removed unmaintained CgGL rendering path
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 9 Feb 2011 09:35:12 +0000 (09:35 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 9 Feb 2011 09:35:12 +0000 (09:35 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10838 d7cf8633-e32d-0410-b094-e92efae38249

gl_backend.c
gl_draw.c
gl_rmain.c
gl_textures.c
makefile.inc
model_brush.c
r_shadow.c
vid.h
vid_sdl.c
vid_shared.c

index 24381fb..a9b0111 100644 (file)
@@ -275,7 +275,6 @@ static void R_Mesh_SetUseVBO(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
                gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
                gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
                gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
@@ -326,7 +325,6 @@ static void gl_backend_start(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                // fetch current fbo here (default fbo is not 0 on some GLES devices)
                if (vid.support.ext_framebuffer_object)
@@ -358,7 +356,6 @@ static void gl_backend_shutdown(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_SOFT:
        case RENDERPATH_GLES2:
                break;
@@ -404,7 +401,6 @@ static void gl_backend_devicelost(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_SOFT:
        case RENDERPATH_GLES2:
                break;
@@ -432,7 +428,6 @@ static void gl_backend_devicelost(void)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                case RENDERPATH_SOFT:
                case RENDERPATH_GLES2:
                        break;
@@ -465,7 +460,6 @@ static void gl_backend_devicerestored(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_SOFT:
        case RENDERPATH_GLES2:
                break;
@@ -691,7 +685,6 @@ qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_SOFT:
        case RENDERPATH_GLES2:
                break;
@@ -775,7 +768,6 @@ void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_SOFT:
        case RENDERPATH_GLES2:
                break;
@@ -1024,7 +1016,6 @@ void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatri
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
        case RENDERPATH_SOFT:
@@ -1061,7 +1052,6 @@ void R_SetViewport(const r_viewport_t *v)
 
        switch(vid.renderpath)
        {
-       case RENDERPATH_CGGL:
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
                CHECKGLERROR
@@ -1140,7 +1130,6 @@ int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colorte
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                if (!vid.support.ext_framebuffer_object)
                        return 0;
@@ -1169,7 +1158,6 @@ void R_Mesh_DestroyFramebufferObject(int fbo)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                if (fbo)
                        qglDeleteFramebuffersEXT(1, (GLuint*)&fbo);
@@ -1226,7 +1214,6 @@ void R_Mesh_ResetRenderTargets(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                if (gl_state.framebufferobject)
                {
@@ -1270,7 +1257,6 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                if (gl_state.framebufferobject != fbo)
                {
@@ -1403,68 +1389,6 @@ static void GL_Backend_ResetState(void)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
-       case RENDERPATH_CGGL:
-               CHECKGLERROR
-
-               qglColorMask(1, 1, 1, 1);CHECKGLERROR
-       //      qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
-       //      qglDisable(GL_ALPHA_TEST);CHECKGLERROR
-               qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
-               qglDisable(GL_BLEND);CHECKGLERROR
-               qglCullFace(gl_state.cullface);CHECKGLERROR
-               qglDisable(GL_CULL_FACE);CHECKGLERROR
-               qglDepthFunc(GL_LEQUAL);CHECKGLERROR
-               qglEnable(GL_DEPTH_TEST);CHECKGLERROR
-               qglDepthMask(gl_state.depthmask);CHECKGLERROR
-               qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
-
-               if (vid.support.arb_vertex_buffer_object)
-               {
-                       qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
-                       qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
-               }
-
-               if (vid.support.ext_framebuffer_object)
-               {
-                       qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
-               }
-
-               qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
-               qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
-
-               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
-               qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
-               qglColor4f(1, 1, 1, 1);CHECKGLERROR
-
-               if (vid.support.ext_framebuffer_object)
-                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
-
-               gl_state.unit = MAX_TEXTUREUNITS;
-               gl_state.clientunit = MAX_TEXTUREUNITS;
-               for (i = 0;i < vid.teximageunits;i++)
-               {
-                       GL_ActiveTexture(i);
-                       qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
-                       if (vid.support.ext_texture_3d)
-                       {
-                               qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
-                       }
-                       if (vid.support.arb_texture_cube_map)
-                       {
-                               qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
-                       }
-               }
-
-               for (i = 0;i < vid.texarrayunits;i++)
-               {
-                       GL_ClientActiveTexture(i);
-                       GL_BindVBO(0);
-                       qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
-                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
-               }
-               CHECKGLERROR
-               break;
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
                CHECKGLERROR
@@ -1607,7 +1531,6 @@ void GL_ActiveTexture(unsigned int num)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                case RENDERPATH_GLES2:
                        if (qglActiveTexture)
                        {
@@ -1635,7 +1558,6 @@ void GL_ClientActiveTexture(unsigned int num)
                {
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
-               case RENDERPATH_CGGL:
                        if (qglActiveTexture)
                        {
                                CHECKGLERROR
@@ -1669,7 +1591,6 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
@@ -1743,7 +1664,6 @@ void GL_DepthMask(int state)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglDepthMask(gl_state.depthmask);CHECKGLERROR
@@ -1776,7 +1696,6 @@ void GL_DepthTest(int state)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if (gl_state.depthtest)
@@ -1816,7 +1735,6 @@ void GL_DepthFunc(int state)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
@@ -1850,7 +1768,6 @@ void GL_DepthRange(float nearfrac, float farfrac)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                case RENDERPATH_GLES2:
                        qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
                        break;
@@ -1888,7 +1805,6 @@ void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int fro
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                if (enable)
@@ -1955,7 +1871,6 @@ void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                if (enable)
@@ -2012,7 +1927,6 @@ void GL_PolygonOffset(float planeoffset, float depthoffset)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                case RENDERPATH_GLES2:
                        qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
                        break;
@@ -2051,7 +1965,6 @@ void GL_SetMirrorState(qboolean state)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                case RENDERPATH_GLES2:
                        qglCullFace(gl_state.cullface);CHECKGLERROR
                        break;
@@ -2088,7 +2001,6 @@ void GL_CullFace(int state)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                CHECKGLERROR
 
