mesh.data_vertex3f);
+       m.pointer_vertex = surf->mesh.data_vertex3f;
        m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
        if (!(ent->effects & EF_FULLBRIGHT))
        {
@@ -973,10 +973,10 @@ static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurfac
        m.tex[0] = R_GetTexture(texture->skin.glow);
        GL_ColorPointer(varray_color4f);
 
-       GL_VertexPointer(surf->mesh.data_vertex3f);
+       m.pointer_vertex = surf->mesh.data_vertex3f;
        if (m.tex[0])
                m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
        R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
 }
@@ -993,10 +993,10 @@ static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface
        m.tex[0] = R_GetTexture(texture->skin.fog);
        GL_ColorPointer(varray_color4f);
 
-       GL_VertexPointer(surf->mesh.data_vertex3f);
+       m.pointer_vertex = surf->mesh.data_vertex3f;
        if (m.tex[0])
                m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
        R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
 }
@@ -1031,17 +1031,13 @@ static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(co
                if (surf->visframe == r_framecount)
                {
                        lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
-                       //if (m.tex[1] != lightmaptexturenum)
-                       //{
-                               m.tex[1] = lightmaptexturenum;
-                       //      R_Mesh_State_Texture(&m);
-                       //}
-                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.tex[1] = lightmaptexturenum;
+                       m.pointer_vertex = surf->mesh.data_vertex3f;
                        m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
                        m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
                        m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
                        m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f;
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
@@ -1072,16 +1068,12 @@ static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const
                if (surf->visframe == r_framecount)
                {
                        lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
-                       //if (m.tex[1] != lightmaptexturenum)
-                       //{
-                               m.tex[1] = lightmaptexturenum;
-                       //      R_Mesh_State_Texture(&m);
-                       //}
-                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.tex[1] = lightmaptexturenum;
+                       m.pointer_vertex = surf->mesh.data_vertex3f;
                        m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
                        m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
                        m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
@@ -1109,15 +1101,11 @@ static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity
                if (surf->visframe == r_framecount)
                {
                        lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
-                       //if (m.tex[1] != lightmaptexturenum)
-                       //{
-                               m.tex[1] = lightmaptexturenum;
-                       //      R_Mesh_State_Texture(&m);
-                       //}
-                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.tex[1] = lightmaptexturenum;
+                       m.pointer_vertex = surf->mesh.data_vertex3f;
                        m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
                        m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
@@ -1141,9 +1129,9 @@ static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent,
        {
                if (surf->visframe == r_framecount)
                {
-                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_vertex = surf->mesh.data_vertex3f;
                        m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
@@ -1166,14 +1154,10 @@ static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent,
                if (surf->visframe == r_framecount)
                {
                        lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
-                       //if (m.tex[0] != lightmaptexturenum)
-                       //{
-                               m.tex[0] = lightmaptexturenum;
-                       //      R_Mesh_State_Texture(&m);
-                       //}
-                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.tex[0] = lightmaptexturenum;
+                       m.pointer_vertex = surf->mesh.data_vertex3f;
                        m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
@@ -1194,10 +1178,10 @@ static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const te
        {
                if (surf->visframe == r_framecount)
                {
-                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_vertex = surf->mesh.data_vertex3f;
                        if (m.tex[0])
                                m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
                        R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
@@ -1219,9 +1203,9 @@ static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, c
        {
                if (surf->visframe == r_framecount)
                {
-                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_vertex = surf->mesh.data_vertex3f;
                        m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
@@ -1242,9 +1226,9 @@ static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const t
        {
                if (surf->visframe == r_framecount)
                {
-                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_vertex = surf->mesh.data_vertex3f;
                        m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
@@ -1268,9 +1252,9 @@ static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, c
        {
                if (surf->visframe == r_framecount)
                {
-                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_vertex = surf->mesh.data_vertex3f;
                        m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
@@ -1297,14 +1281,10 @@ static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *
                if (surf->visframe == r_framecount)
                {
                        lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
-                       //if (m.tex[0] != lightmaptexturenum)
-                       //{
-                               m.tex[0] = lightmaptexturenum;
-                       //      R_Mesh_State_Texture(&m);
-                       //}
-                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.tex[0] = lightmaptexturenum;
+                       m.pointer_vertex = surf->mesh.data_vertex3f;
                        m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
@@ -1554,10 +1534,10 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
        GL_DepthMask(false);
        GL_DepthTest(true);
        R_Mesh_Matrix(&ent->matrix);
-       GL_VertexPointer(varray_vertex3f);
 
