+ R_Mesh_VertexPointer(floats, 0, 0);
+ R_Mesh_ColorPointer(floats + 20, 0, 0);
+ R_Mesh_ResetTextureState();
+ if (pic)
+ {
+ if (width == 0)
+ width = pic->width;
+ if (height == 0)
+ height = pic->height;
+ R_Mesh_TexBind(0, R_GetTexture(pic->tex));
+ R_Mesh_TexCoordPointer(0, 2, floats + 12, 0, 0);
+ floats[12] = s1;floats[13] = t1;
+ floats[14] = s2;floats[15] = t2;
+ floats[16] = s4;floats[17] = t4;
+ floats[18] = s3;floats[19] = t3;
+ }
+
+ floats[2] = floats[5] = floats[8] = floats[11] = 0;
+ floats[0] = floats[9] = x;
+ floats[1] = floats[4] = y;
+ floats[3] = floats[6] = x + width;
+ floats[7] = floats[10] = y + height;
+ floats[20] = r1;floats[21] = g1;floats[22] = b1;floats[23] = a1;
+ floats[24] = r2;floats[25] = g2;floats[26] = b2;floats[27] = a2;
+ floats[28] = r4;floats[29] = g4;floats[30] = b4;floats[31] = a4;
+ floats[32] = r3;floats[33] = g3;floats[34] = b3;floats[35] = a3;
+
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
+}
+
+void DrawQ_Mesh (drawqueuemesh_t *mesh, int flags)
+{
+ _DrawQ_ProcessDrawFlag(flags);
+
+ R_Mesh_VertexPointer(mesh->data_vertex3f, 0, 0);
+ R_Mesh_ColorPointer(mesh->data_color4f, 0, 0);
+ R_Mesh_ResetTextureState();
+ R_Mesh_TexBind(0, R_GetTexture(mesh->texture));
+ R_Mesh_TexCoordPointer(0, 2, mesh->data_texcoord2f, 0, 0);
+
+ GL_LockArrays(0, mesh->num_vertices);
+ R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, 0, 0);
+ GL_LockArrays(0, 0);
+}
+
+void DrawQ_LineLoop (drawqueuemesh_t *mesh, int flags)
+{
+ int num;
+
+ _DrawQ_ProcessDrawFlag(flags);
+
+ GL_Color(1,1,1,1);
+ CHECKGLERROR
+ qglBegin(GL_LINE_LOOP);
+ for (num = 0;num < mesh->num_vertices;num++)
+ {
+ if (mesh->data_color4f)
+ GL_Color(mesh->data_color4f[num*4+0], mesh->data_color4f[num*4+1], mesh->data_color4f[num*4+2], mesh->data_color4f[num*4+3]);
+ qglVertex2f(mesh->data_vertex3f[num*3+0], mesh->data_vertex3f[num*3+1]);
+ }
+ qglEnd();
+ CHECKGLERROR
+}
+
+//[515]: this is old, delete
+void DrawQ_Line (float width, float x1, float y1, float x2, float y2, float r, float g, float b, float alpha, int flags)
+{
+ _DrawQ_ProcessDrawFlag(flags);
+
+ CHECKGLERROR
+ qglLineWidth(width);CHECKGLERROR
+
+ GL_Color(r,g,b,alpha);
+ CHECKGLERROR
+ qglBegin(GL_LINES);
+ qglVertex2f(x1, y1);
+ qglVertex2f(x2, y2);
+ qglEnd();
+ CHECKGLERROR
+}
+
+void DrawQ_SetClipArea(float x, float y, float width, float height)
+{
+ _DrawQ_Setup();
+
+ // We have to convert the con coords into real coords
+ // OGL uses top to bottom
+ GL_Scissor((int)(x * ((float)vid.width / vid_conwidth.integer)), (int)(y * ((float) vid.height / vid_conheight.integer)), (int)(width * ((float)vid.width / vid_conwidth.integer)), (int)(height * ((float)vid.height / vid_conheight.integer)));
+
+ GL_ScissorTest(true);
+}
+
+void DrawQ_ResetClipArea(void)
+{
+ _DrawQ_Setup();
+ GL_ScissorTest(false);
+}
+
+void DrawQ_Finish(void)
+{
+ r_refdef.draw2dstage = false;
+}
+
+static float blendvertex3f[9] = {-5000, -5000, 10, 10000, -5000, 10, -5000, 10000, 10};
+void R_DrawGamma(void)
+{
+ float c[4];