@@ -2186,7 +2098,6 @@ void GL_AlphaTest(int state)
                case RENDERPATH_SOFT:
 //                     DPSOFTRAST_AlphaTest(gl_state.alphatest);
                        break;
-               case RENDERPATH_CGGL:
                case RENDERPATH_GL20:
                case RENDERPATH_GLES2:
                        break;
@@ -2206,7 +2117,6 @@ void GL_ColorMask(int r, int g, int b, int a)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
@@ -2241,7 +2151,6 @@ void GL_Color(float cr, float cg, float cb, float ca)
                {
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
-               case RENDERPATH_CGGL:
                        CHECKGLERROR
                        qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
                        CHECKGLERROR
@@ -2269,7 +2178,6 @@ void GL_Scissor (int x, int y, int width, int height)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                qglScissor(x, y,width,height);
@@ -2309,7 +2217,6 @@ void GL_ScissorTest(int state)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if(gl_state.scissortest)
@@ -2352,7 +2259,6 @@ void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilva
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                if (mask & GL_COLOR_BUFFER_BIT)
@@ -2396,7 +2302,6 @@ void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpi
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
@@ -2605,7 +2510,6 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                // check if the user specified to ignore static index buffers
                if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
@@ -2724,7 +2628,6 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                        CHECKGLERROR
                        if (gl_mesh_testmanualfeeding.integer)
                        {
@@ -3044,7 +2947,6 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                if (!buffer->bufferobject)
                        qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
@@ -3126,7 +3028,6 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
                break;
@@ -3182,7 +3083,6 @@ void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void
        {
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
-       case RENDERPATH_CGGL:
                if (gl_state.pointer_vertex_components != components || gl_state.pointer_vertex_gltype != gltype || gl_state.pointer_vertex_stride != stride || gl_state.pointer_vertex_pointer != pointer || gl_state.pointer_vertex_vertexbuffer != vertexbuffer || gl_state.pointer_vertex_offset != bufferoffset)
                {
                        int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
@@ -3229,7 +3129,6 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *
        {
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
-       case RENDERPATH_CGGL:
                CHECKGLERROR
                if (pointer)
                {
@@ -3324,7 +3223,6 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, si
        {
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
-       case RENDERPATH_CGGL:
                CHECKGLERROR
                if (pointer)
                {
@@ -3425,7 +3323,6 @@ void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int w
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                R_Mesh_TexBind(0, tex);
                GL_ActiveTexture(0);CHECKGLERROR
@@ -3485,7 +3382,6 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                if (!tex)
                {
@@ -3651,7 +3547,6 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                if (matrix && matrix->m[3][3])
                {
@@ -3700,7 +3595,6 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                // do nothing
                break;
@@ -3793,7 +3687,6 @@ void R_Mesh_ResetTextureState(void)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
@@ -3858,7 +3751,6 @@ static void R_Mesh_InitVertexDeclarations(void)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
        case RENDERPATH_GLES2:
@@ -3911,7 +3803,6 @@ void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, con
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                if (vertexbuffer)
                {
@@ -4025,7 +3916,6 @@ void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                if (!vid.useinterleavedarrays)
                {
@@ -4112,7 +4002,6 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                if (vertexbuffer)
                {
@@ -4226,7 +4115,6 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f,
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                if (!vid.useinterleavedarrays)
                {
@@ -4324,7 +4212,6 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex,
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                if (vertexbuffer)
                {
index 70600ab..1654cd4 100644 (file)
--- a/gl_draw.c
+++ b/gl_draw.c
@@ -1916,7 +1916,6 @@ void DrawQ_LineLoop (drawqueuemesh_t *mesh, int flags)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
                CHECKGLERROR
                qglBegin(GL_LINE_LOOP);
                for (num = 0;num < mesh->num_vertices;num++)
@@ -1960,7 +1959,6 @@ void DrawQ_Line (float width, float x1, float y1, float x2, float y2, float r, f
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
                CHECKGLERROR
 
                //qglLineWidth(width);CHECKGLERROR
@@ -2009,7 +2007,6 @@ void DrawQ_Lines (float width, int numlines, const float *vertex3f, const float
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
                CHECKGLERROR
 
                R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
@@ -2079,7 +2076,6 @@ void R_DrawGamma(void)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
index 05ee992..9f7005d 100644 (file)
@@ -3976,518 +3976,6 @@ void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutatio
        if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
 }
 