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       m.pointer_vertex = varray_vertex3f;
+       R_Mesh_State(&m);
 
        i = portal - ent->model->brushq1.portals;
        GL_ColorPointer(NULL);
@@ -2045,22 +2025,28 @@ void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
 void R_DrawCollisionBrush(colbrushf_t *brush)
 {
        int i;
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = brush->points->v;
+       R_Mesh_State(&m);
        i = ((int)brush) / sizeof(colbrushf_t);
        GL_ColorPointer(NULL);
        GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
-       GL_VertexPointer(brush->points->v);
        R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
 }
 
 void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3mface_t *face)
 {
        int i;
+       rmeshstate_t m;
        if (!face->num_collisiontriangles)
                return;
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = face->data_collisionvertex3f;
+       R_Mesh_State(&m);
        i = ((int)face) / sizeof(q3mface_t);
        GL_ColorPointer(NULL);
        GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
-       GL_VertexPointer(face->data_collisionvertex3f);
        R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i);
 }
 
@@ -2098,9 +2084,9 @@ void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face)
        GL_DepthTest(true);
 
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       m.pointer_vertex = face->data_vertex3f;
+       R_Mesh_State(&m);
 
-       GL_VertexPointer(face->data_vertex3f);
        R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
        GL_ColorMask(1,1,1,1);
 }
@@ -2121,8 +2107,8 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t
        }
        else
                GL_Color(0, 0, 0, 1);
-       R_Mesh_State_Texture(&m);
-       GL_VertexPointer(face->data_vertex3f);
+       m.pointer_vertex = face->data_vertex3f;
+       R_Mesh_State(&m);
        R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
 }
 
@@ -2140,8 +2126,8 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *en
        m.texrgbscale[1] = 2;
        GL_ColorPointer(NULL);
        GL_Color(1, 1, 1, 1);
-       R_Mesh_State_Texture(&m);
-       GL_VertexPointer(face->data_vertex3f);
+       m.pointer_vertex = face->data_vertex3f;
+       R_Mesh_State(&m);
        R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
 }
 
@@ -2156,8 +2142,8 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *f
        m.pointer_texcoord[0] = face->data_texcoordtexture2f;
        GL_ColorPointer(NULL);
        GL_Color(1, 1, 1, 1);
-       R_Mesh_State_Texture(&m);
-       GL_VertexPointer(face->data_vertex3f);
+       m.pointer_vertex = face->data_vertex3f;
+       R_Mesh_State(&m);
        R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
 }
 
@@ -2172,8 +2158,8 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *
        m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
        GL_ColorPointer(NULL);
        GL_Color(1, 1, 1, 1);
-       R_Mesh_State_Texture(&m);
-       GL_VertexPointer(face->data_vertex3f);
+       m.pointer_vertex = face->data_vertex3f;
+       R_Mesh_State(&m);
        R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
 }
 
@@ -2191,8 +2177,8 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface
                GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
        else
                GL_Color(1, 1, 1, 1);
-       R_Mesh_State_Texture(&m);
-       GL_VertexPointer(face->data_vertex3f);
+       m.pointer_vertex = face->data_vertex3f;
+       R_Mesh_State(&m);
        R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
 }
 
@@ -2212,8 +2198,8 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face
        }
        else
                GL_Color(0, 0, 0, 1);
-       R_Mesh_State_Texture(&m);
-       GL_VertexPointer(face->data_vertex3f);
+       m.pointer_vertex = face->data_vertex3f;
+       R_Mesh_State(&m);
        R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
 }
 
@@ -2249,8 +2235,8 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mfac
                }
                GL_ColorPointer(varray_color4f);
        }
-       R_Mesh_State_Texture(&m);
-       GL_VertexPointer(face->data_vertex3f);
+       m.pointer_vertex = face->data_vertex3f;
+       R_Mesh_State(&m);
        R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
 }
 
