+ if (r_showsurfaces.integer)
+ {
+ if (rsurface_mode != RSURFMODE_SHOWSURFACES)
+ {
+ rsurface_mode = RSURFMODE_SHOWSURFACES;
+ GL_DepthMask(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
+ }
+ RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ int k = (int)(((size_t)surface) / sizeof(msurface_t));
+ GL_Color((k & 15) * (1.0f / 16.0f), ((k >> 4) & 15) * (1.0f / 16.0f), ((k >> 8) & 15) * (1.0f / 16.0f), 0.2f);
+ RSurf_Draw(surface);
+ }
+ }
+ else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
+ {
+ // transparent sky would be ridiculous
+ if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ {
+ if (rsurface_mode != RSURFMODE_SKY)
+ {
+ if (rsurface_mode == RSURFMODE_GLSL)
+ qglUseProgramObjectARB(0);
+ rsurface_mode = RSURFMODE_SKY;
+ if (skyrendernow)
+ {
+ skyrendernow = false;
+ R_Sky();
+ // restore entity matrix
+ R_Mesh_Matrix(&rsurface_entity->matrix);
+ }
+ GL_DepthMask(true);
+ // LordHavoc: HalfLife maps have freaky skypolys so don't use
+ // skymasking on them, and Quake3 never did sky masking (unlike
+ // software Quake and software Quake2), so disable the sky masking
+ // in Quake3 maps as it causes problems with q3map2 sky tricks,
+ // and skymasking also looks very bad when noclipping outside the
+ // level, so don't use it then either.
+ if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis)
+ {
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
+ if (skyrendermasked)
+ {
+ // depth-only (masking)
+ GL_ColorMask(0,0,0,0);
+ // just to make sure that braindead drivers don't draw
+ // anything despite that colormask...
+ GL_BlendFunc(GL_ZERO, GL_ONE);
+ }
+ else
+ {
+ // fog sky
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ }
+ }
+ }
+ // LordHavoc: HalfLife maps have freaky skypolys so don't use
+ // skymasking on them, and Quake3 never did sky masking (unlike
+ // software Quake and software Quake2), so disable the sky masking
+ // in Quake3 maps as it causes problems with q3map2 sky tricks,
+ // and skymasking also looks very bad when noclipping outside the
+ // level, so don't use it then either.
+ if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis)
+ {
+ RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_Draw(surface);
+ }
+ if (skyrendermasked)
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+ }
+ }
+ }
+ else if (rsurface_texture->currentnumlayers && r_glsl.integer && gl_support_fragment_shader)
+ {
+ if (rsurface_mode != RSURFMODE_GLSL)
+ {
+ rsurface_mode = RSURFMODE_GLSL;
+ rsurface_glsl_texture = NULL;
+ R_Mesh_ResetTextureState();
+ }
+ if (rsurface_glsl_texture != rsurface_texture)
+ {
+ rsurface_glsl_texture = rsurface_texture;
+ GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
+ GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
+ GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
+ R_SetupSurfaceShader(vec3_origin, lightmode == 2);
+ //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, false);
+ //if (r_glsl_deluxemapping.integer)
+ // permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, true);
+ R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
+ if (lightmode != 2)
+ R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
+ GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+ }
+ if (!r_glsl_permutation)
+ return;
+ RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
+ R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
+ R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
+ R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
+ if (lightmode != 2)
+ {
+ if (rsurface_lightmaptexture)
+ {
+ R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+ R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
+ R_Mesh_ColorPointer(NULL);
+ }
+ else
+ {
+ R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+ R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+ R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f);
+ }
+ }
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_Draw(surface);
+ }
+ }
+ else if (rsurface_texture->currentnumlayers)