-#ifdef SUPPORTCG
-#include <Cg/cgGL.h>
-struct r_cg_permutation_s;
-typedef struct r_cg_permutation_s
-{
-       /// hash lookup data
-       struct r_cg_permutation_s *hashnext;
-       unsigned int mode;
-       unsigned int permutation;
-
-       /// indicates if we have tried compiling this permutation already
-       qboolean compiled;
-       /// 0 if compilation failed
-       CGprogram vprogram;
-       CGprogram fprogram;
-       /// locations of detected parameters in programs, or NULL if not found
-       CGparameter vp_EyePosition;
-       CGparameter vp_FogPlane;
-       CGparameter vp_LightDir;
-       CGparameter vp_LightPosition;
-       CGparameter vp_ModelToLight;
-       CGparameter vp_TexMatrix;
-       CGparameter vp_BackgroundTexMatrix;
-       CGparameter vp_ModelViewProjectionMatrix;
-       CGparameter vp_ModelViewMatrix;
-       CGparameter vp_ShadowMapMatrix;
-
-       CGparameter fp_Texture_First;
-       CGparameter fp_Texture_Second;
-       CGparameter fp_Texture_GammaRamps;
-       CGparameter fp_Texture_Normal;
-       CGparameter fp_Texture_Color;
-       CGparameter fp_Texture_Gloss;
-       CGparameter fp_Texture_Glow;
-       CGparameter fp_Texture_SecondaryNormal;
-       CGparameter fp_Texture_SecondaryColor;
-       CGparameter fp_Texture_SecondaryGloss;
-       CGparameter fp_Texture_SecondaryGlow;
-       CGparameter fp_Texture_Pants;
-       CGparameter fp_Texture_Shirt;
-       CGparameter fp_Texture_FogHeightTexture;
-       CGparameter fp_Texture_FogMask;
-       CGparameter fp_Texture_Lightmap;
-       CGparameter fp_Texture_Deluxemap;
-       CGparameter fp_Texture_Attenuation;
-       CGparameter fp_Texture_Cube;
-       CGparameter fp_Texture_Refraction;
-       CGparameter fp_Texture_Reflection;
-       CGparameter fp_Texture_ShadowMap2D;
-       CGparameter fp_Texture_CubeProjection;
-       CGparameter fp_Texture_ScreenDepth;
-       CGparameter fp_Texture_ScreenNormalMap;
-       CGparameter fp_Texture_ScreenDiffuse;
-       CGparameter fp_Texture_ScreenSpecular;
-       CGparameter fp_Texture_ReflectMask;
-       CGparameter fp_Texture_ReflectCube;
-       CGparameter fp_Alpha;
-       CGparameter fp_BloomBlur_Parameters;
-       CGparameter fp_ClientTime;
-       CGparameter fp_Color_Ambient;
-       CGparameter fp_Color_Diffuse;
-       CGparameter fp_Color_Specular;
-       CGparameter fp_Color_Glow;
-       CGparameter fp_Color_Pants;
-       CGparameter fp_Color_Shirt;
-       CGparameter fp_DeferredColor_Ambient;
-       CGparameter fp_DeferredColor_Diffuse;
-       CGparameter fp_DeferredColor_Specular;
-       CGparameter fp_DeferredMod_Diffuse;
-       CGparameter fp_DeferredMod_Specular;
-       CGparameter fp_DistortScaleRefractReflect;
-       CGparameter fp_EyePosition;
-       CGparameter fp_FogColor;
-       CGparameter fp_FogHeightFade;
-       CGparameter fp_FogPlane;
-       CGparameter fp_FogPlaneViewDist;
-       CGparameter fp_FogRangeRecip;
-       CGparameter fp_LightColor;
-       CGparameter fp_LightDir;
-       CGparameter fp_LightPosition;
-       CGparameter fp_OffsetMapping_Scale;
-       CGparameter fp_PixelSize;
-       CGparameter fp_ReflectColor;
-       CGparameter fp_ReflectFactor;
-       CGparameter fp_ReflectOffset;
-       CGparameter fp_RefractColor;
-       CGparameter fp_Saturation;
-       CGparameter fp_ScreenCenterRefractReflect;
-       CGparameter fp_ScreenScaleRefractReflect;
-       CGparameter fp_ScreenToDepth;
-       CGparameter fp_ShadowMap_Parameters;
-       CGparameter fp_ShadowMap_TextureScale;
-       CGparameter fp_SpecularPower;
-       CGparameter fp_UserVec1;
-       CGparameter fp_UserVec2;
-       CGparameter fp_UserVec3;
-       CGparameter fp_UserVec4;
-       CGparameter fp_ViewTintColor;
-       CGparameter fp_ViewToLight;
-       CGparameter fp_PixelToScreenTexCoord;
-       CGparameter fp_ModelToReflectCube;
-       CGparameter fp_BloomColorSubtract;
-       CGparameter fp_NormalmapScrollBlend;
-}
-r_cg_permutation_t;
-
-/// information about each possible shader permutation
-r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
-/// currently selected permutation
-r_cg_permutation_t *r_cg_permutation;
-/// storage for permutations linked in the hash table
-memexpandablearray_t r_cg_permutationarray;
-
-#define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
-
-static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
-{
-       //unsigned int hashdepth = 0;
-       unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
-       r_cg_permutation_t *p;
-       for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
-       {
-               if (p->mode == mode && p->permutation == permutation)
-               {
-                       //if (hashdepth > 10)
-                       //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
-                       return p;
-               }
-               //hashdepth++;
-       }
-       p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
-       p->mode = mode;
-       p->permutation = permutation;
-       p->hashnext = r_cg_permutationhash[mode][hashindex];
-       r_cg_permutationhash[mode][hashindex] = p;
-       //if (hashdepth > 10)
-       //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
-       return p;
-}
-
-static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
-{
-       char *shaderstring;
-       if (!filename || !filename[0])
-               return NULL;
-       if (!strcmp(filename, "hlsl/default.hlsl"))
-       {
-               if (!hlslshaderstring)
-               {
-                       hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
-                       if (hlslshaderstring)
-                               Con_DPrintf("Loading shaders from file %s...\n", filename);
-                       else
-                               hlslshaderstring = (char *)builtinhlslshaderstring;
-               }
-               shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
-               memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
-               return shaderstring;
-       }
-       shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
-       if (shaderstring)
-       {
-               if (printfromdisknotice)
-                       Con_DPrintf("from disk %s... ", filename);
-               return shaderstring;
-       }
-       return shaderstring;
-}
-
-static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
-{
-       // TODO: load or create .fp and .vp shader files
-}
-
-static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
-{
-       int i;
-       shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
-       int vertstring_length = 0;
-       int geomstring_length = 0;
-       int fragstring_length = 0;
-       char *t;
-       char *vertexstring, *geometrystring, *fragmentstring;
-       char *vertstring, *geomstring, *fragstring;
-       char permutationname[256];
-       char cachename[256];
-       CGprofile vertexProfile;
-       CGprofile fragmentProfile;
-       int vertstrings_count = 0;
-       int geomstrings_count = 0;
-       int fragstrings_count = 0;
-       const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
-       const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
-       const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
-
-       if (p->compiled)
-               return;
-       p->compiled = true;
-       p->vprogram = NULL;
-       p->fprogram = NULL;
-
-       permutationname[0] = 0;
-       cachename[0] = 0;
-       vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
-       geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
-       fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
-
-       strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
-       strlcat(cachename, "cggl/", sizeof(cachename));
-
-       // the first pretext is which type of shader to compile as
-       // (later these will all be bound together as a program object)
-       vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
-       geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
-       fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
-
-       // the second pretext is the mode (for example a light source)
-       vertstrings_list[vertstrings_count++] = modeinfo->pretext;
-       geomstrings_list[geomstrings_count++] = modeinfo->pretext;
-       fragstrings_list[fragstrings_count++] = modeinfo->pretext;
-       strlcat(permutationname, modeinfo->name, sizeof(permutationname));
-       strlcat(cachename, modeinfo->name, sizeof(cachename));
-
-       // now add all the permutation pretexts
-       for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
-       {
-               if (permutation & (1<<i))
-               {
-                       vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
-                       geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
-                       fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
-                       strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
-                       strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
-               }
-               else
-               {
-                       // keep line numbers correct
-                       vertstrings_list[vertstrings_count++] = "\n";
-                       geomstrings_list[geomstrings_count++] = "\n";
-                       fragstrings_list[fragstrings_count++] = "\n";
-               }
-       }
-
-       // add static parms
-       R_CompileShader_AddStaticParms(mode, permutation);
-       memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
-       vertstrings_count += shaderstaticparms_count;
-       memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
-       geomstrings_count += shaderstaticparms_count;
-       memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
-       fragstrings_count += shaderstaticparms_count;
-
-       // replace spaces in the cachename with _ characters
-       for (i = 0;cachename[i];i++)
-               if (cachename[i] == ' ')
-                       cachename[i] = '_';
-
-       // now append the shader text itself
-       vertstrings_list[vertstrings_count++] = vertexstring;
-       geomstrings_list[geomstrings_count++] = geometrystring;
-       fragstrings_list[fragstrings_count++] = fragmentstring;
-
-       // if any sources were NULL, clear the respective list
-       if (!vertexstring)
-               vertstrings_count = 0;
-       if (!geometrystring)
-               geomstrings_count = 0;
-       if (!fragmentstring)
-               fragstrings_count = 0;
-
-       vertstring_length = 0;
-       for (i = 0;i < vertstrings_count;i++)
-               vertstring_length += strlen(vertstrings_list[i]);
-       vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
-       for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
-               memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
-
-       geomstring_length = 0;
-       for (i = 0;i < geomstrings_count;i++)
-               geomstring_length += strlen(geomstrings_list[i]);
-       geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
-       for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
-               memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
-
-       fragstring_length = 0;
-       for (i = 0;i < fragstrings_count;i++)
-               fragstring_length += strlen(fragstrings_list[i]);
-       fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
-       for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
-               memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
-
-       CHECKGLERROR
-       CHECKCGERROR
-       //vertexProfile = CG_PROFILE_ARBVP1;
-       //fragmentProfile = CG_PROFILE_ARBFP1;
-       vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