@@ -2263,7 +2249,6 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
        GL_DepthTest(true);
-       R_Mesh_State_Texture(&m);
        mul = 2.0f;
        if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
                mul *= r_shadow_realtime_world_lightmaps.value;
@@ -2280,7 +2265,8 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t
                }
                GL_ColorPointer(varray_color4f);
        }
-       GL_VertexPointer(face->data_vertex3f);
+       m.pointer_vertex = face->data_vertex3f;
+       R_Mesh_State(&m);
        R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
 }
 
@@ -2295,8 +2281,8 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3
        m.pointer_texcoord[0] = face->data_texcoordtexture2f;
        GL_ColorPointer(NULL);
        GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
-       R_Mesh_State_Texture(&m);
-       GL_VertexPointer(face->data_vertex3f);
+       m.pointer_vertex = face->data_vertex3f;
+       R_Mesh_State(&m);
        R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
 }
 
@@ -2356,8 +2342,8 @@ void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
                }
                GL_ColorPointer(varray_color4f);
        }
-       R_Mesh_State_Texture(&m);
-       GL_VertexPointer(face->data_vertex3f);
+       m.pointer_vertex = face->data_vertex3f;
+       R_Mesh_State(&m);
        qglDisable(GL_CULL_FACE);
        R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
        qglEnable(GL_CULL_FACE);
@@ -2530,12 +2516,9 @@ void R_Q3BSP_Draw(entity_render_t *ent)
        }
        if (r_drawcollisionbrushes.integer >= 1)
        {
-               rmeshstate_t m;
-               memset(&m, 0, sizeof(m));
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                GL_DepthMask(false);
                GL_DepthTest(true);
-               R_Mesh_State_Texture(&m);
                qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
                for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
                        if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
index 775fa23..267e092 100644 (file)
@@ -190,12 +190,12 @@ void R_DrawExplosionCallback(const void *calldata1, int calldata2)
        alpha = e->alpha;
        GL_ColorPointer(NULL);
        GL_Color(alpha, alpha, alpha, 1);
-       GL_VertexPointer(e->vert[0]);
 
        memset(&m, 0, sizeof(m));
        m.tex[0] = R_GetTexture(explosiontexture);
        m.pointer_texcoord[0] = explosiontexcoord2f[0];
-       R_Mesh_State_Texture(&m);
+       m.pointer_vertex = e->vert[0];
+       R_Mesh_State(&m);
 
        R_Mesh_Draw(numverts, numtriangles, explosiontris[0]);
 }
index 9162560..5108a73 100644 (file)
@@ -281,7 +281,8 @@ void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
        else
                m.tex[0] = R_GetTexture(r_lightningbeamtexture);
        m.pointer_texcoord[0] = varray_texcoord2f[0];
-       R_Mesh_State_Texture(&m);
+       m.pointer_vertex = varray_vertex3f;
+       R_Mesh_State(&m);
 
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        GL_DepthMask(false);
@@ -305,7 +306,6 @@ void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
        R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 0, t1, t2);
        R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 8, t1 + 0.33, t2 + 0.33);
        R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 16, t1 + 0.66, t2 + 0.66);
-       GL_VertexPointer(varray_vertex3f);
 
        if (fogenabled)
        {
index 17d8234..55a8d77 100644 (file)
@@ -540,7 +540,10 @@ void R_Shadow_VolumeFromSphere(int numverts, int numtris, const float *invertex3
 