-       fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
-       //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
-       //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
-       //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
-       CHECKGLERROR
-
-       // try to load the cached shader, or generate one
-       R_CG_CacheShader(p, cachename, vertstring, fragstring);
-
-       // if caching failed, do a dynamic compile for now
-       CHECKCGERROR
-       if (vertstring[0] && !p->vprogram)
-               p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
-       CHECKCGERROR
-       if (fragstring[0] && !p->fprogram)
-               p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
-       CHECKCGERROR
-
-       // look up all the uniform variable names we care about, so we don't
-       // have to look them up every time we set them
-       if (p->vprogram)
-       {
-               CHECKCGERROR
-               cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
-               cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
-               p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
-               p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
-               p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
-               p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
-               p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
-               p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
-               p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
-               p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
-               p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
-               p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
-               CHECKCGERROR
-       }
-       if (p->fprogram)
-       {
-               CHECKCGERROR
-               cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
-               cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
-               p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
-               p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
-               p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
-               p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
-               p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
-               p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
-               p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
-               p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
-               p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
-               p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
-               p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
-               p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
-               p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
-               p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
-               p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
-               p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
-               p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
-               p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
-               p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
-               p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
-               p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
-               p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
-               p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
-               p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
-               p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
-               p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
-               p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
-               p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
-               p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
-               p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
-               p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
-               p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
-               p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
-               p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
-               p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
-               p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
-               p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
-               p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
-               p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
-               p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
-               p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
-               p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
-               p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
-               p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
-               p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
-               p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
-               p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
-               p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
-               p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
-               p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
-               p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
-               p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
-               p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
-               p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
-               p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
-               p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
-               p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
-               p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
-               p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
-               p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
-               p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
-               p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
-               p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
-               p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
-               p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
-               p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
-               p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
-               p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
-               p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
-               p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
-               p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
-               p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
-               p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
-               p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
-               p->fp_BloomColorSubtract         = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
-               p->fp_NormalmapScrollBlend       = cgGetNamedParameter(p->fprogram, "NormalmapScrollBlend");
-               CHECKCGERROR
-       }
-
-       if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
-               Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
-       else
-               Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
-
-       // free the strings
-       if (vertstring)
-               Mem_Free(vertstring);
-       if (geomstring)
-               Mem_Free(geomstring);
-       if (fragstring)
-               Mem_Free(fragstring);
-       if (vertexstring)
-               Mem_Free(vertexstring);
-       if (geometrystring)
-               Mem_Free(geometrystring);
-       if (fragmentstring)
-               Mem_Free(fragmentstring);
-}
-
-void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
-{
-       r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
-       CHECKGLERROR
-       CHECKCGERROR
-       if (r_cg_permutation != perm)
-       {
-               r_cg_permutation = perm;
-               if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
-               {
-                       if (!r_cg_permutation->compiled)
-                               R_CG_CompilePermutation(perm, mode, permutation);
-                       if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
-                       {
-                               // remove features until we find a valid permutation
-                               int i;
-                               for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
-                               {
-                                       // reduce i more quickly whenever it would not remove any bits
-                                       int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
-                                       if (!(permutation & j))
-                                               continue;
-                                       permutation -= j;
-                                       r_cg_permutation = R_CG_FindPermutation(mode, permutation);
-                                       if (!r_cg_permutation->compiled)
-                                               R_CG_CompilePermutation(perm, mode, permutation);
-                                       if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
-                                               break;
-                               }
-                               if (i >= SHADERPERMUTATION_COUNT)
-                               {
-                                       //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
-                                       r_cg_permutation = R_CG_FindPermutation(mode, permutation);
-                                       return; // no bit left to clear, entire mode is broken
-                               }
-                       }
-               }
-               CHECKGLERROR
-               CHECKCGERROR
-               if (r_cg_permutation->vprogram)
-               {
-                       cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
-                       cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
-                       cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
-               }
-               else
-               {
-                       cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
-                       cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
-               }
-               if (r_cg_permutation->fprogram)
-               {
-                       cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
-                       cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
-                       cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
-               }
-               else
-               {
-                       cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
-                       cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
-               }
-       }
-       CHECKCGERROR
-       if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
-       if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
-       if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
-}
-
-void CG_BindTexture(CGparameter param, rtexture_t *tex)
-{
-       cgGLSetTextureParameter(param, R_GetTexture(tex));
-       cgGLEnableTextureParameter(param);
-}
-#endif
-
 #ifdef SUPPORTD3D
 
 #ifdef SUPPORTD3D
@@ -4973,7 +4461,7 @@ void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutatio
                                }
                                if (i >= SHADERPERMUTATION_COUNT)
                                {
-                                       //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
+                                       //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
                                        r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
                                        return; // no bit left to clear, entire mode is broken
                                }
@@ -5012,10 +4500,6 @@ void R_GLSL_Restart_f(void)
                {
                        r_hlsl_permutation_t *p;
                        r_hlsl_permutation = NULL;
-//                     cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
-//                     cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
-//                     cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
-//                     cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
                        limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
                        for (i = 0;i < limit;i++)
                        {
@@ -5055,31 +4539,6 @@ void R_GLSL_Restart_f(void)
                        memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
                }
                break;
-       case RENDERPATH_CGGL:
-#ifdef SUPPORTCG
-               {
-                       r_cg_permutation_t *p;
-                       r_cg_permutation = NULL;
-                       cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
-                       cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
-                       cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
-                       cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
-                       limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
-                       for (i = 0;i < limit;i++)
-                       {
-                               if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
-                               {
-                                       if (p->vprogram)
-                                               cgDestroyProgram(p->vprogram);
-                                       if (p->fprogram)
-                                               cgDestroyProgram(p->fprogram);
-                                       Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
-                               }
-                       }
-                       memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
-               }
-#endif
-               break;
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
                break;
@@ -5153,14 +4612,6 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod
                R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
                R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
                break;
-       case RENDERPATH_CGGL:
-#ifdef SUPPORTCG
-               CHECKCGERROR
-               R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
-               if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
-#endif
-               break;
        case RENDERPATH_GL13:
                R_Mesh_TexBind(0, first );
                R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
@@ -5198,11 +4649,6 @@ void R_SetupShader_DepthOrShadow(void)
        case RENDERPATH_GLES2:
                R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
                break;
-       case RENDERPATH_CGGL:
-#ifdef SUPPORTCG
-               R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
-#endif
-               break;
        case RENDERPATH_GL13:
                R_Mesh_TexBind(0, 0);
                R_Mesh_TexBind(1, 0);
@@ -5235,11 +4681,6 @@ void R_SetupShader_ShowDepth(void)
        case RENDERPATH_GLES2:
                R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
                break;
-       case RENDERPATH_CGGL:
-#ifdef SUPPORTCG
-               R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
-#endif
-               break;
        case RENDERPATH_GL13:
                break;
        case RENDERPATH_GL11:
@@ -6015,176 +5456,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                CHECKGLERROR
                break;
-       case RENDERPATH_CGGL:
-#ifdef SUPPORTCG
-               if (!vid.useinterleavedarrays)
-               {
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
-                       R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-                       R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
-                       R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
-                       R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
-                       R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
-                       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
-               }
-               else
-               {
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
-                       R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
-               }
-               R_SetupShader_SetPermutationCG(mode, permutation);
-               if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
-               if (mode == SHADERMODE_LIGHTSOURCE)
-               {
-                       if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
-                       if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
-               }
-               else
-               {
-                       if (mode == SHADERMODE_LIGHTDIRECTION)
-                       {
-                               if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
-                       }
-               }
-               if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
-               if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
-               if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
-               if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
-               if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
-               CHECKGLERROR
-
-               if (mode == SHADERMODE_LIGHTSOURCE)
-               {
-                       if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
-                       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, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
-                       if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);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
-                       if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
-               }
-               else
-               {
-                       if (mode == SHADERMODE_FLATCOLOR)
-                       {
-                               if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
-                       }
-                       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) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);CHECKCGERROR
-                               if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * 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, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, 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
-                               if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
-                       }
-                       else
-                       {
-                               if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * 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 * 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, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, 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
-                       }
-                       // additive passes are only darkened by fog, not tinted
-                       if (r_cg_permutation->fp_FogColor)
-                       {
-                               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
-                                       cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
-                               else
-                                       cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
-                               CHECKCGERROR
-                       }
-                       if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR
-                       if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR
-                       if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR
-                       if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4f(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
-                       if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4f(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
-                       if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
-                       if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
-                       if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
-                       if (r_cg_permutation->fp_NormalmapScrollBlend) cgGLSetParameter2f(r_cg_permutation->fp_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
-               }
-               if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
-               if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
-               if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
-               if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));CHECKCGERROR
-               if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
-               if (r_cg_permutation->fp_Color_Pants)
-               {
-                       if (rsurface.texture->pantstexture)
-                               cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
-                       else
-                               cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
-                       CHECKCGERROR
-               }
-               if (r_cg_permutation->fp_Color_Shirt)
-               {
-                       if (rsurface.texture->shirttexture)
-                               cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
-                       else
-                               cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
-                       CHECKCGERROR
-               }
-               if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
-               if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
-               if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
-               if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
-               if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
-               if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
-               if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
-
-       //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
-       //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
-       //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_ReflectCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube    , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
-               if (rsurfacepass == RSURFPASS_BACKGROUND)
-               {
-                       if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);CHECKCGERROR
-                       else if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR
-                       if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
-               }
-               else
-               {
-                       if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
-               }
-               if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
-               if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
-               {
-                       if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
-                       if (rsurface.rtlight)
-                       {
-                               if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
-                               if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
-                       }
-               }
-
-               CHECKGLERROR
-#endif
-               break;
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
                break;
@@ -6415,28 +5686,6 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2dtexture                         );
                if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
                break;
-       case RENDERPATH_CGGL:
-#ifdef SUPPORTCG
-               R_SetupShader_SetPermutationCG(mode, permutation);
-               if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
-               if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
-               if (r_cg_permutation->fp_DeferredColor_Ambient    ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);CHECKCGERROR
-               if (r_cg_permutation->fp_DeferredColor_Diffuse    ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);CHECKCGERROR
-               if (r_cg_permutation->fp_DeferredColor_Specular   ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR
-               if (r_cg_permutation->fp_ShadowMap_TextureScale   ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
-               if (r_cg_permutation->fp_ShadowMap_Parameters     ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
-               if (r_cg_permutation->fp_SpecularPower            ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
-               if (r_cg_permutation->fp_ScreenToDepth            ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
-               if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
-
-               if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
-#endif
-               break;
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
                break;
@@ -7299,7 +6548,6 @@ void gl_main_start(void)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
@@ -7370,11 +6618,6 @@ void gl_main_start(void)
        memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
        Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
        glslshaderstring = NULL;
-#ifdef SUPPORTCG
-       r_cg_permutation = NULL;
-       memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
-       Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
-#endif
 #ifdef SUPPORTD3D
        r_hlsl_permutation = NULL;
        memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
@@ -7398,7 +6641,6 @@ void gl_main_shutdown(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                if (r_maxqueries)
                        qglDeleteQueriesARB(r_maxqueries, r_queries);
@@ -7451,11 +6693,6 @@ void gl_main_shutdown(void)
        memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
        Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
        glslshaderstring = NULL;
-#ifdef SUPPORTCG
-       r_cg_permutation = NULL;
-       memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
-       Mem_ExpandableArray_FreeArray(&r_cg_permutationarray);
-#endif
 #ifdef SUPPORTD3D
        r_hlsl_permutation = NULL;
        memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
@@ -8025,7 +7262,6 @@ void R_AnimCache_CacheVisibleEntities(void)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
@@ -8364,7 +7600,6 @@ static void R_View_SetFrustum(const int *scissor)
                        case RENDERPATH_GL11:
                        case RENDERPATH_GL13:
                        case RENDERPATH_GL20:
-                       case RENDERPATH_CGGL:
                        case RENDERPATH_GLES2:
                                // non-flipped y coordinates
                                fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
@@ -8611,13 +7846,6 @@ void R_EntityMatrix(const matrix4x4_t *matrix)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
                        break;
-               case RENDERPATH_CGGL:
-#ifdef SUPPORTCG
-                       CHECKCGERROR
-                       if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
-                       if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
-#endif
-                       break;
                case RENDERPATH_GL13:
                case RENDERPATH_GL11:
                        qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
@@ -8661,7 +7889,6 @@ void R_ResetViewRendering2D(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
                break;
@@ -8697,7 +7924,6 @@ void R_ResetViewRendering3D(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
                break;
@@ -8741,7 +7967,6 @@ static void R_Water_StartFrame(void)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
@@ -9108,7 +8333,6 @@ void R_Bloom_StartFrame(void)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
@@ -9213,7 +8437,6 @@ void R_Bloom_StartFrame(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_SOFT:
        case RENDERPATH_GLES2:
                break;
@@ -9257,7 +8480,6 @@ void R_Bloom_CopyBloomTexture(float colorscale)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_SOFT:
        case RENDERPATH_GLES2:
                R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
@@ -9433,7 +8655,6 @@ static void R_BlendView(void)
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
@@ -9491,7 +8712,6 @@ static void R_BlendView(void)
                                        case RENDERPATH_GL11:
                                        case RENDERPATH_GL13:
                                        case RENDERPATH_GL20:
-                                       case RENDERPATH_CGGL:
                                        case RENDERPATH_SOFT:
                                        case RENDERPATH_GLES2:
                                                R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
@@ -9573,24 +8793,6 @@ static void R_BlendView(void)
                        if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
                        if (r_glsl_permutation->loc_BloomColorSubtract      >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
                        break;
-               case RENDERPATH_CGGL:
-#ifdef SUPPORTCG
-                       R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
-                       R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
-                       if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
-                       if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
-                       if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
-                       if (r_cg_permutation->fp_ViewTintColor     ) cgGLSetParameter4f(     r_cg_permutation->fp_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);CHECKCGERROR
-                       if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
-                       if (r_cg_permutation->fp_UserVec1          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);CHECKCGERROR
-                       if (r_cg_permutation->fp_UserVec2          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);CHECKCGERROR
-                       if (r_cg_permutation->fp_UserVec3          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);CHECKCGERROR
-                       if (r_cg_permutation->fp_UserVec4          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);CHECKCGERROR
-                       if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
-                       if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
-                       if (r_cg_permutation->fp_BloomColorSubtract   ) cgGLSetParameter4f(r_cg_permutation->fp_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
-#endif
-                       break;
                case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
                        // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
@@ -9781,7 +8983,6 @@ void R_UpdateVariables(void)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
@@ -13232,7 +12433,6 @@ static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
@@ -13262,7 +12462,6 @@ static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
@@ -13301,7 +12500,6 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                switch (vid.renderpath)
                {
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                case RENDERPATH_D3D9:
                case RENDERPATH_D3D10:
                case RENDERPATH_D3D11:
@@ -14328,7 +13526,6 @@ void R_DrawDebugModel(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
                break;
        case RENDERPATH_D3D9:
                //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
@@ -14630,7 +13827,6 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                switch (vid.renderpath)
                {
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                case RENDERPATH_D3D9:
                case RENDERPATH_D3D10:
                case RENDERPATH_D3D11:
@@ -14649,7 +13845,6 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                switch (vid.renderpath)
                {
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                case RENDERPATH_D3D9:
                case RENDERPATH_D3D10:
                case RENDERPATH_D3D11:
index 8122db4..62947bb 100644 (file)
@@ -302,7 +302,6 @@ void R_FreeTexture(rtexture_t *rt)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                if (glt->texnum)
                {
@@ -456,7 +455,6 @@ static void GL_TextureMode_f (void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                // change all the existing mipmap texture objects
                // FIXME: force renderer(/client/something?) restart instead?
@@ -582,7 +580,6 @@ static void GL_Texture_CalcImageSize(int texturetype, int flags, int miplevel, i
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
        case RENDERPATH_SOFT:
@@ -703,7 +700,6 @@ static void r_textures_start(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                // LordHavoc: allow any alignment
                CHECKGLERROR
@@ -771,7 +767,6 @@ static void r_textures_devicelost(void)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                case RENDERPATH_GLES2:
                        break;
                case RENDERPATH_D3D9:
@@ -814,7 +809,6 @@ static void r_textures_devicerestored(void)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                case RENDERPATH_GLES2:
                        break;
                case RENDERPATH_D3D9:
@@ -925,7 +919,6 @@ void R_Textures_Frame (void)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        GL_ActiveTexture(0);
@@ -1081,7 +1074,6 @@ static void R_UploadPartialTexture(gltexture_t *glt, const unsigned char *data,
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                {
                        int oldbindtexnum;
@@ -1194,7 +1186,6 @@ static void R_UploadFullTexture(gltexture_t *glt, const unsigned char *data)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                CHECKGLERROR
 