 void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i)
 {
-       GL_VertexPointer(vertex3f);
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = vertex3f;
+       R_Mesh_State(&m);
        if (r_shadowstage == SHADOWSTAGE_STENCIL)
        {
                // decrement stencil if frontface is behind depthbuffer
@@ -561,25 +564,24 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte
 void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *firstmesh)
 {
        shadowmesh_t *mesh;
-       if (r_shadowstage == SHADOWSTAGE_STENCIL)
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       for (mesh = firstmesh;mesh;mesh = mesh->next)
        {
-               // decrement stencil if frontface is behind depthbuffer
-               qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
-               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
-               for (mesh = firstmesh;mesh;mesh = mesh->next)
+               m.pointer_vertex = mesh->vertex3f;
+               R_Mesh_State(&m);
+               if (r_shadowstage == SHADOWSTAGE_STENCIL)
                {
-                       GL_VertexPointer(mesh->vertex3f);
+                       // decrement stencil if frontface is behind depthbuffer
+                       qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+                       qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
                        R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
                        c_rtcached_shadowmeshes++;
                        c_rtcached_shadowtris += mesh->numtriangles;
+                       // increment stencil if backface is behind depthbuffer
+                       qglCullFace(GL_BACK); // quake is backwards, this culls front faces
+                       qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
                }
-               // increment stencil if backface is behind depthbuffer
-               qglCullFace(GL_BACK); // quake is backwards, this culls front faces
-               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
-       }
-       for (mesh = firstmesh;mesh;mesh = mesh->next)
-       {
-               GL_VertexPointer(mesh->vertex3f);
                R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
                c_rtcached_shadowmeshes++;
                c_rtcached_shadowtris += mesh->numtriangles;
@@ -734,7 +736,7 @@ void R_Shadow_Stage_Begin(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        GL_ColorPointer(NULL);
        GL_Color(0, 0, 0, 1);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
@@ -766,7 +768,7 @@ void R_Shadow_Stage_ShadowVolumes(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        GL_ColorPointer(NULL);
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(0, 0, 0, 0);
@@ -817,7 +819,7 @@ void R_Shadow_Stage_LightWithoutShadows(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
@@ -842,7 +844,7 @@ void R_Shadow_Stage_LightWithShadows(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
@@ -869,7 +871,7 @@ void R_Shadow_Stage_End(void)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       R_Mesh_State(&m);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
        GL_DepthTest(true);
@@ -1188,7 +1190,6 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
        int renders;
        float color[3], color2[3];
        rmeshstate_t m;
-       GL_VertexPointer(vertex3f);
        if (gl_dot3arb && gl_texturecubemap && gl_combine.integer && gl_stencil)
        {
                if (!bumptexture)
@@ -1203,6 +1204,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                {
                        // 3/2 3D combine path (Geforce3, Radeon 8500)
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
@@ -1211,7 +1213,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
                        m.pointer_texcoord[2] = varray_texcoord3f[2];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(0,0,0,1);
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
@@ -1221,6 +1223,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(basetexture);
                        m.pointer_texcoord[0] = texcoord2f;
                        if (lightcubemap)
@@ -1229,7 +1232,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                m.pointer_texcoord[1] = varray_texcoord3f[1];
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
@@ -1248,9 +1251,10 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                {
                        // 1/2/2 3D combine path (original Radeon)
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                        m.pointer_texcoord[0] = varray_texcoord3f[0];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(0,0,0,1);
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
@@ -1259,13 +1263,14 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[0] = GL_REPLACE;
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                        R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
                        R_Mesh_Draw(numverts, numtriangles, elements);
@@ -1273,6 +1278,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(basetexture);
                        m.pointer_texcoord[0] = texcoord2f;
                        if (lightcubemap)
@@ -1281,7 +1287,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                m.pointer_texcoord[1] = varray_texcoord3f[1];
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
@@ -1300,13 +1306,14 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                {
                        // 2/2 3D combine path (original Radeon)
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[0] = GL_REPLACE;
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(0,0,0,1);
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
@@ -1315,11 +1322,12 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(basetexture);
                        m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
@@ -1339,6 +1347,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                {
                        // 4/2 2D combine path (Geforce3, Radeon 8500)
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[0] = GL_REPLACE;
@@ -1349,7 +1358,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
                        m.pointer_texcoord[2] = varray_texcoord2f[2];
                        m.pointer_texcoord[3] = varray_texcoord2f[3];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(0,0,0,1);
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
@@ -1360,6 +1369,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(basetexture);
                        m.pointer_texcoord[0] = texcoord2f;
                        if (lightcubemap)
@@ -1368,7 +1378,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                m.pointer_texcoord[1] = varray_texcoord3f[1];
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
@@ -1387,11 +1397,12 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                {
                        // 2/2/2 2D combine path (any dot3 card)
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                        m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                        m.pointer_texcoord[0] = varray_texcoord2f[0];
                        m.pointer_texcoord[1] = varray_texcoord2f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(0,0,0,1);
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
@@ -1401,13 +1412,14 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[0] = GL_REPLACE;
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                        R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
                        R_Mesh_Draw(numverts, numtriangles, elements);
@@ -1415,6 +1427,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(basetexture);
                        m.pointer_texcoord[0] = texcoord2f;
                        if (lightcubemap)
@@ -1423,7 +1436,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                                m.pointer_texcoord[1] = varray_texcoord3f[1];
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
@@ -1447,6 +1460,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                GL_ColorPointer(varray_color4f);
                VectorScale(lightcolor, r_shadow_lightintensityscale.value, color2);
                memset(&m, 0, sizeof(m));
+               m.pointer_vertex = vertex3f;
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = texcoord2f;
                if (r_textureunits.integer >= 2)
@@ -1456,7 +1470,7 @@ void R_Shadow_DiffuseLighting(int numverts, int numtriangles, const int *element
                        m.pointer_texcoord[1] = varray_texcoord2f[1];
                        R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
                }
-               R_Mesh_State_Texture(&m);
+               R_Mesh_State(&m);
                for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
                {
                        color[0] = bound(0, color2[0], 1);
@@ -1489,19 +1503,19 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        bumptexture = r_shadow_blankbumptexture;
                if (glosstexture == r_shadow_blankglosstexture)
                        colorscale *= r_shadow_gloss2intensity.value;
-               GL_VertexPointer(vertex3f);
                GL_ColorPointer(NULL);
                GL_Color(1,1,1,1);
                if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
                {
                        // 2/0/0/1/2 3D combine blendsquare path
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(0,0,0,1);
                        // this squares the result
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
@@ -1511,7 +1525,8 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
-                       R_Mesh_State_Texture(&m);
+                       m.pointer_vertex = vertex3f;
+                       R_Mesh_State(&m);
                        // square alpha in framebuffer a few times to make it shiny
                        GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                        // these comments are a test run through this math for intensity 0.5
@@ -1526,9 +1541,10 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                        m.pointer_texcoord[0] = varray_texcoord3f[0];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
                        R_Mesh_Draw(numverts, numtriangles, elements);
@@ -1536,6 +1552,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(glosstexture);
                        if (lightcubemap)
                        {
@@ -1544,7 +1561,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
                        m.pointer_texcoord[0] = texcoord2f;
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, colorscale, color2);
@@ -1563,12 +1580,13 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                {
                        // 2/0/0/2 3D combine blendsquare path
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(0,0,0,1);
                        // this squares the result
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
@@ -1578,7 +1596,8 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
-                       R_Mesh_State_Texture(&m);
+                       m.pointer_vertex = vertex3f;
+                       R_Mesh_State(&m);
                        // square alpha in framebuffer a few times to make it shiny
                        GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                        // these comments are a test run through this math for intensity 0.5
@@ -1593,11 +1612,12 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(glosstexture);
                        m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
@@ -1617,12 +1637,13 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                {
                        // 2/0/0/2/2 2D combine blendsquare path
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(bumptexture);
                        m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
                        m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                        m.pointer_texcoord[0] = texcoord2f;
                        m.pointer_texcoord[1] = varray_texcoord3f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(0,0,0,1);
                        // this squares the result
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
@@ -1632,7 +1653,8 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
-                       R_Mesh_State_Texture(&m);
+                       m.pointer_vertex = vertex3f;
+                       R_Mesh_State(&m);
                        // square alpha in framebuffer a few times to make it shiny
                        GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                        // these comments are a test run through this math for intensity 0.5
@@ -1647,11 +1669,12 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                        m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
                        m.pointer_texcoord[0] = varray_texcoord2f[0];
                        m.pointer_texcoord[1] = varray_texcoord2f[1];
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
                        R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
                        R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
@@ -1660,6 +1683,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                        c_rt_lighttris += numtriangles;
 