@@ -1617,7 +1608,6 @@ static rtexture_t *R_SetupTexture(rtexturepool_t *rtexturepool, const char *iden
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                qglGenTextures(1, (GLuint *)&glt->texnum);CHECKGLERROR
@@ -2250,7 +2240,6 @@ rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filen
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                GL_ActiveTexture(0);
@@ -2303,7 +2292,6 @@ rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filen
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                case RENDERPATH_GLES2:
                        if (bytesperblock)
                        {
@@ -2360,7 +2348,6 @@ rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filen
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                if (dds_miplevels >= 1 && !mipcomplete)
                {
index a1c0b17..8fb3813 100644 (file)
@@ -29,10 +29,6 @@ CPUOPTIMIZATIONS?=-fno-math-errno -ffinite-math-only -fno-rounding-math -fno-sig
 LIB_ODE=`[ -n "$(DP_ODE_STATIC_LIBDIR)" ] && "$(DP_ODE_STATIC_LIBDIR)/../bin/ode-config" --libs` `[ -n "$(DP_ODE_STATIC_LIBDIR)" ] && echo -lstdc++`
 CFLAGS_ODE=`[ -n "$(DP_ODE_STATIC_LIBDIR)" ] && "$(DP_ODE_STATIC_LIBDIR)/../bin/ode-config" --cflags || { [ -n "$(DP_ODE_DYNAMIC)" ] && echo \ -DODE_DYNAMIC; }` `[ -n "$(DP_ODE_STATIC_LIBDIR)" ] && echo -DODE_STATIC`
 
-# Additional stuff for libCg
-LIB_CG= `[ -n "$(DP_CG_LIBDIR)" ] && echo \ -lCg\ -lCgGL -lGL`
-CFLAGS_CG= `[ -n "$(DP_CG_LIBDIR)" ] && echo \ -DSUPPORTCG`
-
 
 SDL_CONFIG?=sdl-config
 SDLCONFIG_UNIXCFLAGS?=`$(SDL_CONFIG) --cflags`
@@ -191,7 +187,7 @@ OBJ_SDL= builddate.c sys_sdl.o vid_sdl.o thread_sdl.o $(OBJ_SND_COMMON) snd_sdl.
 
 
 # Compilation
-CFLAGS_COMMON=$(CFLAGS_MAKEDEP) $(CFLAGS_PRELOAD) $(CFLAGS_FS) $(CFLAGS_CG) $(CFLAGS_WARNINGS) $(CFLAGS_LIBJPEG) $(CFLAGS_D3D)
+CFLAGS_COMMON=$(CFLAGS_MAKEDEP) $(CFLAGS_PRELOAD) $(CFLAGS_FS) $(CFLAGS_WARNINGS) $(CFLAGS_LIBJPEG) $(CFLAGS_D3D)
 CFLAGS_DEBUG=-ggdb
 CFLAGS_PROFILE=-g -pg -ggdb -fprofile-arcs
 CFLAGS_RELEASE=
@@ -221,7 +217,7 @@ LDFLAGS_RELEASE=$(OPTIM_RELEASE) -DSVNREVISION=`test -d .svn && svnversion || ec
 
 OBJ_GLX= builddate.c sys_linux.o vid_glx.o thread_null.o keysym2ucs.o $(OBJ_SOUND) $(OBJ_CD) $(OBJ_COMMON)
 