                        memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(glosstexture);
                        if (lightcubemap)
                        {
@@ -1668,7 +1692,7 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
                                R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
                        }
                        m.pointer_texcoord[0] = texcoord2f;
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        GL_ColorMask(1,1,1,0);
                        GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
                        VectorScale(lightcolor, colorscale, color2);
@@ -2074,14 +2098,14 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                                qglDisable(GL_STENCIL_TEST);
                                //qglDisable(GL_CULL_FACE);
                                GL_ColorMask(1,1,1,1);
-                               memset(&m, 0, sizeof(m));
-                               R_Mesh_State_Texture(&m);
                                GL_ColorPointer(NULL);
                                GL_Color(0,0.1,0,1);
                                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                               memset(&m, 0, sizeof(m));
                                for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
                                {
-                                       GL_VertexPointer(mesh->vertex3f);
+                                       m.pointer_vertex = mesh->vertex3f;
+                                       R_Mesh_State(&m);
                                        R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
                                }
                                //qglEnable(GL_CULL_FACE);
@@ -2132,13 +2156,13 @@ void R_DrawRTLight(rtlight_t *rtlight, int visiblevolumes)
                                        qglDisable(GL_STENCIL_TEST);
                                        //qglDisable(GL_CULL_FACE);
                                        memset(&m, 0, sizeof(m));
-                                       R_Mesh_State_Texture(&m);
                                        GL_ColorPointer(NULL);
                                        GL_Color(0.2,0,0,1);
                                        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                                        for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
                                        {
-                                               GL_VertexPointer(mesh->vertex3f);
+                                               m.pointer_vertex = mesh->vertex3f;
+                                               R_Mesh_State(&m);
                                                R_Mesh_Draw_ShowTris(mesh->numverts, mesh->numtriangles, mesh->element3i);
                                        }
                                        //qglEnable(GL_CULL_FACE);
@@ -2186,7 +2210,7 @@ void R_ShadowVolumeLighting(int visiblevolumes)
        if (visiblevolumes)
        {
                memset(&m, 0, sizeof(m));
-               R_Mesh_State_Texture(&m);
+               R_Mesh_State(&m);
 