-LDFLAGS_UNIXCOMMON=-lm $(LIB_ODE) $(LIB_CG) $(LIB_JPEG) $(LIB_CRYPTO) $(LIB_CRYPTO_RIJNDAEL)
+LDFLAGS_UNIXCOMMON=-lm $(LIB_ODE) $(LIB_JPEG) $(LIB_CRYPTO) $(LIB_CRYPTO_RIJNDAEL)
 LDFLAGS_UNIXCL=-L$(UNIX_X11LIBPATH) -lX11 -lXpm -lXext -lXxf86dga -lXxf86vm $(LIB_SOUND)
 LDFLAGS_UNIXCL_PRELOAD=-lz -ljpeg -lpng -logg -ltheora -lvorbis -lvorbisenc -lvorbisfile -lcurl -lmodplug
 LDFLAGS_UNIXSV_PRELOAD=-lz -ljpeg -lpng -lcurl
index 4f40987..df58532 100644 (file)
@@ -5635,7 +5635,6 @@ static void Mod_Q3BSP_LightPoint(dp_model_t *model, const vec3_t p, vec3_t ambie
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
index 131ca65..ecba4b3 100644 (file)
@@ -420,11 +420,7 @@ void R_Shadow_SetShadowMode(void)
                                }
                        }
                        r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
-                       // Cg has very little choice in depth texture sampling
-                       if (vid.cgcontext)
-                               r_shadow_shadowmapsampler = false;
                        break;
-               case RENDERPATH_CGGL:
                case RENDERPATH_D3D9:
                case RENDERPATH_D3D10:
                case RENDERPATH_D3D11:
@@ -1897,7 +1893,6 @@ void R_Shadow_RenderMode_Begin(void)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
@@ -2106,7 +2101,6 @@ init_done:
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_SOFT:
        case RENDERPATH_GLES2:
                GL_CullFace(r_refdef.view.cullface_back);
@@ -2680,7 +2674,6 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                case RENDERPATH_GLES2:
                        qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
                        break;
@@ -2727,7 +2720,6 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                case RENDERPATH_GLES2:
                        qglBlendEquationEXT(GL_FUNC_ADD_EXT);
                        break;
@@ -3888,7 +3880,6 @@ void R_Shadow_PrepareLights(void)
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
@@ -4285,7 +4276,6 @@ void R_DrawModelShadowMaps(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_SOFT:
        case RENDERPATH_GLES2:
                break;
@@ -4463,7 +4453,6 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
                case RENDERPATH_GL20:
                case RENDERPATH_GL13:
                case RENDERPATH_GL11:
-               case RENDERPATH_CGGL:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
@@ -4512,7 +4501,6 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                case RENDERPATH_GL20:
                case RENDERPATH_GL13:
                case RENDERPATH_GL11:
-               case RENDERPATH_CGGL:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
@@ -4557,7 +4545,6 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                        case RENDERPATH_GL11:
                        case RENDERPATH_GL13:
                        case RENDERPATH_GL20:
-                       case RENDERPATH_CGGL:
                        case RENDERPATH_GLES2:
                                qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
                                break;
@@ -4587,7 +4574,6 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                        case RENDERPATH_GL11:
                        case RENDERPATH_GL13:
                        case RENDERPATH_GL20:
-                       case RENDERPATH_CGGL:
                        case RENDERPATH_GLES2:
                                qglBlendEquationEXT(GL_FUNC_ADD_EXT);
                                break;
@@ -4636,7 +4622,6 @@ void R_Shadow_DrawCoronas(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_GLES2:
                usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
                if (usequery)
diff --git a/vid.h b/vid.h
index cb6775d..157f1c0 100644 (file)
--- a/vid.h
+++ b/vid.h
@@ -33,7 +33,6 @@ typedef enum renderpath_e
        RENDERPATH_GL11,
        RENDERPATH_GL13,
        RENDERPATH_GL20,
-       RENDERPATH_CGGL,
        RENDERPATH_D3D9,
        RENDERPATH_D3D10,
        RENDERPATH_D3D11,
@@ -98,8 +97,6 @@ typedef struct viddef_s
        int samples;
        qboolean stencil;
 
-       void *cgcontext;
-
        renderpath_t renderpath;
        qboolean forcevbo; // some renderpaths can not operate without it
        qboolean useinterleavedarrays; // required by some renderpaths
index 4cd97d6..45d8bc7 100644 (file)
--- a/vid_sdl.c
+++ b/vid_sdl.c
@@ -1924,7 +1924,6 @@ void VID_Finish (void)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if (r_speeds.integer == 2 || gl_finish.integer)
index 0db91b5..05c5bea 100644 (file)
@@ -2,10 +2,6 @@
 #include "quakedef.h"
 #include "cdaudio.h"
 
-#ifdef SUPPORTCG
-#include <Cg/cgGL.h>
-#endif
-
 #ifdef SUPPORTD3D
 #include <d3d9.h>
 #ifdef _MSC_VER
@@ -69,9 +65,6 @@ cvar_t vid_minwidth = {0, "vid_minwidth", "0", "minimum vid_width that is accept
 cvar_t vid_minheight = {0, "vid_minheight", "0", "minimum vid_height that is acceptable (to be set in default.cfg in mods)"};
 cvar_t vid_gl13 = {0, "vid_gl13", "1", "enables faster rendering using OpenGL 1.3 features (such as GL_ARB_texture_env_combine extension)"};
 cvar_t vid_gl20 = {0, "vid_gl20", "1", "enables faster rendering using OpenGL 2.0 features (such as GL_ARB_fragment_shader extension)"};
-#ifdef SUPPORTCG
-cvar_t vid_cggl = {0, "vid_glcg", "1", "enables faster rendering using the Cg shader library"};
-#endif
 cvar_t gl_finish = {0, "gl_finish", "0", "make the cpu wait for the graphics processor at the end of each rendered frame (can help with strange input or video lag problems on some machines)"};
 
 cvar_t vid_stick_mouse = {CVAR_SAVE, "vid_stick_mouse", "0", "have the mouse stuck in the center of the screen" };
@@ -931,17 +924,6 @@ void VID_CheckExtensions(void)
                vid.renderpath = RENDERPATH_GL20;
                vid.useinterleavedarrays = false;
        }
-#ifdef SUPPORTCG
-       else if (vid_cggl.integer && (vid.cgcontext = cgCreateContext()))
-       {
-               vid.texunits = 4;
-               vid.teximageunits = 16;
-               vid.texarrayunits = 8;
-               Con_DPrintf("Using NVIDIA Cg rendering path - %i texture matrix, %i texture images, %i texcoords%s\n", vid.texunits, vid.teximageunits, vid.texarrayunits, vid.support.ext_framebuffer_object ? ", shadowmapping supported" : "");
-               vid.renderpath = RENDERPATH_CGGL;
-               vid.useinterleavedarrays = false;
-       }
-#endif
        else if (vid.support.arb_texture_env_combine && vid.texunits >= 2 && vid_gl13.integer)
        {
                qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&vid.texunits);
@@ -1051,7 +1033,6 @@ void VID_UpdateGamma(qboolean force, int rampsize)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
@@ -1236,9 +1217,6 @@ void VID_Shared_Init(void)
        Cvar_RegisterVariable(&vid_minheight);
        Cvar_RegisterVariable(&vid_gl13);
        Cvar_RegisterVariable(&vid_gl20);
-#ifdef SUPPORTCG
-       Cvar_RegisterVariable(&vid_cggl);
-#endif
        Cvar_RegisterVariable(&gl_finish);
        Cmd_AddCommand("force_centerview", Force_CenterView_f, "recenters view (stops looking up/down)");
        Cmd_AddCommand("vid_restart", VID_Restart_f, "restarts video system (closes and reopens the window, restarts renderer)");