                GL_BlendFunc(GL_ONE, GL_ONE);
                GL_DepthMask(false);
diff --git a/r_sky.c b/r_sky.c
index 0fe747a..8f0b753 100644 (file)
--- a/r_sky.c
+++ b/r_sky.c
@@ -237,12 +237,12 @@ static void R_SkyBox(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
        GL_DepthTest(false); // don't modify or read zbuffer
-       GL_VertexPointer(skyboxvertex3f);
+       m.pointer_vertex = skyboxvertex3f;
        m.pointer_texcoord[0] = skyboxtexcoord2f;
        for (i = 0;i < 6;i++)
        {
                m.tex[0] = R_GetTexture(skyboxside[i]);
-               R_Mesh_State_Texture(&m);
+               R_Mesh_State(&m);
                R_Mesh_Draw(6*4, 2, skyboxelements + i * 6);
        }
 }
@@ -327,13 +327,13 @@ static void R_SkySphere(void)
        Matrix4x4_CreateTranslate(&scroll2matrix, speedscale * 2, speedscale * 2, 0);
        Matrix4x4_CreateIdentity(&identitymatrix);
 
-       GL_VertexPointer(skysphere_vertex3f);
        GL_ColorPointer(NULL);
        GL_Color(1, 1, 1, 1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
        GL_DepthTest(false); // don't modify or read zbuffer
        memset(&m, 0, sizeof(m));
+       m.pointer_vertex = skysphere_vertex3f;
        m.tex[0] = R_GetTexture(solidskytexture);
        m.pointer_texcoord[0] = skysphere_texcoord2f;
        R_Mesh_TextureMatrix(0, &scroll1matrix);
@@ -343,7 +343,7 @@ static void R_SkySphere(void)
                m.tex[1] = R_GetTexture(alphaskytexture);
                m.texcombinergb[1] = gl_combine.integer ? GL_INTERPOLATE_ARB : GL_DECAL;
                m.pointer_texcoord[1] = skysphere_texcoord2f;
-               R_Mesh_State_Texture(&m);
+               R_Mesh_State(&m);
                R_Mesh_TextureMatrix(1, &scroll2matrix);
                R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
                R_Mesh_TextureMatrix(1, &identitymatrix);
@@ -351,12 +351,12 @@ static void R_SkySphere(void)
        else
        {
                // two pass
-               R_Mesh_State_Texture(&m);
+               R_Mesh_State(&m);
                R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
 
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                m.tex[0] = R_GetTexture(alphaskytexture);
-               R_Mesh_State_Texture(&m);
+               R_Mesh_State(&m);
                R_Mesh_TextureMatrix(0, &scroll2matrix);
                R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
        }